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

Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.83 by root, Mon Sep 29 11:52:34 2008 UTC vs.
Revision 1.131 by root, Sat Nov 17 23:40:04 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <spells.h> 27#include <spells.h>
33/* This returns a random spell from 'ob'. If skill is set, then 35/* This returns a random spell from 'ob'. If skill is set, then
34 * the spell must be of this skill, it can be NULL in which case all 36 * the spell must be of this skill, it can be NULL in which case all
35 * matching spells are used. 37 * matching spells are used.
36 */ 38 */
37object * 39object *
38find_random_spell_in_ob (object *ob, const char *skill) 40find_random_spell_in_ob (object *ob, shstr_cmp skill)
39{ 41{
40 int k = 0, s; 42 int k = 0, s;
41 43
42 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 44 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
43 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 45 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 47
46 /* No spells, no need to progess further */ 48 /* No spells, no need to progess further */
47 if (!k) 49 if (!k)
48 return NULL; 50 return NULL;
49 51
50 s = RANDOM () % k; 52 s = rndm (k);
51 53
52 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 54 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
53 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 55 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
54 if (!s) 56 if (!s)
55 return tmp; 57 return tmp;
82 */ 84 */
83void 85void
84spell_effect (object *spob, int x, int y, maptile *map, object *originator) 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
85{ 87{
86 if (spob->other_arch) 88 if (spob->other_arch)
87 map->insert (arch_to_object (spob->other_arch), x, y, originator); 89 map->insert (spob->other_arch->instance (), x, y, originator);
88} 90}
89 91
90static int 92static int
91attuned_bonus (object *caster, object *spell, int level) 93attuned_bonus (object *caster, object *spell, int level)
92{ 94{
126 level = lerp (level, (int)spell->level, 100, 1, 100); 128 level = lerp (level, (int)spell->level, 100, 1, 100);
127 129
128 /* Always make this at least 1. If this is zero, we get divide by zero 130 /* Always make this at least 1. If this is zero, we get divide by zero
129 * errors in various places. 131 * errors in various places.
130 */ 132 */
131 return max (level, 1); 133 return clamp (level, 1, settings.max_level);
132} 134}
133 135
134/* The following function scales the spellpoint cost of 136/* The following function scales the spellpoint cost of
135 * a spell by it's increased effectiveness. Some of the 137 * a spell by it's increased effectiveness. Some of the
136 * lower level spells become incredibly vicious at high 138 * lower level spells become incredibly vicious at high
148 int sp, grace, level = casting_level (caster, spell); 150 int sp, grace, level = casting_level (caster, spell);
149 151
150 if (settings.spellpoint_level_depend == TRUE) 152 if (settings.spellpoint_level_depend == TRUE)
151 { 153 {
152 if (spell->stats.sp && spell->stats.maxsp) 154 if (spell->stats.sp && spell->stats.maxsp)
153 {
154 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); 155 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
155 }
156 else 156 else
157 sp = spell->stats.sp; 157 sp = spell->stats.sp;
158 158
159 sp *= (int) PATH_SP_MULT (caster, spell); 159 sp *= (int) PATH_SP_MULT (caster, spell);
160 if (!sp && spell->stats.sp) 160 if (!sp && spell->stats.sp)
161 sp = 1; 161 sp = 1;
162 162
163 if (spell->stats.grace && spell->stats.maxgrace) 163 if (spell->stats.grace && spell->stats.maxgrace)
164 {
165 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); 164 grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace));
166 }
167 else 165 else
168 grace = spell->stats.grace; 166 grace = spell->stats.grace;
169 167
170 grace *= (int) PATH_SP_MULT (caster, spell); 168 grace *= PATH_SP_MULT (caster, spell);
171 if (spell->stats.grace && !grace) 169 if (spell->stats.grace && !grace)
172 grace = 1; 170 grace = 1;
173 } 171 }
174 else 172 else
175 { 173 {
181 if (spell->stats.grace && !grace) 179 if (spell->stats.grace && !grace)
182 grace = 1; 180 grace = 1;
183 } 181 }
184 182
185 if (flags == SPELL_HIGHEST) 183 if (flags == SPELL_HIGHEST)
186 return MAX (sp, grace); 184 return max (sp, grace);
187 else if (flags == SPELL_GRACE) 185 else if (flags == SPELL_GRACE)
188 return grace; 186 return grace;
189 else if (flags == SPELL_MANA) 187 else if (flags == SPELL_MANA)
190 return sp; 188 return sp;
191 else 189 else
247/* Checks to see if player knows the spell. If the name is the same 245/* Checks to see if player knows the spell. If the name is the same
248 * as an existing spell, we presume they know it. 246 * as an existing spell, we presume they know it.
249 * returns 1 if they know the spell, 0 if they don't. 247 * returns 1 if they know the spell, 0 if they don't.
250 */ 248 */
251object * 249object *
252check_spell_known (object *op, const char *name) 250check_spell_known (object *op, shstr_cmp name)
253{ 251{
254 object *spop; 252 object *spop;
255 shstr_cmp name_ (name);
256 253
257 for (spop = op->inv; spop; spop = spop->below) 254 for (spop = op->inv; spop; spop = spop->below)
258 if (spop->type == SPELL && spop->name == name) 255 if (spop->type == SPELL && spop->name == name)
259 return spop; 256 return spop;
260 257
261 return 0; 258 return 0;
262} 259}
263 260
264/* 261/*
265 * Look at object 'op' and see if they know the spell 262 * Look at object 'op' and see if they know the spell
266 * spname. This is pretty close to check_spell_known 263 * spname. This is pretty close to check_spell_known
267 * above, but it uses a looser matching mechanism. 264 * above, but it uses a looser matching mechanism.
268 * returns the matching spell object, or NULL. 265 * returns the matching spell object, or NULL.
269 * If we match multiple spells but don't get an 266 * If we match multiple spells but don't get an
270 * exact match, we also return NULL. 267 * exact match, we also return NULL.
271 */ 268 */
272object * 269object *
273lookup_spell_by_name (object *op, const char *spname) 270object::find_spell (const_utf8_string prefix) const
274{ 271{
275 object *spob1 = NULL, *spob2 = NULL, *spob; 272 if (shstr_cmp name = prefix)
276 int nummatch = 0; 273 {
277 274 // case 1, match spell name exactly
278 if (spname == NULL)
279 return NULL;
280
281 /* Try to find the spell. We store the results in spob1
282 * and spob2 - spob1 is only taking the length of
283 * the past spname, spob2 uses the length of the spell name.
