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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.76 by root, Wed Jul 16 14:29:40 2008 UTC vs.
Revision 1.126 by root, Wed Nov 21 12:12:03 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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>
25#include <spells.h> 26#include <spells.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.f + max (0.f, 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}
274 259
275 260/*
276/*
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) 269object::find_spell (shstr_cmp name) const
287{ 270{
288 object *spob1 = NULL, *spob2 = NULL, *spob;
289 int nummatch = 0;
290
291 if (spname == NULL)
292 return NULL;
293
294 /* Try to find the spell. We store the results in spob1
295 * and spob2 - spob1 is only taking the length of
296 * the past spname, spob2 uses the length of the spell name.
297 */
298 for (spob = op->inv; spob; spob = spob->below) 271 for (object *spob = inv; spob; spob = spob->below)
299 { 272 if (spob->name == name && spob->type == SPELL)
300 if (spob->type == SPELL)
301 {
302 if (!strncmp (spob->name, spname, strlen (spname)))
303 {
304 nummatch++;
305 spob1 = spob;
306 }
307 else if (!strncmp (spob->name, spname, strlen (spob->name)))
308 {
309 /* if spells have ambiguous names, it makes matching
310 * really difficult. (eg, fire and fireball would
311 * fall into this category). It shouldn't be hard to
312 * make sure spell names don't overlap in that fashion.
313 */
314 if (spob2)
315 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
316 spob2 = spob;
317 }
318 }
319 }
320 /* if we have best match, return it. Otherwise, if we have one match
321 * on the loser match, return that, otehrwise null
322 */
323 if (spob2)
324 return spob2; 273 return spob;
325 if (spob1 && nummatch == 1) 274
326 return spob1;
327 return NULL; 275 return 0;
328} 276}
329 277
330/* reflwall - decides weither the (spell-)object sp_op will 278/* reflwall - decides weither the (spell-)object sp_op will
331 * be reflected from the given mapsquare. Returns 1 if true. 279 * be reflected from the given mapsquare. Returns 1 if true.
332 * (Note that for living creatures there is a small chance that 280 * (Note that for living creatures there is a small chance that
335 * eg, updated for tiled maps. 283 * eg, updated for tiled maps.
336 */ 284 */
337int 285int
338reflwall (maptile *m, int x, int y, object *sp_op) 286reflwall (maptile *m, int x, int y, object *sp_op)
339{ 287{
340 object *op;
341
342 if (OUT_OF_REAL_MAP (m, x, y)) 288 if (OUT_OF_REAL_MAP (m, x, y))
343 return 0; 289 return 0;
290
344 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 291 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
345 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 292 if (op->flag [FLAG_REFL_SPELL]
346 && (!QUERY_FLAG (op, FLAG_ALIVE) 293 && (!op->flag [FLAG_ALIVE]
347 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 294 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
348 return 1; 295 return 1;
349 296
350 return 0; 297 return 0;
351} 298}
352 299
353/* cast_create_object: creates object new_op in direction dir 300/* cast_create_object: creates object new_op in direction dir
354 * or if that is blocked, beneath the player (op). 301 * or if that is blocked, beneath the player (op).
355 * we pass 'caster', but don't use it for anything. 302 * we pass 'caster', but don't use it for anything.
356 * This is really just a simple wrapper function . 303 * This is really just a simple wrapper function .
357 * returns the direction that the object was actually placed 304 * returns true to indicate whether the operation was successful.
358 * in. 305 * destroys the object is unsuccessful.
359 */ 306 */
360int 307bool
361cast_create_obj (object *op, object *caster, object *new_op, int dir) 308cast_create_obj (object *op, object *caster, object *new_op, int dir)
362{ 309{
363 maptile *m; 310 mapxy pos (op);
364 sint16 sx, sy; 311 pos.move (dir);
365 312
366 if (dir && 313 if (!pos.normalise ()
367 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 314 || pos->blocks (op) // perversely enough, we check if the palyer can reach that space
368 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 315 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
369 { 316 )
370 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.");
372 dir = 0;
373 } 317 {
318 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
319 new_op->destroy ();
320 return 0;
321 }
374 322
375 SET_FLAG (new_op, FLAG_IDENTIFIED); 323 new_op->set_flag (FLAG_IDENTIFIED);
376 op->map->insert (new_op,
377 op->x + freearr_x[dir], op->y + freearr_y[dir],
378 op,
379 dir ? 0 : INS_BELOW_ORIGINATOR);
380 324
325 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
326
381 return dir; 327 return 1;
328}
329
330static bool
331mergable_owner (object *o1, object *o2)
332{
333 if (o1 == o2)
334 return 1;
335
336 if (!o1 || !o2)
337 return 0;
338
339 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
340 return 0;
341
342 if (o1->is_player () || o2->is_player ())
343 return 0;
344
345 return 1;
382} 346}
383 347
384/* Returns true if it is ok to put spell *op on the space/may provided. 348/* 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 349 * immune_stop is basically the attacktype of the spell (why
386 * passed as a different value, not sure of). If immune_stop 350 * passed as a different value, not sure of). If immune_stop
387 * has the AT_MAGIC bit set, and there is a counterwall 351 * has the AT_MAGIC bit set, and there is a counterwall
388 * on the space, the object doesn't get placed. if immune stop 352 * 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. 353 * does not have AT_MAGIC, then counterwalls do not effect the spell.
