ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_util.C
(Generate patch)

Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.54 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.132 by root, Sun Nov 18 15:19:48 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <spells.h> 27#include <spells.h>
26#include <object.h> 28#include <object.h>
33/* This returns a random spell from 'ob'. If skill is set, then 35/* This returns a random spell from 'ob'. If skill is set, then
34 * the spell must be of this skill, it can be NULL in which case all 36 * the spell must be of this skill, it can be NULL in which case all
35 * matching spells are used. 37 * matching spells are used.
36 */ 38 */
37object * 39object *
38find_random_spell_in_ob (object *ob, const char *skill) 40find_random_spell_in_ob (object *ob, shstr_cmp skill)
39{ 41{
40 int k = 0, s; 42 int k = 0, s;
41 object *tmp;
42 43
43 for (tmp = ob->inv; tmp; tmp = tmp->below) 44 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
44 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 45 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++; 46 k++;
46 47
47 /* No spells, no need to progess further */ 48 /* No spells, no need to progess further */
48 if (!k) 49 if (!k)
49 return NULL; 50 return NULL;
50 51
51 s = RANDOM () % k; 52 s = rndm (k);
52 53
53 for (tmp = ob->inv; tmp; tmp = tmp->below) 54 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 55 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 {
56 if (!s) 56 if (!s)
57 return tmp; 57 return tmp;
58 else 58 else
59 s--; 59 s--;
60 } 60
61 /* Should never get here, but just in case */ 61 /* Should never get here, but just in case */
62 return NULL; 62 return 0;
63} 63}
64 64
65/* Relatively simple function that gets used a lot. 65/* Relatively simple function that gets used a lot.
66 * Basically, it sets up the skill pointer for the spell being 66 * Basically, it sets up the skill pointer for the spell being
67 * cast. If op is really casting the spell, then the skill 67 * cast. If op is really casting the spell, then the skill
77 dest->skill = spob->skill; 77 dest->skill = spob->skill;
78 else 78 else
79 dest->skill = caster->skill; 79 dest->skill = caster->skill;
80} 80}
81 81
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 82/* pretty basic function - basically just takes
151 * an object, sets the x,y, and calls insert_ob_in_map 83 * an object, sets the x,y, and calls insert_ob_in_map
152 */ 84 */
153void 85void
154spell_effect (object *spob, int x, int y, maptile *map, object *originator) 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
155{ 87{
156 if (spob->other_arch) 88 if (spob->other_arch)
157 map->insert (arch_to_object (spob->other_arch), x, y, originator); 89 map->insert (spob->other_arch->instance (), x, y, originator);
158} 90}
159 91
160/* 92static int
161 * This function takes a caster and spell and presents the 93attuned_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{ 94{
173 int new_level; 95 // compute the attuned/repelled bonus
174 96 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
175 if (caster->path_denied & spell->path_attuned) 97 // repell has no such quarrels
176 return 1; 98 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) 99 + (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} 100}
184 101
185/* This function returns the effective level the spell 102/* This function returns the effective level the spell
186 * is being cast at. 103 * 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 */ 104 */
191int 105int
192caster_level (object *caster, object *spell) 106casting_level (object *caster, object *spell)
193{ 107{
194 int level = caster->level; 108 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 }
204 109
205 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 110 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
206 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 111 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
207 { 112 {
208 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 113 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
209 int sk_level = skill ? skill->level : 1; 114 int sk_level = skill ? skill->level : 1;
210 115
211 level = MIN (level, sk_level + level / 10 + 1); 116 level = min (level, sk_level + level / 10 + 1);
212 } 117 }
118 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
119 if (object *skill = caster->contr->find_skill (spell->skill))
120 level = skill->level;
213 121
214 /* Got valid caster level. Now adjust for attunement */ 122 int bonus = attuned_bonus (caster, spell, level);
215 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 123
216 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 124 level += bonus;
125
126 // now scale the effective level from the startinglevel..100 range to 1..100
127 if (level < 100)
128 level = lerp (level, (int)spell->level, 100, 1, 100);
217 129
218 /* Always make this at least 1. If this is zero, we get divide by zero 130 /* Always make this at least 1. If this is zero, we get divide by zero
219 * errors in various places. 131 * errors in various places.
220 */ 132 */
221 return max (level, 1); 133 return clamp (level, 1, settings.max_level);
222} 134}
223 135
224/* The following function scales the spellpoint cost of 136/* The following function scales the spellpoint cost of
225 * a spell by it's increased effectiveness. Some of the 137 * a spell by it's increased effectiveness. Some of the
226 * lower level spells become incredibly vicious at high 138 * lower level spells become incredibly vicious at high
230 * caster is what is casting the spell, can be op. 142 * caster is what is casting the spell, can be op.
231 * spell is the spell object. 143 * spell is the spell object.
232 * Note that it is now possible for a spell to cost both grace and 144 * Note that it is now possible for a spell to cost both grace and
233 * mana. In that case, we return which ever value is higher. 145 * mana. In that case, we return which ever value is higher.
234 */ 146 */
235
236sint16 147sint16
237SP_level_spellpoint_cost (object *caster, object *spell, int flags) 148SP_level_spellpoint_cost (object *caster, object *spell, int flags)
238{ 149{
239 int sp, grace, level = caster_level (caster, spell); 150 int sp, grace, level = casting_level (caster, spell);
240 151
241 if (settings.spellpoint_level_depend == TRUE) 152 if (settings.spellpoint_level_depend == TRUE)
242 { 153 {
243 if (spell->stats.sp && spell->stats.maxsp) 154 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))); 155 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
246 }
247 else 156 else
248 sp = spell->stats.sp; 157 sp = spell->stats.sp;
249 158
250 sp *= (int) PATH_SP_MULT (caster, spell); 159 sp *= (int) PATH_SP_MULT (caster, spell);
251 if (!sp && spell->stats.sp) 160 if (!sp && spell->stats.sp)
252 sp = 1; 161 sp = 1;
253 162
254 if (spell->stats.grace && spell->stats.maxgrace) 163 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))); 164 grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace));
257 }
258 else 165 else
259 grace = spell->stats.grace; 166 grace = spell->stats.grace;
260 167
261 grace *= (int) PATH_SP_MULT (caster, spell); 168 grace *= PATH_SP_MULT (caster, spell);
262 if (spell->stats.grace && !grace) 169 if (spell->stats.grace && !grace)
263 grace = 1; 170 grace = 1;
264 } 171 }
265 else 172 else
266 { 173 {
267 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 174 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
268 if (spell->stats.sp && !sp) 175 if (spell->stats.sp && !sp)
269 sp = 1; 176 sp = 1;
177
270 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 178 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
271 if (spell->stats.grace && !grace) 179 if (spell->stats.grace && !grace)
272 grace = 1; 180 grace = 1;
273 } 181 }
182
274 if (flags == SPELL_HIGHEST) 183 if (flags == SPELL_HIGHEST)
275 return MAX (sp, grace); 184 return max (sp, grace);
276 else if (flags == SPELL_GRACE) 185 else if (flags == SPELL_GRACE)
277 return grace; 186 return grace;
278 else if (flags == SPELL_MANA) 187 else if (flags == SPELL_MANA)
279 return sp; 188 return sp;
280 else 189 else
282 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 191 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
283 return 0; 192 return 0;
284 } 193 }
285} 194}
286 195
196/*
197 * Return the effective casting level of the spell.