284 */
285 for (spob = op->inv; spob; spob = spob->below) 275 for (object *spob = inv; spob; spob = spob->below)
276 if (spob->name == name && spob->type == SPELL)
277 return spob;
286 { 278 }
279 else
280 {
281 // case 2, match prefix
282 int len = strlen (prefix);
283
284 for (object *spob = inv; spob; spob = spob->below)
287 if (spob->type == SPELL) 285 if (spob->type == SPELL
288 { 286 && spob->name.length () < len
289 if (!strncmp (spob->name, spname, strlen (spname))) 287 && prefix [spob->name.length ()] <= ' '
290 { 288 && !memcmp (prefix, spob->name, spob->name.length ()))
291 nummatch++;
292 spob1 = spob;
293 }
294 else if (!strncmp (spob->name, spname, strlen (spob->name)))
295 {
296 /* if spells have ambiguous names, it makes matching
297 * really difficult. (eg, fire and fireball would
298 * fall into this category). It shouldn't be hard to
299 * make sure spell names don't overlap in that fashion.
300 */
301 if (spob2)
302 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
303 spob2 = spob;
304 }
305 }
306 }
307 /* if we have best match, return it. Otherwise, if we have one match
308 * on the loser match, return that, otehrwise null
309 */
310 if (spob2)
311 return spob2; 289 return spob;
312 if (spob1 && nummatch == 1) 290 }
313 return spob1; 291
314 return NULL; 292 return 0;
315} 293}
316 294
317/* reflwall - decides weither the (spell-)object sp_op will 295/* reflwall - decides weither the (spell-)object sp_op will
318 * be reflected from the given mapsquare. Returns 1 if true. 296 * be reflected from the given mapsquare. Returns 1 if true.
319 * (Note that for living creatures there is a small chance that 297 * (Note that for living creatures there is a small chance that
326{ 304{
327 if (OUT_OF_REAL_MAP (m, x, y)) 305 if (OUT_OF_REAL_MAP (m, x, y))
328 return 0; 306 return 0;
329 307
330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) 308 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
331 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 309 if (op->flag [FLAG_REFL_SPELL]
332 && (!QUERY_FLAG (op, FLAG_ALIVE) 310 && (!op->flag [FLAG_ALIVE]
333 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 311 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
334 return 1; 312 return 1;
335 313
336 return 0; 314 return 0;
337} 315}
338 316
339/* cast_create_object: creates object new_op in direction dir 317/* cast_create_object: creates object new_op in direction dir
340 * or if that is blocked, beneath the player (op). 318 * or if that is blocked, beneath the player (op).
341 * we pass 'caster', but don't use it for anything. 319 * we pass 'caster', but don't use it for anything.
342 * This is really just a simple wrapper function . 320 * This is really just a simple wrapper function .
343 * returns the direction that the object was actually placed 321 * returns true to indicate whether the operation was successful.
344 * in. 322 * destroys the object is unsuccessful.
345 */ 323 */
346int 324bool
347cast_create_obj (object *op, object *caster, object *new_op, int dir) 325cast_create_obj (object *op, object *caster, object *new_op, int dir)
348{ 326{
349 maptile *m; 327 mapxy pos (op);
350 sint16 sx, sy; 328 pos.move (dir);
351 329
352 if (dir && 330 if (!pos.normalise ()
353 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 331 || pos->blocks (op) // perversely enough, we check if the palyer can reach that space
354 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 332 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
355 { 333 )
356 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
357 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
358 dir = 0;
359 } 334 {
335 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
336 new_op->destroy ();
337 return 0;
338 }
360 339
361 SET_FLAG (new_op, FLAG_IDENTIFIED); 340 new_op->set_flag (FLAG_IDENTIFIED);
362 op->map->insert (new_op,
363 op->x + freearr_x[dir], op->y + freearr_y[dir],
364 op,
365 dir ? 0 : INS_BELOW_ORIGINATOR);
366 341
342 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
343
367 return dir; 344 return 1;
345}
346
347static bool
348mergable_owner (object *o1, object *o2)
349{
350 if (o1 == o2)
351 return 1;
352
353 if (!o1 || !o2)
354 return 0;
355
356 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
357 return 0;
358
359 if (o1->is_player () || o2->is_player ())
360 return 0;
361
362 return 1;
368} 363}
369 364
370/* Returns true if it is ok to put spell *op on the space/may provided. 365/* Returns true if it is ok to put spell *op on the space/may provided.
371 * immune_stop is basically the attacktype of the spell (why 366 * immune_stop is basically the attacktype of the spell (why
372 * passed as a different value, not sure of). If immune_stop 367 * passed as a different value, not sure of). If immune_stop
373 * has the AT_MAGIC bit set, and there is a counterwall 368 * has the AT_MAGIC bit set, and there is a counterwall
374 * on the space, the object doesn't get placed. if immune stop 369 * on the space, the object doesn't get placed. if immune stop
375 * does not have AT_MAGIC, then counterwalls do not effect the spell. 370 * does not have AT_MAGIC, then counterwalls do not effect the spell.
376 *
377 */ 371 */
378int 372int
379ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 373ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
380{ 374{
381 if (!xy_normalise (m, x, y)) 375 if (!xy_normalise (m, x, y))
385 ms.update (); 379 ms.update ();
386 380
387 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 381 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
388 return 0; 382 return 0;
389 383
384 int max_effects = 5; // max. number of similar spells per mapspace
385
390 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 386 for (object *tmp = ms.top; tmp; tmp = tmp->below)
391 { 387 {
392 /* If there is a counterspell on the space, and this 388 /* If there is a counterspell on the space, and this
393 * object is using magic, don't progress. I believe we could 389 * object is using magic, don't progress. I believe we could
394 * leave this out and let in progress, and other areas of the code 390 * leave this out and let in progress, and other areas of the code
395 * will then remove it, but that would seem to to use more 391 * will then remove it, but that would seem to to use more
397 * on top of a counterwall spell (may hit the player before being 393 * on top of a counterwall spell (may hit the player before being
398 * removed.) On the other hand, it may be more dramatic for the 394 * removed.) On the other hand, it may be more dramatic for the
399 * spell to actually hit the counterwall and be sucked up. 395 * spell to actually hit the counterwall and be sucked up.
