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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.73 by root, Sat May 17 14:11:13 2008 UTC vs.
Revision 1.119 by root, Sun Apr 18 11:42:46 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
33/* This returns a random spell from 'ob'. If skill is set, then 34/* This returns a random spell from 'ob'. If skill is set, then
34 * the spell must be of this skill, it can be NULL in which case all 35 * the spell must be of this skill, it can be NULL in which case all
35 * matching spells are used. 36 * matching spells are used.
36 */ 37 */
37object * 38object *
38find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
39{ 40{
40 int k = 0, s; 41 int k = 0, s;
41 object *tmp;
42 42
43 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
44 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++; 45 k++;
46 46
47 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
48 if (!k) 48 if (!k)
49 return NULL; 49 return NULL;
50 50
51 s = RANDOM () % k; 51 s = rndm (k);
52 52
53 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 {
56 if (!s) 55 if (!s)
57 return tmp; 56 return tmp;
58 else 57 else
59 s--; 58 s--;
60 } 59
61 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
62 return NULL; 61 return 0;
63} 62}
64 63
65/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
66 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
67 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
84 */ 83 */
85void 84void
86spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
87{ 86{
88 if (spob->other_arch) 87 if (spob->other_arch)
89 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
90} 89}
91 90
92/* 91static int
93 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
94 * effective level the caster needs to be to cast the spell.
95 * basically, it just adjusts the spell->level with attuned/repelled
96 * spellpaths. Was called path_level_mod.
97 *
98 * caster is person casting the spell.
99 * spell is the spell object.
100 * Returns modified level.
101 */
102int
103min_casting_level (object *caster, object *spell)
104{ 93{
105 if (caster->path_denied & spell->path_attuned) 94 // compute the attuned/repelled bonus
106 return 1; 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
107 96 // repell has no such quarrels
108 int new_level = spell->level 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
109 + (caster->path_repelled & spell->path_attuned ? +8 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
111
112 return max (1, new_level);
113} 99}
114 100
115/* This function returns the effective level the spell 101/* This function returns the effective level the spell
116 * is being cast at. 102 * is being cast at.
117 * Note that I changed the repelled/attuned bonus to 2 from 5.
118 * This is because the new code compares casting_level against
119 * min_caster_level, so the difference is effectively 4
120 */ 103 */
121int 104int
122caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
123{ 106{
124 int level = caster->level; 107 int level = caster->level;
125 108
126 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 109 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
129 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 112 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
130 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
131 114
132 level = min (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
133 } 116 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ 117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
135 for (int i = 0; i < NUM_SKILLS; i++) 118 if (object *skill = caster->contr->find_skill (spell->skill))
136 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) 119 level = skill->level;
137 {
138 level = caster->contr->last_skill_ob[i]->level;
139 break;
140 }
141 120
142 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
143 level += caster->path_repelled & spell->path_attuned ? -8 : 0; 122
144 level += caster->path_attuned & spell->path_attuned ? +8 : 0; 123 level += bonus;
124
125 // now scale the effective level from the startinglevel..100 range to 1..100
126 if (level < 100)
127 level = lerp (level, (int)spell->level, 100, 1, 100);
145 128
146 /* Always make this at least 1. If this is zero, we get divide by zero 129 /* Always make this at least 1. If this is zero, we get divide by zero
147 * errors in various places. 130 * errors in various places.
148 */ 131 */
149 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
150} 133}
151 134
152/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
153 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
154 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
158 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
159 * spell is the spell object. 142 * spell is the spell object.
160 * Note that it is now possible for a spell to cost both grace and 143 * Note that it is now possible for a spell to cost both grace and
161 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
162 */ 145 */
163
164sint16 146sint16
165SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
166{ 148{
167 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
168 150
169 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
170 { 152 {
171 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
172 {
173 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); 154 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
174 }
175 else 155 else
176 sp = spell->stats.sp; 156 sp = spell->stats.sp;
177 157
178 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
179 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
180 sp = 1; 160 sp = 1;
181 161
182 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
183 {
184 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); 163 grace = spell->stats.grace * (1.0 + max (0, float (level - spell->level) / spell->stats.maxgrace));
185 }
186 else 164 else
187 grace = spell->stats.grace; 165 grace = spell->stats.grace;
188 166
189 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
190 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
191 grace = 1; 169 grace = 1;
192 } 170 }
193 else 171 else
194 { 172 {
200 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
201 grace = 1; 179 grace = 1;
202 } 180 }
203 181
204 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
205 return MAX (sp, grace); 183 return max (sp, grace);
206 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
207 return grace; 185 return grace;
208 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
209 return sp; 187 return sp;
210 else 188 else
212 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 190 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
213 return 0; 191 return 0;
214 } 192 }
215} 193}
216 194
195/*
196 * Return the effective casting level of the spell.
197 * To make spells independent of their starting level, this function
198 * scales the range spellstartlevel .. 100 into the range 1..100
199 */
200static int
201SP_casting_level (object *caster, object *spell)
202{
203 return casting_level (caster, spell);
204}
205
217/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
218 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
219 */ 208 */
220int 209int
221SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
222{ 211{
223 if (!spob->dam_modifier) 212 if (!spob->dam_modifier)
224 return 0; 213 return 0;
225 214
226 int level = caster_level (caster, spob);
227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; 215 return SP_casting_level (caster, spob) / spob->dam_modifier;
228} 216}
229 217
230/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
231 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
232 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
235SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
236{ 224{
237 if (!spob->duration_modifier) 225 if (!spob->duration_modifier)
238 return 0; 226 return 0;
239 227
240 int level = caster_level (caster, spob);
241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; 228 return SP_casting_level (caster, spob) / spob->duration_modifier;
242} 229}
243 230
244/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
245 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
246 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
249SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
250{ 237{
251 if (!spob->range_modifier) 238 if (!spob->range_modifier)
252 return 0; 239 return 0;
253 240
254 int level = caster_level (caster, spob);
255 return (level - min_casting_level (caster, spob)) / spob->range_modifier; 241 return SP_casting_level (caster, spob) / spob->range_modifier;
256} 242}
257 243
258/* Checks to see if player knows the spell. If the name is the same 244/* Checks to see if player knows the spell. If the name is the same
259 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
260 * returns 1 if they know the spell, 0 if they don't. 246 * returns 1 if they know the spell, 0 if they don't.