390 *
391 */ 354 */
392int 355int
393ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 356ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
394{ 357{
395 if (!xy_normalise (m, x, y)) 358 if (!xy_normalise (m, x, y))
399 ms.update (); 362 ms.update ();
400 363
401 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 364 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
402 return 0; 365 return 0;
403 366
367 int max_effects = 5; // max. number of similar spells per mapspace
368
404 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 369 for (object *tmp = ms.top; tmp; tmp = tmp->below)
405 { 370 {
406 /* If there is a counterspell on the space, and this 371 /* If there is a counterspell on the space, and this
407 * object is using magic, don't progress. I believe we could 372 * object is using magic, don't progress. I believe we could
408 * leave this out and let in progress, and other areas of the code 373 * leave this out and let in progress, and other areas of the code
409 * will then remove it, but that would seem to to use more 374 * will then remove it, but that would seem to to use more
411 * on top of a counterwall spell (may hit the player before being 376 * on top of a counterwall spell (may hit the player before being
412 * removed.) On the other hand, it may be more dramatic for the 377 * removed.) On the other hand, it may be more dramatic for the
413 * spell to actually hit the counterwall and be sucked up. 378 * spell to actually hit the counterwall and be sucked up.
414 */ 379 */
415 if ((tmp->attacktype & AT_COUNTERSPELL) 380 if ((tmp->attacktype & AT_COUNTERSPELL)
416 && !QUERY_FLAG (tmp, FLAG_MONSTER) 381 && !tmp->flag [FLAG_MONSTER]
417 && (tmp->type != PLAYER) 382 && (tmp->type != PLAYER)
418 && (tmp->type != WEAPON) 383 && (tmp->type != WEAPON)
419 && (tmp->type != BOW) 384 && (tmp->type != BOW)
420 && (tmp->type != ARROW) 385 && (tmp->type != ARROW)
421 && (tmp->type != GOLEM) 386 && (tmp->type != GOLEM)
422 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 387 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
423 // we special case floor here because there 388 // we special case floor here because there
424 // are sometimes spell effect floors 389 // are sometimes spell effect floors
425 // which are used to inflict damage 390 // which are used to inflict damage
426 // (and those shouldn't go away from 391 // (and those shouldn't go away from
427 // sanctuary) see also: permanent lava 392 // sanctuary) see also: permanent lava
428 && (immune_stop & AT_MAGIC)) 393 && (immune_stop & AT_MAGIC))
429 return 0; 394 return 0;
430 395
431 /* This is to prevent 'out of control' spells. Basically, this
432 * limits one spell effect per space per spell. This is definately
433 * needed for performance reasons, and just for playability I believe.
434 * there are no such things as multispaced spells right now, so
435 * we don't need to worry about the head.
436 */
437 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
438 return 0;
439
440 /*
441 * Combine similar spell effects into one spell effect. Needed for
442 * performance reasons with meteor swarm and the like, but also for
443 * playability reasons.
444 */
445 if (tmp->arch == op->arch /* no harm if not comparing by name here */
446 && tmp->type == op->type 396 if (tmp->type == op->type)
447 && tmp->subtype == op->subtype
448 && tmp->owner == op->owner
449 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
450 { 397 {
451 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 398 if (tmp->subtype == op->subtype
452 tmp->range = MAX (tmp->range, op->range); 399 && tmp->arch == op->arch /* no harm if not comparing by name here */)
453 tmp->duration = MAX (tmp->duration, op->duration); 400 {
401 /* This is to prevent 'out of control' spells. Basically, this
402 * limits one spell effect per space per spell. This is definately
403 * needed for performance reasons, and just for playability I believe.
404 * there are no such things as multispaced spells right now, so
405 * we don't need to worry about the head.
406 */
407 if (tmp->stats.maxhp == op->stats.maxhp)
408 return 0;
409
410 /*
411 * Combine similar spell effects into one spell effect. Needed for
412 * performance reasons with meteor swarm and the like, but also for
413 * playability reasons.
414 */
415 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
416 if (mergable_owner (tmp, op))
417 {
418 // if same owner, then combine, but reduce advantage of multiple spells
419 max_it (tmp->stats.dam, op->stats.dam);
420 max_it (tmp->range , op->range);
421 max_it (tmp->duration , op->duration);
422 return 0;
423 }
424 }
425
426 // if there are too many spell effects on this space,
427 // then don't allow more of them, for performance reasons.
428 if (tmp->type == SPELL_EFFECT
429 && !--max_effects)
454 return 0; 430 return 0;
455 } 431 }
456 432
457 /* Perhaps we should also put checks in for no magic and unholy 433 /* Perhaps we should also put checks in for no magic and unholy
458 * ground to prevent it from moving along? 434 * ground to prevent it from moving along?