400 */ 396 */
401 if ((tmp->attacktype & AT_COUNTERSPELL) 397 if ((tmp->attacktype & AT_COUNTERSPELL)
402 && !QUERY_FLAG (tmp, FLAG_MONSTER) 398 && !tmp->flag [FLAG_MONSTER]
403 && (tmp->type != PLAYER) 399 && (tmp->type != PLAYER)
404 && (tmp->type != WEAPON) 400 && (tmp->type != WEAPON)
405 && (tmp->type != BOW) 401 && (tmp->type != BOW)
406 && (tmp->type != ARROW) 402 && (tmp->type != ARROW)
407 && (tmp->type != GOLEM) 403 && (tmp->type != GOLEM)
408 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 404 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
409 // we special case floor here because there 405 // we special case floor here because there
410 // are sometimes spell effect floors 406 // are sometimes spell effect floors
411 // which are used to inflict damage 407 // which are used to inflict damage
412 // (and those shouldn't go away from 408 // (and those shouldn't go away from
413 // sanctuary) see also: permanent lava 409 // sanctuary) see also: permanent lava
414 && (immune_stop & AT_MAGIC)) 410 && (immune_stop & AT_MAGIC))
415 return 0; 411 return 0;
416 412
417 /* This is to prevent 'out of control' spells. Basically, this
418 * limits one spell effect per space per spell. This is definately
419 * needed for performance reasons, and just for playability I believe.
420 * there are no such things as multispaced spells right now, so
421 * we don't need to worry about the head.
422 */
423 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
424 return 0;
425
426 /*
427 * Combine similar spell effects into one spell effect. Needed for
428 * performance reasons with meteor swarm and the like, but also for
429 * playability reasons.
430 */
431 if (tmp->arch == op->arch /* no harm if not comparing by name here */
432 && tmp->type == op->type 413 if (tmp->type == op->type)
433 && tmp->subtype == op->subtype
434 && tmp->owner == op->owner
435 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
436 { 414 {
437 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 415 if (tmp->subtype == op->subtype
438 tmp->range = MAX (tmp->range, op->range); 416 && tmp->arch == op->arch /* no harm if not comparing by name here */)
439 tmp->duration = MAX (tmp->duration, op->duration); 417 {
418 /* This is to prevent 'out of control' spells. Basically, this
419 * limits one spell effect per space per spell. This is definately
420 * needed for performance reasons, and just for playability I believe.
421 * there are no such things as multispaced spells right now, so
422 * we don't need to worry about the head.
423 */
424 if (tmp->stats.maxhp == op->stats.maxhp)
425 return 0;
426
427 /*
428 * Combine similar spell effects into one spell effect. Needed for
429 * performance reasons with meteor swarm and the like, but also for
430 * playability reasons.
431 */
432 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
433 if (mergable_owner (tmp, op))
434 {
435 // if same owner, then combine, but reduce advantage of multiple spells
436 max_it (tmp->stats.dam, op->stats.dam);
437 max_it (tmp->range , op->range);
438 max_it (tmp->duration , op->duration);
439 return 0;
440 }
441 }
442
443 // if there are too many spell effects on this space,
444 // then don't allow more of them, for performance reasons.
445 if (tmp->type == SPELL_EFFECT
446 && !--max_effects)
440 return 0; 447 return 0;
441 } 448 }
442 449
443 /* Perhaps we should also put checks in for no magic and unholy 450 /* Perhaps we should also put checks in for no magic and unholy
444 * ground to prevent it from moving along? 451 * ground to prevent it from moving along?
445 */ 452 */
484 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 491 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
485 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 492 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
486 if (!tailor_god_spell (tmp, op)) 493 if (!tailor_god_spell (tmp, op))
487 return 0; 494 return 0;
488 495
489 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 496 if (tmp->flag [FLAG_IS_TURNABLE])
490 SET_ANIMATION (tmp, dir); 497 SET_ANIMATION (tmp, dir);
491 498
492 if ((tmp = op->map->insert (tmp, x, y, op))) 499 if ((tmp = op->map->insert (tmp, x, y, op)))
493 move_spell_effect (tmp); 500 move_spell_effect (tmp);
494 501
502 ****************************************************************************/ 509 ****************************************************************************/
503void 510void
504regenerate_rod (object *rod) 511regenerate_rod (object *rod)
505{ 512{
506 if (rod->stats.hp < rod->stats.maxhp) 513 if (rod->stats.hp < rod->stats.maxhp)
507 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); 514 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
508} 515}
509 516
510void 517void
511drain_rod_charge (object *rod) 518drain_rod_charge (object *rod)
512{ 519{
532 { 539 {
533 tmp = op->owner; 540 tmp = op->owner;
534 /* If the owner does not exist, or is not a monster, than apply the spell 541 /* If the owner does not exist, or is not a monster, than apply the spell
535 * to the caster. 542 * to the caster.
536 */ 543 */
537 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 544 if (!tmp || !tmp->flag [FLAG_MONSTER])
538 tmp = op; 545 tmp = op;
539 } 546 }
540 else 547 else
541 { 548 {
542 maptile *m = op->map; 549 maptile *m = op->map;
543 sint16 x = op->x + freearr_x[dir]; 550 sint16 x = op->x + DIRX (dir);
544 sint16 y = op->y + freearr_y[dir]; 551 sint16 y = op->y + DIRY (dir);
545 552
546 tmp = xy_normalise (m, x, y) 553 tmp = xy_normalise (m, x, y)
547 ? m->at (x, y).player () 554 ? m->at (x, y).player ()
548 : 0; 555 : 0;
549 } 556 }
580 if (exclude && exclude->type) 587 if (exclude && exclude->type)
581 owner_type = exclude->type; 588 owner_type = exclude->type;
582 589
583 for (i = rndm (1, 8); i < max; i++) 590 for (i = rndm (1, 8); i < max; i++)
584 { 591 {
585 nx = x + freearr_x[i]; 592 nx = x + DIRX (i);
586 ny = y + freearr_y[i]; 593 ny = y + DIRY (i);
587 mp = m; 594 mp = m;
588 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 595 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
589 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 596 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
590 continue; 597 continue;
591 598
592 tmp = GET_MAP_OB (mp, nx, ny); 599 tmp = GET_MAP_OB (mp, nx, ny);
593 600
594 while (tmp != NULL && (((owner_type == PLAYER && 601 while (tmp != NULL && (((owner_type == PLAYER &&
595 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 602 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
596 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 603 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
597 tmp = tmp->above; 604 tmp = tmp->above;
598 605
599 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 606 if (tmp != NULL && can_see_monsterP (m, x, y, i))
600 return freedir[i]; 607 return freedir[i];
604 611
605/* put_a_monster: puts a monster named monstername near by 612/* put_a_monster: puts a monster named monstername near by
606 * op. This creates the treasures for the monsters, and 613 * op. This creates the treasures for the monsters, and
607 * also deals with multipart monsters properly. 614 * also deals with multipart monsters properly.
608 */ 615 */
609void 616static void
610put_a_monster (object *op, const char *monstername) 617put_a_monster (object *op, const char *monstername)
611{ 618{
612 object *tmp, *head = NULL, *prev = NULL; 619 object *tmp, *head = NULL, *prev = NULL;
613 archetype *at; 620 archetype *at;
614 int dir; 621 int dir;
617 624
618 if ((at = archetype::find (monstername)) == NULL) 625 if ((at = archetype::find (monstername)) == NULL)
619 return; 626 return;
620 627
621 /* find a free square nearby 628 /* find a free square nearby
622 * first we check the closest square for free squares 629 * first we check the closest square for free squares
623 */ 630 */
624 631
625 dir = find_first_free_spot (at, op->map, op->x, op->y); 632 dir = find_first_free_spot (at, op->map, op->x, op->y);
626 if (dir != -1) 633 if (dir != -1)
627 { 634 {
629 * insert multipart monsters properly 636 * insert multipart monsters properly
630 */ 637 */
631 //TODO: use expand_tail + ... 638 //TODO: use expand_tail + ...
632 while (at != NULL) 639 while (at != NULL)
633 { 640 {
634 tmp = arch_to_object (at); 641 tmp = at->instance ();
635 tmp->x = op->x + freearr_x[dir] + at->x; 642 tmp->x = op->x + DIRX (dir) + at->x;
636 tmp->y = op->y + freearr_y[dir] + at->y; 643 tmp->y = op->y + DIRY (dir) + at->y;
637 tmp->map = op->map; 644 tmp->map = op->map;
638 if (head) 645 if (head)
639 { 646 {
640 tmp->head = head; 647 tmp->head = head;
641 prev->more = tmp; 648 prev->more = tmp;
653 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 660 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
654 661
655 insert_ob_in_map (head, op->map, op, 0); 662 insert_ob_in_map (head, op->map, op, 0);
656 663
657 /* thought it'd be cool to insert a burnout, too. */ 664 /* thought it'd be cool to insert a burnout, too. */
658 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 665 op->map->insert (archetype::get (shstr_burnout), op->x + DIRX (dir), op->y + DIRY (dir), op);
659 } 666 }
660} 667}
661 668
662/* peterm: function which summons hostile monsters and 669/* peterm: function which summons hostile monsters and
663 * places them in nearby squares. 670 * places them in nearby squares.
670 * Note that this is not used by any spells (summon evil monsters 677 * Note that this is not used by any spells (summon evil monsters
671 * use to call this, but best I can tell, that spell/ability was 678 * use to call this, but best I can tell, that spell/ability was
672 * never used. This is however used by various failures on the 679 * never used. This is however used by various failures on the
673 * players part (alchemy, reincarnation, etc) 680 * players part (alchemy, reincarnation, etc)
674 */ 681 */
675
676int 682int
677summon_hostile_monsters (object *op, int n, const char *monstername) 683summon_hostile_monsters (object *op, int n, const char *monstername)
678{ 684{
679 int i; 685 int i;
680 686
715 { AT_PARALYZE, 9}, 721 { AT_PARALYZE, 9},
716 { AT_FEAR, 10}, 722 { AT_FEAR, 10},
717}; 723};
718 724
719/* shuffle_attack: peterm 725/* shuffle_attack: peterm
720 * This routine shuffles the attack of op to one of the 726 * This routine shuffles the attack of op to one of the
721 * ones in the list. It does this at random. It also 727 * ones in the list. It does this at random. It also
722 * chooses a face appropriate to the attack that is 728 * chooses a face appropriate to the attack that is
723 * being committed by that square at the moment. 729 * being committed by that square at the moment.
724 * right now it's being used by color spray and create pool of 730 * right now it's being used by color spray and create pool of
725 * chaos. 731 * chaos.
726 * This could really be a better implementation - the 732 * This could really be a better implementation - the
727 * faces and attacktypes above are hardcoded, which is never 733 * faces and attacktypes above are hardcoded, which is never
728 * good. The faces refer to faces in the animation sequence. 734 * good. The faces refer to faces in the animation sequence.
745 { 751 {
746 SET_ANIMATION (op, ATTACKS[i].face); 752 SET_ANIMATION (op, ATTACKS[i].face);
747 } 753 }
748} 754}
749 755
750
751/* prayer_failure: This is called when a player fails 756/* prayer_failure: This is called when a player fails
752 * at casting a prayer. 757 * at casting a prayer.
753 * op is the player. 758 * op is the player.
754 * failure is basically how much grace they had. 759 * failure is basically how much grace they had.
755 * power is how much grace the spell would normally take to cast. 760 * power is how much grace the spell would normally take to cast.
756 */ 761 */
757 762
758void 763#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
764
765static void
759prayer_failure (object *op, int failure, int power) 766prayer_failure (object *op, int failure, int power)
760{ 767{
761 const char *godname; 768 const char *godname;
762 object *tmp; 769 object *tmp;
763 770
764 if (!strcmp ((godname = determine_god (op)), "none")) 771 if (!strcmp ((godname = determine_god (op)), "none"))
765 godname = "Your spirit"; 772 godname = "Your spirit";
766 773
767 if (failure <= -20 && failure > -40) /* wonder */ 774 if (failure <= -20 && failure > -40) /* wonder */
768 { 775 {
769 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); 776 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
770 tmp = get_archetype (SPELL_WONDER); 777 tmp = archetype::get (SPELL_WONDER);
771 cast_cone (op, op, 0, tmp); 778 cast_cone (op, op, 0, tmp);
772 tmp->destroy (); 779 tmp->destroy ();
773 } 780 }
774 781
775 else if (failure <= -40 && failure > -60) /* confusion */ 782 else if (failure <= -40 && failure > -60) /* confusion */
776 { 783 {
777 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 784 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
778 confuse_player (op, op, 99); 785 confuse_player (op, op, 99);
779 } 786 }
780 else if (failure <= -60 && failure > -150) /* paralysis */ 787 else if (failure <= -60 && failure > -150) /* paralysis */
781 { 788 {
782 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 789 op->failmsgf ("%s requires you to pray NOW. "
783 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 790 "You comply, ignoring all else." HINT_GRACE,
791 godname);
784 paralyze_player (op, op, 99); 792 paralyze_player (op, op, 99);
785 } 793 }
786 else if (failure <= -150) /* blast the immediate area */ 794 else if (failure <= -150) /* blast the immediate area */
787 { 795 {
788 tmp = get_archetype (GOD_POWER); 796 tmp = archetype::get (GOD_POWER);
789 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 797 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
790 cast_magic_storm (op, tmp, power); 798 cast_magic_storm (op, tmp, power);
791 } 799 }
792} 800}
793 801
794/* 802/*
795 * spell_failure() handles the various effects for differing degrees 803 * spell_failure() handles the various effects for differing degrees
796 * of failure badness. 804 * of failure badness.
797 * op is the player that failed. 805 * op is the player that failed.
798 * failure is a random value of how badly you failed. 806 * failure is a random value of how badly you failed.
799 * power is how many spellpoints you'd normally need for the spell. 807 * power is how many spellpoints you'd normally need for the spell.
800 * skill is the skill you'd need to cast the spell. 808 * skill is the skill you'd need to cast the spell.
801 */ 809 */
802
803void 810void
804spell_failure (object *op, int failure, int power, object *skill) 811spell_failure (object *op, int failure, int power, object *skill)
805{ 812{
806 object *tmp; 813 object *tmp;
807 814
808 if (settings.spell_failure_effects == FALSE) 815 if (settings.spell_failure_effects == FALSE)
809 return; 816 return;
810 817
811 if (failure <= -20 && failure > -40) /* wonder */ 818 if (failure <= -20 && failure > -40) /* wonder */
812 { 819 {
813 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 820 op->failmsg ("Your spell causes an unexpected effect.");
814 tmp = get_archetype (SPELL_WONDER); 821 tmp = archetype::get (SPELL_WONDER);
815 cast_cone (op, op, 0, tmp); 822 cast_cone (op, op, 0, tmp);
816 tmp->destroy (); 823 tmp->destroy ();
817 } 824 }
818 825
819 else if (failure <= -40 && failure > -60) /* confusion */ 826 else if (failure <= -40 && failure > -60) /* confusion */
820 { 827 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); 828 op->failmsg ("Your magic recoils on you, making you confused!");
822 confuse_player (op, op, 99); 829 confuse_player (op, op, 99);
823 } 830 }
824 else if (failure <= -60 && failure > -80) /* paralysis */ 831 else if (failure <= -60 && failure > -80) /* paralysis */
825 { 832 {
826 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 833 op->failmsg ("Your magic stuns you!");
827 paralyze_player (op, op, 99); 834 paralyze_player (op, op, 99);
828 } 835 }
829 else if (failure <= -80) /* blast the immediate area */ 836 else if (failure <= -80) /* blast the immediate area */
830 { 837 {
831 object *tmp; 838 object *tmp;
832 839
833 /* Safety check to make sure we don't get any mana storms in scorn */ 840 /* Safety check to make sure we don't get any mana storms in scorn */
834 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) 841 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
835 { 842 {
836 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); 843 op->failmsg ("The magic warps and you are turned inside out!");
837 hit_player (op, 9998, op, AT_INTERNAL, 1); 844 hit_player (op, 9998, op, AT_INTERNAL, 1);
838 845
839 } 846 }
840 else 847 else
841 { 848 {
842 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 849 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
843 tmp = get_archetype (LOOSE_MANA); 850 tmp = archetype::get (LOOSE_MANA);
844 tmp->level = skill->level; 851 tmp->level = skill->level;
845 852
846 /* increase the area of destruction a little for more powerful spells */ 853 /* increase the area of destruction a little for more powerful spells */
847 tmp->range += isqrt (power); 854 tmp->range += isqrt (power);
848 855
856 tmp->insert_at (op); 863 tmp->insert_at (op);
857 } 864 }
858 } 865 }
859} 866}
860 867
861int 868static int
862cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 869cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
863{ 870{
864 int success;
865 object *spell;
866
867 if (!spell_ob->other_arch) 871 if (!spell_ob->other_arch)
868 { 872 {
869 LOG (llevError, "cast_party_spell: empty other arch\n"); 873 LOG (llevError, "cast_party_spell: empty other arch\n");
870 return 0; 874 return 0;
871 } 875 }
872 876
873 spell = arch_to_object (spell_ob->other_arch); 877 object *spell = spell_ob->other_arch->instance ();
874 878
875 /* Always cast spell on caster */ 879 /* Always cast spell on caster */
876 success = cast_spell (op, caster, dir, spell, stringarg); 880 int success = cast_spell (op, caster, dir, spell, spellparam);
877 881
878 if (caster->contr->party == NULL) 882 if (!op->contr || !op->contr->party)
879 { 883 {
880 spell->remove (); 884 spell->remove ();
881 return success; 885 return success;
882 } 886 }
883 887
884 for_all_players (pl) 888 for_all_players (pl)
885 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 889 if ((pl->ob->contr->party == op->contr->party)
890 && on_same_map (pl->ob, op)
891 && pl->ob != op)
886 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 892 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
887 893
888 spell->remove (); 894 spell->remove ();
889 return success; 895 return success;
890} 896}
891 897
897 * same as op. 903 * same as op.
898 * dir is the direction to cast in. Note in some cases, if the spell 904 * dir is the direction to cast in. Note in some cases, if the spell
899 * is self only, dir really doesn't make a difference. 905 * is self only, dir really doesn't make a difference.
900 * spell_ob is the spell object that is being cast. From that, 906 * spell_ob is the spell object that is being cast. From that,
901 * we can determine what to do. 907 * we can determine what to do.
902 * stringarg is any options that are being used. It can be NULL. Almost 908 * spellparam is any options that are being used. It can be NULL. Almost
903 * certainly, only players will set it. It is basically used as optional 909 * certainly, only players will set it. It is basically used as optional
904 * parameters to a spell (eg, item to create, information for marking runes, 910 * parameters to a spell (eg, item to create, information for marking runes,
905 * etc. 911 * etc.
906 * returns 1 on successful cast, or 0 on error. These values should really 912 * returns 1 on successful cast, or 0 on error. These values should really
907 * be swapped, so that 0 is successful, and non zero is failure, with a code 913 * be swapped, so that 0 is successful, and non zero is failure, with a code
915 * if it is a player casting the spell (op->type == PLAYER, op == caster), 921 * if it is a player casting the spell (op->type == PLAYER, op == caster),
916 * this function will decrease the mana/grace appropriately. For other 922 * this function will decrease the mana/grace appropriately. For other
917 * objects, the caller should do what it considers appropriate. 923 * objects, the caller should do what it considers appropriate.
918 */ 924 */
919int 925int
920cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 926cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
921{ 927{
922 const char *godname; 928 const char *godname;
923 int success = 0, cast_level = 0; 929 int success = 0;
924 object *skill = NULL; 930
931 // make sure spells always take a while, so a) we don't flood the
932 // user with messages and b) too many failures can be harmful (smiting).
933 op->speed_left -= 4 * op->speed; // ~0.5s on failure
925 934
926 if (!spell_ob) 935 if (!spell_ob)
927 { 936 {
928 LOG (llevError, "cast_spell: null spell object passed\n"); 937 LOG (llevError, "cast_spell: null spell object passed\n");
929 return 0; 938 return 0;
937 { 946 {
938 LOG (llevError, "cast_spell: null caster object passed\n"); 947 LOG (llevError, "cast_spell: null caster object passed\n");
939 return 0; 948 return 0;
940 } 949 }
941 950
942 /* if caster is a spell casting object, this normally shouldn't be 951 /* if caster is a spell casting object, this normally shouldn't be
943 * an issue, because they don't have any spellpaths set up. 952 * an issue, because they don't have any spellpaths set up.
944 */ 953 */
945 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) 954 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
946 { 955 {
947 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 956 op->failmsg ("That spell path is denied to you.");
948 return 0; 957 return 0;
949 } 958 }
950 959
960 object *skill = 0;
961
951 /* if it is a player casting the spell, and they are really casting it 962 /* if it is a player casting the spell, and they are really casting it
952 * (vs it coming from a wand, scroll, or whatever else), do some 963 * (vs it coming from a wand, scroll, or whatever else), do some
953 * checks. We let monsters do special things - eg, they 964 * checks. We let monsters do special things - eg, they
954 * don't need the skill, bypass level checks, etc. The monster function 965 * don't need the SKILL, BYpass level checks, etc. The monster function
955 * should take care of that. 966 * should take care of that.
956 * Remove the wiz check here and move it further down - some spells 967 * Remove the wiz check here and move it further down - some spells
957 * need to have the right skill pointer passed, so we need to 968 * need to have the right skill pointer passed, so we need to
958 * at least process that code. 969 * at least process that code.
959 */ 970 */
963 { 974 {
964 skill = find_skill_by_name (op, spell_ob->skill); 975 skill = find_skill_by_name (op, spell_ob->skill);
965 976
966 if (!skill) 977 if (!skill)
967 { 978 {
968 op->failmsg (format ("You need the skill %s to cast %s! " 979 op->failmsgf ("You need the %s skill to cast %s! "
969 "H<You either need to learn the skill via a skill scroll " 980 "H<You either need to learn the skill via a skill scroll "
970 "or you need to wear a talisman or holy symbol.>", 981 "or you need to wear a talisman, holy symbol or another skill tool.>",
971 &spell_ob->skill, &spell_ob->name)); 982 &spell_ob->skill, &spell_ob->name);
972 return 0; 983 return 0;
973 } 984 }
974 985
975 const char *msg = ""; 986 const char *msg = "";
976 987
977 int caster_level = skill->level; 988 int caster_level = skill->level;
978 989
979 if (op->path_attuned & spell_ob->path_attuned) 990 if (op->path_attuned & spell_ob->path_attuned)
980 { 991 {
981 caster_level += min (cast_level * 2, ATTUNE_REPELL); 992 caster_level += min (caster_level, ATTUNE_REPELL);
982 msg = " (attuned)"; 993 msg = " (attuned)";
983 } 994 }
984 995
985 if (op->path_repelled & spell_ob->path_attuned) 996 if (op->path_repelled & spell_ob->path_attuned)
986 { 997 {
987 caster_level = ATTUNE_REPELL; // negative is ok 998 caster_level -= ATTUNE_REPELL; // negative is ok
988 msg = " (repelled)"; 999 msg = " (repelled)";
989 } 1000 }
990 1001
991 if (spell_ob->level > caster_level) 1002 if (spell_ob->level > caster_level)
992 { 1003 {
993 op->failmsg (format ("You lack enough skill to cast that spell! " 1004 op->failmsgf ("You lack enough skill to cast that spell! "
994 "H<Your effective cast level is %d%s, but level %d is required.>", 1005 "H<Your effective cast level is %d%s, but level %d is required.>",
995 caster_level, msg, spell_ob->level)); 1006 caster_level, msg, spell_ob->level);
996 if (!op->is_wiz ()) 1007 if (!op->is_wiz ())
997 return 0; 1008 return 0;
998 } 1009 }
999 } 1010 }
1000 1011
1001 /* If the caster is the wiz, they don't ever fail, and don't have 1012 /* If the caster is the wiz, they don't ever fail, and don't have
1002 * to have sufficient grace/mana. 1013 * to have sufficient grace/mana.
1003 */ 1014 */
1004 if (!QUERY_FLAG (op, FLAG_WIZ)) 1015 if (!op->flag [FLAG_WIZCAST])
1005 { 1016 {
1006 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1017 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1007 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1018 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1008 { 1019 {
1009 op->failmsg ("You don't have enough mana!"); 1020 op->failmsg ("You don't have enough mana!");
1017 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1028 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1018 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); 1029 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1019 else 1030 else
1020 { 1031 {
1021 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1032 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1022 op->failmsg (format ("%s ignores your prayer.", godname)); 1033 op->failmsgf ("%s ignores your prayer.", godname);
1023 return 0; 1034 return 0;
1024 } 1035 }
1025 } 1036 }
1026 1037
1027 /* player/monster is trying to cast the spell. might fumble it */ 1038 /* player/monster is trying to cast the spell. might fumble it */
1028 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1039 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1029 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1040 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1030 { 1041 {
1031 op->contr->play_sound (sound_find ("fumble_spell")); 1042 op->contr->play_sound (sound_find ("fumble_spell"));
1032 op->failmsg ("You fumble the prayer."); 1043 op->failmsg ("You fumble the prayer.");
1033 1044
1034 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1045 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1057 * not alive, then this would mean that the mapmaker put the 1068 * not alive, then this would mean that the mapmaker put the
1058 * objects on the space - presume that they know what they are 1069 * objects on the space - presume that they know what they are
1059 * doing. 1070 * doing.
1060 */ 1071 */
1061 1072
1062 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1073 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1063 { 1074 {
1075 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1064 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); 1076 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1065 return 0; 1077 return 0;
1066 } 1078 }
1067 1079
1068 if ((spell_ob->type == SPELL) 1080 if ((spell_ob->type == SPELL)
1069 && (caster->type != POTION) 1081 && (caster->type != POTION)
1070 && !QUERY_FLAG (op, FLAG_WIZCAST) 1082 && !op->flag [FLAG_WIZCAST]
1071 && (QUERY_FLAG (caster, FLAG_ALIVE) 1083 && (caster->flag [FLAG_ALIVE]
1072 || QUERY_FLAG (op, FLAG_ALIVE)) 1084 || op->flag [FLAG_ALIVE])
1073 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) 1085 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1074 { 1086 {
1075 if (op->type != PLAYER) 1087 if (op->type != PLAYER)
1076 return 0; 1088 return 0;
1077 1089
1078 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1090 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1079 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1091 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1080 else if (object *item = op->contr->ranged_ob) 1092 else if (object *item = op->contr->ranged_ob)
1081 { 1093 {
1082 if (item->type == SPELL) 1094 if (item->type == SPELL)
1083 op->failmsg ("Something blocks your spellcasting."); 1095 op->failmsg ("Something blocks your spellcasting.");
1084 else if (item->type == SCROLL) 1096 else if (item->type == SCROLL)
1090 op->failmsg ("Something blocks the spell!"); 1102 op->failmsg ("Something blocks the spell!");
1091 1103
1092 return 0; 1104 return 0;
1093 } 1105 }
1094 1106
1107 // undo the flood protection from earlier
1108 op->speed_left += 4 * op->speed; // ~0.5s on failure
1109
1095 /* Take into account how long it takes to cast the spell. 1110 /* Take into account how long it takes to cast the spell.
1096 * if the player is casting it, then we use the time in 1111 * if the player is casting it, then we use the time in
1097 * the spell object. If it is a spell object, have it 1112 * the spell object. If it is a spell object, have it
1098 * take two ticks. Things that cast spells on the players 1113 * take two ticks. Things that cast spells on the players
1099 * behalf (eg, altars, and whatever else) shouldn't cost 1114 * behalf (eg, altars, and whatever else) shouldn't cost
1100 * the player any time. 1115 * the player any time.
1101 * Ignore casting time for firewalls 1116 * Ignore casting time for firewalls
1102 */ 1117 */
1103 if (caster == op && caster->type != FIREWALL) 1118 if (caster == op && caster->type != FIREWALL)
1104 { 1119 {
1105 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1120 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1106 /* Other portions of the code may also decrement the speed of the player, so 1121 /* Other portions of the code may also decrement the speed of the player, so
1107 * put a lower limit so that the player isn't stuck here too long 1122 * put a lower limit so that the player isn't stuck here too long
1108 */ 1123 */
1109 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1124 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1110 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1125 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1111 } 1126 }
1112 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1127 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1113 op->speed_left -= 2 * FABS (op->speed); 1128 op->speed_left -= 2 * op->speed;
1114 1129
1115 if (op->type == PLAYER && op == caster) 1130 if (op->type == PLAYER && op == caster)
1116 { 1131 {
1117 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1132 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1118 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1133 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1123 * object requires. 1138 * object requires.
1124 */ 1139 */
1125 if (op != caster && !skill && caster->skill) 1140 if (op != caster && !skill && caster->skill)
1126 { 1141 {
1127 skill = find_skill_by_name (op, caster->skill); 1142 skill = find_skill_by_name (op, caster->skill);
1143
1128 if (!skill) 1144 if (!skill)
1129 { 1145 {
1130 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); 1146 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1131 return 0; 1147 return 0;
1132 } 1148 }
1133
1134 op->change_skill (skill); /* needed for proper exp credit */
1135 } 1149 }
1136 1150
1137 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1151 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1138 return RESULT_INT (0); 1152 return RESULT_INT (0);
1139 1153
1154 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1155 // at least temporarily, which might not be true due to slot restrictions, but hey
1156 // invoke requires it basically.
1157
1158 object *chosen_skill = op->chosen_skill;
1159 op->chosen_skill = skill;
1160
1140 switch (spell_ob->subtype) 1161 switch (spell_ob->subtype)
1141 { 1162 {
1142 /* The order of case statements is same as the order they show up 1163 /* The order of case statements is same as the order they show up
1143 * in in spells.h. 1164 * in spells.h.
1144 */ 1165 */
1145 case SP_RAISE_DEAD: 1166 case SP_RAISE_DEAD:
1146 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1167 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1147 break; 1168 break;
1148 1169
1149 case SP_RUNE: 1170 case SP_RUNE:
1150 success = write_rune (op, caster, spell_ob, dir, stringarg); 1171 success = write_rune (op, caster, spell_ob, dir, spellparam);
1151 break; 1172 break;
1152 1173
1153 case SP_MAKE_MARK: 1174 case SP_MAKE_MARK:
1154 success = write_mark (op, spell_ob, stringarg); 1175 success = write_mark (op, spell_ob, spellparam);
1155 break; 1176 break;
1156 1177
1157 case SP_BOLT: 1178 case SP_BOLT:
1158 success = fire_bolt (op, caster, dir, spell_ob, skill); 1179 success = fire_bolt (op, caster, dir, spell_ob, skill);
1159 break; 1180 break;
1188 1209
1189 case SP_DIMENSION_DOOR: 1210 case SP_DIMENSION_DOOR:
1190 /* dimension door needs the actual caster, because that is what is 1211 /* dimension door needs the actual caster, because that is what is
1191 * moved. 1212 * moved.
1192 */ 1213 */
1193 success = dimension_door (op, caster, spell_ob, dir); 1214 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1194 break; 1215 break;
1195 1216
1196 case SP_MAGIC_MAPPING: 1217 case SP_MAGIC_MAPPING:
1197 if (op->type == PLAYER) 1218 if (op->type == PLAYER)
1198 { 1219 {
1231 case SP_HEALING: 1252 case SP_HEALING:
1232 success = cast_heal (op, caster, spell_ob, dir); 1253 success = cast_heal (op, caster, spell_ob, dir);
1233 break; 1254 break;
1234 1255
1235 case SP_CREATE_FOOD: 1256 case SP_CREATE_FOOD:
1236 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1257 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1237 break; 1258 break;
1238 1259
1239 case SP_EARTH_TO_DUST: 1260 case SP_EARTH_TO_DUST:
1240 success = cast_earth_to_dust (op, caster, spell_ob); 1261 success = cast_earth_to_dust (op, caster, spell_ob);
1241 break; 1262 break;
1251 case SP_CURSE: 1272 case SP_CURSE:
1252 success = cast_curse (op, caster, spell_ob, dir); 1273 success = cast_curse (op, caster, spell_ob, dir);
1253 break; 1274 break;
1254 1275
1255 case SP_SUMMON_MONSTER: 1276 case SP_SUMMON_MONSTER:
1256 success = summon_object (op, caster, spell_ob, dir, stringarg); 1277 success = summon_object (op, caster, spell_ob, dir, spellparam);
1257 break; 1278 break;
1258 1279
1259 case SP_CHARGING: 1280 case SP_CHARGING:
1260 success = recharge (op, caster, spell_ob); 1281 success = recharge (op, caster, spell_ob);
1261 break; 1282 break;
1294 break; 1315 break;
1295 1316
1296 case SP_MOVING_BALL: 1317 case SP_MOVING_BALL:
1297 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1318 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1298 { 1319 {
1299 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1320 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1300 success = 0; 1321 success = 0;
1301 } 1322 }
1302 else 1323 else
1303 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); 1324 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1304 break; 1325 break;
1315 /* in rune.c */ 1336 /* in rune.c */
1316 success = dispel_rune (op, caster, spell_ob, skill, dir); 1337 success = dispel_rune (op, caster, spell_ob, skill, dir);
1317 break; 1338 break;
1318 1339
1319 case SP_CREATE_MISSILE: 1340 case SP_CREATE_MISSILE:
1320 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1341 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1321 break; 1342 break;
1322 1343
1323 case SP_CONSECRATE: 1344 case SP_CONSECRATE:
1324 success = cast_consecrate (op, caster, spell_ob); 1345 success = cast_consecrate (op, caster, spell_ob);
1325 break; 1346 break;
1347 case SP_AURA: 1368 case SP_AURA:
1348 success = create_aura (op, caster, spell_ob); 1369 success = create_aura (op, caster, spell_ob);
1349 break; 1370 break;
1350 1371
1351 case SP_PARTY_SPELL: 1372 case SP_PARTY_SPELL:
1352 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1373 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1353 break; 1374 break;
1354 1375
1355 default: 1376 default:
1356 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1377 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1357 } 1378 }
1379
1380 // restore chosen_skill
1381 op->chosen_skill = chosen_skill;
1358 1382
1359 op->play_sound ( 1383 op->play_sound (
1360 success 1384 success
1361 ? spell_ob->sound 1385 ? spell_ob->sound
1362 ? spell_ob->sound 1386 ? spell_ob->sound
1416 move_aura (op); 1440 move_aura (op);
1417 break; 1441 break;
1418 } 1442 }
1419} 1443}
1420 1444
1421/* this checks to see if something special should happen if
1422 * something runs into the object.
1423 */
1424void
1425check_spell_effect (object *op)
1426{
1427 switch (op->subtype)
1428 {
1429 case SP_BOLT:
1430 move_bolt (op);
1431 return;
1432
1433 case SP_BULLET:
1434 check_bullet (op);
1435 return;
1436 }
1437}
1438
1439/* This is called by move_apply. Basically, if someone 1445/* This is called by move_apply. Basically, if someone
1440 * moves onto a spell effect and the walk_on or fly_on flags 1446 * moves onto a spell effect and the walk_on or fly_on flags
1441 * are set, this is called. This should only be called for 1447 * are set, this is called. This should only be called for
1442 * objects of the appropriate type. 1448 * objects of the appropriate type.
1443 */ 1449 */
1445apply_spell_effect (object *spell, object *victim) 1451apply_spell_effect (object *spell, object *victim)
1446{ 1452{
1447 switch (spell->subtype) 1453 switch (spell->subtype)
1448 { 1454 {
1449 case SP_CONE: 1455 case SP_CONE:
1450 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1456 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1451 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1457 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1452 break; 1458 break;
1453 1459
1454 case SP_MAGIC_MISSILE: 1460 case SP_MAGIC_MISSILE:
1455 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1461 if (victim->flag [FLAG_ALIVE])
1456 { 1462 {
1457 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1463 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1458 spell->destroy (); 1464 spell->destroy ();
1459 } 1465 }
1460 break; 1466 break;
1461 1467
1462 case SP_MOVING_BALL: 1468 case SP_MOVING_BALL:
1463 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1469 if (victim->flag [FLAG_ALIVE])
1464 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1470 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1465 else if (victim->materialname) 1471 else if (victim->material != MATERIAL_NULL)
1466 save_throw_object (victim, spell->attacktype, spell); 1472 save_throw_object (victim, spell->attacktype, spell);
1467 1473
1468 break; 1474 break;
1469 } 1475 }
1470} 1476}
1471 1477
1478/**
1479 * This function will let a fireball explode at the position of
1480 * the victim with a specific maximum level.
1481 */
1482void
1483create_exploding_ball_at (object *victim, int level)
1484{
1485 object *ball = archetype::get (EXPLODING_FIREBALL);
1486 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1487 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1488 ball->insert_at (victim);
1489}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines