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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.28 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.83 by root, Mon Sep 29 11:52:34 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 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 (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23
24 23
25#include <global.h> 24#include <global.h>
26#include <spells.h> 25#include <spells.h>
27#include <object.h> 26#include <object.h>
28#include <errno.h> 27#include <errno.h>
37 */ 36 */
38object * 37object *
39find_random_spell_in_ob (object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, const char *skill)
40{ 39{
41 int k = 0, s; 40 int k = 0, s;
42 object *tmp;
43 41
44 for (tmp = ob->inv; tmp; tmp = tmp->below) 42 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
45 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 43 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
46 k++; 44 k++;
47 45
48 /* No spells, no need to progess further */ 46 /* No spells, no need to progess further */
49 if (!k) 47 if (!k)
50 return NULL; 48 return NULL;
51 49
52 s = RANDOM () % k; 50 s = RANDOM () % k;
53 51
54 for (tmp = ob->inv; tmp; tmp = tmp->below) 52 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
55 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 53 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
56 {
57 if (!s) 54 if (!s)
58 return tmp; 55 return tmp;
59 else 56 else
60 s--; 57 s--;
61 } 58
62 /* Should never get here, but just in case */ 59 /* Should never get here, but just in case */
63 return NULL; 60 return 0;
64} 61}
65 62
66/* Relatively simple function that gets used a lot. 63/* Relatively simple function that gets used a lot.
67 * Basically, it sets up the skill pointer for the spell being 64 * Basically, it sets up the skill pointer for the spell being
68 * cast. If op is really casting the spell, then the skill 65 * cast. If op is really casting the spell, then the skill
78 dest->skill = spob->skill; 75 dest->skill = spob->skill;
79 else 76 else
80 dest->skill = caster->skill; 77 dest->skill = caster->skill;
81} 78}
82 79
83/* init_spells: This should really be called check_spells, as that
84 * is what it does. It goes through the spells looking for any
85 * obvious errors. This was most useful in debugging when re-doing
86 * all the spells to catch simple errors. To use it all the time
87 * will result in it spitting out messages that aren't really errors.
88 */
89void
90init_spells (void)
91{
92#ifdef SPELL_DEBUG
93 static int init_spells_done = 0;
94 int i;
95 archetype *at;
96
97 if (init_spells_done)
98 return;
99 LOG (llevDebug, "Checking spells...\n");
100
101 for (at = first_archetype; at; at = at->next)
102 {
103 if (at->clone.type == SPELL)
104 {
105 if (at->clone.skill)
106 {
107 for (i = 1; i < NUM_SKILLS; i++)
108 if (!strcmp (skill_names[i], at->clone.skill))
109 break;
110 if (i == NUM_SKILLS)
111 {
112 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
113 }
114 }
115 /* other_arch is already checked for in the loader */
116 }
117 }
118
119 i = 0;
120 while (spell_mapping[i])
121 {
122 if (!archetype::find (spell_mapping[i]))
123 {
124 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
125 }
126 i++;
127 }
128 LOG (llevDebug, "Checking spells completed.\n");
129#endif
130}
131
132/* Dumps all the spells - now also dumps skill associated with the spell.
133 * not sure what this would be used for, as the data seems pretty
134 * minimal, but easy enough to keep around.
135 */
136void
137dump_spells (void)
138{
139 archetype *at;
140
141 for (at = first_archetype; at; at = at->next)
142 {
143 if (at->clone.type == SPELL)
144 {
145 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
146 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
147 }
148 }
149}
150
151/* pretty basic function - basically just takes 80/* pretty basic function - basically just takes
152 * an object, sets the x,y, and calls insert_ob_in_map 81 * an object, sets the x,y, and calls insert_ob_in_map
153 */ 82 */
154
155void 83void
156spell_effect (object *spob, int x, int y, maptile *map, object *originator) 84spell_effect (object *spob, int x, int y, maptile *map, object *originator)
157{ 85{
158
159 if (spob->other_arch != NULL) 86 if (spob->other_arch)
160 { 87 map->insert (arch_to_object (spob->other_arch), x, y, originator);
161 object *effect = arch_to_object (spob->other_arch);
162
163 effect->x = x;
164 effect->y = y;
165
166 insert_ob_in_map (effect, map, originator, 0);
167 }
168} 88}
169 89
170/* 90static int
171 * This function takes a caster and spell and presents the 91attuned_bonus (object *caster, object *spell, int level)
172 * effective level the caster needs to be to cast the spell.
173 * basically, it just adjusts the spell->level with attuned/repelled
174 * spellpaths. Was called path_level_mod
175 *
176 * caster is person casting hte spell.
177 * spell is the spell object.
178 * Returns modified level.
179 */
180int
181min_casting_level (object *caster, object *spell)
182{ 92{
183 int new_level; 93 // compute the attuned/repelled bonus
184 94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
185 if (caster->path_denied & spell->path_attuned) 95 // repell has no such quarrels
186 return 1; 96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
187 97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
188 new_level = spell->level
189 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
190
191 return (new_level < 1) ? 1 : new_level;
192} 98}
193
194 99
195/* This function returns the effective level the spell 100/* This function returns the effective level the spell
196 * is being cast at. 101 * is being cast at.
197 * Note that I changed the repelled/attuned bonus to 2 from 5.
198 * This is because the new code compares casting_level against
199 * min_caster_level, so the difference is effectively 4
200 */ 102 */
201
202int 103int
203caster_level (object *caster, object *spell) 104casting_level (object *caster, object *spell)
204{ 105{
205 int level = caster->level; 106 int level = caster->level;
206
207 /* If this is a player, try to find the matching skill */
208 if (caster->type == PLAYER && spell->skill)
209 for (int i = 0; i < NUM_SKILLS; i++)
210 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
211 {
212 level = caster->contr->last_skill_ob[i]->level;
213 break;
214 }
215 107
216 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 108 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
217 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 109 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
218 { 110 {
219 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 111 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
220 int sk_level = skill ? skill->level : 1; 112 int sk_level = skill ? skill->level : 1;
221 113
222 level = MIN (level, sk_level + level / 10 + 1); 114 level = min (level, sk_level + level / 10 + 1);
223 } 115 }
116 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
117 if (object *skill = caster->contr->find_skill (spell->skill))
118 level = skill->level;
224 119
225 /* Got valid caster level. Now adjust for attunement */ 120 int bonus = attuned_bonus (caster, spell, level);
226 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 121
122 level += bonus;
123
124 // now scale the effective level from the startinglevel..100 range to 1..100
125 if (level < 100)
126 level = lerp (level, (int)spell->level, 100, 1, 100);
227 127
228 /* Always make this at least 1. If this is zero, we get divide by zero 128 /* Always make this at least 1. If this is zero, we get divide by zero
229 * errors in various places. 129 * errors in various places.
230 */ 130 */
231 if (level < 1)
232 level = 1;
233
234 return level; 131 return max (level, 1);
235} 132}
236 133
237/* The following function scales the spellpoint cost of 134/* The following function scales the spellpoint cost of
238 * a spell by it's increased effectiveness. Some of the 135 * a spell by it's increased effectiveness. Some of the
239 * lower level spells become incredibly vicious at high 136 * lower level spells become incredibly vicious at high
243 * caster is what is casting the spell, can be op. 140 * caster is what is casting the spell, can be op.
244 * spell is the spell object. 141 * spell is the spell object.
245 * Note that it is now possible for a spell to cost both grace and 142 * Note that it is now possible for a spell to cost both grace and
246 * mana. In that case, we return which ever value is higher. 143 * mana. In that case, we return which ever value is higher.
247 */ 144 */
248
249sint16 145sint16
250SP_level_spellpoint_cost (object *caster, object *spell, int flags) 146SP_level_spellpoint_cost (object *caster, object *spell, int flags)
251{ 147{
252 int sp, grace, level = caster_level (caster, spell); 148 int sp, grace, level = casting_level (caster, spell);
253 149
254 if (settings.spellpoint_level_depend == TRUE) 150 if (settings.spellpoint_level_depend == TRUE)
255 { 151 {
256 if (spell->stats.sp && spell->stats.maxsp) 152 if (spell->stats.sp && spell->stats.maxsp)
257 { 153 {
278 else 174 else
279 { 175 {
280 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 176 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
281 if (spell->stats.sp && !sp) 177 if (spell->stats.sp && !sp)
282 sp = 1; 178 sp = 1;
179
283 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 180 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
284 if (spell->stats.grace && !grace) 181 if (spell->stats.grace && !grace)
285 grace = 1; 182 grace = 1;
286 } 183 }
184
287 if (flags == SPELL_HIGHEST) 185 if (flags == SPELL_HIGHEST)
288 return MAX (sp, grace); 186 return MAX (sp, grace);
289 else if (flags == SPELL_GRACE) 187 else if (flags == SPELL_GRACE)
290 return grace; 188 return grace;
291 else if (flags == SPELL_MANA) 189 else if (flags == SPELL_MANA)
295 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 193 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
296 return 0; 194 return 0;
297 } 195 }
298} 196}
299 197
198/*
199 * Return the effective casting level of the spell.
200 * To make spells independent of their starting level, this function
201 * scales the range spellstartlevel .. 100 into the range 1..100
202 */
203static int
204SP_casting_level (object *caster, object *spell)
205{
206 return casting_level (caster, spell);
207}
300 208
301/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 209/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
302 * spob is the spell we are adjusting. 210 * spob is the spell we are adjusting.
303 */ 211 */
304int 212int
305SP_level_dam_adjust (object *caster, object *spob) 213SP_level_dam_adjust (object *caster, object *spob)
306{ 214{
307 int level = caster_level (caster, spob);
308 int adj = level - min_casting_level (caster, spob);
309
310 if (adj < 0)
311 adj = 0;
312 if (spob->dam_modifier) 215 if (!spob->dam_modifier)
313 adj /= spob->dam_modifier;
314 else
315 adj = 0;
316 return adj; 216 return 0;
217
218 return SP_casting_level (caster, spob) / spob->dam_modifier;
317} 219}
318 220
319/* Adjust the strength of the spell based on level. 221/* Adjust the strength of the spell based on level.
320 * This is basically the same as SP_level_dam_adjust above, 222 * This is basically the same as SP_level_dam_adjust above,
321 * but instead looks at the level_modifier value. 223 * but instead looks at the level_modifier value.
322 */ 224 */
323int 225int
324SP_level_duration_adjust (object *caster, object *spob) 226SP_level_duration_adjust (object *caster, object *spob)
325{ 227{
326 int level = caster_level (caster, spob);
327 int adj = level - min_casting_level (caster, spob);
328
329 if (adj < 0)
330 adj = 0;
331 if (spob->duration_modifier) 228 if (!spob->duration_modifier)
332 adj /= spob->duration_modifier;
333 else
334 adj = 0;
335
336 return adj; 229 return 0;
230
231 return SP_casting_level (caster, spob) / spob->duration_modifier;
337} 232}
338 233
339/* Adjust the strength of the spell based on level. 234/* Adjust the strength of the spell based on level.
340 * This is basically the same as SP_level_dam_adjust above, 235 * This is basically the same as SP_level_dam_adjust above,
341 * but instead looks at the level_modifier value. 236 * but instead looks at the level_modifier value.
342 */ 237 */
343int 238int
344SP_level_range_adjust (object *caster, object *spob) 239SP_level_range_adjust (object *caster, object *spob)
345{ 240{
346 int level = caster_level (caster, spob);
347 int adj = level - min_casting_level (caster, spob);
348
349 if (adj < 0)
350 adj = 0;
351 if (spob->range_modifier) 241 if (!spob->range_modifier)
352 adj /= spob->range_modifier;
353 else
354 adj = 0;
355
356 return adj; 242 return 0;
243
244 return SP_casting_level (caster, spob) / spob->range_modifier;
357} 245}
358 246
359/* Checks to see if player knows the spell. If the name is the same 247/* Checks to see if player knows the spell. If the name is the same
360 * as an existing spell, we presume they know it. 248 * as an existing spell, we presume they know it.
361 * returns 1 if they know the spell, 0 if they don't. 249 * returns 1 if they know the spell, 0 if they don't.
362 */ 250 */
363object * 251object *
364check_spell_known (object *op, const char *name) 252check_spell_known (object *op, const char *name)
365{ 253{
366 object *spop; 254 object *spop;
255 shstr_cmp name_ (name);
367 256
368 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
369 if (spop->type == SPELL && !strcmp (spop->name, name)) 258 if (spop->type == SPELL && spop->name == name)
370 return spop; 259 return spop;
371 260
372 return NULL; 261 return 0;
373} 262}
374
375 263
376/* 264/*
377 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
378 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
379 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
380 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
381 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
382 * exact match, we also return NULL. 270 * exact match, we also return NULL.