198 * To make spells independent of their starting level, this function
199 * scales the range spellstartlevel .. 100 into the range 1..100
200 */
201static int
202SP_casting_level (object *caster, object *spell)
203{
204 return casting_level (caster, spell);
205}
287 206
288/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 207/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289 * spob is the spell we are adjusting. 208 * spob is the spell we are adjusting.
290 */ 209 */
291int 210int
292SP_level_dam_adjust (object *caster, object *spob) 211SP_level_dam_adjust (object *caster, object *spob)
293{ 212{
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) 213 if (!spob->dam_modifier)
300 adj /= spob->dam_modifier;
301 else
302 adj = 0;
303 return adj; 214 return 0;
215
216 return SP_casting_level (caster, spob) / spob->dam_modifier;
304} 217}
305 218
306/* Adjust the strength of the spell based on level. 219/* Adjust the strength of the spell based on level.
307 * This is basically the same as SP_level_dam_adjust above, 220 * This is basically the same as SP_level_dam_adjust above,
308 * but instead looks at the level_modifier value. 221 * but instead looks at the level_modifier value.
309 */ 222 */
310int 223int
311SP_level_duration_adjust (object *caster, object *spob) 224SP_level_duration_adjust (object *caster, object *spob)
312{ 225{
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) 226 if (!spob->duration_modifier)
319 adj /= spob->duration_modifier;
320 else
321 adj = 0;
322
323 return adj; 227 return 0;
228
229 return SP_casting_level (caster, spob) / spob->duration_modifier;
324} 230}
325 231
326/* Adjust the strength of the spell based on level. 232/* Adjust the strength of the spell based on level.
327 * This is basically the same as SP_level_dam_adjust above, 233 * This is basically the same as SP_level_dam_adjust above,
328 * but instead looks at the level_modifier value. 234 * but instead looks at the level_modifier value.
329 */ 235 */
330int 236int
331SP_level_range_adjust (object *caster, object *spob) 237SP_level_range_adjust (object *caster, object *spob)
332{ 238{
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) 239 if (!spob->range_modifier)
339 adj /= spob->range_modifier;
340 else
341 adj = 0;
342
343 return adj; 240 return 0;
241
242 return SP_casting_level (caster, spob) / spob->range_modifier;
344} 243}
345 244
346/* Checks to see if player knows the spell. If the name is the same 245/* Checks to see if player knows the spell. If the name is the same
347 * as an existing spell, we presume they know it. 246 * as an existing spell, we presume they know it.
348 * returns 1 if they know the spell, 0 if they don't. 247 * returns 1 if they know the spell, 0 if they don't.
349 */ 248 */
350object * 249object *
351check_spell_known (object *op, const char *name) 250check_spell_known (object *op, shstr_cmp name)
352{ 251{
353 object *spop; 252 object *spop;
354 253
355 for (spop = op->inv; spop; spop = spop->below) 254 for (spop = op->inv; spop; spop = spop->below)
356 if (spop->type == SPELL && !strcmp (spop->name, name)) 255 if (spop->type == SPELL && spop->name == name)
357 return spop; 256 return spop;
358 257
359 return NULL; 258 return 0;
360} 259}
361 260
362 261/*
363/*
364 * Look at object 'op' and see if they know the spell 262 * Look at object 'op' and see if they know the spell
365 * spname. This is pretty close to check_spell_known 263 * spname. This is pretty close to check_spell_known
366 * above, but it uses a looser matching mechanism. 264 * above, but it uses a looser matching mechanism.
367 * returns the matching spell object, or NULL. 265 * returns the matching spell object, or NULL.
368 * If we match multiple spells but don't get an 266 * If we match multiple spells but don't get an
369 * exact match, we also return NULL. 267 * exact match, we also return NULL.
370 */ 268 */
371
372object * 269object *
373lookup_spell_by_name (object *op, const char *spname) 270object::find_spell (const_utf8_string prefix) const
374{ 271{
375 object *spob1 = NULL, *spob2 = NULL, *spob; 272 if (shstr_cmp name = prefix)
376 int nummatch = 0; 273 {
377 274 // 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) 275 for (object *spob = inv; spob; spob = spob->below)
276 if (spob->name == name && spob->type == SPELL)
277 return spob;
386 { 278 }
279 else
280 {
281 // case 2, match prefix
282 int len = strlen (prefix);
283
284 for (object *spob = inv; spob; spob = spob->below)
387 if (spob->type == SPELL) 285 if (spob->type == SPELL
388 { 286 && spob->name.length () < len
389 if (!strncmp (spob->name, spname, strlen (spname))) 287 && prefix [spob->name.length ()] <= ' '
390 { 288 && !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; 289 return spob;
412 if (spob1 && nummatch == 1) 290 }
413 return spob1; 291
414 return NULL; 292 return 0;
415} 293}
416 294
417/* reflwall - decides weither the (spell-)object sp_op will 295/* reflwall - decides weither the (spell-)object sp_op will
418 * be reflected from the given mapsquare. Returns 1 if true. 296 * be reflected from the given mapsquare. Returns 1 if true.
419 * (Note that for living creatures there is a small chance that 297 * (Note that for living creatures there is a small chance that
422 * eg, updated for tiled maps. 300 * eg, updated for tiled maps.
423 */ 301 */
424int 302int
425reflwall (maptile *m, int x, int y, object *sp_op) 303reflwall (maptile *m, int x, int y, object *sp_op)
426{ 304{
427 object *op;
428
429 if (OUT_OF_REAL_MAP (m, x, y)) 305 if (OUT_OF_REAL_MAP (m, x, y))
430 return 0; 306 return 0;
307
431 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 308 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
432 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 309 if (op->flag [FLAG_REFL_SPELL]
433 && (!QUERY_FLAG (op, FLAG_ALIVE) 310 && (!op->flag [FLAG_ALIVE]
434 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 311 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
435 return 1; 312 return 1;
436 313
437 return 0; 314 return 0;
438} 315}
439 316
440/* cast_create_object: creates object new_op in direction dir 317/* cast_create_object: creates object new_op in direction dir
441 * or if that is blocked, beneath the player (op). 318 * or if that is blocked, beneath the player (op).
442 * we pass 'caster', but don't use it for anything. 319 * we pass 'caster', but don't use it for anything.
443 * This is really just a simple wrapper function . 320 * This is really just a simple wrapper function .
444 * returns the direction that the object was actually placed 321 * returns true to indicate whether the operation was successful.
445 * in. 322 * destroys the object is unsuccessful.
446 */ 323 */
447int 324bool
448cast_create_obj (object *op, object *caster, object *new_op, int dir) 325cast_create_obj (object *op, object *caster, object *new_op, int dir)
449{ 326{
450 maptile *m; 327 mapxy pos (op);
451 sint16 sx, sy; 328 pos.move (dir);
452 329
453 if (dir && 330 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) || 331 || 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)))) 332 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
456 { 333 )
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 } 334 {
335 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
336 new_op->destroy ();
337 return 0;
338 }
461 339
462 op->map->insert (new_op, 340 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);
466 341
342 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
343
467 return dir; 344 return 1;
345}
346
347static bool
348mergable_owner (object *o1, object *o2)
349{
350 if (o1 == o2)
351 return 1;
352
353 if (!o1 || !o2)
354 return 0;
355
356 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
357 return 0;
358
359 if (o1->is_player () || o2->is_player ())
360 return 0;
361
362 return 1;
468} 363}
469 364
470/* Returns true if it is ok to put spell *op on the space/may provided. 365/* Returns true if it is ok to put spell *op on the space/may provided.
