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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 1.82 by root, Mon Sep 29 10:32:51 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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,
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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <spells.h> 25#include <spells.h>
26#include <object.h> 26#include <object.h>
36 */ 36 */
37object * 37object *
38find_random_spell_in_ob (object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, const char *skill)
39{ 39{
40 int k = 0, s; 40 int k = 0, s;
41 object *tmp;
42 41
43 for (tmp = ob->inv; tmp; tmp = tmp->below) 42 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
44 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 43 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++; 44 k++;
46 45
47 /* No spells, no need to progess further */ 46 /* No spells, no need to progess further */
48 if (!k) 47 if (!k)
49 return NULL; 48 return NULL;
50 49
51 s = RANDOM () % k; 50 s = RANDOM () % k;
52 51
53 for (tmp = ob->inv; tmp; tmp = tmp->below) 52 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 53 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 {
56 if (!s) 54 if (!s)
57 return tmp; 55 return tmp;
58 else 56 else
59 s--; 57 s--;
60 } 58
61 /* Should never get here, but just in case */ 59 /* Should never get here, but just in case */
62 return NULL; 60 return 0;
63} 61}
64 62
65/* Relatively simple function that gets used a lot. 63/* Relatively simple function that gets used a lot.
66 * Basically, it sets up the skill pointer for the spell being 64 * Basically, it sets up the skill pointer for the spell being
67 * cast. If op is really casting the spell, then the skill 65 * cast. If op is really casting the spell, then the skill
77 dest->skill = spob->skill; 75 dest->skill = spob->skill;
78 else 76 else
79 dest->skill = caster->skill; 77 dest->skill = caster->skill;
80} 78}
81 79
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 80/* pretty basic function - basically just takes
151 * an object, sets the x,y, and calls insert_ob_in_map 81 * an object, sets the x,y, and calls insert_ob_in_map
152 */ 82 */
153void 83void
154spell_effect (object *spob, int x, int y, maptile *map, object *originator) 84spell_effect (object *spob, int x, int y, maptile *map, object *originator)
155{ 85{
156 if (spob->other_arch) 86 if (spob->other_arch)
157 map->insert (arch_to_object (spob->other_arch), x, y, originator); 87 map->insert (arch_to_object (spob->other_arch), x, y, originator);
88}
89
90static int
91attuned_bonus (object *caster, object *spell, int level)
92{
93 // compute the attuned/repelled bonus
94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
95 // repell has no such quarrels
96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
158} 98}
159 99
160/* 100/*
161 * This function takes a caster and spell and presents the 101 * This function takes a caster and spell and presents the
162 * effective level the caster needs to be to cast the spell. 102 * effective level the caster needs to be to cast the spell.
168 * Returns modified level. 108 * Returns modified level.
169 */ 109 */
170int 110int
171min_casting_level (object *caster, object *spell) 111min_casting_level (object *caster, object *spell)
172{ 112{
173 int new_level;
174
175 if (caster->path_denied & spell->path_attuned) 113 if (caster->path_denied & spell->path_attuned)
176 return 1; 114 return 500;
177 115
178 new_level = spell->level 116 return max (1, spell->level + attuned_bonus (caster, spell, spell->level));
179 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
180 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
181
182 return max (1, new_level);
183} 117}
184 118
185/* This function returns the effective level the spell 119/* This function returns the effective level the spell
186 * is being cast at. 120 * 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 */ 121 */
191int 122int
192caster_level (object *caster, object *spell) 123casting_level (object *caster, object *spell)
193{ 124{
194 int level = caster->level; 125 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 }
204 126
205 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 127 /* 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) 128 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
207 { 129 {
208 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 130 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
209 int sk_level = skill ? skill->level : 1; 131 int sk_level = skill ? skill->level : 1;
210 132
211 level = MIN (level, sk_level + level / 10 + 1); 133 level = min (level, sk_level + level / 10 + 1);
212 } 134 }
135 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
136 if (object *skill = caster->contr->find_skill (spell->skill))
137 level = skill->level;
213 138
214 /* Got valid caster level. Now adjust for attunement */ 139 int bonus = attuned_bonus (caster, spell, level);
215 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 140
216 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 141 level += bonus;
142
143 // now scale the effective level from the startinglevel..100 range to 1..100
144 if (level < 100)
145 level = lerp (level, (int)spell->level, 100, 1, 100);
217 146
218 /* Always make this at least 1. If this is zero, we get divide by zero 147 /* Always make this at least 1. If this is zero, we get divide by zero
219 * errors in various places. 148 * errors in various places.
220 */ 149 */
221 return max (level, 1); 150 return max (level, 1);
230 * caster is what is casting the spell, can be op. 159 * caster is what is casting the spell, can be op.
231 * spell is the spell object. 160 * spell is the spell object.
232 * Note that it is now possible for a spell to cost both grace and 161 * 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. 162 * mana. In that case, we return which ever value is higher.
234 */ 163 */
235
236sint16 164sint16
237SP_level_spellpoint_cost (object *caster, object *spell, int flags) 165SP_level_spellpoint_cost (object *caster, object *spell, int flags)
238{ 166{
239 int sp, grace, level = caster_level (caster, spell); 167 int sp, grace, level = casting_level (caster, spell);
240 168
241 if (settings.spellpoint_level_depend == TRUE) 169 if (settings.spellpoint_level_depend == TRUE)
242 { 170 {
243 if (spell->stats.sp && spell->stats.maxsp) 171 if (spell->stats.sp && spell->stats.maxsp)
244 { 172 {
265 else 193 else
266 { 194 {
267 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 195 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
268 if (spell->stats.sp && !sp) 196 if (spell->stats.sp && !sp)
269 sp = 1; 197 sp = 1;
198
270 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 199 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
271 if (spell->stats.grace && !grace) 200 if (spell->stats.grace && !grace)
272 grace = 1; 201 grace = 1;
273 } 202 }
203
274 if (flags == SPELL_HIGHEST) 204 if (flags == SPELL_HIGHEST)
275 return MAX (sp, grace); 205 return MAX (sp, grace);
276 else if (flags == SPELL_GRACE) 206 else if (flags == SPELL_GRACE)
277 return grace; 207 return grace;
278 else if (flags == SPELL_MANA) 208 else if (flags == SPELL_MANA)
282 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 212 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
283 return 0; 213 return 0;
284 } 214 }
285} 215}
286 216
217/*
218 * Return the effective casting level of the spell.
219 * To make spells independent of their starting level, this function
220 * scales the range spellstartlevel .. 100 into the range 1..100
221 */
222static int
223SP_casting_level (object *caster, object *spell)
224{
225 return casting_level (caster, spell);
226}
287 227
288/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 228/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289 * spob is the spell we are adjusting. 229 * spob is the spell we are adjusting.
290 */ 230 */
291int 231int
292SP_level_dam_adjust (object *caster, object *spob) 232SP_level_dam_adjust (object *caster, object *spob)
293{ 233{
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) 234 if (!spob->dam_modifier)
300 adj /= spob->dam_modifier;
301 else
302 adj = 0;
303 return adj; 235 return 0;
236
237 return SP_casting_level (caster, spob) / spob->dam_modifier;
304} 238}
305 239
306/* Adjust the strength of the spell based on level. 240/* Adjust the strength of the spell based on level.
307 * This is basically the same as SP_level_dam_adjust above, 241 * This is basically the same as SP_level_dam_adjust above,
308 * but instead looks at the level_modifier value. 242 * but instead looks at the level_modifier value.
309 */ 243 */
310int 244int
311SP_level_duration_adjust (object *caster, object *spob) 245SP_level_duration_adjust (object *caster, object *spob)
312{ 246{
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) 247 if (!spob->duration_modifier)
319 adj /= spob->duration_modifier;
320 else
321 adj = 0;
322
323 return adj; 248 return 0;
249
250 return SP_casting_level (caster, spob) / spob->duration_modifier;
324} 251}
325 252
326/* Adjust the strength of the spell based on level. 253/* Adjust the strength of the spell based on level.
327 * This is basically the same as SP_level_dam_adjust above, 254 * This is basically the same as SP_level_dam_adjust above,
328 * but instead looks at the level_modifier value. 255 * but instead looks at the level_modifier value.
329 */ 256 */
330int 257int
331SP_level_range_adjust (object *caster, object *spob) 258SP_level_range_adjust (object *caster, object *spob)
332{ 259{
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) 260 if (!spob->range_modifier)
339 adj /= spob->range_modifier;
340 else
341 adj = 0;
342
343 return adj; 261 return 0;
262
263 return SP_casting_level (caster, spob) / spob->range_modifier;
344} 264}
345 265
346/* Checks to see if player knows the spell. If the name is the same 266/* Checks to see if player knows the spell. If the name is the same
347 * as an existing spell, we presume they know it. 267 * as an existing spell, we presume they know it.
348 * returns 1 if they know the spell, 0 if they don't. 268 * returns 1 if they know the spell, 0 if they don't.
349 */ 269 */
350object * 270object *
351check_spell_known (object *op, const char *name) 271check_spell_known (object *op, const char *name)
352{ 272{
353 object *spop; 273 object *spop;
274 shstr_cmp name_ (name);
354 275
355 for (spop = op->inv; spop; spop = spop->below) 276 for (spop = op->inv; spop; spop = spop->below)
356 if (spop->type == SPELL && !strcmp (spop->name, name)) 277 if (spop->type == SPELL && spop->name == name)
357 return spop; 278 return spop;
358 279
359 return NULL; 280 return 0;
360} 281}
361
362 282
363/* 283/*
364 * Look at object 'op' and see if they know the spell 284 * Look at object 'op' and see if they know the spell
365 * spname. This is pretty close to check_spell_known 285 * spname. This is pretty close to check_spell_known
366 * above, but it uses a looser matching mechanism. 286 * above, but it uses a looser matching mechanism.
367 * returns the matching spell object, or NULL. 287 * returns the matching spell object, or NULL.
368 * If we match multiple spells but don't get an 288 * If we match multiple spells but don't get an
369 * exact match, we also return NULL. 289 * exact match, we also return NULL.
370 */ 290 */
371
372object * 291object *
373lookup_spell_by_name (object *op, const char *spname) 292lookup_spell_by_name (object *op, const char *spname)
374{ 293{
375 object *spob1 = NULL, *spob2 = NULL, *spob; 294 object *spob1 = NULL, *spob2 = NULL, *spob;
376 int nummatch = 0; 295 int nummatch = 0;
422 * eg, updated for tiled maps. 341 * eg, updated for tiled maps.
423 */ 342 */
424int 343int
425reflwall (maptile *m, int x, int y, object *sp_op) 344reflwall (maptile *m, int x, int y, object *sp_op)
426{ 345{
427 object *op;
428
429 if (OUT_OF_REAL_MAP (m, x, y)) 346 if (OUT_OF_REAL_MAP (m, x, y))
430 return 0; 347 return 0;
348
431 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 349 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
432 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 350 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
433 && (!QUERY_FLAG (op, FLAG_ALIVE) 351 && (!QUERY_FLAG (op, FLAG_ALIVE)
434 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 352 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
435 return 1; 353 return 1;
436 354
457 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 375 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."); 376 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
459 dir = 0; 377 dir = 0;
460 } 378 }
461 379
380 SET_FLAG (new_op, FLAG_IDENTIFIED);
462 op->map->insert (new_op, 381 op->map->insert (new_op,
463 op->x + freearr_x[dir], op->y + freearr_y[dir], 382 op->x + freearr_x[dir], op->y + freearr_y[dir],
464 op, 383 op,
465 dir ? 0 : INS_BELOW_ORIGINATOR); 384 dir ? 0 : INS_BELOW_ORIGINATOR);
466 385
480{ 399{
481 if (!xy_normalise (m, x, y)) 400 if (!xy_normalise (m, x, y))
482 return 0; 401 return 0;
483 402
484 mapspace &ms = m->at (x, y); 403 mapspace &ms = m->at (x, y);
404 ms.update ();
485 405
486 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 406 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
487 return 0; 407 return 0;
488 408
489 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
525 /* 445 /*
526 * Combine similar spell effects into one spell effect. Needed for 446 * Combine similar spell effects into one spell effect. Needed for
527 * performance reasons with meteor swarm and the like, but also for 447 * performance reasons with meteor swarm and the like, but also for
528 * playability reasons. 448 * playability reasons.
529 */ 449 */
530 if (tmp->arch == op->arch 450 if (tmp->arch == op->arch /* no harm if not comparing by name here */
531 && tmp->type == op->type 451 && tmp->type == op->type
532 && tmp->subtype == op->subtype 452 && tmp->subtype == op->subtype
533 && tmp->owner == op->owner 453 && tmp->owner == op->owner
534 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 454 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
535 { 455 {
556 * dir: direction to fire in. 476 * dir: direction to fire in.
557 * spell: spell that is being fired. It uses other_arch for the archetype 477 * spell: spell that is being fired. It uses other_arch for the archetype
558 * to fire. 478 * to fire.
559 * returns 0 on failure, 1 on success. 479 * returns 0 on failure, 1 on success.
560 */ 480 */
561
562int 481int
563fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 482fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
564{ 483{
565 object *tmp;
566 int mflags;
567 maptile *m;
568
569 if (spell->other_arch == NULL) 484 if (!spell->other_arch)
570 return 0; 485 return 0;
571 486
572 m = op->map; 487 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 }
578 488
579 tmp = arch_to_object (spell->other_arch); 489 if (!tmp)
580
581 if (tmp == NULL)
582 return 0; 490 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 }
590 491
591 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 492 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
592 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 493 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
593 /* code in time.c uses food for some things, duration for others */ 494 /* code in time.c uses food for some things, duration for others */
594 tmp->stats.food = tmp->duration; 495 tmp->stats.food = tmp->duration;
595 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 496 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
596 tmp->attacktype = spell->attacktype; 497 tmp->attacktype = spell->attacktype;
597 tmp->x = x;
598 tmp->y = y;
599 tmp->direction = dir; 498 tmp->direction = dir;
600 if (op->owner != NULL)
601 tmp->set_owner (op); 499 tmp->set_owner (op);
602 else
603 tmp->set_owner (op);
604 tmp->level = caster_level (caster, spell); 500 tmp->level = casting_level (caster, spell);
605 set_spell_skill (op, caster, spell, tmp); 501 set_spell_skill (op, caster, spell, tmp);
606 502
607 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 503 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
608 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 504 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
609 {
610 if (!tailor_god_spell (tmp, op)) 505 if (!tailor_god_spell (tmp, op))
611 return 0; 506 return 0;
612 } 507
613 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 508 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
614 SET_ANIMATION (tmp, dir); 509 SET_ANIMATION (tmp, dir);
615 510
616 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 511 if ((tmp = op->map->insert (tmp, x, y, op)))
617 move_spell_effect (tmp); 512 move_spell_effect (tmp);
618 513
619 return 1; 514 return 1;
620} 515}
621 516
676 if (!tmp) 571 if (!tmp)
677 tmp = op->ms ().player (); 572 tmp = op->ms ().player ();
678 573
679 return tmp; 574 return tmp;
680} 575}
681
682
683 576
684/* raytrace: 577/* raytrace:
685 * spell_find_dir(map, x, y, exclude) will search first the center square 578 * 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 579 * then some close squares in the given map at the given coordinates for
687 * live objects. 580 * live objects.
690 * monsters/generators only. If not, the spell will hunt players only. 583 * 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 584 * It returns the direction toward the first/closest live object if it finds
692 * any, otherwise -1. 585 * any, otherwise -1.
693 * note that exclude can be NULL, in which case all bets are off. 586 * note that exclude can be NULL, in which case all bets are off.
694 */ 587 */
695
696int 588int
697spell_find_dir (maptile *m, int x, int y, object *exclude) 589spell_find_dir (maptile *m, int x, int y, object *exclude)
698{ 590{
699 int i, max = SIZEOFFREE; 591 int i, max = SIZEOFFREE;
700 sint16 nx, ny; 592 sint16 nx, ny;
780 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 672 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
781 673
782 insert_ob_in_map (head, op->map, op, 0); 674 insert_ob_in_map (head, op->map, op, 0);
783 675
784 /* thought it'd be cool to insert a burnout, too. */ 676 /* 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); 677 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
786 } 678 }
787} 679}
788 680
789/* peterm: function which summons hostile monsters and 681/* peterm: function which summons hostile monsters and
790 * places them in nearby squares. 682 * places them in nearby squares.
994 if (!spell_ob->other_arch) 886 if (!spell_ob->other_arch)
995 { 887 {
996 LOG (llevError, "cast_party_spell: empty other arch\n"); 888 LOG (llevError, "cast_party_spell: empty other arch\n");
997 return 0; 889 return 0;
998 } 890 }
891
999 spell = arch_to_object (spell_ob->other_arch); 892 spell = arch_to_object (spell_ob->other_arch);
1000 893
1001 /* Always cast spell on caster */ 894 /* Always cast spell on caster */
1002 success = cast_spell (op, caster, dir, spell, stringarg); 895 success = cast_spell (op, caster, dir, spell, stringarg);
1003 896
1004 if (caster->contr->party == NULL) 897 if (caster->contr->party == NULL)
1005 { 898 {
1006 spell->remove (); 899 spell->remove ();
1007 return success; 900 return success;
1008 } 901 }
902
1009 for_all_players (pl) 903 for_all_players (pl)
1010 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 904 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1011 {
1012 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 905 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1013 } 906
1014 spell->remove (); 907 spell->remove ();
1015 return success; 908 return success;
1016} 909}
1017 910
1018/* This is where the main dispatch when someone casts a spell. 911/* This is where the main dispatch when someone casts a spell.
1044 */ 937 */
1045int 938int
1046cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 939cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1047{ 940{
1048 const char *godname; 941 const char *godname;
1049 int success = 0, mflags, cast_level = 0; 942 int success = 0, cast_level = 0;
1050 object *skill = NULL; 943 object *skill = NULL;
1051 944
1052 if (!spell_ob) 945 if (!spell_ob)
1053 { 946 {
1054 LOG (llevError, "cast_spell: null spell object passed\n"); 947 LOG (llevError, "cast_spell: null spell object passed\n");
1083 * need to have the right skill pointer passed, so we need to 976 * need to have the right skill pointer passed, so we need to
1084 * at least process that code. 977 * at least process that code.
1085 */ 978 */
1086 if (op->type == PLAYER && op == caster) 979 if (op->type == PLAYER && op == caster)
1087 { 980 {
1088 cast_level = caster_level (caster, spell_ob);
1089
1090 if (spell_ob->skill) 981 if (spell_ob->skill)
1091 { 982 {
1092 skill = find_skill_by_name (op, spell_ob->skill); 983 skill = find_skill_by_name (op, spell_ob->skill);
1093 984
1094 if (!skill) 985 if (!skill)
1095 { 986 {
1096 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 987 op->failmsg (format ("You need the skill %s to cast %s! "
988 "H<You either need to learn the skill via a skill scroll "
989 "or you need to wear a talisman or holy symbol.>",
990 &spell_ob->skill, &spell_ob->name));
1097 return 0; 991 return 0;
1098 } 992 }
1099 993
1100 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 994 const char *msg = "";
995
996 int caster_level = skill->level;
997
998 if (op->path_attuned & spell_ob->path_attuned)
1101 { 999 {
1102 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1000 caster_level += min (cast_level * 2, ATTUNE_REPELL);
1001 msg = " (attuned)";
1002 }
1003
1004 if (op->path_repelled & spell_ob->path_attuned)
1005 {
1006 caster_level = ATTUNE_REPELL; // negative is ok
1007 msg = " (repelled)";
1008 }
1009
1010 if (spell_ob->level > caster_level)
1011 {
1012 op->failmsg (format ("You lack enough skill to cast that spell! "
1013 "H<Your effective cast level is %d%s, but level %d is required.>",
1014 caster_level, msg, spell_ob->level));
1015 if (!op->is_wiz ())
1103 return 0; 1016 return 0;
1104 } 1017 }
1105 } 1018 }
1106 1019
1107 /* If the caster is the wiz, they don't ever fail, and don't have 1020 /* If the caster is the wiz, they don't ever fail, and don't have
1108 * to have sufficient grace/mana. 1021 * to have sufficient grace/mana.
1110 if (!QUERY_FLAG (op, FLAG_WIZ)) 1023 if (!QUERY_FLAG (op, FLAG_WIZ))
1111 { 1024 {
1112 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1025 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1113 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1026 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1114 { 1027 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1028 op->failmsg ("You don't have enough mana!");
1116 return 0; 1029 return 0;
1117 } 1030 }
1118 1031
1119 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1120 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1033 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1121 { 1034 {
1122 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1035 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) 1036 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); 1037 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1126 }
1127 else 1038 else
1128 { 1039 {
1129 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1040 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); 1041 op->failmsg (format ("%s ignores your prayer.", godname));
1131 return 0; 1042 return 0;
1132 } 1043 }
1133 } 1044 }
1134 1045
1135 /* player/monster is trying to cast the spell. might fumble it */ 1046 /* player/monster is trying to cast the spell. might fumble it */
1136 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1047 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])) 1048 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1138 { 1049 {
1139 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1050 op->contr->play_sound (sound_find ("fumble_spell"));
1140 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer."); 1051 op->failmsg ("You fumble the prayer.");
1141 1052
1142 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1053 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1143 return 0; 1054 return 0;
1144 } 1055 }
1145 else if (spell_ob->stats.sp) 1056 else if (spell_ob->stats.sp)
1146 { 1057 {
1147 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1058 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1148 1059
1149 if (failure < 0) 1060 if (failure < 0)
1150 { 1061 {
1151 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1062 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1152 if (settings.spell_failure_effects == TRUE) 1063 if (settings.spell_failure_effects == TRUE)
1153 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1064 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1154 1065
1155 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1066 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1156 return 0; 1067 return 0;
1157 } 1068 }
1158 } 1069 }
1159 } 1070 }
1160 } 1071 }
1161 1072
1162 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1073 int mflags = op->ms ().flags ();
1163 1074
1164 /* See if we can cast a spell here. If the caster and op are 1075 /* 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 1076 * not alive, then this would mean that the mapmaker put the
1166 * objects on the space - presume that they know what they are 1077 * objects on the space - presume that they know what they are
1167 * doing. 1078 * doing.
1168 */ 1079 */
1169 1080
1170 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1081 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1171 { 1082 {
1172 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1083 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1173 return 0; 1084 return 0;
1174 } 1085 }
1175 1086
1176 if ((spell_ob->type == SPELL) 1087 if ((spell_ob->type == SPELL)
1177 && (caster->type != POTION) 1088 && (caster->type != POTION)
1182 { 1093 {
1183 if (op->type != PLAYER) 1094 if (op->type != PLAYER)
1184 return 0; 1095 return 0;
1185 1096
1186 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1097 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); 1098 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1188 else if (object *item = op->contr->ranged_ob) 1099 else if (object *item = op->contr->ranged_ob)
1189 { 1100 {
1190 if (item->type == SPELL) 1101 if (item->type == SPELL)
1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1102 op->failmsg ("Something blocks your spellcasting.");
1192 else if (item->type == SCROLL) 1103 else if (item->type == SCROLL)
1193 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1104 op->failmsg ("Something blocks the magic of your scroll.");
1194 else 1105 else
1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); 1106 op->failmsg ("Something blocks the magic of your item.");
1196 } 1107 }
1197 else 1108 else
1198 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); 1109 op->failmsg ("Something blocks the spell!");
1199 1110
1200 return 0; 1111 return 0;
1201 } 1112 }
1202 1113
1203 /* Take into account how long it takes to cast the spell. 1114 /* Take into account how long it takes to cast the spell.
1233 if (op != caster && !skill && caster->skill) 1144 if (op != caster && !skill && caster->skill)
1234 { 1145 {
1235 skill = find_skill_by_name (op, caster->skill); 1146 skill = find_skill_by_name (op, caster->skill);
1236 if (!skill) 1147 if (!skill)
1237 { 1148 {
1238 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1149 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1239 return 0; 1150 return 0;
1240 } 1151 }
1241 1152
1242 op->change_skill (skill); /* needed for proper exp credit */ 1153 op->change_skill (skill); /* needed for proper exp credit */
1243 } 1154 }
1285 case SP_SMITE: 1196 case SP_SMITE:
1286 success = cast_smite_spell (op, caster, dir, spell_ob); 1197 success = cast_smite_spell (op, caster, dir, spell_ob);
1287 break; 1198 break;
1288 1199
1289 case SP_MAGIC_MISSILE: 1200 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); 1201 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1291 break; 1202 break;
1292 1203
1293 case SP_SUMMON_GOLEM: 1204 case SP_SUMMON_GOLEM:
1294 success = summon_golem (op, caster, dir, spell_ob); 1205 success = summon_golem (op, caster, dir, spell_ob);
1295 break; 1206 break;
1372#ifdef NO_POLYMORPH 1283#ifdef NO_POLYMORPH
1373 /* Not great, but at least provide feedback so if players do have 1284 /* 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 1285 * polymorph (ie, find it as a preset item or left over from before
1375 * it was disabled), they get some feedback. 1286 * it was disabled), they get some feedback.
1376 */ 1287 */
1377 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1288 op->failmsg ("The spell fizzles!");
1378 success = 0; 1289 success = 0;
1379#else 1290#else
1380 success = cast_polymorph (op, caster, spell_ob, dir); 1291 success = cast_polymorph (op, caster, spell_ob, dir);
1381#endif 1292#endif
1382 break; 1293 break;
1402 break; 1313 break;
1403 1314
1404 case SP_MOVING_BALL: 1315 case SP_MOVING_BALL:
1405 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1316 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1406 { 1317 {
1407 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1318 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1408 success = 0; 1319 success = 0;
1409 } 1320 }
1410 else 1321 else
1411 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1322 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1412 break; 1323 break;
1413 1324
1414 case SP_SWARM: 1325 case SP_SWARM:
1415 success = fire_swarm (op, caster, spell_ob, dir); 1326 success = fire_swarm (op, caster, spell_ob, dir);
1416 break; 1327 break;
1462 1373
1463 default: 1374 default:
1464 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1375 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1465 } 1376 }
1466 1377
1467 /* FIXME - we need some better sound suppport */ 1378 op->play_sound (
1468 // yes, for example, augment map info with the spell effect 1379 success
1469 // so clients can calculate the sounds themselves 1380 ? spell_ob->sound
1470 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 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{
1540 check_bullet (op); 1453 check_bullet (op);
1541 return; 1454 return;
1542 } 1455 }
1543} 1456}
1544 1457
1545/* This is called by move_apply. Basically, if someone 1458/* This is called by move_apply. Basically, if someone
1546 * moves onto a spell effect and the walk_on or fly_on flags 1459 * 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 1460 * are set, this is called. This should only be called for
1548 * objects of the appropraite type. 1461 * objects of the appropriate type.
1549 */ 1462 */
1550void 1463void
1551apply_spell_effect (object *spell, object *victim) 1464apply_spell_effect (object *spell, object *victim)
1552{ 1465{
1553 switch (spell->subtype) 1466 switch (spell->subtype)
1559 1472
1560 case SP_MAGIC_MISSILE: 1473 case SP_MAGIC_MISSILE:
1561 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1474 if (QUERY_FLAG (victim, FLAG_ALIVE))
1562 { 1475 {
1563 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1476 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1564
1565 if (!spell->destroyed ())
1566 spell->destroy (); 1477 spell->destroy ();
1567 } 1478 }
1568 break; 1479 break;
1569 1480
1570 case SP_MOVING_BALL: 1481 case SP_MOVING_BALL:
1571 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1482 if (QUERY_FLAG (victim, FLAG_ALIVE))
1572 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1483 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1573 else if (victim->materialname) 1484 else if (victim->materialname)
1574 save_throw_object (victim, spell->attacktype, spell); 1485 save_throw_object (victim, spell->attacktype, spell);
1486
1575 break; 1487 break;
1576 } 1488 }
1577} 1489}
1490

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