383 */ 271 */
384
385object * 272object *
386lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
387{ 274{
388 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = NULL, *spob2 = NULL, *spob;
389 int nummatch = 0; 276 int nummatch = 0;
435 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
436 */ 323 */
437int 324int
438reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
439{ 326{
440 object *op;
441
442 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
443 return 0; 328 return 0;
329
444 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
445 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
446 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!QUERY_FLAG (op, FLAG_ALIVE)
447 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
448 return 1; 334 return 1;
449 335
469 { 355 {
470 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 356 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
471 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 357 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
472 dir = 0; 358 dir = 0;
473 } 359 }
474 new_op->x = op->x + freearr_x[dir]; 360
475 new_op->y = op->y + freearr_y[dir]; 361 SET_FLAG (new_op, FLAG_IDENTIFIED);
476 if (dir == 0) 362 op->map->insert (new_op,
477 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
478 else 364 op,
479 insert_ob_in_map (new_op, op->map, op, 0); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
366
480 return dir; 367 return dir;
481} 368}
482 369
483/* Returns true if it is ok to put spell *op on the space/may provided. 370/* Returns true if it is ok to put spell *op on the space/may provided.
484 * immune_stop is basically the attacktype of the spell (why 371 * immune_stop is basically the attacktype of the spell (why
486 * has the AT_MAGIC bit set, and there is a counterwall 373 * has the AT_MAGIC bit set, and there is a counterwall
487 * on the space, the object doesn't get placed. if immune stop 374 * on the space, the object doesn't get placed. if immune stop
488 * does not have AT_MAGIC, then counterwalls do not effect the spell. 375 * does not have AT_MAGIC, then counterwalls do not effect the spell.
489 * 376 *
490 */ 377 */
491
492int 378int
493ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 379ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
494{ 380{
495 object *tmp; 381 if (!xy_normalise (m, x, y))
496 int mflags;
497 maptile *mp;
498
499 mp = m;
500 mflags = get_map_flags (m, &mp, x, y, &x, &y);
501
502 if (mflags & P_OUT_OF_MAP)
503 return 0; 382 return 0;
504 383
505 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 384 mapspace &ms = m->at (x, y);
385 ms.update ();
386
387 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
506 return 0; 388 return 0;
507 389
508 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 390 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
509 { 391 {
510 /* If there is a counterspell on the space, and this 392 /* If there is a counterspell on the space, and this
511 * object is using magic, don't progress. I believe we could 393 * object is using magic, don't progress. I believe we could
512 * leave this out and let in progress, and other areas of the code 394 * leave this out and let in progress, and other areas of the code
513 * will then remove it, but that would seem to to use more 395 * will then remove it, but that would seem to to use more
514 * resources, and may not work as well if a player is standing 396 * resources, and may not work as well if a player is standing
515 * on top of a counterwall spell (may hit the player before being 397 * on top of a counterwall spell (may hit the player before being
516 * removed.) On the other hand, it may be more dramatic for the 398 * removed.) On the other hand, it may be more dramatic for the
517 * spell to actually hit the counterwall and be sucked up. 399 * spell to actually hit the counterwall and be sucked up.
518 */ 400 */
519 if ((tmp->attacktype & AT_COUNTERSPELL) && 401 if ((tmp->attacktype & AT_COUNTERSPELL)
520 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 402 && !QUERY_FLAG (tmp, FLAG_MONSTER)
521 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 403 && (tmp->type != PLAYER)
404 && (tmp->type != WEAPON)
405 && (tmp->type != BOW)
406 && (tmp->type != ARROW)
407 && (tmp->type != GOLEM)
408 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
409 // we special case floor here because there
410 // are sometimes spell effect floors
411 // which are used to inflict damage
412 // (and those shouldn't go away from
413 // sanctuary) see also: permanent lava
414 && (immune_stop & AT_MAGIC))
522 return 0; 415 return 0;
523 416
524 /* This is to prevent 'out of control' spells. Basically, this 417 /* This is to prevent 'out of control' spells. Basically, this
525 * limits one spell effect per space per spell. This is definately 418 * limits one spell effect per space per spell. This is definately
526 * needed for performance reasons, and just for playability I believe. 419 * needed for performance reasons, and just for playability I believe.
533 /* 426 /*
534 * Combine similar spell effects into one spell effect. Needed for 427 * Combine similar spell effects into one spell effect. Needed for
535 * performance reasons with meteor swarm and the like, but also for 428 * performance reasons with meteor swarm and the like, but also for
536 * playability reasons. 429 * playability reasons.
537 */ 430 */
538 if (tmp->arch == op->arch 431 if (tmp->arch == op->arch /* no harm if not comparing by name here */
539 && tmp->type == op->type 432 && tmp->type == op->type
540 && tmp->subtype == op->subtype 433 && tmp->subtype == op->subtype
434 && tmp->owner == op->owner
541 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 435 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
542 { 436 {
543 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 437 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
544 tmp->range = MAX (tmp->range, op->range); 438 tmp->range = MAX (tmp->range, op->range);
545 tmp->duration = MAX (tmp->duration, op->duration); 439 tmp->duration = MAX (tmp->duration, op->duration);
546 return 0; 440 return 0;
548 442
549 /* Perhaps we should also put checks in for no magic and unholy 443 /* Perhaps we should also put checks in for no magic and unholy
550 * ground to prevent it from moving along? 444 * ground to prevent it from moving along?
551 */ 445 */
552 } 446 }
447
553 /* If it passes the above tests, it must be OK */ 448 /* If it passes the above tests, it must be OK */
554 return 1; 449 return 1;
555} 450}
556 451
557/* fire_arch_from_position: fires an archetype. 452/* fire_arch_from_position: fires an archetype.
562 * dir: direction to fire in. 457 * dir: direction to fire in.
563 * spell: spell that is being fired. It uses other_arch for the archetype 458 * spell: spell that is being fired. It uses other_arch for the archetype
564 * to fire. 459 * to fire.
565 * returns 0 on failure, 1 on success. 460 * returns 0 on failure, 1 on success.
566 */ 461 */
567
568int 462int
569fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 463fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
570{ 464{
571 object *tmp;
572 int mflags;
573 maptile *m;
574
575 if (spell->other_arch == NULL) 465 if (!spell->other_arch)
576 return 0; 466 return 0;
577 467
578 m = op->map; 468 object *tmp = spell->other_arch->instance ();
579 mflags = get_map_flags (m, &m, x, y, &x, &y);
580 if (mflags & P_OUT_OF_MAP)
581 {
582 return 0;
583 }
584 469
585 tmp = arch_to_object (spell->other_arch); 470 if (!tmp)
586
587 if (tmp == NULL)
588 return 0; 471 return 0;
589
590 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
591 {
592 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
593 tmp->destroy ();
594 return 0;
595 }
596 472
597 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 473 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
598 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 474 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
599 /* code in time.c uses food for some things, duration for others */ 475 /* code in time.c uses food for some things, duration for others */
600 tmp->stats.food = tmp->duration; 476 tmp->stats.food = tmp->duration;
601 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 477 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
602 tmp->attacktype = spell->attacktype; 478 tmp->attacktype = spell->attacktype;
603 tmp->x = x;
604 tmp->y = y;
605 tmp->direction = dir; 479 tmp->direction = dir;
606 if (op->owner != NULL)
607 tmp->set_owner (op); 480 tmp->set_owner (op);
608 else
609 tmp->set_owner (op);
610 tmp->level = caster_level (caster, spell); 481 tmp->level = casting_level (caster, spell);
611 set_spell_skill (op, caster, spell, tmp); 482 set_spell_skill (op, caster, spell, tmp);
612 483
613 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 484 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
614 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 485 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
615 {
616 if (!tailor_god_spell (tmp, op)) 486 if (!tailor_god_spell (tmp, op))
617 return 0; 487 return 0;
618 } 488
619 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 489 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
620 SET_ANIMATION (tmp, dir); 490 SET_ANIMATION (tmp, dir);
621 491
622 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 492 if ((tmp = op->map->insert (tmp, x, y, op)))
623 return 1;
624
625 move_spell_effect (tmp); 493 move_spell_effect (tmp);
626 494
627 return 1; 495 return 1;
628} 496}
629
630
631 497
632/***************************************************************************** 498/*****************************************************************************
633 * 499 *
634 * Code related to rods - perhaps better located in another file? 500 * Code related to rods - perhaps better located in another file?
635 * 501 *
636 ****************************************************************************/ 502 ****************************************************************************/
637
638void 503void
639regenerate_rod (object *rod) 504regenerate_rod (object *rod)
640{ 505{
641 if (rod->stats.hp < rod->stats.maxhp) 506 if (rod->stats.hp < rod->stats.maxhp)
642 { 507 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
643 rod->stats.hp += 1 + rod->stats.maxhp / 10;
644
645 if (rod->stats.hp > rod->stats.maxhp)
646 rod->stats.hp = rod->stats.maxhp;
647 }
648} 508}
649
650 509
651void 510void
652drain_rod_charge (object *rod) 511drain_rod_charge (object *rod)
653{ 512{
654 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 513 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
655} 514}
656
657
658
659 515
660/* this function is commonly used to find a friendly target for 516/* this function is commonly used to find a friendly target for
661 * spells such as heal or protection or armour 517 * spells such as heal or protection or armour
662 * op is what is looking for the target (which can be a player), 518 * op is what is looking for the target (which can be a player),
663 * dir is the direction we are looking in. Return object found, or 519 * dir is the direction we are looking in. Return object found, or
664 * NULL if no good object. 520 * NULL if no good object.
665 */ 521 */
666
667object * 522object *
668find_target_for_friendly_spell (object *op, int dir) 523find_target_for_friendly_spell (object *op, int dir)
669{ 524{
670 object *tmp; 525 object *tmp;
671 maptile *m;
672 sint16 x, y;
673 int mflags;
674 526
675 /* I don't really get this block - if op isn't a player or rune, 527 /* I don't really get this block - if op isn't a player or rune,
676 * we then make the owner of this object the target. 528 * we then make the owner of this object the target.
677 * The owner could very well be no where near op. 529 * The owner could very well be no where near op.
678 */ 530 */
685 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 537 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
686 tmp = op; 538 tmp = op;
687 } 539 }
688 else 540 else
689 { 541 {
690 m = op->map; 542 maptile *m = op->map;
691 x = op->x + freearr_x[dir]; 543 sint16 x = op->x + freearr_x[dir];
692 y = op->y + freearr_y[dir]; 544 sint16 y = op->y + freearr_y[dir];
693
694 mflags = get_map_flags (m, &m, x, y, &x, &y);
695
696 if (mflags & P_OUT_OF_MAP)
697 tmp = 0;
698 else 545
546 tmp = xy_normalise (m, x, y)
699 tmp = m->at (x, y).player (); 547 ? m->at (x, y).player ()
548 : 0;
700 } 549 }
701 550
702 /* didn't find a player there, look in current square for a player */ 551 /* didn't find a player there, look in current square for a player */
703 if (!tmp) 552 if (!tmp)
704 tmp = op->ms ().player (); 553 tmp = op->ms ().player ();
705 554
706 return tmp; 555 return tmp;
707} 556}
708
709
710 557
711/* raytrace: 558/* raytrace:
712 * spell_find_dir(map, x, y, exclude) will search first the center square 559 * spell_find_dir(map, x, y, exclude) will search first the center square
713 * then some close squares in the given map at the given coordinates for 560 * then some close squares in the given map at the given coordinates for
714 * live objects. 561 * live objects.
717 * monsters/generators only. If not, the spell will hunt players only. 564 * monsters/generators only. If not, the spell will hunt players only.
718 * It returns the direction toward the first/closest live object if it finds 565 * It returns the direction toward the first/closest live object if it finds
719 * any, otherwise -1. 566 * any, otherwise -1.
720 * note that exclude can be NULL, in which case all bets are off. 567 * note that exclude can be NULL, in which case all bets are off.
721 */ 568 */
722
723int 569int
724spell_find_dir (maptile *m, int x, int y, object *exclude) 570spell_find_dir (maptile *m, int x, int y, object *exclude)
725{ 571{
726 int i, max = SIZEOFFREE; 572 int i, max = SIZEOFFREE;
727 sint16 nx, ny; 573 sint16 nx, ny;
754 return freedir[i]; 600 return freedir[i];
755 } 601 }
756 return -1; /* flag for "keep going the way you were" */ 602 return -1; /* flag for "keep going the way you were" */
757} 603}
758 604
759
760
761/* put_a_monster: puts a monster named monstername near by 605/* put_a_monster: puts a monster named monstername near by
762 * op. This creates the treasures for the monsters, and 606 * op. This creates the treasures for the monsters, and
763 * also deals with multipart monsters properly. 607 * also deals with multipart monsters properly.
764 */ 608 */
765
766void 609void
767put_a_monster (object *op, const char *monstername) 610put_a_monster (object *op, const char *monstername)
768{ 611{
769 object *tmp, *head = NULL, *prev = NULL; 612 object *tmp, *head = NULL, *prev = NULL;
770 archetype *at; 613 archetype *at;
777 620
778 /* find a free square nearby 621 /* find a free square nearby
779 * first we check the closest square for free squares 622 * first we check the closest square for free squares
780 */ 623 */
781 624
782 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 625 dir = find_first_free_spot (at, op->map, op->x, op->y);
783 if (dir != -1) 626 if (dir != -1)
784 { 627 {
785 /* This is basically grabbed for generate monster. Fixed 971225 to 628 /* This is basically grabbed for generate monster. Fixed 971225 to
786 * insert multipart monsters properly 629 * insert multipart monsters properly
787 */ 630 */
631 //TODO: use expand_tail + ...
788 while (at != NULL) 632 while (at != NULL)
789 { 633 {
790 tmp = arch_to_object (at); 634 tmp = arch_to_object (at);
791 tmp->x = op->x + freearr_x[dir] + at->clone.x; 635 tmp->x = op->x + freearr_x[dir] + at->x;
792 tmp->y = op->y + freearr_y[dir] + at->clone.y; 636 tmp->y = op->y + freearr_y[dir] + at->y;
793 tmp->map = op->map; 637 tmp->map = op->map;
794 if (head) 638 if (head)
795 { 639 {
796 tmp->head = head; 640 tmp->head = head;
797 prev->more = tmp; 641 prev->more = tmp;
798 } 642 }
643
799 if (!head) 644 if (!head)
800 head = tmp; 645 head = tmp;
646
801 prev = tmp; 647 prev = tmp;
648
802 at = at->more; 649 at = (archetype *)at->more;
803 } 650 }
804 651
805 if (head->randomitems) 652 if (head->randomitems)
806 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 653 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
807 654
808 insert_ob_in_map (head, op->map, op, 0); 655 insert_ob_in_map (head, op->map, op, 0);
809 656
810 /* thought it'd be cool to insert a burnout, too. */ 657 /* thought it'd be cool to insert a burnout, too. */
811 tmp = get_archetype ("burnout"); 658 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
812 tmp->map = op->map;
813 tmp->x = op->x + freearr_x[dir];
814 tmp->y = op->y + freearr_y[dir];
815 insert_ob_in_map (tmp, op->map, op, 0);
816 } 659 }
817} 660}
818 661
819/* peterm: function which summons hostile monsters and 662/* peterm: function which summons hostile monsters and
820 * places them in nearby squares. 663 * places them in nearby squares.
847{ 690{
848 int attacktype; 691 int attacktype;
849 int face; 692 int face;
850} ATTACKS[22] = 693} ATTACKS[22] =
851{ 694{
852 {
853 AT_PHYSICAL, 0}, 695 { AT_PHYSICAL, 0},
854 {
855 AT_PHYSICAL, 0}, /*face = explosion */ 696 { AT_PHYSICAL, 0}, /*face = explosion */
856 {
857 AT_PHYSICAL, 0}, 697 { AT_PHYSICAL, 0},
858 {
859 AT_MAGIC, 1}, 698 { AT_MAGIC, 1},
860 {
861 AT_MAGIC, 1}, /* face = last-burnout */ 699 { AT_MAGIC, 1}, /* face = last-burnout */
862 {
863 AT_MAGIC, 1}, 700 { AT_MAGIC, 1},
864 {
865 AT_FIRE, 2}, 701 { AT_FIRE, 2},
866 {
867 AT_FIRE, 2}, /* face = fire.... */ 702 { AT_FIRE, 2}, /* face = fire.... */
868 {
869 AT_FIRE, 2}, 703 { AT_FIRE, 2},
870 {
871 AT_ELECTRICITY, 3}, 704 { AT_ELECTRICITY, 3},
872 {
873 AT_ELECTRICITY, 3}, /* ball_lightning */ 705 { AT_ELECTRICITY, 3}, /* ball_lightning */
874 {
875 AT_ELECTRICITY, 3}, 706 { AT_ELECTRICITY, 3},
876 {
877 AT_COLD, 4}, 707 { AT_COLD, 4},
878 {
879 AT_COLD, 4}, /* face=icestorm */ 708 { AT_COLD, 4}, /* face=icestorm */
880 {
881 AT_COLD, 4}, 709 { AT_COLD, 4},
882 {
883 AT_CONFUSION, 5}, 710 { AT_CONFUSION, 5},
884 {
885 AT_POISON, 7}, 711 { AT_POISON, 7},
886 {
887 AT_POISON, 7}, /* face = acid sphere. generator */ 712 { AT_POISON, 7}, /* face = acid sphere. generator */
888 {
889 AT_POISON, 7}, /* poisoncloud face */ 713 { AT_POISON, 7}, /* poisoncloud face */
890 {
891 AT_SLOW, 8}, 714 { AT_SLOW, 8},
892 {
893 AT_PARALYZE, 9}, 715 { AT_PARALYZE, 9},
894 {
895AT_FEAR, 10}}; 716 { AT_FEAR, 10},
896 717};
897
898 718
899/* shuffle_attack: peterm 719/* shuffle_attack: peterm
900 * This routine shuffles the attack of op to one of the 720 * This routine shuffles the attack of op to one of the
901 * ones in the list. It does this at random. It also 721 * ones in the list. It does this at random. It also
902 * chooses a face appropriate to the attack that is 722 * chooses a face appropriate to the attack that is
1020 else 840 else
1021 { 841 {
1022 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 842 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1023 tmp = get_archetype (LOOSE_MANA); 843 tmp = get_archetype (LOOSE_MANA);
1024 tmp->level = skill->level; 844 tmp->level = skill->level;
1025 tmp->x = op->x;
1026 tmp->y = op->y;
1027 845
1028 /* increase the area of destruction a little for more powerful spells */ 846 /* increase the area of destruction a little for more powerful spells */
1029 tmp->range += isqrt (power); 847 tmp->range += isqrt (power);
1030 848
1031 if (power > 25) 849 if (power > 25)
1032 tmp->stats.dam = 25 + isqrt (power); 850 tmp->stats.dam = 25 + isqrt (power);
1033 else 851 else
1034 tmp->stats.dam = power; /* nasty recoils! */ 852 tmp->stats.dam = power; /* nasty recoils! */
1035 853
1036 tmp->stats.maxhp = tmp->count; 854 tmp->stats.maxhp = tmp->count;
1037 insert_ob_in_map (tmp, op->map, NULL, 0); 855
856 tmp->insert_at (op);
1038 } 857 }
1039 } 858 }
1040} 859}
1041 860
1042int 861int
1043cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 862cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1044{ 863{
1045 int success; 864 int success;
1046 player *pl;
1047 object *spell; 865 object *spell;
1048 866
1049 if (!spell_ob->other_arch) 867 if (!spell_ob->other_arch)
1050 { 868 {
1051 LOG (llevError, "cast_party_spell: empty other arch\n"); 869 LOG (llevError, "cast_party_spell: empty other arch\n");
1052 return 0; 870 return 0;
1053 } 871 }
872
1054 spell = arch_to_object (spell_ob->other_arch); 873 spell = arch_to_object (spell_ob->other_arch);
1055 874
1056 /* Always cast spell on caster */ 875 /* Always cast spell on caster */
1057 success = cast_spell (op, caster, dir, spell, stringarg); 876 success = cast_spell (op, caster, dir, spell, stringarg);
1058 877
1059 if (caster->contr->party == NULL) 878 if (caster->contr->party == NULL)
1060 { 879 {
1061 spell->remove (); 880 spell->remove ();
1062 return success; 881 return success;
1063 } 882 }
883
1064 for_all_players (pl) 884 for_all_players (pl)
1065 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 885 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1066 {
1067 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 886 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1068 } 887
1069 spell->remove (); 888 spell->remove ();
1070 return success; 889 return success;
1071} 890}
1072 891
1073/* This is where the main dispatch when someone casts a spell. 892/* This is where the main dispatch when someone casts a spell.
1095 * 914 *
1096 * if it is a player casting the spell (op->type == PLAYER, op == caster), 915 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1097 * this function will decrease the mana/grace appropriately. For other 916 * this function will decrease the mana/grace appropriately. For other
1098 * objects, the caller should do what it considers appropriate. 917 * objects, the caller should do what it considers appropriate.
1099 */ 918 */
1100
1101int 919int
1102cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 920cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1103{ 921{
1104 const char *godname; 922 const char *godname;
1105 int success = 0, mflags, cast_level = 0, old_shoottype; 923 int success = 0, cast_level = 0;
1106 object *skill = NULL; 924 object *skill = NULL;
1107
1108 old_shoottype = op->contr ? op->contr->shoottype : 0;
1109 925
1110 if (!spell_ob) 926 if (!spell_ob)
1111 { 927 {
1112 LOG (llevError, "cast_spell: null spell object passed\n"); 928 LOG (llevError, "cast_spell: null spell object passed\n");
1113 return 0; 929 return 0;
1141 * need to have the right skill pointer passed, so we need to 957 * need to have the right skill pointer passed, so we need to
1142 * at least process that code. 958 * at least process that code.
1143 */ 959 */
1144 if (op->type == PLAYER && op == caster) 960 if (op->type == PLAYER && op == caster)
1145 { 961 {
1146 cast_level = caster_level (caster, spell_ob);
1147 if (spell_ob->skill) 962 if (spell_ob->skill)
1148 { 963 {
1149 skill = find_skill_by_name (op, spell_ob->skill); 964 skill = find_skill_by_name (op, spell_ob->skill);
965
1150 if (!skill) 966 if (!skill)
1151 { 967 {
1152 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 968 op->failmsg (format ("You need the skill %s to cast %s! "
969 "H<You either need to learn the skill via a skill scroll "
970 "or you need to wear a talisman or holy symbol.>",
971 &spell_ob->skill, &spell_ob->name));
1153 return 0; 972 return 0;
1154 } 973 }
1155 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 974
975 const char *msg = "";
976
977 int caster_level = skill->level;
978
979 if (op->path_attuned & spell_ob->path_attuned)
1156 { 980 {
1157 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 981 caster_level += min (cast_level * 2, ATTUNE_REPELL);
982 msg = " (attuned)";
983 }
984
985 if (op->path_repelled & spell_ob->path_attuned)
986 {
987 caster_level = ATTUNE_REPELL; // negative is ok
988 msg = " (repelled)";
989 }
990
991 if (spell_ob->level > caster_level)
992 {
993 op->failmsg (format ("You lack enough skill to cast that spell! "
994 "H<Your effective cast level is %d%s, but level %d is required.>",
995 caster_level, msg, spell_ob->level));
996 if (!op->is_wiz ())
1158 return 0; 997 return 0;
1159 } 998 }
1160 } 999 }
1000
1161 /* If the caster is the wiz, they don't ever fail, and don't have 1001 /* If the caster is the wiz, they don't ever fail, and don't have
1162 * to have sufficient grace/mana. 1002 * to have sufficient grace/mana.
1163 */ 1003 */
1164 if (!QUERY_FLAG (op, FLAG_WIZ)) 1004 if (!QUERY_FLAG (op, FLAG_WIZ))
1165 { 1005 {
1166 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1006 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1167 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1007 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1168 { 1008 {
1169 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1009 op->failmsg ("You don't have enough mana!");
1170 return 0; 1010 return 0;
1171 } 1011 }
1012
1172 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1013 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1173 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1014 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1174 { 1015 {
1175 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1016 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1176 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1017 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1177 {
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1018 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1179 }
1180 else 1019 else
1181 { 1020 {
1182 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1021 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1183 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1022 op->failmsg (format ("%s ignores your prayer.", godname));
1184 return 0; 1023 return 0;
1185 } 1024 }
1186 } 1025 }
1187 1026
1188 /* player/monster is trying to cast the spell. might fumble it */ 1027 /* player/monster is trying to cast the spell. might fumble it */
1189 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1028 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1190 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1029 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1191 { 1030 {
1192 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1031 op->contr->play_sound (sound_find ("fumble_spell"));
1193 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1032 op->failmsg ("You fumble the prayer.");
1194 if (settings.casting_time == TRUE) 1033
1195 {
1196 op->casting_time = -1;
1197 }
1198 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1034 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1199 return 0; 1035 return 0;
1200 } 1036 }
1201 else if (spell_ob->stats.sp) 1037 else if (spell_ob->stats.sp)
1202 { 1038 {
1203 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1039 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1204 1040
1205 if (failure < 0) 1041 if (failure < 0)
1206 { 1042 {
1207 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1043 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1208 if (settings.spell_failure_effects == TRUE) 1044 if (settings.spell_failure_effects == TRUE)
1209 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1045 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1210 op->contr->shoottype = (rangetype) old_shoottype; 1046
1211 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1047 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1212 return 0; 1048 return 0;
1213 } 1049 }
1214 } 1050 }
1215 } 1051 }
1216 } 1052 }
1217 1053
1218 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1054 int mflags = op->ms ().flags ();
1219 1055
1220 /* See if we can cast a spell here. If the caster and op are 1056 /* See if we can cast a spell here. If the caster and op are
1221 * not alive, then this would mean that the mapmaker put the 1057 * not alive, then this would mean that the mapmaker put the
1222 * objects on the space - presume that they know what they are 1058 * objects on the space - presume that they know what they are
1223 * doing. 1059 * doing.
1224 */ 1060 */
1225 1061
1226 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1062 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1227 { 1063 {
1228 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1064 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1229 return 0; 1065 return 0;
1230 } 1066 }
1231 1067
1232 if ((spell_ob->type == SPELL) 1068 if ((spell_ob->type == SPELL)
1233 && (caster->type != POTION) 1069 && (caster->type != POTION)
1238 { 1074 {
1239 if (op->type != PLAYER) 1075 if (op->type != PLAYER)
1240 return 0; 1076 return 0;
1241 1077
1242 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1078 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1243 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1079 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1244 else 1080 else if (object *item = op->contr->ranged_ob)
1245 switch (op->contr->shoottype)
1246 { 1081 {
1247 case range_magic: 1082 if (item->type == SPELL)
1248 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1083 op->failmsg ("Something blocks your spellcasting.");
1249 break; 1084 else if (item->type == SCROLL)
1250 case range_misc: 1085 op->failmsg ("Something blocks the magic of your scroll.");
1251 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1252 break;
1253 case range_golem:
1254 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1255 break;
1256 default:
1257 break;
1258 }
1259 return 0;
1260 }
1261
1262 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1263 {
1264 if (op->casting_time == -1)
1265 { /* begin the casting */
1266 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1267 op->spell = spell_ob;
1268 /* put the stringarg into the object struct so that when the
1269 * spell is actually cast, it knows about the stringarg.
1270 * necessary for the invoke command spells.
1271 */
1272 if (stringarg)
1273 {
1274 op->spellarg = strdup (stringarg);
1275 }
1276 else 1086 else
1277 op->spellarg = NULL; 1087 op->failmsg ("Something blocks the magic of your item.");
1278 return 0;
1279 }
1280 else if (op->casting_time != 0)
1281 {
1282 if (op->type == PLAYER)
1283 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1284 return 0;
1285 } 1088 }
1286 else 1089 else
1287 { /* casting_time == 0 */ 1090 op->failmsg ("Something blocks the spell!");
1288 op->casting_time = -1; 1091
1289 spell_ob = op->spell; 1092 return 0;
1290 stringarg = op->spellarg;
1291 }
1292 }
1293 else
1294 { 1093 }
1094
1295 /* Take into account how long it takes to cast the spell. 1095 /* Take into account how long it takes to cast the spell.
1296 * if the player is casting it, then we use the time in 1096 * if the player is casting it, then we use the time in
1297 * the spell object. If it is a spell object, have it 1097 * the spell object. If it is a spell object, have it
1298 * take two ticks. Things that cast spells on the players 1098 * take two ticks. Things that cast spells on the players
1299 * behalf (eg, altars, and whatever else) shouldn't cost 1099 * behalf (eg, altars, and whatever else) shouldn't cost
1300 * the player any time. 1100 * the player any time.
1301 * Ignore casting time for firewalls 1101 * Ignore casting time for firewalls
1102 */
1103 if (caster == op && caster->type != FIREWALL)
1104 {
1105 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1106 /* 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
1302 */ 1108 */
1303 if (caster == op && caster->type != FIREWALL)
1304 {
1305 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1306 /* Other portions of the code may also decrement the speed of the player, so
1307 * put a lower limit so that the player isn't stuck here too long
1308 */
1309 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1109 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1310 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1110 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1311 } 1111 }
1312 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1112 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1313 {
1314 op->speed_left -= 2 * FABS (op->speed); 1113 op->speed_left -= 2 * FABS (op->speed);
1315 }
1316 }
1317 1114
1318 if (op->type == PLAYER && op == caster) 1115 if (op->type == PLAYER && op == caster)
1319 { 1116 {
1320 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1117 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1321 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1118 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1328 if (op != caster && !skill && caster->skill) 1125 if (op != caster && !skill && caster->skill)
1329 { 1126 {
1330 skill = find_skill_by_name (op, caster->skill); 1127 skill = find_skill_by_name (op, caster->skill);
1331 if (!skill) 1128 if (!skill)
1332 { 1129 {
1333 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1130 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1334 return 0; 1131 return 0;
1335 } 1132 }
1133
1336 change_skill (op, skill, 0); /* needed for proper exp credit */ 1134 op->change_skill (skill); /* needed for proper exp credit */
1337 } 1135 }
1136
1137 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1138 return RESULT_INT (0);
1338 1139
1339 switch (spell_ob->subtype) 1140 switch (spell_ob->subtype)
1340 { 1141 {
1341 /* The order of case statements is same as the order they show up 1142 /* The order of case statements is same as the order they show up
1342 * in in spells.h. 1143 * in in spells.h.
1343 */ 1144 */
1344 case SP_RAISE_DEAD: 1145 case SP_RAISE_DEAD:
1345 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1146 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1346 break; 1147 break;
1347 1148
1348 case SP_RUNE: 1149 case SP_RUNE:
1376 case SP_SMITE: 1177 case SP_SMITE:
1377 success = cast_smite_spell (op, caster, dir, spell_ob); 1178 success = cast_smite_spell (op, caster, dir, spell_ob);
1378 break; 1179 break;
1379 1180
1380 case SP_MAGIC_MISSILE: 1181 case SP_MAGIC_MISSILE:
1381 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1182 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1382 break; 1183 break;
1383 1184
1384 case SP_SUMMON_GOLEM: 1185 case SP_SUMMON_GOLEM:
1385 success = summon_golem (op, caster, dir, spell_ob); 1186 success = summon_golem (op, caster, dir, spell_ob);
1386 old_shoottype = range_golem;
1387 break; 1187 break;
1388 1188
1389 case SP_DIMENSION_DOOR: 1189 case SP_DIMENSION_DOOR:
1390 /* dimension door needs the actual caster, because that is what is 1190 /* dimension door needs the actual caster, because that is what is
1391 * moved. 1191 * moved.
1464#ifdef NO_POLYMORPH 1264#ifdef NO_POLYMORPH
1465 /* Not great, but at least provide feedback so if players do have 1265 /* Not great, but at least provide feedback so if players do have
1466 * polymorph (ie, find it as a preset item or left over from before 1266 * polymorph (ie, find it as a preset item or left over from before
1467 * it was disabled), they get some feedback. 1267 * it was disabled), they get some feedback.
1468 */ 1268 */
1469 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1269 op->failmsg ("The spell fizzles!");
1470 success = 0; 1270 success = 0;
1471#else 1271#else
1472 success = cast_polymorph (op, caster, spell_ob, dir); 1272 success = cast_polymorph (op, caster, spell_ob, dir);
1473#endif 1273#endif
1474 break; 1274 break;
1494 break; 1294 break;
1495 1295
1496 case SP_MOVING_BALL: 1296 case SP_MOVING_BALL:
1497 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1297 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1498 { 1298 {
1499 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1299 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1500 success = 0; 1300 success = 0;
1501 } 1301 }
1502 else 1302 else
1503 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1303 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1504 break; 1304 break;
1505 1305
1506 case SP_SWARM: 1306 case SP_SWARM:
1507 success = fire_swarm (op, caster, spell_ob, dir); 1307 success = fire_swarm (op, caster, spell_ob, dir);
1508 break; 1308 break;
1524 success = cast_consecrate (op, caster, spell_ob); 1324 success = cast_consecrate (op, caster, spell_ob);
1525 break; 1325 break;
1526 1326
1527 case SP_ANIMATE_WEAPON: 1327 case SP_ANIMATE_WEAPON:
1528 success = animate_weapon (op, caster, spell_ob, dir); 1328 success = animate_weapon (op, caster, spell_ob, dir);
1529 old_shoottype = range_golem;
1530 break; 1329 break;
1531 1330
1532 case SP_LIGHT: 1331 case SP_LIGHT:
1533 success = cast_light (op, caster, spell_ob, dir); 1332 success = cast_light (op, caster, spell_ob, dir);
1534 break; 1333 break;
1547 1346
1548 case SP_AURA: 1347 case SP_AURA:
1549 success = create_aura (op, caster, spell_ob); 1348 success = create_aura (op, caster, spell_ob);
1550 break; 1349 break;
1551 1350
1552 case SP_TOWN_PORTAL:
1553 success = cast_create_town_portal (op, caster, spell_ob, dir);
1554 break;
1555
1556 case SP_PARTY_SPELL: 1351 case SP_PARTY_SPELL:
1557 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1352 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1558 break; 1353 break;
1559 1354
1560 default: 1355 default:
1561 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1562 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1356 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1563 }
1564
1565 /* FIXME - we need some better sound suppport */
1566 // yes, for example, augment map info with the spell effect
1567 // so clients can calculate the sounds themselves
1568 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1569
1570 /* free the spell arg */
1571 if (settings.casting_time == TRUE && stringarg)
1572 { 1357 }
1573 free (stringarg); 1358
1574 stringarg = NULL; 1359 op->play_sound (
1575 } 1360 success
1576 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1361 ? spell_ob->sound
1577 * to something like use_magic_item, but you really want to be able to fire 1362 ? spell_ob->sound
1578 * it again. 1363 : sound_find ("spell_success")
1579 */ 1364 : sound_find ("fumble_spell")
1580 if (op->contr) 1365 );
1581 op->contr->shoottype = (rangetype) old_shoottype;
1582 1366
1583 return success; 1367 return success;
1584} 1368}
1585 1369
1586
1587/* This is called from time.c/process_object(). That function 1370/* This is called from time.c/process_object(). That function
1588 * calls this for any SPELL_EFFECT type objects. This function 1371 * calls this for any SPELL_EFFECT type objects. This function
1589 * then dispatches them to the appropriate specific routines. 1372 * then dispatches them to the appropriate specific routines.
1590 */ 1373 */
1591void 1374void
1592move_spell_effect (object *op) 1375move_spell_effect (object *op)
1593{ 1376{
1651 check_bullet (op); 1434 check_bullet (op);
1652 return; 1435 return;
1653 } 1436 }
1654} 1437}
1655 1438
1656/* This is called by move_apply. Basically, if someone 1439/* This is called by move_apply. Basically, if someone
1657 * moves onto a spell effect and the walk_on or fly_on flags 1440 * moves onto a spell effect and the walk_on or fly_on flags
1658 * are set, this is called. This should only be called for 1441 * are set, this is called. This should only be called for
1659 * objects of the appropraite type. 1442 * objects of the appropriate type.
1660 */ 1443 */
1661void 1444void
1662apply_spell_effect (object *spell, object *victim) 1445apply_spell_effect (object *spell, object *victim)
1663{ 1446{
1664 switch (spell->subtype) 1447 switch (spell->subtype)
1670 1453
1671 case SP_MAGIC_MISSILE: 1454 case SP_MAGIC_MISSILE:
1672 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1455 if (QUERY_FLAG (victim, FLAG_ALIVE))
1673 { 1456 {
1674 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1457 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1675
1676 if (!spell->destroyed ())
1677 spell->destroy (); 1458 spell->destroy ();
1678 } 1459 }
1679 break; 1460 break;
1680 1461
1681 case SP_MOVING_BALL: 1462 case SP_MOVING_BALL:
1682 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1683 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1464 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1684 else if (victim->material || victim->materialname) 1465 else if (victim->materialname)
1685 save_throw_object (victim, spell->attacktype, spell); 1466 save_throw_object (victim, spell->attacktype, spell);
1467
1686 break; 1468 break;
1687 } 1469 }
1688} 1470}
1471

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