471 * immune_stop is basically the attacktype of the spell (why 366 * immune_stop is basically the attacktype of the spell (why
472 * passed as a different value, not sure of). If immune_stop 367 * passed as a different value, not sure of). If immune_stop
473 * has the AT_MAGIC bit set, and there is a counterwall 368 * has the AT_MAGIC bit set, and there is a counterwall
474 * on the space, the object doesn't get placed. if immune stop 369 * on the space, the object doesn't get placed. if immune stop
475 * does not have AT_MAGIC, then counterwalls do not effect the spell. 370 * does not have AT_MAGIC, then counterwalls do not effect the spell.
476 *
477 */ 371 */
478int 372int
479ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 373ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
480{ 374{
481 if (!xy_normalise (m, x, y)) 375 if (!xy_normalise (m, x, y))
482 return 0; 376 return 0;
483 377
484 mapspace &ms = m->at (x, y); 378 mapspace &ms = m->at (x, y);
379 ms.update ();
485 380
486 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 381 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
487 return 0; 382 return 0;
488 383
384 int max_effects = 5; // max. number of similar spells per mapspace
385
489 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 386 for (object *tmp = ms.top; tmp; tmp = tmp->below)
490 { 387 {
491 /* If there is a counterspell on the space, and this 388 /* If there is a counterspell on the space, and this
492 * object is using magic, don't progress. I believe we could 389 * 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 390 * 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 391 * 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 393 * 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 394 * removed.) On the other hand, it may be more dramatic for the
498 * spell to actually hit the counterwall and be sucked up. 395 * spell to actually hit the counterwall and be sucked up.
499 */ 396 */
500 if ((tmp->attacktype & AT_COUNTERSPELL) 397 if ((tmp->attacktype & AT_COUNTERSPELL)
501 && !QUERY_FLAG (tmp, FLAG_MONSTER) 398 && !tmp->flag [FLAG_MONSTER]
502 && (tmp->type != PLAYER) 399 && (tmp->type != PLAYER)
503 && (tmp->type != WEAPON) 400 && (tmp->type != WEAPON)
504 && (tmp->type != BOW) 401 && (tmp->type != BOW)
505 && (tmp->type != ARROW) 402 && (tmp->type != ARROW)
506 && (tmp->type != GOLEM) 403 && (tmp->type != GOLEM)
507 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 404 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
508 // we special case floor here because there 405 // we special case floor here because there
509 // are sometimes spell effect floors 406 // are sometimes spell effect floors
510 // which are used to inflict damage 407 // which are used to inflict damage
511 // (and those shouldn't go away from 408 // (and those shouldn't go away from
512 // sanctuary) see also: permanent lava 409 // sanctuary) see also: permanent lava
513 && (immune_stop & AT_MAGIC)) 410 && (immune_stop & AT_MAGIC))
514 return 0; 411 return 0;
515 412
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 413 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 { 414 {
536 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 415 if (tmp->subtype == op->subtype
537 tmp->range = MAX (tmp->range, op->range); 416 && tmp->arch == op->arch /* no harm if not comparing by name here */)
538 tmp->duration = MAX (tmp->duration, op->duration); 417 {
418 /* This is to prevent 'out of control' spells. Basically, this
419 * limits one spell effect per space per spell. This is definately
420 * needed for performance reasons, and just for playability I believe.
421 * there are no such things as multispaced spells right now, so
422 * we don't need to worry about the head.
423 */
424 if (tmp->stats.maxhp == op->stats.maxhp)
425 return 0;
426
427 /*
428 * Combine similar spell effects into one spell effect. Needed for
429 * performance reasons with meteor swarm and the like, but also for
430 * playability reasons.
431 */
432 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
433 if (mergable_owner (tmp, op))
434 {
435 // if same owner, then combine, but reduce advantage of multiple spells
436 max_it (tmp->stats.dam, op->stats.dam);
437 max_it (tmp->range , op->range);
438 max_it (tmp->duration , op->duration);
439 return 0;
440 }
441 }
442
443 // if there are too many spell effects on this space,
444 // then don't allow more of them, for performance reasons.
445 if (tmp->type == SPELL_EFFECT
446 && !--max_effects)
539 return 0; 447 return 0;
540 } 448 }
541 449
542 /* Perhaps we should also put checks in for no magic and unholy 450 /* Perhaps we should also put checks in for no magic and unholy
543 * ground to prevent it from moving along? 451 * ground to prevent it from moving along?
544 */ 452 */
556 * dir: direction to fire in. 464 * dir: direction to fire in.
557 * spell: spell that is being fired. It uses other_arch for the archetype 465 * spell: spell that is being fired. It uses other_arch for the archetype
558 * to fire. 466 * to fire.
559 * returns 0 on failure, 1 on success. 467 * returns 0 on failure, 1 on success.
560 */ 468 */
561
562int 469int
563fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 470fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
564{ 471{
565 object *tmp;
566 int mflags;
567 maptile *m;
568
569 if (spell->other_arch == NULL) 472 if (!spell->other_arch)
570 return 0; 473 return 0;
571 474
572 m = op->map; 475 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 }
578 476
579 tmp = arch_to_object (spell->other_arch); 477 if (!tmp)
580
581 if (tmp == NULL)
582 return 0; 478 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 }
590 479
591 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 480 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
592 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 481 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
593 /* code in time.c uses food for some things, duration for others */ 482 /* code in time.c uses food for some things, duration for others */
594 tmp->stats.food = tmp->duration; 483 tmp->stats.food = tmp->duration;
595 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 484 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
596 tmp->attacktype = spell->attacktype; 485 tmp->attacktype = spell->attacktype;
597 tmp->x = x;
598 tmp->y = y;
599 tmp->direction = dir; 486 tmp->direction = dir;
600 if (op->owner != NULL)
601 tmp->set_owner (op); 487 tmp->set_owner (op);
602 else
603 tmp->set_owner (op);
604 tmp->level = caster_level (caster, spell); 488 tmp->level = casting_level (caster, spell);
605 set_spell_skill (op, caster, spell, tmp); 489 set_spell_skill (op, caster, spell, tmp);
606 490
607 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 491 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
608 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 492 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
609 {
610 if (!tailor_god_spell (tmp, op)) 493 if (!tailor_god_spell (tmp, op))
611 return 0; 494 return 0;
612 }
613 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
614 SET_ANIMATION (tmp, dir);
615 495
616 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 496 if (tmp->flag [FLAG_IS_TURNABLE])
497 tmp->set_anim_frame (dir);
498
499 if ((tmp = op->map->insert (tmp, x, y, op)))
617 move_spell_effect (tmp); 500 move_spell_effect (tmp);
618 501
619 return 1; 502 return 1;
620} 503}
621 504
626 ****************************************************************************/ 509 ****************************************************************************/
627void 510void
628regenerate_rod (object *rod) 511regenerate_rod (object *rod)
629{ 512{
630 if (rod->stats.hp < rod->stats.maxhp) 513 if (rod->stats.hp < rod->stats.maxhp)
631 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); 514 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
632} 515}
633 516
634void 517void
635drain_rod_charge (object *rod) 518drain_rod_charge (object *rod)
636{ 519{
656 { 539 {
657 tmp = op->owner; 540 tmp = op->owner;
658 /* If the owner does not exist, or is not a monster, than apply the spell 541 /* If the owner does not exist, or is not a monster, than apply the spell
659 * to the caster. 542 * to the caster.
660 */ 543 */
661 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 544 if (!tmp || !tmp->flag [FLAG_MONSTER])
662 tmp = op; 545 tmp = op;
663 } 546 }
664 else 547 else
665 { 548 {
666 maptile *m = op->map; 549 maptile *m = op->map;
667 sint16 x = op->x + freearr_x[dir]; 550 sint16 x = op->x + DIRX (dir);
668 sint16 y = op->y + freearr_y[dir]; 551 sint16 y = op->y + DIRY (dir);
669 552
670 tmp = xy_normalise (m, x, y) 553 tmp = xy_normalise (m, x, y)
671 ? m->at (x, y).player () 554 ? m->at (x, y).player ()
672 : 0; 555 : 0;
673 } 556 }
676 if (!tmp) 559 if (!tmp)
677 tmp = op->ms ().player (); 560 tmp = op->ms ().player ();
678 561
679 return tmp; 562 return tmp;
680} 563}
681
682
683 564
684/* raytrace: 565/* raytrace:
685 * spell_find_dir(map, x, y, exclude) will search first the center square 566 * spell_find_dir(map, x, y, exclude) will search first the center square
686 * then some close squares in the given map at the given coordinates for 567 * then some close squares in the given map at the given coordinates for
687 * live objects. 568 * live objects.
690 * monsters/generators only. If not, the spell will hunt players only. 571 * 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 572 * It returns the direction toward the first/closest live object if it finds
692 * any, otherwise -1. 573 * any, otherwise -1.
693 * note that exclude can be NULL, in which case all bets are off. 574 * note that exclude can be NULL, in which case all bets are off.
694 */ 575 */
695
696int 576int
697spell_find_dir (maptile *m, int x, int y, object *exclude) 577spell_find_dir (maptile *m, int x, int y, object *exclude)
698{ 578{
699 int i, max = SIZEOFFREE; 579 int i, max = SIZEOFFREE;
700 sint16 nx, ny; 580 sint16 nx, ny;
707 if (exclude && exclude->type) 587 if (exclude && exclude->type)
708 owner_type = exclude->type; 588 owner_type = exclude->type;
709 589
710 for (i = rndm (1, 8); i < max; i++) 590 for (i = rndm (1, 8); i < max; i++)
711 { 591 {
712 nx = x + freearr_x[i]; 592 nx = x + DIRX (i);
713 ny = y + freearr_y[i]; 593 ny = y + DIRY (i);
714 mp = m; 594 mp = m;
715 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 595 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
716 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 596 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
717 continue; 597 continue;
718 598
719 tmp = GET_MAP_OB (mp, nx, ny); 599 tmp = GET_MAP_OB (mp, nx, ny);
720 600
721 while (tmp != NULL && (((owner_type == PLAYER && 601 while (tmp != NULL && (((owner_type == PLAYER &&
722 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 602 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
723 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 603 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
724 tmp = tmp->above; 604 tmp = tmp->above;
725 605
726 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 606 if (tmp != NULL && can_see_monsterP (m, x, y, i))
727 return freedir[i]; 607 return freedir[i];
731 611
732/* put_a_monster: puts a monster named monstername near by 612/* put_a_monster: puts a monster named monstername near by
733 * op. This creates the treasures for the monsters, and 613 * op. This creates the treasures for the monsters, and
734 * also deals with multipart monsters properly. 614 * also deals with multipart monsters properly.
735 */ 615 */
736void 616static void
737put_a_monster (object *op, const char *monstername) 617put_a_monster (object *op, const char *monstername)
738{ 618{
739 object *tmp, *head = NULL, *prev = NULL; 619 object *tmp, *head = NULL, *prev = NULL;
740 archetype *at; 620 archetype *at;
741 int dir; 621 int dir;
744 624
745 if ((at = archetype::find (monstername)) == NULL) 625 if ((at = archetype::find (monstername)) == NULL)
746 return; 626 return;
747 627
748 /* find a free square nearby 628 /* find a free square nearby
749 * first we check the closest square for free squares 629 * first we check the closest square for free squares
750 */ 630 */
751 631
752 dir = find_first_free_spot (at, op->map, op->x, op->y); 632 dir = find_first_free_spot (at, op->map, op->x, op->y);
753 if (dir != -1) 633 if (dir != -1)
754 { 634 {
756 * insert multipart monsters properly 636 * insert multipart monsters properly
757 */ 637 */
758 //TODO: use expand_tail + ... 638 //TODO: use expand_tail + ...
759 while (at != NULL) 639 while (at != NULL)
760 { 640 {
761 tmp = arch_to_object (at); 641 tmp = at->instance ();
762 tmp->x = op->x + freearr_x[dir] + at->x; 642 tmp->x = op->x + DIRX (dir) + at->x;
763 tmp->y = op->y + freearr_y[dir] + at->y; 643 tmp->y = op->y + DIRY (dir) + at->y;
764 tmp->map = op->map; 644 tmp->map = op->map;
765 if (head) 645 if (head)
766 { 646 {
767 tmp->head = head; 647 tmp->head = head;
768 prev->more = tmp; 648 prev->more = tmp;
780 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 660 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
781 661
782 insert_ob_in_map (head, op->map, op, 0); 662 insert_ob_in_map (head, op->map, op, 0);
783 663
784 /* thought it'd be cool to insert a burnout, too. */ 664 /* 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); 665 op->map->insert (archetype::get (shstr_burnout), op->x + DIRX (dir), op->y + DIRY (dir), op);
786 } 666 }
787} 667}
788 668
789/* peterm: function which summons hostile monsters and 669/* peterm: function which summons hostile monsters and
790 * places them in nearby squares. 670 * places them in nearby squares.
797 * Note that this is not used by any spells (summon evil monsters 677 * Note that this is not used by any spells (summon evil monsters
798 * use to call this, but best I can tell, that spell/ability was 678 * use to call this, but best I can tell, that spell/ability was
799 * never used. This is however used by various failures on the 679 * never used. This is however used by various failures on the
800 * players part (alchemy, reincarnation, etc) 680 * players part (alchemy, reincarnation, etc)
801 */ 681 */
802
803int 682int
804summon_hostile_monsters (object *op, int n, const char *monstername) 683summon_hostile_monsters (object *op, int n, const char *monstername)
805{ 684{
806 int i; 685 int i;
807 686
809 put_a_monster (op, monstername); 688 put_a_monster (op, monstername);
810 689
811 return n; 690 return n;
812} 691}
813 692
814
815/* Some local definitions for shuffle-attack */ 693/* Some local definitions for shuffle-attack */
816struct attacktype_shuffle 694struct attacktype_shuffle
817{ 695{
818 int attacktype; 696 int attacktype;
819 int face; 697 int face;
820} ATTACKS[22] = 698} ATTACKS[] =
821{ 699{
822 { AT_PHYSICAL, 0}, 700 { AT_PHYSICAL, 0},
823 { AT_PHYSICAL, 0}, /*face = explosion */ 701 { AT_PHYSICAL, 0}, /* face = explosion */
824 { AT_PHYSICAL, 0}, 702 { AT_PHYSICAL, 0},
825 { AT_MAGIC, 1}, 703 { AT_MAGIC, 1},
826 { AT_MAGIC, 1}, /* face = last-burnout */ 704 { AT_MAGIC, 1}, /* face = last-burnout */
827 { AT_MAGIC, 1}, 705 { AT_MAGIC, 1},
828 { AT_FIRE, 2}, 706 { AT_FIRE, 2},
842 { AT_PARALYZE, 9}, 720 { AT_PARALYZE, 9},
843 { AT_FEAR, 10}, 721 { AT_FEAR, 10},
844}; 722};
845 723
846/* shuffle_attack: peterm 724/* shuffle_attack: peterm
847 * This routine shuffles the attack of op to one of the 725 * This routine shuffles the attack of op to one of the
848 * ones in the list. It does this at random. It also 726 * ones in the list. It does this at random. It also
849 * chooses a face appropriate to the attack that is 727 * chooses a face appropriate to the attack that is
850 * being committed by that square at the moment. 728 * being committed by that square at the moment.