261 */ 247 */
262object * 248object *
263check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
264{ 250{
265 object *spop; 251 object *spop;
266 shstr_cmp name_ (name);
267 252
268 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
269 if (spop->type == SPELL && spop->name == name) 254 if (spop->type == SPELL && spop->name == name)
270 return spop; 255 return spop;
271 256
272 return 0; 257 return 0;
273} 258}
274
275 259
276/* 260/*
277 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
278 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
279 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
280 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
281 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
282 * exact match, we also return NULL. 266 * exact match, we also return NULL.
283 */ 267 */
284
285object * 268object *
286lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
287{ 270{
288 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
289 int nummatch = 0; 272 int nummatch = 0;
290 273
291 if (spname == NULL) 274 if (!spname)
292 return NULL; 275 return 0;
293 276
294 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
295 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
296 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
297 */ 280 */
298 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
299 { 282 {
300 if (spob->type == SPELL) 283 if (spob->type == SPELL)
301 { 284 {
285 // TODO: WTF?
302 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
303 { 287 {
304 nummatch++; 288 nummatch++;
305 spob1 = spob; 289 spob1 = spob;
306 } 290 }
311 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
312 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
313 */ 297 */
314 if (spob2) 298 if (spob2)
315 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); 299 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
300
316 spob2 = spob; 301 spob2 = spob;
317 } 302 }
318 } 303 }
319 } 304 }
320 /* if we have best match, return it. Otherwise, if we have one match 305 /* if we have best match, return it. Otherwise, if we have one match
321 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
322 */ 307 */
323 if (spob2) 308 if (spob2)
324 return spob2; 309 return spob2;
310
325 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
326 return spob1; 312 return spob1;
313
327 return NULL; 314 return NULL;
328} 315}
329 316
330/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
331 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
335 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
336 */ 323 */
337int 324int
338reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
339{ 326{
340 object *op;
341
342 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
343 return 0; 328 return 0;
329
344 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
345 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (op->flag [FLAG_REFL_SPELL]
346 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!op->flag [FLAG_ALIVE]
347 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
348 return 1; 334 return 1;
349 335
350 return 0; 336 return 0;
351} 337}
370 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 356 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
371 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 357 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
372 dir = 0; 358 dir = 0;
373 } 359 }
374 360
375 SET_FLAG (new_op, FLAG_IDENTIFIED); 361 new_op->set_flag (FLAG_IDENTIFIED);
376 op->map->insert (new_op, 362 op->map->insert (new_op,
377 op->x + freearr_x[dir], op->y + freearr_y[dir], 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
378 op, 364 op,
379 dir ? 0 : INS_BELOW_ORIGINATOR); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
380 366
381 return dir; 367 return dir;
368}
369
370static bool
371mergable_owner (object *o1, object *o2)
372{
373 if (o1 == o2)
374 return 1;
375
376 if (!o1 || !o2)
377 return 0;
378
379 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
380 return 0;
381
382 if (o1->is_player () || o2->is_player ())
383 return 0;
384
385 return 1;
382} 386}
383 387
384/* Returns true if it is ok to put spell *op on the space/may provided. 388/* Returns true if it is ok to put spell *op on the space/may provided.
385 * immune_stop is basically the attacktype of the spell (why 389 * immune_stop is basically the attacktype of the spell (why
386 * passed as a different value, not sure of). If immune_stop 390 * passed as a different value, not sure of). If immune_stop
387 * has the AT_MAGIC bit set, and there is a counterwall 391 * has the AT_MAGIC bit set, and there is a counterwall
388 * on the space, the object doesn't get placed. if immune stop 392 * on the space, the object doesn't get placed. if immune stop
389 * does not have AT_MAGIC, then counterwalls do not effect the spell. 393 * does not have AT_MAGIC, then counterwalls do not effect the spell.
390 *
391 */ 394 */
392int 395int
393ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 396ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
394{ 397{
395 if (!xy_normalise (m, x, y)) 398 if (!xy_normalise (m, x, y))
396 return 0; 399 return 0;
397 400
398 mapspace &ms = m->at (x, y); 401 mapspace &ms = m->at (x, y);
402 ms.update ();
399 403
400 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 404 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
401 return 0; 405 return 0;
402 406
407 int max_effects = 5; // max. number of similar spells per mapspace
408
403 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 409 for (object *tmp = ms.top; tmp; tmp = tmp->below)
404 { 410 {
405 /* If there is a counterspell on the space, and this 411 /* If there is a counterspell on the space, and this
406 * object is using magic, don't progress. I believe we could 412 * object is using magic, don't progress. I believe we could
407 * leave this out and let in progress, and other areas of the code 413 * leave this out and let in progress, and other areas of the code
408 * will then remove it, but that would seem to to use more 414 * will then remove it, but that would seem to to use more
410 * on top of a counterwall spell (may hit the player before being 416 * on top of a counterwall spell (may hit the player before being
411 * removed.) On the other hand, it may be more dramatic for the 417 * removed.) On the other hand, it may be more dramatic for the
412 * spell to actually hit the counterwall and be sucked up. 418 * spell to actually hit the counterwall and be sucked up.