459 */ 435 */
490 tmp->stats.food = tmp->duration; 466 tmp->stats.food = tmp->duration;
491 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 467 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
492 tmp->attacktype = spell->attacktype; 468 tmp->attacktype = spell->attacktype;
493 tmp->direction = dir; 469 tmp->direction = dir;
494 tmp->set_owner (op); 470 tmp->set_owner (op);
495 tmp->level = caster_level (caster, spell); 471 tmp->level = casting_level (caster, spell);
496 set_spell_skill (op, caster, spell, tmp); 472 set_spell_skill (op, caster, spell, tmp);
497 473
498 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 474 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
499 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 475 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
500 if (!tailor_god_spell (tmp, op)) 476 if (!tailor_god_spell (tmp, op))
501 return 0; 477 return 0;
502 478
503 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 479 if (tmp->flag [FLAG_IS_TURNABLE])
504 SET_ANIMATION (tmp, dir); 480 SET_ANIMATION (tmp, dir);
505 481
506 if ((tmp = op->map->insert (tmp, x, y, op))) 482 if ((tmp = op->map->insert (tmp, x, y, op)))
507 move_spell_effect (tmp); 483 move_spell_effect (tmp);
508 484
516 ****************************************************************************/ 492 ****************************************************************************/
517void 493void
518regenerate_rod (object *rod) 494regenerate_rod (object *rod)
519{ 495{
520 if (rod->stats.hp < rod->stats.maxhp) 496 if (rod->stats.hp < rod->stats.maxhp)
521 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); 497 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
522} 498}
523 499
524void 500void
525drain_rod_charge (object *rod) 501drain_rod_charge (object *rod)
526{ 502{
546 { 522 {
547 tmp = op->owner; 523 tmp = op->owner;
548 /* If the owner does not exist, or is not a monster, than apply the spell 524 /* If the owner does not exist, or is not a monster, than apply the spell
549 * to the caster. 525 * to the caster.
550 */ 526 */
551 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 527 if (!tmp || !tmp->flag [FLAG_MONSTER])
552 tmp = op; 528 tmp = op;
553 } 529 }
554 else 530 else
555 { 531 {
556 maptile *m = op->map; 532 maptile *m = op->map;
604 continue; 580 continue;
605 581
606 tmp = GET_MAP_OB (mp, nx, ny); 582 tmp = GET_MAP_OB (mp, nx, ny);
607 583
608 while (tmp != NULL && (((owner_type == PLAYER && 584 while (tmp != NULL && (((owner_type == PLAYER &&
609 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 585 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
610 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 586 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
611 tmp = tmp->above; 587 tmp = tmp->above;
612 588
613 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 589 if (tmp != NULL && can_see_monsterP (m, x, y, i))
614 return freedir[i]; 590 return freedir[i];
618 594
619/* put_a_monster: puts a monster named monstername near by 595/* put_a_monster: puts a monster named monstername near by
620 * op. This creates the treasures for the monsters, and 596 * op. This creates the treasures for the monsters, and
621 * also deals with multipart monsters properly. 597 * also deals with multipart monsters properly.
622 */ 598 */
623void 599static void
624put_a_monster (object *op, const char *monstername) 600put_a_monster (object *op, const char *monstername)
625{ 601{
626 object *tmp, *head = NULL, *prev = NULL; 602 object *tmp, *head = NULL, *prev = NULL;
627 archetype *at; 603 archetype *at;
628 int dir; 604 int dir;
643 * insert multipart monsters properly 619 * insert multipart monsters properly
644 */ 620 */
645 //TODO: use expand_tail + ... 621 //TODO: use expand_tail + ...
646 while (at != NULL) 622 while (at != NULL)
647 { 623 {
648 tmp = arch_to_object (at); 624 tmp = at->instance ();
649 tmp->x = op->x + freearr_x[dir] + at->x; 625 tmp->x = op->x + freearr_x[dir] + at->x;
650 tmp->y = op->y + freearr_y[dir] + at->y; 626 tmp->y = op->y + freearr_y[dir] + at->y;
651 tmp->map = op->map; 627 tmp->map = op->map;
652 if (head) 628 if (head)
653 { 629 {
684 * Note that this is not used by any spells (summon evil monsters 660 * Note that this is not used by any spells (summon evil monsters
685 * use to call this, but best I can tell, that spell/ability was 661 * use to call this, but best I can tell, that spell/ability was
686 * never used. This is however used by various failures on the 662 * never used. This is however used by various failures on the
687 * players part (alchemy, reincarnation, etc) 663 * players part (alchemy, reincarnation, etc)
688 */ 664 */
689
690int 665int
691summon_hostile_monsters (object *op, int n, const char *monstername) 666summon_hostile_monsters (object *op, int n, const char *monstername)
692{ 667{
693 int i; 668 int i;
694 669
759 { 734 {
760 SET_ANIMATION (op, ATTACKS[i].face); 735 SET_ANIMATION (op, ATTACKS[i].face);
761 } 736 }
762} 737}
763 738
764
765/* prayer_failure: This is called when a player fails 739/* prayer_failure: This is called when a player fails
766 * at casting a prayer. 740 * at casting a prayer.
767 * op is the player. 741 * op is the player.
768 * failure is basically how much grace they had. 742 * failure is basically how much grace they had.
769 * power is how much grace the spell would normally take to cast. 743 * power is how much grace the spell would normally take to cast.
770 */ 744 */
771 745
772void 746#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
747
748static void
773prayer_failure (object *op, int failure, int power) 749prayer_failure (object *op, int failure, int power)
774{ 750{
775 const char *godname; 751 const char *godname;
776 object *tmp; 752 object *tmp;
777 753
778 if (!strcmp ((godname = determine_god (op)), "none")) 754 if (!strcmp ((godname = determine_god (op)), "none"))
779 godname = "Your spirit"; 755 godname = "Your spirit";
780 756
781 if (failure <= -20 && failure > -40) /* wonder */ 757 if (failure <= -20 && failure > -40) /* wonder */
782 { 758 {
783 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); 759 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
784 tmp = get_archetype (SPELL_WONDER); 760 tmp = archetype::get (SPELL_WONDER);
785 cast_cone (op, op, 0, tmp); 761 cast_cone (op, op, 0, tmp);
786 tmp->destroy (); 762 tmp->destroy ();
787 } 763 }
788 764
789 else if (failure <= -40 && failure > -60) /* confusion */ 765 else if (failure <= -40 && failure > -60) /* confusion */
790 { 766 {
791 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 767 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
792 confuse_player (op, op, 99); 768 confuse_player (op, op, 99);
793 } 769 }
794 else if (failure <= -60 && failure > -150) /* paralysis */ 770 else if (failure <= -60 && failure > -150) /* paralysis */
795 { 771 {
796 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 772 op->failmsgf ("%s requires you to pray NOW. "
797 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 773 "You comply, ignoring all else." HINT_GRACE,
774 godname);
798 paralyze_player (op, op, 99); 775 paralyze_player (op, op, 99);
799 } 776 }
800 else if (failure <= -150) /* blast the immediate area */ 777 else if (failure <= -150) /* blast the immediate area */
801 { 778 {
802 tmp = get_archetype (GOD_POWER); 779 tmp = archetype::get (GOD_POWER);
803 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 780 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
804 cast_magic_storm (op, tmp, power); 781 cast_magic_storm (op, tmp, power);
805 } 782 }
806} 783}
807 784
808/* 785/*
809 * spell_failure() handles the various effects for differing degrees 786 * spell_failure() handles the various effects for differing degrees
810 * of failure badness. 787 * of failure badness.
811 * op is the player that failed. 788 * op is the player that failed.
812 * failure is a random value of how badly you failed. 789 * failure is a random value of how badly you failed.
813 * power is how many spellpoints you'd normally need for the spell. 790 * power is how many spellpoints you'd normally need for the spell.
814 * skill is the skill you'd need to cast the spell. 791 * skill is the skill you'd need to cast the spell.
815 */ 792 */
816
817void 793void
818spell_failure (object *op, int failure, int power, object *skill) 794spell_failure (object *op, int failure, int power, object *skill)
819{ 795{
820 object *tmp; 796 object *tmp;
821 797
822 if (settings.spell_failure_effects == FALSE) 798 if (settings.spell_failure_effects == FALSE)
823 return; 799 return;
824 800
825 if (failure <= -20 && failure > -40) /* wonder */ 801 if (failure <= -20 && failure > -40) /* wonder */
826 { 802 {
827 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 803 op->failmsg ("Your spell causes an unexpected effect.");
828 tmp = get_archetype (SPELL_WONDER); 804 tmp = archetype::get (SPELL_WONDER);
829 cast_cone (op, op, 0, tmp); 805 cast_cone (op, op, 0, tmp);
830 tmp->destroy (); 806 tmp->destroy ();
831 } 807 }
832 808
833 else if (failure <= -40 && failure > -60) /* confusion */ 809 else if (failure <= -40 && failure > -60) /* confusion */
834 { 810 {
835 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); 811 op->failmsg ("Your magic recoils on you, making you confused!");
836 confuse_player (op, op, 99); 812 confuse_player (op, op, 99);
837 } 813 }
838 else if (failure <= -60 && failure > -80) /* paralysis */ 814 else if (failure <= -60 && failure > -80) /* paralysis */
839 { 815 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 816 op->failmsg ("Your magic stuns you!");
841 paralyze_player (op, op, 99); 817 paralyze_player (op, op, 99);
842 } 818 }
843 else if (failure <= -80) /* blast the immediate area */ 819 else if (failure <= -80) /* blast the immediate area */
844 { 820 {
845 object *tmp; 821 object *tmp;
846 822
847 /* Safety check to make sure we don't get any mana storms in scorn */ 823 /* Safety check to make sure we don't get any mana storms in scorn */
848 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) 824 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
849 { 825 {
850 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); 826 op->failmsg ("The magic warps and you are turned inside out!");
851 hit_player (op, 9998, op, AT_INTERNAL, 1); 827 hit_player (op, 9998, op, AT_INTERNAL, 1);
852 828
853 } 829 }
854 else 830 else
855 { 831 {
856 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 832 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
857 tmp = get_archetype (LOOSE_MANA); 833 tmp = archetype::get (LOOSE_MANA);
858 tmp->level = skill->level; 834 tmp->level = skill->level;
859 835
860 /* increase the area of destruction a little for more powerful spells */ 836 /* increase the area of destruction a little for more powerful spells */
861 tmp->range += isqrt (power); 837 tmp->range += isqrt (power);
862 838
870 tmp->insert_at (op); 846 tmp->insert_at (op);
871 } 847 }
872 } 848 }
873} 849}
874 850
875int 851static int
876cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 852cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
877{ 853{
878 int success;
879 object *spell;
880
881 if (!spell_ob->other_arch) 854 if (!spell_ob->other_arch)
882 { 855 {
883 LOG (llevError, "cast_party_spell: empty other arch\n"); 856 LOG (llevError, "cast_party_spell: empty other arch\n");
884 return 0; 857 return 0;
885 } 858 }
886 859
887 spell = arch_to_object (spell_ob->other_arch); 860 object *spell = spell_ob->other_arch->instance ();
888 861
889 /* Always cast spell on caster */ 862 /* Always cast spell on caster */
890 success = cast_spell (op, caster, dir, spell, stringarg); 863 int success = cast_spell (op, caster, dir, spell, spellparam);
891 864
892 if (caster->contr->party == NULL) 865 if (!op->contr || !op->contr->party)
893 { 866 {
894 spell->remove (); 867 spell->remove ();
895 return success; 868 return success;
896 } 869 }
897 870
898 for_all_players (pl) 871 for_all_players (pl)
899 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 872 if ((pl->ob->contr->party == op->contr->party)
873 && on_same_map (pl->ob, op)
874 && pl->ob != op)
900 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 875 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
901 876
902 spell->remove (); 877 spell->remove ();
903 return success; 878 return success;
904} 879}
905 880
911 * same as op. 886 * same as op.
912 * dir is the direction to cast in. Note in some cases, if the spell 887 * dir is the direction to cast in. Note in some cases, if the spell
913 * is self only, dir really doesn't make a difference. 888 * is self only, dir really doesn't make a difference.
914 * spell_ob is the spell object that is being cast. From that, 889 * spell_ob is the spell object that is being cast. From that,
915 * we can determine what to do. 890 * we can determine what to do.
916 * stringarg is any options that are being used. It can be NULL. Almost 891 * spellparam is any options that are being used. It can be NULL. Almost
917 * certainly, only players will set it. It is basically used as optional 892 * certainly, only players will set it. It is basically used as optional
918 * parameters to a spell (eg, item to create, information for marking runes, 893 * parameters to a spell (eg, item to create, information for marking runes,
919 * etc. 894 * etc.
920 * returns 1 on successful cast, or 0 on error. These values should really 895 * returns 1 on successful cast, or 0 on error. These values should really
921 * be swapped, so that 0 is successful, and non zero is failure, with a code 896 * be swapped, so that 0 is successful, and non zero is failure, with a code
929 * if it is a player casting the spell (op->type == PLAYER, op == caster), 904 * if it is a player casting the spell (op->type == PLAYER, op == caster),
930 * this function will decrease the mana/grace appropriately. For other 905 * this function will decrease the mana/grace appropriately. For other
931 * objects, the caller should do what it considers appropriate. 906 * objects, the caller should do what it considers appropriate.
932 */ 907 */
933int 908int
934cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 909cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
935{ 910{
936 const char *godname; 911 const char *godname;
937 int success = 0, cast_level = 0; 912 int success = 0;
938 object *skill = NULL; 913
914 // make sure spells always take a while, so a) we don't flood the
915 // user with messages and b) too many failures can be harmful (smiting).
916 op->speed_left -= 4 * op->speed; // ~0.5s on failure
939 917
940 if (!spell_ob) 918 if (!spell_ob)
941 { 919 {
942 LOG (llevError, "cast_spell: null spell object passed\n"); 920 LOG (llevError, "cast_spell: null spell object passed\n");
943 return 0; 921 return 0;
954 } 932 }
955 933
956 /* if caster is a spell casting object, this normally shouldn't be 934 /* if caster is a spell casting object, this normally shouldn't be
957 * an issue, because they don't have any spellpaths set up. 935 * an issue, because they don't have any spellpaths set up.
958 */ 936 */
959 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) 937 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
960 { 938 {
961 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 939 op->failmsg ("That spell path is denied to you.");
962 return 0; 940 return 0;
963 } 941 }
942
943 object *skill = 0;
964 944
965 /* if it is a player casting the spell, and they are really casting it 945 /* if it is a player casting the spell, and they are really casting it
966 * (vs it coming from a wand, scroll, or whatever else), do some 946 * (vs it coming from a wand, scroll, or whatever else), do some
967 * checks. We let monsters do special things - eg, they 947 * checks. We let monsters do special things - eg, they
968 * don't need the skill, bypass level checks, etc. The monster function 948 * don't need the SKILL, BYpass level checks, etc. The monster function
969 * should take care of that. 949 * should take care of that.
970 * Remove the wiz check here and move it further down - some spells 950 * Remove the wiz check here and move it further down - some spells
971 * need to have the right skill pointer passed, so we need to 951 * need to have the right skill pointer passed, so we need to
972 * at least process that code. 952 * at least process that code.
973 */ 953 */
974 if (op->type == PLAYER && op == caster) 954 if (op->type == PLAYER && op == caster)
975 { 955 {
976 cast_level = caster_level (caster, spell_ob);
977
978 if (spell_ob->skill) 956 if (spell_ob->skill)
979 { 957 {
980 skill = find_skill_by_name (op, spell_ob->skill); 958 skill = find_skill_by_name (op, spell_ob->skill);
981 959
982 if (!skill) 960 if (!skill)
983 { 961 {
984 op->failmsg (format ("You need the skill %s to cast %s! " 962 op->failmsgf ("You need the %s skill to cast %s! "
985 "H<You either need to learn the skill via a skill scroll " 963 "H<You either need to learn the skill via a skill scroll "
986 "or you need to wear a talisman or holy symbol.>", 964 "or you need to wear a talisman, holy symbol or another skill tool.>",
987 &spell_ob->skill, &spell_ob->name)); 965 &spell_ob->skill, &spell_ob->name);
988 return 0; 966 return 0;
989 } 967 }
990 968
991 int casting_level = min_casting_level (op, spell_ob); 969 const char *msg = "";
992 970
993 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 971 int caster_level = skill->level;
972
973 if (op->path_attuned & spell_ob->path_attuned)
994 { 974 {
975 caster_level += min (caster_level, ATTUNE_REPELL);
976 msg = " (attuned)";
977 }
978
979 if (op->path_repelled & spell_ob->path_attuned)
980 {
981 caster_level -= ATTUNE_REPELL; // negative is ok
982 msg = " (repelled)";
983 }
984
985 if (spell_ob->level > caster_level)
986 {
995 op->failmsg (format ("You lack enough skill to cast that spell! " 987 op->failmsgf ("You lack enough skill to cast that spell! "
996 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", 988 "H<Your effective cast level is %d%s, but level %d is required.>",
997 cast_level, casting_level)); 989 caster_level, msg, spell_ob->level);
990 if (!op->is_wiz ())
998 return 0; 991 return 0;
999 } 992 }
1000 } 993 }
1001 994
1002 /* If the caster is the wiz, they don't ever fail, and don't have 995 /* If the caster is the wiz, they don't ever fail, and don't have
1003 * to have sufficient grace/mana. 996 * to have sufficient grace/mana.
1004 */ 997 */
1005 if (!QUERY_FLAG (op, FLAG_WIZ)) 998 if (!op->flag [FLAG_WIZCAST])
1006 { 999 {
1007 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1000 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1008 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1001 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1009 { 1002 {
1010 op->failmsg ("You don't have enough mana!"); 1003 op->failmsg ("You don't have enough mana!");
1018 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1011 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1019 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); 1012 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1020 else 1013 else
1021 { 1014 {
1022 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1015 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1023 op->failmsg (format ("%s ignores your prayer.", godname)); 1016 op->failmsgf ("%s ignores your prayer.", godname);
1024 return 0; 1017 return 0;
1025 } 1018 }
1026 } 1019 }
1027 1020
1028 /* player/monster is trying to cast the spell. might fumble it */ 1021 /* player/monster is trying to cast the spell. might fumble it */
1029 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1022 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1030 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1023 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1031 { 1024 {
1032 op->contr->play_sound (sound_find ("fumble_spell")); 1025 op->contr->play_sound (sound_find ("fumble_spell"));
1033 op->failmsg ("You fumble the prayer."); 1026 op->failmsg ("You fumble the prayer.");
1034 1027
1035 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1028 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1058 * not alive, then this would mean that the mapmaker put the 1051 * not alive, then this would mean that the mapmaker put the
1059 * objects on the space - presume that they know what they are 1052 * objects on the space - presume that they know what they are
1060 * doing. 1053 * doing.
1061 */ 1054 */
1062 1055
1063 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1056 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1064 { 1057 {
1058 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1065 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); 1059 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1066 return 0; 1060 return 0;
1067 } 1061 }
1068 1062
1069 if ((spell_ob->type == SPELL) 1063 if ((spell_ob->type == SPELL)
1070 && (caster->type != POTION) 1064 && (caster->type != POTION)
1071 && !QUERY_FLAG (op, FLAG_WIZCAST) 1065 && !op->flag [FLAG_WIZCAST]
1072 && (QUERY_FLAG (caster, FLAG_ALIVE) 1066 && (caster->flag [FLAG_ALIVE]
1073 || QUERY_FLAG (op, FLAG_ALIVE)) 1067 || op->flag [FLAG_ALIVE])
1074 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) 1068 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1075 { 1069 {
1076 if (op->type != PLAYER) 1070 if (op->type != PLAYER)
1077 return 0; 1071 return 0;
1078 1072
1079 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1073 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1080 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1074 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1081 else if (object *item = op->contr->ranged_ob) 1075 else if (object *item = op->contr->ranged_ob)
1082 { 1076 {
1083 if (item->type == SPELL) 1077 if (item->type == SPELL)
1084 op->failmsg ("Something blocks your spellcasting."); 1078 op->failmsg ("Something blocks your spellcasting.");
1085 else if (item->type == SCROLL) 1079 else if (item->type == SCROLL)
1091 op->failmsg ("Something blocks the spell!"); 1085 op->failmsg ("Something blocks the spell!");
1092 1086
1093 return 0; 1087 return 0;
1094 } 1088 }
1095 1089
1090 // undo the flood protection from earlier
1091 op->speed_left += 4 * op->speed; // ~0.5s on failure
1092
1096 /* Take into account how long it takes to cast the spell. 1093 /* Take into account how long it takes to cast the spell.
1097 * if the player is casting it, then we use the time in 1094 * if the player is casting it, then we use the time in
1098 * the spell object. If it is a spell object, have it 1095 * the spell object. If it is a spell object, have it
1099 * take two ticks. Things that cast spells on the players 1096 * take two ticks. Things that cast spells on the players
1100 * behalf (eg, altars, and whatever else) shouldn't cost 1097 * behalf (eg, altars, and whatever else) shouldn't cost
1101 * the player any time. 1098 * the player any time.
1102 * Ignore casting time for firewalls 1099 * Ignore casting time for firewalls
1103 */ 1100 */
1104 if (caster == op && caster->type != FIREWALL) 1101 if (caster == op && caster->type != FIREWALL)
1105 { 1102 {
1106 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1103 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1107 /* Other portions of the code may also decrement the speed of the player, so 1104 /* Other portions of the code may also decrement the speed of the player, so
1108 * put a lower limit so that the player isn't stuck here too long 1105 * put a lower limit so that the player isn't stuck here too long
1109 */ 1106 */
1110 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1107 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1111 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1108 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1112 } 1109 }
1113 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1110 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1114 op->speed_left -= 2 * FABS (op->speed); 1111 op->speed_left -= 2 * op->speed;
1115 1112
1116 if (op->type == PLAYER && op == caster) 1113 if (op->type == PLAYER && op == caster)
1117 { 1114 {
1118 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1115 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1119 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1116 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1124 * object requires. 1121 * object requires.
1125 */ 1122 */
1126 if (op != caster && !skill && caster->skill) 1123 if (op != caster && !skill && caster->skill)
1127 { 1124 {
1128 skill = find_skill_by_name (op, caster->skill); 1125 skill = find_skill_by_name (op, caster->skill);
1126
1129 if (!skill) 1127 if (!skill)
1130 { 1128 {
1131 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); 1129 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1132 return 0; 1130 return 0;
1133 } 1131 }
1134
1135 op->change_skill (skill); /* needed for proper exp credit */
1136 } 1132 }
1137 1133
1138 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1134 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1139 return RESULT_INT (0); 1135 return RESULT_INT (0);
1140 1136
1137 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1138 // at least temporarily, which might not be true due to slot restrictions, but hey
1139 // invoke requires it basically.
1140
1141 object *chosen_skill = op->chosen_skill;
1142 op->chosen_skill = skill;
1143
1141 switch (spell_ob->subtype) 1144 switch (spell_ob->subtype)
1142 { 1145 {
1143 /* The order of case statements is same as the order they show up 1146 /* The order of case statements is same as the order they show up
1144 * in in spells.h. 1147 * in spells.h.
1145 */ 1148 */
1146 case SP_RAISE_DEAD: 1149 case SP_RAISE_DEAD:
1147 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1150 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1148 break; 1151 break;
1149 1152
1150 case SP_RUNE: 1153 case SP_RUNE:
1151 success = write_rune (op, caster, spell_ob, dir, stringarg); 1154 success = write_rune (op, caster, spell_ob, dir, spellparam);
1152 break; 1155 break;
1153 1156
1154 case SP_MAKE_MARK: 1157 case SP_MAKE_MARK:
1155 success = write_mark (op, spell_ob, stringarg); 1158 success = write_mark (op, spell_ob, spellparam);
1156 break; 1159 break;
1157 1160
1158 case SP_BOLT: 1161 case SP_BOLT:
1159 success = fire_bolt (op, caster, dir, spell_ob, skill); 1162 success = fire_bolt (op, caster, dir, spell_ob, skill);
1160 break; 1163 break;
1189 1192
1190 case SP_DIMENSION_DOOR: 1193 case SP_DIMENSION_DOOR:
1191 /* dimension door needs the actual caster, because that is what is 1194 /* dimension door needs the actual caster, because that is what is
1192 * moved. 1195 * moved.
1193 */ 1196 */
1194 success = dimension_door (op, caster, spell_ob, dir); 1197 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1195 break; 1198 break;
1196 1199
1197 case SP_MAGIC_MAPPING: 1200 case SP_MAGIC_MAPPING:
1198 if (op->type == PLAYER) 1201 if (op->type == PLAYER)
1199 { 1202 {
1232 case SP_HEALING: 1235 case SP_HEALING:
1233 success = cast_heal (op, caster, spell_ob, dir); 1236 success = cast_heal (op, caster, spell_ob, dir);
1234 break; 1237 break;
1235 1238
1236 case SP_CREATE_FOOD: 1239 case SP_CREATE_FOOD:
1237 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1240 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1238 break; 1241 break;
1239 1242
1240 case SP_EARTH_TO_DUST: 1243 case SP_EARTH_TO_DUST:
1241 success = cast_earth_to_dust (op, caster, spell_ob); 1244 success = cast_earth_to_dust (op, caster, spell_ob);
1242 break; 1245 break;
1252 case SP_CURSE: 1255 case SP_CURSE:
1253 success = cast_curse (op, caster, spell_ob, dir); 1256 success = cast_curse (op, caster, spell_ob, dir);
1254 break; 1257 break;
1255 1258
1256 case SP_SUMMON_MONSTER: 1259 case SP_SUMMON_MONSTER:
1257 success = summon_object (op, caster, spell_ob, dir, stringarg); 1260 success = summon_object (op, caster, spell_ob, dir, spellparam);
1258 break; 1261 break;
1259 1262
1260 case SP_CHARGING: 1263 case SP_CHARGING:
1261 success = recharge (op, caster, spell_ob); 1264 success = recharge (op, caster, spell_ob);
1262 break; 1265 break;
1295 break; 1298 break;
1296 1299
1297 case SP_MOVING_BALL: 1300 case SP_MOVING_BALL:
1298 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1301 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1299 { 1302 {
1300 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1303 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1301 success = 0; 1304 success = 0;
1302 } 1305 }
1303 else 1306 else
1304 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); 1307 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1305 break; 1308 break;
1316 /* in rune.c */ 1319 /* in rune.c */
1317 success = dispel_rune (op, caster, spell_ob, skill, dir); 1320 success = dispel_rune (op, caster, spell_ob, skill, dir);
1318 break; 1321 break;
1319 1322
1320 case SP_CREATE_MISSILE: 1323 case SP_CREATE_MISSILE:
1321 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1324 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1322 break; 1325 break;
1323 1326
1324 case SP_CONSECRATE: 1327 case SP_CONSECRATE:
1325 success = cast_consecrate (op, caster, spell_ob); 1328 success = cast_consecrate (op, caster, spell_ob);
1326 break; 1329 break;
1348 case SP_AURA: 1351 case SP_AURA:
1349 success = create_aura (op, caster, spell_ob); 1352 success = create_aura (op, caster, spell_ob);
1350 break; 1353 break;
1351 1354
1352 case SP_PARTY_SPELL: 1355 case SP_PARTY_SPELL:
1353 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1356 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1354 break; 1357 break;
1355 1358
1356 default: 1359 default:
1357 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1360 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1358 } 1361 }
1362
1363 // restore chosen_skill
1364 op->chosen_skill = chosen_skill;
1359 1365
1360 op->play_sound ( 1366 op->play_sound (
1361 success 1367 success
1362 ? spell_ob->sound 1368 ? spell_ob->sound
1363 ? spell_ob->sound 1369 ? spell_ob->sound
1417 move_aura (op); 1423 move_aura (op);
1418 break; 1424 break;
1419 } 1425 }
1420} 1426}
1421 1427
1422/* this checks to see if something special should happen if
1423 * something runs into the object.
1424 */
1425void
1426check_spell_effect (object *op)
1427{
1428 switch (op->subtype)
1429 {
1430 case SP_BOLT:
1431 move_bolt (op);
1432 return;
1433
1434 case SP_BULLET:
1435 check_bullet (op);
1436 return;
1437 }
1438}
1439
1440/* This is called by move_apply. Basically, if someone 1428/* This is called by move_apply. Basically, if someone
1441 * moves onto a spell effect and the walk_on or fly_on flags 1429 * moves onto a spell effect and the walk_on or fly_on flags
1442 * are set, this is called. This should only be called for 1430 * are set, this is called. This should only be called for
1443 * objects of the appropriate type. 1431 * objects of the appropriate type.
1444 */ 1432 */
1446apply_spell_effect (object *spell, object *victim) 1434apply_spell_effect (object *spell, object *victim)
1447{ 1435{
1448 switch (spell->subtype) 1436 switch (spell->subtype)
1449 { 1437 {
1450 case SP_CONE: 1438 case SP_CONE:
1451 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1439 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1452 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1440 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1453 break; 1441 break;
1454 1442
1455 case SP_MAGIC_MISSILE: 1443 case SP_MAGIC_MISSILE:
1456 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1444 if (victim->flag [FLAG_ALIVE])
1457 { 1445 {
1458 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1446 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1459
1460 if (!spell->destroyed ())
1461 spell->destroy (); 1447 spell->destroy ();
1462 } 1448 }
1463 break; 1449 break;
1464 1450
1465 case SP_MOVING_BALL: 1451 case SP_MOVING_BALL:
1466 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1452 if (victim->flag [FLAG_ALIVE])
1467 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1453 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1468 else if (victim->materialname) 1454 else if (victim->material != MATERIAL_NULL)
1469 save_throw_object (victim, spell->attacktype, spell); 1455 save_throw_object (victim, spell->attacktype, spell);
1470 break;
1471 }
1472}
1473 1456
1457 break;
1458 }
1459}
1460
1461/**
1462 * This function will let a fireball explode at the position of
1463 * the victim with a specific maximum level.
1464 */
1465void
1466create_exploding_ball_at (object *victim, int level)
1467{
1468 object *ball = archetype::get (EXPLODING_FIREBALL);
1469 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1470 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1471 ball->insert_at (victim);
1472}

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