851 * right now it's being used by color spray and create pool of 729 * right now it's being used by color spray and create pool of
852 * chaos. 730 * chaos.
853 * This could really be a better implementation - the 731 * This could really be a better implementation - the
854 * faces and attacktypes above are hardcoded, which is never 732 * faces and attacktypes above are hardcoded, which is never
855 * good. The faces refer to faces in the animation sequence. 733 * good. The faces refer to faces in the animation sequence.
860 * attacktypes, which probably wasn't the intent. MSW 2003-06-03 738 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
861 */ 739 */
862void 740void
863shuffle_attack (object *op, int change_face) 741shuffle_attack (object *op, int change_face)
864{ 742{
865 int i; 743 int i = rndm (ecb_array_length (ATTACKS));
866
867 i = rndm (0, 21);
868 744
869 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC; 745 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
870 746
871 if (change_face) 747 if (change_face)
872 { 748 op->set_anim_frame (ATTACKS[i].face);
873 SET_ANIMATION (op, ATTACKS[i].face);
874 }
875} 749}
876
877 750
878/* prayer_failure: This is called when a player fails 751/* prayer_failure: This is called when a player fails
879 * at casting a prayer. 752 * at casting a prayer.
880 * op is the player. 753 * op is the player.
881 * failure is basically how much grace they had. 754 * failure is basically how much grace they had.
882 * power is how much grace the spell would normally take to cast. 755 * power is how much grace the spell would normally take to cast.
883 */ 756 */
884 757
885void 758#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
759
760static void
886prayer_failure (object *op, int failure, int power) 761prayer_failure (object *op, int failure, int power)
887{ 762{
888 const char *godname; 763 const char *godname;
889 object *tmp; 764 object *tmp;
890 765
891 if (!strcmp ((godname = determine_god (op)), "none")) 766 if (!strcmp ((godname = determine_god (op)), "none"))
892 godname = "Your spirit"; 767 godname = "Your spirit";
893 768
894 if (failure <= -20 && failure > -40) /* wonder */ 769 if (failure <= -20 && failure > -40) /* wonder */
895 { 770 {
896 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); 771 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
897 tmp = get_archetype (SPELL_WONDER); 772 tmp = archetype::get (SPELL_WONDER);
898 cast_cone (op, op, 0, tmp); 773 cast_cone (op, op, 0, tmp);
899 tmp->destroy (); 774 tmp->destroy ();
900 } 775 }
901 776
902 else if (failure <= -40 && failure > -60) /* confusion */ 777 else if (failure <= -40 && failure > -60) /* confusion */
903 { 778 {
904 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 779 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
905 confuse_player (op, op, 99); 780 confuse_player (op, op, 99);
906 } 781 }
907 else if (failure <= -60 && failure > -150) /* paralysis */ 782 else if (failure <= -60 && failure > -150) /* paralysis */
908 { 783 {
909 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 784 op->failmsgf ("%s requires you to pray NOW. "
910 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 785 "You comply, ignoring all else." HINT_GRACE,
786 godname);
911 paralyze_player (op, op, 99); 787 paralyze_player (op, op, 99);
912 } 788 }
913 else if (failure <= -150) /* blast the immediate area */ 789 else if (failure <= -150) /* blast the immediate area */
914 { 790 {
915 tmp = get_archetype (GOD_POWER); 791 tmp = archetype::get (GOD_POWER);
916 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 792 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
917 cast_magic_storm (op, tmp, power); 793 cast_magic_storm (op, tmp, power);
918 } 794 }
919} 795}
920 796
921/* 797/*
922 * spell_failure() handles the various effects for differing degrees 798 * spell_failure() handles the various effects for differing degrees
923 * of failure badness. 799 * of failure badness.
924 * op is the player that failed. 800 * op is the player that failed.
925 * failure is a random value of how badly you failed. 801 * failure is a random value of how badly you failed.
926 * power is how many spellpoints you'd normally need for the spell. 802 * power is how many spellpoints you'd normally need for the spell.
927 * skill is the skill you'd need to cast the spell. 803 * skill is the skill you'd need to cast the spell.
928 */ 804 */
929
930void 805void
931spell_failure (object *op, int failure, int power, object *skill) 806spell_failure (object *op, int failure, int power, object *skill)
932{ 807{
933 object *tmp; 808 object *tmp;
934 809
935 if (settings.spell_failure_effects == FALSE) 810 if (settings.spell_failure_effects == FALSE)
936 return; 811 return;
937 812
938 if (failure <= -20 && failure > -40) /* wonder */ 813 if (failure <= -20 && failure > -40) /* wonder */
939 { 814 {
940 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 815 op->failmsg ("Your spell causes an unexpected effect.");
941 tmp = get_archetype (SPELL_WONDER); 816 tmp = archetype::get (SPELL_WONDER);
942 cast_cone (op, op, 0, tmp); 817 cast_cone (op, op, 0, tmp);
943 tmp->destroy (); 818 tmp->destroy ();
944 } 819 }
945 820
946 else if (failure <= -40 && failure > -60) /* confusion */ 821 else if (failure <= -40 && failure > -60) /* confusion */
947 { 822 {
948 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); 823 op->failmsg ("Your magic recoils on you, making you confused!");
949 confuse_player (op, op, 99); 824 confuse_player (op, op, 99);
950 } 825 }
951 else if (failure <= -60 && failure > -80) /* paralysis */ 826 else if (failure <= -60 && failure > -80) /* paralysis */
952 { 827 {
953 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 828 op->failmsg ("Your magic stuns you!");
954 paralyze_player (op, op, 99); 829 paralyze_player (op, op, 99);
955 } 830 }
956 else if (failure <= -80) /* blast the immediate area */ 831 else if (failure <= -80) /* blast the immediate area */
957 { 832 {
958 object *tmp; 833 object *tmp;
959 834
960 /* Safety check to make sure we don't get any mana storms in scorn */ 835 /* 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) 836 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
962 { 837 {
963 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); 838 op->failmsg ("The magic warps and you are turned inside out!");
964 hit_player (op, 9998, op, AT_INTERNAL, 1); 839 hit_player (op, 9998, op, AT_INTERNAL, 1);
965 840
966 } 841 }
967 else 842 else
968 { 843 {
969 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 844 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
970 tmp = get_archetype (LOOSE_MANA); 845 tmp = archetype::get (LOOSE_MANA);
971 tmp->level = skill->level; 846 tmp->level = skill->level;
972 847
973 /* increase the area of destruction a little for more powerful spells */ 848 /* increase the area of destruction a little for more powerful spells */
974 tmp->range += isqrt (power); 849 tmp->range += isqrt (power);
975 850
983 tmp->insert_at (op); 858 tmp->insert_at (op);
984 } 859 }
985 } 860 }
986} 861}
987 862
988int 863static int
989cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 864cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
990{ 865{
991 int success;
992 object *spell;
993
994 if (!spell_ob->other_arch) 866 if (!spell_ob->other_arch)
995 { 867 {
996 LOG (llevError, "cast_party_spell: empty other arch\n"); 868 LOG (llevError, "cast_party_spell: empty other arch\n");
997 return 0; 869 return 0;
998 } 870 }
999 spell = arch_to_object (spell_ob->other_arch); 871
872 object *spell = spell_ob->other_arch->instance ();
1000 873
1001 /* Always cast spell on caster */ 874 /* Always cast spell on caster */
1002 success = cast_spell (op, caster, dir, spell, stringarg); 875 int success = cast_spell (op, caster, dir, spell, spellparam);
1003 876
1004 if (caster->contr->party == NULL) 877 if (!op->contr || !op->contr->party)
1005 { 878 {
1006 spell->remove (); 879 spell->remove ();
1007 return success; 880 return success;
1008 } 881 }
882
1009 for_all_players (pl) 883 for_all_players (pl)
1010 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 884 if ((pl->ob->contr->party == op->contr->party)
1011 { 885 && on_same_map (pl->ob, op)
886 && pl->ob != op)
1012 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 887 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1013 } 888
1014 spell->remove (); 889 spell->remove ();
1015 return success; 890 return success;
1016} 891}
1017 892
1018/* This is where the main dispatch when someone casts a spell. 893/* This is where the main dispatch when someone casts a spell.