413 */ 419 */
414 if ((tmp->attacktype & AT_COUNTERSPELL) 420 if ((tmp->attacktype & AT_COUNTERSPELL)
415 && !QUERY_FLAG (tmp, FLAG_MONSTER) 421 && !tmp->flag [FLAG_MONSTER]
416 && (tmp->type != PLAYER) 422 && (tmp->type != PLAYER)
417 && (tmp->type != WEAPON) 423 && (tmp->type != WEAPON)
418 && (tmp->type != BOW) 424 && (tmp->type != BOW)
419 && (tmp->type != ARROW) 425 && (tmp->type != ARROW)
420 && (tmp->type != GOLEM) 426 && (tmp->type != GOLEM)
421 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 427 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
422 // we special case floor here because there 428 // we special case floor here because there
423 // are sometimes spell effect floors 429 // are sometimes spell effect floors
424 // which are used to inflict damage 430 // which are used to inflict damage
425 // (and those shouldn't go away from 431 // (and those shouldn't go away from
426 // sanctuary) see also: permanent lava 432 // sanctuary) see also: permanent lava
427 && (immune_stop & AT_MAGIC)) 433 && (immune_stop & AT_MAGIC))
428 return 0; 434 return 0;
429 435
430 /* This is to prevent 'out of control' spells. Basically, this
431 * limits one spell effect per space per spell. This is definately
432 * needed for performance reasons, and just for playability I believe.
433 * there are no such things as multispaced spells right now, so
434 * we don't need to worry about the head.
435 */
436 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
437 return 0;
438
439 /*
440 * Combine similar spell effects into one spell effect. Needed for
441 * performance reasons with meteor swarm and the like, but also for
442 * playability reasons.
443 */
444 if (tmp->arch == op->arch /* no harm if not comparing by name here */
445 && tmp->type == op->type 436 if (tmp->type == op->type)
446 && tmp->subtype == op->subtype
447 && tmp->owner == op->owner
448 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
449 { 437 {
450 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 438 if (tmp->subtype == op->subtype
451 tmp->range = MAX (tmp->range, op->range); 439 && tmp->arch == op->arch /* no harm if not comparing by name here */)
452 tmp->duration = MAX (tmp->duration, op->duration); 440 {
441 /* This is to prevent 'out of control' spells. Basically, this
442 * limits one spell effect per space per spell. This is definately
443 * needed for performance reasons, and just for playability I believe.
444 * there are no such things as multispaced spells right now, so
445 * we don't need to worry about the head.
446 */
447 if (tmp->stats.maxhp == op->stats.maxhp)
448 return 0;
449
450 /*
451 * Combine similar spell effects into one spell effect. Needed for
452 * performance reasons with meteor swarm and the like, but also for
453 * playability reasons.
454 */
455 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
456 if (mergable_owner (tmp, op))
457 {
458 // if same owner, then combine, but reduce advantage of multiple spells
459 max_it (tmp->stats.dam, op->stats.dam);
460 max_it (tmp->range , op->range);
461 max_it (tmp->duration , op->duration);
462 return 0;
463 }
464 }
465
466 // if there are too many spell effects on this space,
467 // then don't allow more of them, for performance reasons.
468 if (tmp->type == SPELL_EFFECT
469 && !--max_effects)
453 return 0; 470 return 0;
454 } 471 }
455 472
456 /* Perhaps we should also put checks in for no magic and unholy 473 /* Perhaps we should also put checks in for no magic and unholy
457 * ground to prevent it from moving along? 474 * ground to prevent it from moving along?
458 */ 475 */
476fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 493fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
477{ 494{
478 if (!spell->other_arch) 495 if (!spell->other_arch)
479 return 0; 496 return 0;
480 497
481 mapxy pos (op->map, x, y);//TODO, should not pass x, y
482
483 pos.move (dir ? dir : rndm (1, 8));
484
485 if (!pos.normalise ())
486 return 0;
487
488 object *tmp = spell->other_arch->instance (); 498 object *tmp = spell->other_arch->instance ();
489 499
490 if (!tmp) 500 if (!tmp)
491 return 0; 501 return 0;
492
493 if (pos.ms ().blocks (tmp))
494 {
495 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast this spell on top of a wall!\n");
496 tmp->destroy ();
497 return 0;
498 }
499 502
500 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 503 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
501 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
502 /* code in time.c uses food for some things, duration for others */ 505 /* code in time.c uses food for some things, duration for others */
503 tmp->stats.food = tmp->duration; 506 tmp->stats.food = tmp->duration;
504 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 507 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
505 tmp->attacktype = spell->attacktype; 508 tmp->attacktype = spell->attacktype;
506 tmp->x = x;
507 tmp->y = y;
508 tmp->direction = dir; 509 tmp->direction = dir;
509 tmp->set_owner (op); 510 tmp->set_owner (op);
510 tmp->level = caster_level (caster, spell); 511 tmp->level = casting_level (caster, spell);
511 set_spell_skill (op, caster, spell, tmp); 512 set_spell_skill (op, caster, spell, tmp);
512 513
513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
515 if (!tailor_god_spell (tmp, op)) 516 if (!tailor_god_spell (tmp, op))
516 return 0; 517 return 0;
517 518
518 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 519 if (tmp->flag [FLAG_IS_TURNABLE])
519 SET_ANIMATION (tmp, dir); 520 SET_ANIMATION (tmp, dir);
520 521
521 if ((tmp = op->map->insert (tmp, x, y, op))) 522 if ((tmp = op->map->insert (tmp, x, y, op)))
522 move_spell_effect (tmp); 523 move_spell_effect (tmp);
523 524
531 ****************************************************************************/ 532 ****************************************************************************/
532void 533void
533regenerate_rod (object *rod) 534regenerate_rod (object *rod)
534{ 535{
535 if (rod->stats.hp < rod->stats.maxhp) 536 if (rod->stats.hp < rod->stats.maxhp)
536 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); 537 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
537} 538}
538 539
539void 540void
540drain_rod_charge (object *rod) 541drain_rod_charge (object *rod)
541{ 542{
561 { 562 {
562 tmp = op->owner; 563 tmp = op->owner;
563 /* If the owner does not exist, or is not a monster, than apply the spell 564 /* If the owner does not exist, or is not a monster, than apply the spell
564 * to the caster. 565 * to the caster.
565 */ 566 */
566 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 567 if (!tmp || !tmp->flag [FLAG_MONSTER])
567 tmp = op; 568 tmp = op;
568 } 569 }
569 else 570 else
570 { 571 {
571 maptile *m = op->map; 572 maptile *m = op->map;
619 continue; 620 continue;
620 621
621 tmp = GET_MAP_OB (mp, nx, ny); 622 tmp = GET_MAP_OB (mp, nx, ny);
622 623
623 while (tmp != NULL && (((owner_type == PLAYER && 624 while (tmp != NULL && (((owner_type == PLAYER &&
624 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 625 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
625 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 626 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
626 tmp = tmp->above; 627 tmp = tmp->above;
627 628
628 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 629 if (tmp != NULL && can_see_monsterP (m, x, y, i))
629 return freedir[i]; 630 return freedir[i];
633 634
634/* put_a_monster: puts a monster named monstername near by 635/* put_a_monster: puts a monster named monstername near by
635 * op. This creates the treasures for the monsters, and 636 * op. This creates the treasures for the monsters, and
636 * also deals with multipart monsters properly. 637 * also deals with multipart monsters properly.
637 */ 638 */
638void 639static void
639put_a_monster (object *op, const char *monstername) 640put_a_monster (object *op, const char *monstername)
640{ 641{
641 object *tmp, *head = NULL, *prev = NULL; 642 object *tmp, *head = NULL, *prev = NULL;
642 archetype *at; 643 archetype *at;
643 int dir; 644 int dir;
658 * insert multipart monsters properly 659 * insert multipart monsters properly
659 */ 660 */
660 //TODO: use expand_tail + ... 661 //TODO: use expand_tail + ...
661 while (at != NULL) 662 while (at != NULL)
662 { 663 {
663 tmp = arch_to_object (at); 664 tmp = at->instance ();
664 tmp->x = op->x + freearr_x[dir] + at->x; 665 tmp->x = op->x + freearr_x[dir] + at->x;
665 tmp->y = op->y + freearr_y[dir] + at->y; 666 tmp->y = op->y + freearr_y[dir] + at->y;
666 tmp->map = op->map; 667 tmp->map = op->map;
667 if (head) 668 if (head)
668 { 669 {
699 * Note that this is not used by any spells (summon evil monsters 700 * Note that this is not used by any spells (summon evil monsters
700 * use to call this, but best I can tell, that spell/ability was 701 * use to call this, but best I can tell, that spell/ability was
701 * never used. This is however used by various failures on the 702 * never used. This is however used by various failures on the
702 * players part (alchemy, reincarnation, etc) 703 * players part (alchemy, reincarnation, etc)
703 */ 704 */
704
705int 705int
706summon_hostile_monsters (object *op, int n, const char *monstername) 706summon_hostile_monsters (object *op, int n, const char *monstername)
707{ 707{
708 int i; 708 int i;
709 709
774 { 774 {
775 SET_ANIMATION (op, ATTACKS[i].face); 775 SET_ANIMATION (op, ATTACKS[i].face);
776 } 776 }
777} 777}
778 778
779
780/* prayer_failure: This is called when a player fails 779/* prayer_failure: This is called when a player fails
781 * at casting a prayer. 780 * at casting a prayer.
782 * op is the player. 781 * op is the player.
783 * failure is basically how much grace they had. 782 * failure is basically how much grace they had.
784 * power is how much grace the spell would normally take to cast. 783 * power is how much grace the spell would normally take to cast.
785 */ 784 */
786 785
787void 786#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
787
788static void
788prayer_failure (object *op, int failure, int power) 789prayer_failure (object *op, int failure, int power)
789{ 790{
790 const char *godname; 791 const char *godname;
791 object *tmp; 792 object *tmp;
792 793
793 if (!strcmp ((godname = determine_god (op)), "none")) 794 if (!strcmp ((godname = determine_god (op)), "none"))
794 godname = "Your spirit"; 795 godname = "Your spirit";
795 796
796 if (failure <= -20 && failure > -40) /* wonder */ 797 if (failure <= -20 && failure > -40) /* wonder */
797 { 798 {
798 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); 799 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
799 tmp = get_archetype (SPELL_WONDER); 800 tmp = get_archetype (SPELL_WONDER);
800 cast_cone (op, op, 0, tmp); 801 cast_cone (op, op, 0, tmp);
801 tmp->destroy (); 802 tmp->destroy ();
802 } 803 }
803 804
804 else if (failure <= -40 && failure > -60) /* confusion */ 805 else if (failure <= -40 && failure > -60) /* confusion */
805 { 806 {
806 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 807 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
807 confuse_player (op, op, 99); 808 confuse_player (op, op, 99);
808 } 809 }
809 else if (failure <= -60 && failure > -150) /* paralysis */ 810 else if (failure <= -60 && failure > -150) /* paralysis */
810 { 811 {
811 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 812 op->failmsgf ("%s requires you to pray NOW. "
812 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 813 "You comply, ignoring all else." HINT_GRACE,
814 godname);
813 paralyze_player (op, op, 99); 815 paralyze_player (op, op, 99);
814 } 816 }
815 else if (failure <= -150) /* blast the immediate area */ 817 else if (failure <= -150) /* blast the immediate area */
816 { 818 {
817 tmp = get_archetype (GOD_POWER); 819 tmp = get_archetype (GOD_POWER);
818 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 820 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
819 cast_magic_storm (op, tmp, power); 821 cast_magic_storm (op, tmp, power);
820 } 822 }
821} 823}
822 824
823/* 825/*
837 if (settings.spell_failure_effects == FALSE) 839 if (settings.spell_failure_effects == FALSE)
838 return; 840 return;
839 841
840 if (failure <= -20 && failure > -40) /* wonder */ 842 if (failure <= -20 && failure > -40) /* wonder */
841 { 843 {
842 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 844 op->failmsg ("Your spell causes an unexpected effect.");
843 tmp = get_archetype (SPELL_WONDER); 845 tmp = get_archetype (SPELL_WONDER);
844 cast_cone (op, op, 0, tmp); 846 cast_cone (op, op, 0, tmp);
845 tmp->destroy (); 847 tmp->destroy ();
846 } 848 }
847 849
848 else if (failure <= -40 && failure > -60) /* confusion */ 850 else if (failure <= -40 && failure > -60) /* confusion */
849 { 851 {
850 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); 852 op->failmsg ("Your magic recoils on you, making you confused!");
851 confuse_player (op, op, 99); 853 confuse_player (op, op, 99);
852 } 854 }
853 else if (failure <= -60 && failure > -80) /* paralysis */ 855 else if (failure <= -60 && failure > -80) /* paralysis */
854 { 856 {
855 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 857 op->failmsg ("Your magic stuns you!");
856 paralyze_player (op, op, 99); 858 paralyze_player (op, op, 99);
857 } 859 }
858 else if (failure <= -80) /* blast the immediate area */ 860 else if (failure <= -80) /* blast the immediate area */
859 { 861 {
860 object *tmp; 862 object *tmp;
861 863
862 /* Safety check to make sure we don't get any mana storms in scorn */ 864 /* Safety check to make sure we don't get any mana storms in scorn */
863 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) 865 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
864 { 866 {
865 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); 867 op->failmsg ("The magic warps and you are turned inside out!");
866 hit_player (op, 9998, op, AT_INTERNAL, 1); 868 hit_player (op, 9998, op, AT_INTERNAL, 1);
867 869
868 } 870 }
869 else 871 else
870 { 872 {
871 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 873 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
872 tmp = get_archetype (LOOSE_MANA); 874 tmp = get_archetype (LOOSE_MANA);
873 tmp->level = skill->level; 875 tmp->level = skill->level;
874 876
875 /* increase the area of destruction a little for more powerful spells */ 877 /* increase the area of destruction a little for more powerful spells */
876 tmp->range += isqrt (power); 878 tmp->range += isqrt (power);
885 tmp->insert_at (op); 887 tmp->insert_at (op);
886 } 888 }
887 } 889 }
888} 890}
889 891
890int 892static int
891cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 893cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
892{ 894{
893 int success;
894 object *spell;
895
896 if (!spell_ob->other_arch) 895 if (!spell_ob->other_arch)
897 { 896 {
898 LOG (llevError, "cast_party_spell: empty other arch\n"); 897 LOG (llevError, "cast_party_spell: empty other arch\n");
899 return 0; 898 return 0;
900 } 899 }
901 900
902 spell = arch_to_object (spell_ob->other_arch); 901 object *spell = spell_ob->other_arch->instance ();
903 902
904 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
905 success = cast_spell (op, caster, dir, spell, stringarg); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
906 905
907 if (caster->contr->party == NULL) 906 if (!op->contr || !op->contr->party)
908 { 907 {
909 spell->remove (); 908 spell->remove ();
910 return success; 909 return success;
911 } 910 }
912 911
913 for_all_players (pl) 912 for_all_players (pl)
914 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 913 if ((pl->ob->contr->party == op->contr->party)
914 && on_same_map (pl->ob, op)
915 && pl->ob != op)
915 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
916 917
917 spell->remove (); 918 spell->remove ();
918 return success; 919 return success;
919} 920}
920 921
926 * same as op. 927 * same as op.
927 * dir is the direction to cast in. Note in some cases, if the spell 928 * dir is the direction to cast in. Note in some cases, if the spell
928 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
929 * spell_ob is the spell object that is being cast. From that, 930 * spell_ob is the spell object that is being cast. From that,
930 * we can determine what to do. 931 * we can determine what to do.
931 * stringarg is any options that are being used. It can be NULL. Almost 932 * spellparam is any options that are being used. It can be NULL. Almost
932 * certainly, only players will set it. It is basically used as optional 933 * certainly, only players will set it. It is basically used as optional
933 * parameters to a spell (eg, item to create, information for marking runes, 934 * parameters to a spell (eg, item to create, information for marking runes,
934 * etc. 935 * etc.
935 * returns 1 on successful cast, or 0 on error. These values should really 936 * returns 1 on successful cast, or 0 on error. These values should really
936 * be swapped, so that 0 is successful, and non zero is failure, with a code 937 * be swapped, so that 0 is successful, and non zero is failure, with a code
944 * if it is a player casting the spell (op->type == PLAYER, op == caster), 945 * if it is a player casting the spell (op->type == PLAYER, op == caster),
945 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
946 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
947 */ 948 */
948int 949int
949cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 950cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
950{ 951{
951 const char *godname; 952 const char *godname;
952 int success = 0, cast_level = 0; 953 int success = 0;
953 object *skill = NULL; 954
955 // make sure spells always take a while, so a) we don't flood the
956 // user with messages and b) too many failures can be harmful (smiting).
957 op->speed_left -= 4 * op->speed; // ~0.5s on failure
954 958
955 if (!spell_ob) 959 if (!spell_ob)
956 { 960 {
957 LOG (llevError, "cast_spell: null spell object passed\n"); 961 LOG (llevError, "cast_spell: null spell object passed\n");
958 return 0; 962 return 0;
969 } 973 }
970 974
971 /* if caster is a spell casting object, this normally shouldn't be 975 /* if caster is a spell casting object, this normally shouldn't be
972 * an issue, because they don't have any spellpaths set up. 976 * an issue, because they don't have any spellpaths set up.
973 */ 977 */
974 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) 978 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
975 { 979 {
976 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 980 op->failmsg ("That spell path is denied to you.");
977 return 0; 981 return 0;
978 } 982 }
983
984 object *skill = 0;
979 985
980 /* if it is a player casting the spell, and they are really casting it 986 /* if it is a player casting the spell, and they are really casting it
981 * (vs it coming from a wand, scroll, or whatever else), do some 987 * (vs it coming from a wand, scroll, or whatever else), do some
982 * checks. We let monsters do special things - eg, they 988 * checks. We let monsters do special things - eg, they
983 * don't need the skill, bypass level checks, etc. The monster function 989 * don't need the SKILL, BYpass level checks, etc. The monster function
984 * should take care of that. 990 * should take care of that.
985 * Remove the wiz check here and move it further down - some spells 991 * Remove the wiz check here and move it further down - some spells
986 * need to have the right skill pointer passed, so we need to 992 * need to have the right skill pointer passed, so we need to
987 * at least process that code. 993 * at least process that code.
988 */ 994 */
989 if (op->type == PLAYER && op == caster) 995 if (op->type == PLAYER && op == caster)
990 { 996 {
991 cast_level = caster_level (caster, spell_ob);
992
993 if (spell_ob->skill) 997 if (spell_ob->skill)
994 { 998 {
995 skill = find_skill_by_name (op, spell_ob->skill); 999 skill = find_skill_by_name (op, spell_ob->skill);
996 1000
997 if (!skill) 1001 if (!skill)
998 { 1002 {
999 op->failmsg (format ("You need the skill %s to cast %s! " 1003 op->failmsgf ("You need the %s skill to cast %s! "
1000 "H<You either need to learn the skill via a skill scroll " 1004 "H<You either need to learn the skill via a skill scroll "
1001 "or you need to wear a talisman or holy symbol.>", 1005 "or you need to wear a talisman, holy symbol or another skill tool.>",
1002 &spell_ob->skill, &spell_ob->name)); 1006 &spell_ob->skill, &spell_ob->name);
1003 return 0; 1007 return 0;
1004 } 1008 }
1005 1009
1006 int casting_level = min_casting_level (op, spell_ob); 1010 const char *msg = "";
1007 1011
1008 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1012 int caster_level = skill->level;
1013
1014 if (op->path_attuned & spell_ob->path_attuned)
1009 { 1015 {
1016 caster_level += min (caster_level, ATTUNE_REPELL);
1017 msg = " (attuned)";
1018 }
1019
1020 if (op->path_repelled & spell_ob->path_attuned)
1021 {
1022 caster_level -= ATTUNE_REPELL; // negative is ok
1023 msg = " (repelled)";
1024 }
1025
1026 if (spell_ob->level > caster_level)
1027 {
1010 op->failmsg (format ("You lack enough skill to cast that spell! " 1028 op->failmsgf ("You lack enough skill to cast that spell! "
1011 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", 1029 "H<Your effective cast level is %d%s, but level %d is required.>",
1012 cast_level, casting_level)); 1030 caster_level, msg, spell_ob->level);
1031 if (!op->is_wiz ())
1013 return 0; 1032 return 0;
1014 } 1033 }
1015 } 1034 }
1016 1035
1017 /* If the caster is the wiz, they don't ever fail, and don't have 1036 /* If the caster is the wiz, they don't ever fail, and don't have
1018 * to have sufficient grace/mana. 1037 * to have sufficient grace/mana.
1019 */ 1038 */
1020 if (!QUERY_FLAG (op, FLAG_WIZ)) 1039 if (!op->flag [FLAG_WIZCAST])
1021 { 1040 {
1022 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1041 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1023 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1042 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1024 { 1043 {
1025 op->failmsg ("You don't have enough mana!"); 1044 op->failmsg ("You don't have enough mana!");
1033 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1052 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1034 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); 1053 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1035 else 1054 else
1036 { 1055 {
1037 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1056 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1038 op->failmsg (format ("%s ignores your prayer.", godname)); 1057 op->failmsgf ("%s ignores your prayer.", godname);
1039 return 0; 1058 return 0;
1040 } 1059 }
1041 } 1060 }
1042 1061
1043 /* player/monster is trying to cast the spell. might fumble it */ 1062 /* player/monster is trying to cast the spell. might fumble it */
1044 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1063 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1045 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1064 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1046 { 1065 {
1047 op->contr->play_sound (sound_find ("fumble_spell")); 1066 op->contr->play_sound (sound_find ("fumble_spell"));
1048 op->failmsg ("You fumble the prayer."); 1067 op->failmsg ("You fumble the prayer.");
1049 1068
1050 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1069 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1073 * not alive, then this would mean that the mapmaker put the 1092 * not alive, then this would mean that the mapmaker put the
1074 * objects on the space - presume that they know what they are 1093 * objects on the space - presume that they know what they are
1075 * doing. 1094 * doing.
1076 */ 1095 */
1077 1096
1078 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1097 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1079 { 1098 {
1099 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1080 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); 1100 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1081 return 0; 1101 return 0;
1082 } 1102 }
1083 1103
1084 if ((spell_ob->type == SPELL) 1104 if ((spell_ob->type == SPELL)
1085 && (caster->type != POTION) 1105 && (caster->type != POTION)
1086 && !QUERY_FLAG (op, FLAG_WIZCAST) 1106 && !op->flag [FLAG_WIZCAST]
1087 && (QUERY_FLAG (caster, FLAG_ALIVE) 1107 && (caster->flag [FLAG_ALIVE]
1088 || QUERY_FLAG (op, FLAG_ALIVE)) 1108 || op->flag [FLAG_ALIVE])
1089 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) 1109 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1090 { 1110 {
1091 if (op->type != PLAYER) 1111 if (op->type != PLAYER)
1092 return 0; 1112 return 0;
1093 1113
1094 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1114 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1095 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1115 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1096 else if (object *item = op->contr->ranged_ob) 1116 else if (object *item = op->contr->ranged_ob)
1097 { 1117 {
1098 if (item->type == SPELL) 1118 if (item->type == SPELL)
1099 op->failmsg ("Something blocks your spellcasting."); 1119 op->failmsg ("Something blocks your spellcasting.");
1100 else if (item->type == SCROLL) 1120 else if (item->type == SCROLL)
1106 op->failmsg ("Something blocks the spell!"); 1126 op->failmsg ("Something blocks the spell!");
1107 1127
1108 return 0; 1128 return 0;
1109 } 1129 }
1110 1130
1131 // undo the flood protection from earlier
1132 op->speed_left += 4 * op->speed; // ~0.5s on failure
1133
1111 /* Take into account how long it takes to cast the spell. 1134 /* Take into account how long it takes to cast the spell.
1112 * if the player is casting it, then we use the time in 1135 * if the player is casting it, then we use the time in
1113 * the spell object. If it is a spell object, have it 1136 * the spell object. If it is a spell object, have it
1114 * take two ticks. Things that cast spells on the players 1137 * take two ticks. Things that cast spells on the players
1115 * behalf (eg, altars, and whatever else) shouldn't cost 1138 * behalf (eg, altars, and whatever else) shouldn't cost
1116 * the player any time. 1139 * the player any time.
1117 * Ignore casting time for firewalls 1140 * Ignore casting time for firewalls
1118 */ 1141 */
1119 if (caster == op && caster->type != FIREWALL) 1142 if (caster == op && caster->type != FIREWALL)
1120 { 1143 {
1121 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1144 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1122 /* Other portions of the code may also decrement the speed of the player, so 1145 /* Other portions of the code may also decrement the speed of the player, so
1123 * put a lower limit so that the player isn't stuck here too long 1146 * put a lower limit so that the player isn't stuck here too long
1124 */ 1147 */
1125 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1148 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1126 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1149 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1127 } 1150 }
1128 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1151 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1129 op->speed_left -= 2 * FABS (op->speed); 1152 op->speed_left -= 2 * op->speed;
1130 1153
1131 if (op->type == PLAYER && op == caster) 1154 if (op->type == PLAYER && op == caster)
1132 { 1155 {
1133 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1156 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1134 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1157 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1139 * object requires. 1162 * object requires.
1140 */ 1163 */
1141 if (op != caster && !skill && caster->skill) 1164 if (op != caster && !skill && caster->skill)
1142 { 1165 {
1143 skill = find_skill_by_name (op, caster->skill); 1166 skill = find_skill_by_name (op, caster->skill);
1167
1144 if (!skill) 1168 if (!skill)
1145 { 1169 {
1146 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); 1170 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1147 return 0; 1171 return 0;
1148 } 1172 }
1149
1150 op->change_skill (skill); /* needed for proper exp credit */
1151 } 1173 }
1152 1174
1153 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1175 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1154 return RESULT_INT (0); 1176 return RESULT_INT (0);
1155 1177
1178 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1179 // at least temporarily, which might not be true due to slot restrictions, but hey
1180 // invoke requires it basically.
1181
1182 object *chosen_skill = op->chosen_skill;
1183 op->chosen_skill = skill;
1184
1156 switch (spell_ob->subtype) 1185 switch (spell_ob->subtype)
1157 { 1186 {
1158 /* The order of case statements is same as the order they show up 1187 /* The order of case statements is same as the order they show up
1159 * in in spells.h. 1188 * in spells.h.
1160 */ 1189 */
1161 case SP_RAISE_DEAD: 1190 case SP_RAISE_DEAD:
1162 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1191 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1163 break; 1192 break;
1164 1193
1165 case SP_RUNE: 1194 case SP_RUNE:
1166 success = write_rune (op, caster, spell_ob, dir, stringarg); 1195 success = write_rune (op, caster, spell_ob, dir, spellparam);
1167 break; 1196 break;
1168 1197
1169 case SP_MAKE_MARK: 1198 case SP_MAKE_MARK:
1170 success = write_mark (op, spell_ob, stringarg); 1199 success = write_mark (op, spell_ob, spellparam);
1171 break; 1200 break;
1172 1201
1173 case SP_BOLT: 1202 case SP_BOLT:
1174 success = fire_bolt (op, caster, dir, spell_ob, skill); 1203 success = fire_bolt (op, caster, dir, spell_ob, skill);
1175 break; 1204 break;
1204 1233
1205 case SP_DIMENSION_DOOR: 1234 case SP_DIMENSION_DOOR:
1206 /* dimension door needs the actual caster, because that is what is 1235 /* dimension door needs the actual caster, because that is what is
1207 * moved. 1236 * moved.
1208 */ 1237 */
1209 success = dimension_door (op, caster, spell_ob, dir); 1238 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1210 break; 1239 break;
1211 1240
1212 case SP_MAGIC_MAPPING: 1241 case SP_MAGIC_MAPPING:
1213 if (op->type == PLAYER) 1242 if (op->type == PLAYER)
1214 { 1243 {
1247 case SP_HEALING: 1276 case SP_HEALING:
1248 success = cast_heal (op, caster, spell_ob, dir); 1277 success = cast_heal (op, caster, spell_ob, dir);
1249 break; 1278 break;
1250 1279
1251 case SP_CREATE_FOOD: 1280 case SP_CREATE_FOOD:
1252 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1281 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1253 break; 1282 break;
1254 1283
1255 case SP_EARTH_TO_DUST: 1284 case SP_EARTH_TO_DUST:
1256 success = cast_earth_to_dust (op, caster, spell_ob); 1285 success = cast_earth_to_dust (op, caster, spell_ob);
1257 break; 1286 break;
1267 case SP_CURSE: 1296 case SP_CURSE:
1268 success = cast_curse (op, caster, spell_ob, dir); 1297 success = cast_curse (op, caster, spell_ob, dir);
1269 break; 1298 break;
1270 1299
1271 case SP_SUMMON_MONSTER: 1300 case SP_SUMMON_MONSTER:
1272 success = summon_object (op, caster, spell_ob, dir, stringarg); 1301 success = summon_object (op, caster, spell_ob, dir, spellparam);
1273 break; 1302 break;
1274 1303
1275 case SP_CHARGING: 1304 case SP_CHARGING:
1276 success = recharge (op, caster, spell_ob); 1305 success = recharge (op, caster, spell_ob);
1277 break; 1306 break;
1310 break; 1339 break;
1311 1340
1312 case SP_MOVING_BALL: 1341 case SP_MOVING_BALL:
1313 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1342 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1314 { 1343 {
1315 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1344 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1316 success = 0; 1345 success = 0;
1317 } 1346 }
1318 else 1347 else
1319 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); 1348 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1320 break; 1349 break;
1331 /* in rune.c */ 1360 /* in rune.c */
1332 success = dispel_rune (op, caster, spell_ob, skill, dir); 1361 success = dispel_rune (op, caster, spell_ob, skill, dir);
1333 break; 1362 break;
1334 1363
1335 case SP_CREATE_MISSILE: 1364 case SP_CREATE_MISSILE:
1336 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1365 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1337 break; 1366 break;
1338 1367
1339 case SP_CONSECRATE: 1368 case SP_CONSECRATE:
1340 success = cast_consecrate (op, caster, spell_ob); 1369 success = cast_consecrate (op, caster, spell_ob);
1341 break; 1370 break;
1363 case SP_AURA: 1392 case SP_AURA:
1364 success = create_aura (op, caster, spell_ob); 1393 success = create_aura (op, caster, spell_ob);
1365 break; 1394 break;
1366 1395
1367 case SP_PARTY_SPELL: 1396 case SP_PARTY_SPELL:
1368 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1397 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1369 break; 1398 break;
1370 1399
1371 default: 1400 default:
1372 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1401 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1373 } 1402 }
1403
1404 // restore chosen_skill
1405 op->chosen_skill = chosen_skill;
1374 1406
1375 op->play_sound ( 1407 op->play_sound (
1376 success 1408 success
1377 ? spell_ob->sound 1409 ? spell_ob->sound
1378 ? spell_ob->sound 1410 ? spell_ob->sound
1432 move_aura (op); 1464 move_aura (op);
1433 break; 1465 break;
1434 } 1466 }
1435} 1467}
1436 1468
1437/* this checks to see if something special should happen if
1438 * something runs into the object.
1439 */
1440void
1441check_spell_effect (object *op)
1442{
1443 switch (op->subtype)
1444 {
1445 case SP_BOLT:
1446 move_bolt (op);
1447 return;
1448
1449 case SP_BULLET:
1450 check_bullet (op);
1451 return;
1452 }
1453}
1454
1455/* This is called by move_apply. Basically, if someone 1469/* This is called by move_apply. Basically, if someone
1456 * moves onto a spell effect and the walk_on or fly_on flags 1470 * moves onto a spell effect and the walk_on or fly_on flags
1457 * are set, this is called. This should only be called for 1471 * are set, this is called. This should only be called for
1458 * objects of the appropraite type. 1472 * objects of the appropriate type.
1459 */ 1473 */
1460void 1474void
1461apply_spell_effect (object *spell, object *victim) 1475apply_spell_effect (object *spell, object *victim)
1462{ 1476{
1463 switch (spell->subtype) 1477 switch (spell->subtype)
1464 { 1478 {
1465 case SP_CONE: 1479 case SP_CONE:
1466 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1480 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1467 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1481 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1468 break; 1482 break;
1469 1483
1470 case SP_MAGIC_MISSILE: 1484 case SP_MAGIC_MISSILE:
1471 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1485 if (victim->flag [FLAG_ALIVE])
1472 { 1486 {
1473 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1474
1475 if (!spell->destroyed ())
1476 spell->destroy (); 1488 spell->destroy ();
1477 } 1489 }
1478 break; 1490 break;
1479 1491
1480 case SP_MOVING_BALL: 1492 case SP_MOVING_BALL:
1481 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1493 if (victim->flag [FLAG_ALIVE])
1482 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1483 else if (victim->materialname) 1495 else if (victim->material != MATERIAL_NULL)
1484 save_throw_object (victim, spell->attacktype, spell); 1496 save_throw_object (victim, spell->attacktype, spell);
1485 break;
1486 }
1487}
1488 1497
1498 break;
1499 }
1500}
1501
1502/**
1503 * This function will let a fireball explode at the position of
1504 * the victim with a specific maximum level.
1505 */
1506void
1507create_exploding_ball_at (object *victim, int level)
1508{
1509 object *ball = get_archetype (EXPLODING_FIREBALL);
1510 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1511 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1512 ball->insert_at (victim);
1513}

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