1023 * same as op. 898 * same as op.
1024 * dir is the direction to cast in. Note in some cases, if the spell 899 * 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. 900 * is self only, dir really doesn't make a difference.
1026 * spell_ob is the spell object that is being cast. From that, 901 * spell_ob is the spell object that is being cast. From that,
1027 * we can determine what to do. 902 * we can determine what to do.
1028 * stringarg is any options that are being used. It can be NULL. Almost 903 * 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 904 * 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, 905 * parameters to a spell (eg, item to create, information for marking runes,
1031 * etc. 906 * etc.
1032 * returns 1 on successful cast, or 0 on error. These values should really 907 * 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 908 * 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), 916 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1042 * this function will decrease the mana/grace appropriately. For other 917 * this function will decrease the mana/grace appropriately. For other
1043 * objects, the caller should do what it considers appropriate. 918 * objects, the caller should do what it considers appropriate.
1044 */ 919 */
1045int 920int
1046cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 921cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1047{ 922{
1048 const char *godname; 923 const char *godname;
1049 int success = 0, mflags, cast_level = 0; 924 int success = 0;
1050 object *skill = NULL; 925
926 // make sure spells always take a while, so a) we don't flood the
927 // user with messages and b) too many failures can be harmful (smiting).
928 op->speed_left -= 4 * op->speed; // ~0.5s on failure
1051 929
1052 if (!spell_ob) 930 if (!spell_ob)
1053 { 931 {
1054 LOG (llevError, "cast_spell: null spell object passed\n"); 932 LOG (llevError, "cast_spell: null spell object passed\n");
1055 return 0; 933 return 0;
1063 { 941 {
1064 LOG (llevError, "cast_spell: null caster object passed\n"); 942 LOG (llevError, "cast_spell: null caster object passed\n");
1065 return 0; 943 return 0;
1066 } 944 }
1067 945
1068 /* if caster is a spell casting object, this normally shouldn't be 946 /* if caster is a spell casting object, this normally shouldn't be
1069 * an issue, because they don't have any spellpaths set up. 947 * an issue, because they don't have any spellpaths set up.
1070 */ 948 */
1071 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) 949 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
1072 { 950 {
1073 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 951 op->failmsg ("That spell path is denied to you.");
1074 return 0; 952 return 0;
1075 } 953 }
1076 954
955 object *skill = 0;
956
1077 /* if it is a player casting the spell, and they are really casting it 957 /* 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 958 * (vs it coming from a wand, scroll, or whatever else), do some
1079 * checks. We let monsters do special things - eg, they 959 * checks. We let monsters do special things - eg, they
1080 * don't need the skill, bypass level checks, etc. The monster function 960 * don't need the SKILL, BYpass level checks, etc. The monster function
1081 * should take care of that. 961 * should take care of that.
1082 * Remove the wiz check here and move it further down - some spells 962 * 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 963 * need to have the right skill pointer passed, so we need to
1084 * at least process that code. 964 * at least process that code.
1085 */ 965 */
1086 if (op->type == PLAYER && op == caster) 966 if (op->type == PLAYER && op == caster)
1087 { 967 {
1088 cast_level = caster_level (caster, spell_ob);
1089
1090 if (spell_ob->skill) 968 if (spell_ob->skill)
1091 { 969 {
1092 skill = find_skill_by_name (op, spell_ob->skill); 970 skill = find_skill_by_name (op, spell_ob->skill);
1093 971
1094 if (!skill) 972 if (!skill)
1095 { 973 {
1096 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 974 op->failmsgf ("You need the %s skill to cast %s! "
975 "H<You either need to learn the skill via a skill scroll "
976 "or you need to wear a talisman, holy symbol or another skill tool.>",
977 &spell_ob->skill, &spell_ob->name);
1097 return 0; 978 return 0;
1098 } 979 }
1099 980
1100 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 981 const char *msg = "";
982
983 int caster_level = skill->level;
984
985 if (op->path_attuned & spell_ob->path_attuned)
1101 { 986 {
1102 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 987 caster_level += min (caster_level, ATTUNE_REPELL);
988 msg = " (attuned)";
989 }
990
991 if (op->path_repelled & spell_ob->path_attuned)
992 {
993 caster_level -= ATTUNE_REPELL; // negative is ok
994 msg = " (repelled)";
995 }
996
997 if (spell_ob->level > caster_level)
998 {
999 op->failmsgf ("You lack enough skill to cast that spell! "
1000 "H<Your effective cast level is %d%s, but level %d is required.>",
1001 caster_level, msg, spell_ob->level);
1002 if (!op->is_wiz ())
1103 return 0; 1003 return 0;
1104 } 1004 }
1105 } 1005 }
1106 1006
1107 /* If the caster is the wiz, they don't ever fail, and don't have 1007 /* If the caster is the wiz, they don't ever fail, and don't have
1108 * to have sufficient grace/mana. 1008 * to have sufficient grace/mana.
1109 */ 1009 */
1110 if (!QUERY_FLAG (op, FLAG_WIZ)) 1010 if (!op->flag [FLAG_WIZCAST])
1111 { 1011 {
1112 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1012 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1113 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1013 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1114 { 1014 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1015 op->failmsg ("You don't have enough mana!");
1116 return 0; 1016 return 0;
1117 } 1017 }
1118 1018
1119 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1019 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1120 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1020 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1121 { 1021 {
1122 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1022 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) 1023 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); 1024 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1126 }
1127 else 1025 else
1128 { 1026 {
1129 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1027 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); 1028 op->failmsgf ("%s ignores your prayer.", godname);
1131 return 0; 1029 return 0;
1132 } 1030 }
1133 } 1031 }
1134 1032
1135 /* player/monster is trying to cast the spell. might fumble it */ 1033 /* player/monster is trying to cast the spell. might fumble it */
1136 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1034 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])) 1035 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1138 { 1036 {
1139 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1037 op->contr->play_sound (sound_find ("fumble_spell"));
1140 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer."); 1038 op->failmsg ("You fumble the prayer.");
1141 1039
1142 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1040 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1143 return 0; 1041 return 0;
1144 } 1042 }
1145 else if (spell_ob->stats.sp) 1043 else if (spell_ob->stats.sp)
1146 { 1044 {
1147 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1045 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1148 1046
1149 if (failure < 0) 1047 if (failure < 0)
1150 { 1048 {
1151 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1049 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1152 if (settings.spell_failure_effects == TRUE) 1050 if (settings.spell_failure_effects == TRUE)
1153 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1051 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1154 1052
1155 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1053 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1156 return 0; 1054 return 0;
1157 } 1055 }
1158 } 1056 }
1159 } 1057 }
1160 } 1058 }
1161 1059
1162 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1060 int mflags = op->ms ().flags ();
1163 1061
1164 /* See if we can cast a spell here. If the caster and op are 1062 /* 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 1063 * not alive, then this would mean that the mapmaker put the
1166 * objects on the space - presume that they know what they are 1064 * objects on the space - presume that they know what they are
1167 * doing. 1065 * doing.
1168 */ 1066 */
1169 1067
1170 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1068 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1171 { 1069 {
1070 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!."); 1071 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1173 return 0; 1072 return 0;
1174 } 1073 }
1175 1074
1176 if ((spell_ob->type == SPELL) 1075 if ((spell_ob->type == SPELL)
1177 && (caster->type != POTION) 1076 && (caster->type != POTION)
1178 && !QUERY_FLAG (op, FLAG_WIZCAST) 1077 && !op->flag [FLAG_WIZCAST]
1179 && (QUERY_FLAG (caster, FLAG_ALIVE) 1078 && (caster->flag [FLAG_ALIVE]
1180 || QUERY_FLAG (op, FLAG_ALIVE)) 1079 || op->flag [FLAG_ALIVE])
1181 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) 1080 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1182 { 1081 {
1183 if (op->type != PLAYER) 1082 if (op->type != PLAYER)
1184 return 0; 1083 return 0;
1185 1084
1186 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1085 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); 1086 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1188 else if (object *item = op->contr->ranged_ob) 1087 else if (object *item = op->contr->ranged_ob)
1189 { 1088 {
1190 if (item->type == SPELL) 1089 if (item->type == SPELL)
1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1090 op->failmsg ("Something blocks your spellcasting.");
1192 else if (item->type == SCROLL) 1091 else if (item->type == SCROLL)
1193 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1092 op->failmsg ("Something blocks the magic of your scroll.");
1194 else 1093 else
1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); 1094 op->failmsg ("Something blocks the magic of your item.");
1196 } 1095 }
1197 else 1096 else
1198 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); 1097 op->failmsg ("Something blocks the spell!");
1199 1098
1200 return 0; 1099 return 0;
1201 } 1100 }
1202 1101
1102 // undo the flood protection from earlier
1103 op->speed_left += 4 * op->speed; // ~0.5s on failure
1104
1203 /* Take into account how long it takes to cast the spell. 1105 /* Take into account how long it takes to cast the spell.
1204 * if the player is casting it, then we use the time in 1106 * if the player is casting it, then we use the time in
1205 * the spell object. If it is a spell object, have it 1107 * the spell object. If it is a spell object, have it
1206 * take two ticks. Things that cast spells on the players 1108 * take two ticks. Things that cast spells on the players
1207 * behalf (eg, altars, and whatever else) shouldn't cost 1109 * behalf (eg, altars, and whatever else) shouldn't cost
1208 * the player any time. 1110 * the player any time.
1209 * Ignore casting time for firewalls 1111 * Ignore casting time for firewalls
1210 */ 1112 */
1211 if (caster == op && caster->type != FIREWALL) 1113 if (caster == op && caster->type != FIREWALL)
1212 { 1114 {
1213 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1115 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 1116 /* 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 1117 * put a lower limit so that the player isn't stuck here too long
1216 */ 1118 */
1217 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1119 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); 1120 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1219 } 1121 }
1220 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1122 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); 1123 op->speed_left -= 2 * op->speed;
1222 1124
1223 if (op->type == PLAYER && op == caster) 1125 if (op->type == PLAYER && op == caster)
1224 { 1126 {
1225 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1127 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); 1128 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1231 * object requires. 1133 * object requires.
1232 */ 1134 */
1233 if (op != caster && !skill && caster->skill) 1135 if (op != caster && !skill && caster->skill)
1234 { 1136 {
1235 skill = find_skill_by_name (op, caster->skill); 1137 skill = find_skill_by_name (op, caster->skill);
1138
1236 if (!skill) 1139 if (!skill)
1237 { 1140 {
1238 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1141 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1239 return 0; 1142 return 0;
1240 } 1143 }
1241
1242 op->change_skill (skill); /* needed for proper exp credit */
1243 } 1144 }
1244 1145
1245 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1146 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1246 return RESULT_INT (0); 1147 return RESULT_INT (0);
1247 1148
1149 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1150 // at least temporarily, which might not be true due to slot restrictions, but hey
1151 // invoke requires it basically.
1152
1153 object *chosen_skill = op->chosen_skill;
1154 op->chosen_skill = skill;
1155
1248 switch (spell_ob->subtype) 1156 switch (spell_ob->subtype)
1249 { 1157 {
1250 /* The order of case statements is same as the order they show up 1158 /* The order of case statements is same as the order they show up
1251 * in in spells.h. 1159 * in spells.h.
1252 */ 1160 */
1253 case SP_RAISE_DEAD: 1161 case SP_RAISE_DEAD:
1254 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1162 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1255 break; 1163 break;
1256 1164
1257 case SP_RUNE: 1165 case SP_RUNE:
1258 success = write_rune (op, caster, spell_ob, dir, stringarg); 1166 success = write_rune (op, caster, spell_ob, dir, spellparam);
1259 break; 1167 break;
1260 1168
1261 case SP_MAKE_MARK: 1169 case SP_MAKE_MARK:
1262 success = write_mark (op, spell_ob, stringarg); 1170 success = write_mark (op, spell_ob, spellparam);
1263 break; 1171 break;
1264 1172
1265 case SP_BOLT: 1173 case SP_BOLT:
1266 success = fire_bolt (op, caster, dir, spell_ob, skill); 1174 success = fire_bolt (op, caster, dir, spell_ob, skill);
1267 break; 1175 break;
1285 case SP_SMITE: 1193 case SP_SMITE:
1286 success = cast_smite_spell (op, caster, dir, spell_ob); 1194 success = cast_smite_spell (op, caster, dir, spell_ob);
1287 break; 1195 break;
1288 1196
1289 case SP_MAGIC_MISSILE: 1197 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); 1198 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1291 break; 1199 break;
1292 1200
1293 case SP_SUMMON_GOLEM: 1201 case SP_SUMMON_GOLEM:
1294 success = summon_golem (op, caster, dir, spell_ob); 1202 success = summon_golem (op, caster, dir, spell_ob);
1295 break; 1203 break;
1296 1204
1297 case SP_DIMENSION_DOOR: 1205 case SP_DIMENSION_DOOR:
1298 /* dimension door needs the actual caster, because that is what is 1206 /* dimension door needs the actual caster, because that is what is
1299 * moved. 1207 * moved.
1300 */ 1208 */
1301 success = dimension_door (op, caster, spell_ob, dir); 1209 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1302 break; 1210 break;
1303 1211
1304 case SP_MAGIC_MAPPING: 1212 case SP_MAGIC_MAPPING:
1305 if (op->type == PLAYER) 1213 if (op->type == PLAYER)
1306 { 1214 {
1339 case SP_HEALING: 1247 case SP_HEALING:
1340 success = cast_heal (op, caster, spell_ob, dir); 1248 success = cast_heal (op, caster, spell_ob, dir);
1341 break; 1249 break;
1342 1250
1343 case SP_CREATE_FOOD: 1251 case SP_CREATE_FOOD:
1344 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1252 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1345 break; 1253 break;
1346 1254
1347 case SP_EARTH_TO_DUST: 1255 case SP_EARTH_TO_DUST:
1348 success = cast_earth_to_dust (op, caster, spell_ob); 1256 success = cast_earth_to_dust (op, caster, spell_ob);
1349 break; 1257 break;
1359 case SP_CURSE: 1267 case SP_CURSE:
1360 success = cast_curse (op, caster, spell_ob, dir); 1268 success = cast_curse (op, caster, spell_ob, dir);
1361 break; 1269 break;
1362 1270
1363 case SP_SUMMON_MONSTER: 1271 case SP_SUMMON_MONSTER:
1364 success = summon_object (op, caster, spell_ob, dir, stringarg); 1272 success = summon_object (op, caster, spell_ob, dir, spellparam);
1365 break; 1273 break;
1366 1274
1367 case SP_CHARGING: 1275 case SP_CHARGING:
1368 success = recharge (op, caster, spell_ob); 1276 success = recharge (op, caster, spell_ob);
1369 break; 1277 break;
1372#ifdef NO_POLYMORPH 1280#ifdef NO_POLYMORPH
1373 /* Not great, but at least provide feedback so if players do have 1281 /* 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 1282 * polymorph (ie, find it as a preset item or left over from before
1375 * it was disabled), they get some feedback. 1283 * it was disabled), they get some feedback.
1376 */ 1284 */
1377 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1285 op->failmsg ("The spell fizzles!");
1378 success = 0; 1286 success = 0;
1379#else 1287#else
1380 success = cast_polymorph (op, caster, spell_ob, dir); 1288 success = cast_polymorph (op, caster, spell_ob, dir);
1381#endif 1289#endif
1382 break; 1290 break;
1402 break; 1310 break;
1403 1311
1404 case SP_MOVING_BALL: 1312 case SP_MOVING_BALL:
1405 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1313 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1406 { 1314 {
1407 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1315 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1408 success = 0; 1316 success = 0;
1409 } 1317 }
1410 else 1318 else
1411 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1319 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1412 break; 1320 break;
1413 1321
1414 case SP_SWARM: 1322 case SP_SWARM:
1415 success = fire_swarm (op, caster, spell_ob, dir); 1323 success = fire_swarm (op, caster, spell_ob, dir);
1416 break; 1324 break;
1423 /* in rune.c */ 1331 /* in rune.c */
1424 success = dispel_rune (op, caster, spell_ob, skill, dir); 1332 success = dispel_rune (op, caster, spell_ob, skill, dir);
1425 break; 1333 break;
1426 1334
1427 case SP_CREATE_MISSILE: 1335 case SP_CREATE_MISSILE:
1428 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1336 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1429 break; 1337 break;
1430 1338
1431 case SP_CONSECRATE: 1339 case SP_CONSECRATE:
1432 success = cast_consecrate (op, caster, spell_ob); 1340 success = cast_consecrate (op, caster, spell_ob);
1433 break; 1341 break;
1455 case SP_AURA: 1363 case SP_AURA:
1456 success = create_aura (op, caster, spell_ob); 1364 success = create_aura (op, caster, spell_ob);
1457 break; 1365 break;
1458 1366
1459 case SP_PARTY_SPELL: 1367 case SP_PARTY_SPELL:
1460 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1368 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1461 break; 1369 break;
1462 1370
1463 default: 1371 default:
1464 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1372 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1465 } 1373 }
1466 1374
1467 /* FIXME - we need some better sound suppport */ 1375 // restore chosen_skill
1468 // yes, for example, augment map info with the spell effect 1376 op->chosen_skill = chosen_skill;
1469 // so clients can calculate the sounds themselves 1377
1470 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1378 op->play_sound (
1379 success
1380 ? spell_ob->sound
1381 ? spell_ob->sound
1382 : sound_find ("spell_success")
1383 : sound_find ("fumble_spell")
1384 );
1471 1385
1472 return success; 1386 return success;
1473} 1387}
1474 1388
1475
1476/* This is called from time.c/process_object(). That function 1389/* This is called from time.c/process_object(). That function
1477 * calls this for any SPELL_EFFECT type objects. This function 1390 * calls this for any SPELL_EFFECT type objects. This function
1478 * then dispatches them to the appropriate specific routines. 1391 * then dispatches them to the appropriate specific routines.
1479 */ 1392 */
1480void 1393void
1481move_spell_effect (object *op) 1394move_spell_effect (object *op)
1482{ 1395{
1522 move_aura (op); 1435 move_aura (op);
1523 break; 1436 break;
1524 } 1437 }
1525} 1438}
1526 1439
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 1440/* This is called by move_apply. Basically, if someone
1546 * moves onto a spell effect and the walk_on or fly_on flags 1441 * 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 1442 * are set, this is called. This should only be called for
1548 * objects of the appropraite type. 1443 * objects of the appropriate type.
1549 */ 1444 */
1550void 1445void
1551apply_spell_effect (object *spell, object *victim) 1446apply_spell_effect (object *spell, object *victim)
1552{ 1447{
1553 switch (spell->subtype) 1448 switch (spell->subtype)
1554 { 1449 {
1555 case SP_CONE: 1450 case SP_CONE:
1556 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1451 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1557 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1452 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1558 break; 1453 break;
1559 1454
1560 case SP_MAGIC_MISSILE: 1455 case SP_MAGIC_MISSILE:
1561 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1456 if (victim->flag [FLAG_ALIVE])
1562 { 1457 {
1563 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1458 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1564
1565 if (!spell->destroyed ())
1566 spell->destroy (); 1459 spell->destroy ();
1567 } 1460 }
1568 break; 1461 break;
1569 1462
1570 case SP_MOVING_BALL: 1463 case SP_MOVING_BALL:
1571 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1464 if (victim->flag [FLAG_ALIVE])
1572 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1465 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1573 else if (victim->materialname) 1466 else if (victim->material != MATERIAL_NULL)
1574 save_throw_object (victim, spell->attacktype, spell); 1467 save_throw_object (victim, spell->attacktype, spell);
1468
1575 break; 1469 break;
1576 } 1470 }
1577} 1471}
1472
1473/**
1474 * This function will let a fireball explode at the position of
1475 * the victim with a specific maximum level.
1476 */
1477void
1478create_exploding_ball_at (object *victim, int level)
1479{
1480 object *ball = archetype::get (EXPLODING_FIREBALL);
1481 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1482 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1483 ball->insert_at (victim);
1484}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines