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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.99 by root, Mon Oct 12 14:00:59 2009 UTC vs.
Revision 1.132 by root, Sun Nov 18 15:19:48 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 (©) 2005,2006,2007,2008,2009 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 it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * 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>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <spells.h> 27#include <spells.h>
83 */ 84 */
84void 85void
85spell_effect (object *spob, int x, int y, maptile *map, object *originator) 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
86{ 87{
87 if (spob->other_arch) 88 if (spob->other_arch)
88 map->insert (arch_to_object (spob->other_arch), x, y, originator); 89 map->insert (spob->other_arch->instance (), x, y, originator);
89} 90}
90 91
91static int 92static int
92attuned_bonus (object *caster, object *spell, int level) 93attuned_bonus (object *caster, object *spell, int level)
93{ 94{
149 int sp, grace, level = casting_level (caster, spell); 150 int sp, grace, level = casting_level (caster, spell);
150 151
151 if (settings.spellpoint_level_depend == TRUE) 152 if (settings.spellpoint_level_depend == TRUE)
152 { 153 {
153 if (spell->stats.sp && spell->stats.maxsp) 154 if (spell->stats.sp && spell->stats.maxsp)
154 {
155 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));
156 }
157 else 156 else
158 sp = spell->stats.sp; 157 sp = spell->stats.sp;
159 158
160 sp *= (int) PATH_SP_MULT (caster, spell); 159 sp *= (int) PATH_SP_MULT (caster, spell);
161 if (!sp && spell->stats.sp) 160 if (!sp && spell->stats.sp)
162 sp = 1; 161 sp = 1;
163 162
164 if (spell->stats.grace && spell->stats.maxgrace) 163 if (spell->stats.grace && spell->stats.maxgrace)
165 {
166 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));
167 }
168 else 165 else
169 grace = spell->stats.grace; 166 grace = spell->stats.grace;
170 167
171 grace *= (int) PATH_SP_MULT (caster, spell); 168 grace *= PATH_SP_MULT (caster, spell);
172 if (spell->stats.grace && !grace) 169 if (spell->stats.grace && !grace)
173 grace = 1; 170 grace = 1;
174 } 171 }
175 else 172 else
176 { 173 {
182 if (spell->stats.grace && !grace) 179 if (spell->stats.grace && !grace)
183 grace = 1; 180 grace = 1;
184 } 181 }
185 182
186 if (flags == SPELL_HIGHEST) 183 if (flags == SPELL_HIGHEST)
187 return MAX (sp, grace); 184 return max (sp, grace);
188 else if (flags == SPELL_GRACE) 185 else if (flags == SPELL_GRACE)
189 return grace; 186 return grace;
190 else if (flags == SPELL_MANA) 187 else if (flags == SPELL_MANA)
191 return sp; 188 return sp;
192 else 189 else
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 = 0, *spob2 = 0; 272 if (shstr_cmp name = prefix)
276 int nummatch = 0; 273 {
277 274 // case 1, match spell name exactly
278 if (!spname)
279 return 0;
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 (object *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 // TODO: WTF? 287 && prefix [spob->name.length ()] <= ' '
290 if (!strncmp (spob->name, spname, strlen (spname))) 288 && !memcmp (prefix, spob->name, spob->name.length ()))
291 {
292 nummatch++;
293 spob1 = spob;
294 }
295 else if (!strncmp (spob->name, spname, strlen (spob->name)))
296 {
297 /* if spells have ambiguous names, it makes matching
298 * really difficult. (eg, fire and fireball would
299 * fall into this category). It shouldn't be hard to
300 * make sure spell names don't overlap in that fashion.
301 */
302 if (spob2)
303 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
304
305 spob2 = spob;
306 }
307 }
308 }
309 /* if we have best match, return it. Otherwise, if we have one match
310 * on the loser match, return that, otehrwise null
311 */
312 if (spob2)
313 return spob2; 289 return spob;
290 }
314 291
315 if (spob1 && nummatch == 1)
316 return spob1;
317
318 return NULL; 292 return 0;
319} 293}
320 294
321/* reflwall - decides weither the (spell-)object sp_op will 295/* reflwall - decides weither the (spell-)object sp_op will
322 * be reflected from the given mapsquare. Returns 1 if true. 296 * be reflected from the given mapsquare. Returns 1 if true.
323 * (Note that for living creatures there is a small chance that 297 * (Note that for living creatures there is a small chance that
330{ 304{
331 if (OUT_OF_REAL_MAP (m, x, y)) 305 if (OUT_OF_REAL_MAP (m, x, y))
332 return 0; 306 return 0;
333 307
334 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)
335 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 309 if (op->flag [FLAG_REFL_SPELL]
336 && (!QUERY_FLAG (op, FLAG_ALIVE) 310 && (!op->flag [FLAG_ALIVE]
337 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 311 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
338 return 1; 312 return 1;
339 313
340 return 0; 314 return 0;
341} 315}
342 316
343/* cast_create_object: creates object new_op in direction dir 317/* cast_create_object: creates object new_op in direction dir
344 * or if that is blocked, beneath the player (op). 318 * or if that is blocked, beneath the player (op).
345 * we pass 'caster', but don't use it for anything. 319 * we pass 'caster', but don't use it for anything.
346 * This is really just a simple wrapper function . 320 * This is really just a simple wrapper function .
347 * returns the direction that the object was actually placed 321 * returns true to indicate whether the operation was successful.
348 * in. 322 * destroys the object is unsuccessful.
349 */ 323 */
350int 324bool
351cast_create_obj (object *op, object *caster, object *new_op, int dir) 325cast_create_obj (object *op, object *caster, object *new_op, int dir)
352{ 326{
353 maptile *m; 327 mapxy pos (op);
354 sint16 sx, sy; 328 pos.move (dir);
355 329
356 if (dir && 330 if (!pos.normalise ()
357 ((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
358 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 332 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
359 { 333 )
360 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
361 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
362 dir = 0;
363 } 334 {
335 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
336 new_op->destroy ();
337 return 0;
338 }
364 339
365 SET_FLAG (new_op, FLAG_IDENTIFIED); 340 new_op->set_flag (FLAG_IDENTIFIED);
366 op->map->insert (new_op,
367 op->x + freearr_x[dir], op->y + freearr_y[dir],
368 op,
369 dir ? 0 : INS_BELOW_ORIGINATOR);
370 341
342 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
343
371 return dir; 344 return 1;
372} 345}
373 346
374static bool 347static bool
375mergable_owner (object *o1, object *o2) 348mergable_owner (object *o1, object *o2)
376{ 349{
390} 363}
391 364
392/* 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.
393 * immune_stop is basically the attacktype of the spell (why 366 * immune_stop is basically the attacktype of the spell (why
394 * passed as a different value, not sure of). If immune_stop 367 * passed as a different value, not sure of). If immune_stop
395 * has the AT_MAGIC bit set, and there is a counterwall 368 * has the AT_MAGIC bit set, and there is a counterwall
396 * 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
397 * 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.
398 */ 371 */
399int 372int
400ok_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)
408 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 381 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
409 return 0; 382 return 0;
410 383
411 int max_effects = 5; // max. number of similar spells per mapspace 384 int max_effects = 5; // max. number of similar spells per mapspace
412 385
413 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 386 for (object *tmp = ms.top; tmp; tmp = tmp->below)
414 { 387 {
415 /* If there is a counterspell on the space, and this 388 /* If there is a counterspell on the space, and this
416 * object is using magic, don't progress. I believe we could 389 * object is using magic, don't progress. I believe we could
417 * 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
418 * 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
420 * 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
421 * 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
422 * spell to actually hit the counterwall and be sucked up. 395 * spell to actually hit the counterwall and be sucked up.
423 */ 396 */
424 if ((tmp->attacktype & AT_COUNTERSPELL) 397 if ((tmp->attacktype & AT_COUNTERSPELL)
425 && !QUERY_FLAG (tmp, FLAG_MONSTER) 398 && !tmp->flag [FLAG_MONSTER]
426 && (tmp->type != PLAYER) 399 && (tmp->type != PLAYER)
427 && (tmp->type != WEAPON) 400 && (tmp->type != WEAPON)
428 && (tmp->type != BOW) 401 && (tmp->type != BOW)
429 && (tmp->type != ARROW) 402 && (tmp->type != ARROW)
430 && (tmp->type != GOLEM) 403 && (tmp->type != GOLEM)
431 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 404 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
432 // we special case floor here because there 405 // we special case floor here because there
433 // are sometimes spell effect floors 406 // are sometimes spell effect floors
434 // which are used to inflict damage 407 // which are used to inflict damage
435 // (and those shouldn't go away from 408 // (and those shouldn't go away from
436 // sanctuary) see also: permanent lava 409 // sanctuary) see also: permanent lava
518 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 491 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
519 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 492 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
520 if (!tailor_god_spell (tmp, op)) 493 if (!tailor_god_spell (tmp, op))
521 return 0; 494 return 0;
522 495
523 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 496 if (tmp->flag [FLAG_IS_TURNABLE])
524 SET_ANIMATION (tmp, dir); 497 tmp->set_anim_frame (dir);
525 498
526 if ((tmp = op->map->insert (tmp, x, y, op))) 499 if ((tmp = op->map->insert (tmp, x, y, op)))
527 move_spell_effect (tmp); 500 move_spell_effect (tmp);
528 501
529 return 1; 502 return 1;
536 ****************************************************************************/ 509 ****************************************************************************/
537void 510void
538regenerate_rod (object *rod) 511regenerate_rod (object *rod)
539{ 512{
540 if (rod->stats.hp < rod->stats.maxhp) 513 if (rod->stats.hp < rod->stats.maxhp)
541 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);
542} 515}
543 516
544void 517void
545drain_rod_charge (object *rod) 518drain_rod_charge (object *rod)
546{ 519{
566 { 539 {
567 tmp = op->owner; 540 tmp = op->owner;
568 /* 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
569 * to the caster. 542 * to the caster.
570 */ 543 */
571 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 544 if (!tmp || !tmp->flag [FLAG_MONSTER])
572 tmp = op; 545 tmp = op;
573 } 546 }
574 else 547 else
575 { 548 {
576 maptile *m = op->map; 549 maptile *m = op->map;
577 sint16 x = op->x + freearr_x[dir]; 550 sint16 x = op->x + DIRX (dir);
578 sint16 y = op->y + freearr_y[dir]; 551 sint16 y = op->y + DIRY (dir);
579 552
580 tmp = xy_normalise (m, x, y) 553 tmp = xy_normalise (m, x, y)
581 ? m->at (x, y).player () 554 ? m->at (x, y).player ()
582 : 0; 555 : 0;
583 } 556 }
614 if (exclude && exclude->type) 587 if (exclude && exclude->type)
615 owner_type = exclude->type; 588 owner_type = exclude->type;
616 589
617 for (i = rndm (1, 8); i < max; i++) 590 for (i = rndm (1, 8); i < max; i++)
618 { 591 {
619 nx = x + freearr_x[i]; 592 nx = x + DIRX (i);
620 ny = y + freearr_y[i]; 593 ny = y + DIRY (i);
621 mp = m; 594 mp = m;
622 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 595 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
623 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 596 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
624 continue; 597 continue;
625 598
626 tmp = GET_MAP_OB (mp, nx, ny); 599 tmp = GET_MAP_OB (mp, nx, ny);
627 600
628 while (tmp != NULL && (((owner_type == PLAYER && 601 while (tmp != NULL && (((owner_type == PLAYER &&
629 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 602 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
630 (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))))
631 tmp = tmp->above; 604 tmp = tmp->above;
632 605
633 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 606 if (tmp != NULL && can_see_monsterP (m, x, y, i))
634 return freedir[i]; 607 return freedir[i];
638 611
639/* put_a_monster: puts a monster named monstername near by 612/* put_a_monster: puts a monster named monstername near by
640 * op. This creates the treasures for the monsters, and 613 * op. This creates the treasures for the monsters, and
641 * also deals with multipart monsters properly. 614 * also deals with multipart monsters properly.
642 */ 615 */
643void 616static void
644put_a_monster (object *op, const char *monstername) 617put_a_monster (object *op, const char *monstername)
645{ 618{
646 object *tmp, *head = NULL, *prev = NULL; 619 object *tmp, *head = NULL, *prev = NULL;
647 archetype *at; 620 archetype *at;
648 int dir; 621 int dir;
651 624
652 if ((at = archetype::find (monstername)) == NULL) 625 if ((at = archetype::find (monstername)) == NULL)
653 return; 626 return;
654 627
655 /* find a free square nearby 628 /* find a free square nearby
656 * first we check the closest square for free squares 629 * first we check the closest square for free squares
657 */ 630 */
658 631
659 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);
660 if (dir != -1) 633 if (dir != -1)
661 { 634 {
663 * insert multipart monsters properly 636 * insert multipart monsters properly
664 */ 637 */
665 //TODO: use expand_tail + ... 638 //TODO: use expand_tail + ...
666 while (at != NULL) 639 while (at != NULL)
667 { 640 {
668 tmp = arch_to_object (at); 641 tmp = at->instance ();
669 tmp->x = op->x + freearr_x[dir] + at->x; 642 tmp->x = op->x + DIRX (dir) + at->x;
670 tmp->y = op->y + freearr_y[dir] + at->y; 643 tmp->y = op->y + DIRY (dir) + at->y;
671 tmp->map = op->map; 644 tmp->map = op->map;
672 if (head) 645 if (head)
673 { 646 {
674 tmp->head = head; 647 tmp->head = head;
675 prev->more = tmp; 648 prev->more = tmp;
687 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 660 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
688 661
689 insert_ob_in_map (head, op->map, op, 0); 662 insert_ob_in_map (head, op->map, op, 0);
690 663
691 /* thought it'd be cool to insert a burnout, too. */ 664 /* thought it'd be cool to insert a burnout, too. */
692 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);
693 } 666 }
694} 667}
695 668
696/* peterm: function which summons hostile monsters and 669/* peterm: function which summons hostile monsters and
697 * places them in nearby squares. 670 * places them in nearby squares.
715 put_a_monster (op, monstername); 688 put_a_monster (op, monstername);
716 689
717 return n; 690 return n;
718} 691}
719 692
720
721/* Some local definitions for shuffle-attack */ 693/* Some local definitions for shuffle-attack */
722struct attacktype_shuffle 694struct attacktype_shuffle
723{ 695{
724 int attacktype; 696 int attacktype;
725 int face; 697 int face;
726} ATTACKS[22] = 698} ATTACKS[] =
727{ 699{
728 { AT_PHYSICAL, 0}, 700 { AT_PHYSICAL, 0},
729 { AT_PHYSICAL, 0}, /*face = explosion */ 701 { AT_PHYSICAL, 0}, /* face = explosion */
730 { AT_PHYSICAL, 0}, 702 { AT_PHYSICAL, 0},
731 { AT_MAGIC, 1}, 703 { AT_MAGIC, 1},
732 { AT_MAGIC, 1}, /* face = last-burnout */ 704 { AT_MAGIC, 1}, /* face = last-burnout */
733 { AT_MAGIC, 1}, 705 { AT_MAGIC, 1},
734 { AT_FIRE, 2}, 706 { AT_FIRE, 2},
748 { AT_PARALYZE, 9}, 720 { AT_PARALYZE, 9},
749 { AT_FEAR, 10}, 721 { AT_FEAR, 10},
750}; 722};
751 723
752/* shuffle_attack: peterm 724/* shuffle_attack: peterm
753 * This routine shuffles the attack of op to one of the 725 * This routine shuffles the attack of op to one of the
754 * ones in the list. It does this at random. It also 726 * ones in the list. It does this at random. It also
755 * chooses a face appropriate to the attack that is 727 * chooses a face appropriate to the attack that is
756 * being committed by that square at the moment. 728 * being committed by that square at the moment.
757 * right now it's being used by color spray and create pool of 729 * right now it's being used by color spray and create pool of
758 * chaos. 730 * chaos.
759 * This could really be a better implementation - the 731 * This could really be a better implementation - the
760 * faces and attacktypes above are hardcoded, which is never 732 * faces and attacktypes above are hardcoded, which is never
761 * good. The faces refer to faces in the animation sequence. 733 * good. The faces refer to faces in the animation sequence.
766 * attacktypes, which probably wasn't the intent. MSW 2003-06-03 738 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
767 */ 739 */
768void 740void
769shuffle_attack (object *op, int change_face) 741shuffle_attack (object *op, int change_face)
770{ 742{
771 int i; 743 int i = rndm (ecb_array_length (ATTACKS));
772
773 i = rndm (0, 21);
774 744
775 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC; 745 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
776 746
777 if (change_face) 747 if (change_face)
778 { 748 op->set_anim_frame (ATTACKS[i].face);
779 SET_ANIMATION (op, ATTACKS[i].face);
780 }
781} 749}
782 750
783/* prayer_failure: This is called when a player fails 751/* prayer_failure: This is called when a player fails
784 * at casting a prayer. 752 * at casting a prayer.
785 * op is the player. 753 * op is the player.
786 * failure is basically how much grace they had. 754 * failure is basically how much grace they had.
787 * power is how much grace the spell would normally take to cast. 755 * power is how much grace the spell would normally take to cast.
788 */ 756 */
789void 757
758#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
759
760static void
790prayer_failure (object *op, int failure, int power) 761prayer_failure (object *op, int failure, int power)
791{ 762{
792 const char *godname; 763 const char *godname;
793 object *tmp; 764 object *tmp;
794 765
795 if (!strcmp ((godname = determine_god (op)), "none")) 766 if (!strcmp ((godname = determine_god (op)), "none"))
796 godname = "Your spirit"; 767 godname = "Your spirit";
797 768
798 if (failure <= -20 && failure > -40) /* wonder */ 769 if (failure <= -20 && failure > -40) /* wonder */
799 { 770 {
800 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); 771 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
801 tmp = get_archetype (SPELL_WONDER); 772 tmp = archetype::get (SPELL_WONDER);
802 cast_cone (op, op, 0, tmp); 773 cast_cone (op, op, 0, tmp);
803 tmp->destroy (); 774 tmp->destroy ();
804 } 775 }
805 776
806 else if (failure <= -40 && failure > -60) /* confusion */ 777 else if (failure <= -40 && failure > -60) /* confusion */
807 { 778 {
808 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 779 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
809 confuse_player (op, op, 99); 780 confuse_player (op, op, 99);
810 } 781 }
811 else if (failure <= -60 && failure > -150) /* paralysis */ 782 else if (failure <= -60 && failure > -150) /* paralysis */
812 { 783 {
813 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 784 op->failmsgf ("%s requires you to pray NOW. "
814 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 785 "You comply, ignoring all else." HINT_GRACE,
786 godname);
815 paralyze_player (op, op, 99); 787 paralyze_player (op, op, 99);
816 } 788 }
817 else if (failure <= -150) /* blast the immediate area */ 789 else if (failure <= -150) /* blast the immediate area */
818 { 790 {
819 tmp = get_archetype (GOD_POWER); 791 tmp = archetype::get (GOD_POWER);
820 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 792 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
821 cast_magic_storm (op, tmp, power); 793 cast_magic_storm (op, tmp, power);
822 } 794 }
823} 795}
824 796
825/* 797/*
826 * spell_failure() handles the various effects for differing degrees 798 * spell_failure() handles the various effects for differing degrees
827 * of failure badness. 799 * of failure badness.
828 * op is the player that failed. 800 * op is the player that failed.
829 * failure is a random value of how badly you failed. 801 * failure is a random value of how badly you failed.
830 * power is how many spellpoints you'd normally need for the spell. 802 * power is how many spellpoints you'd normally need for the spell.
831 * skill is the skill you'd need to cast the spell. 803 * skill is the skill you'd need to cast the spell.
832 */ 804 */
833
834void 805void
835spell_failure (object *op, int failure, int power, object *skill) 806spell_failure (object *op, int failure, int power, object *skill)
836{ 807{
837 object *tmp; 808 object *tmp;
838 809
839 if (settings.spell_failure_effects == FALSE) 810 if (settings.spell_failure_effects == FALSE)
840 return; 811 return;
841 812
842 if (failure <= -20 && failure > -40) /* wonder */ 813 if (failure <= -20 && failure > -40) /* wonder */
843 { 814 {
844 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 815 op->failmsg ("Your spell causes an unexpected effect.");
845 tmp = get_archetype (SPELL_WONDER); 816 tmp = archetype::get (SPELL_WONDER);
846 cast_cone (op, op, 0, tmp); 817 cast_cone (op, op, 0, tmp);
847 tmp->destroy (); 818 tmp->destroy ();
848 } 819 }
849 820
850 else if (failure <= -40 && failure > -60) /* confusion */ 821 else if (failure <= -40 && failure > -60) /* confusion */
851 { 822 {
852 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); 823 op->failmsg ("Your magic recoils on you, making you confused!");
853 confuse_player (op, op, 99); 824 confuse_player (op, op, 99);
854 } 825 }
855 else if (failure <= -60 && failure > -80) /* paralysis */ 826 else if (failure <= -60 && failure > -80) /* paralysis */
856 { 827 {
857 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 828 op->failmsg ("Your magic stuns you!");
858 paralyze_player (op, op, 99); 829 paralyze_player (op, op, 99);
859 } 830 }
860 else if (failure <= -80) /* blast the immediate area */ 831 else if (failure <= -80) /* blast the immediate area */
861 { 832 {
862 object *tmp; 833 object *tmp;
863 834
864 /* Safety check to make sure we don't get any mana storms in scorn */ 835 /* Safety check to make sure we don't get any mana storms in scorn */
865 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) 836 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
866 { 837 {
867 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); 838 op->failmsg ("The magic warps and you are turned inside out!");
868 hit_player (op, 9998, op, AT_INTERNAL, 1); 839 hit_player (op, 9998, op, AT_INTERNAL, 1);
869 840
870 } 841 }
871 else 842 else
872 { 843 {
873 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 844 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
874 tmp = get_archetype (LOOSE_MANA); 845 tmp = archetype::get (LOOSE_MANA);
875 tmp->level = skill->level; 846 tmp->level = skill->level;
876 847
877 /* increase the area of destruction a little for more powerful spells */ 848 /* increase the area of destruction a little for more powerful spells */
878 tmp->range += isqrt (power); 849 tmp->range += isqrt (power);
879 850
887 tmp->insert_at (op); 858 tmp->insert_at (op);
888 } 859 }
889 } 860 }
890} 861}
891 862
892int 863static int
893cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) 864cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
894{ 865{
895 if (!spell_ob->other_arch) 866 if (!spell_ob->other_arch)
896 { 867 {
897 LOG (llevError, "cast_party_spell: empty other arch\n"); 868 LOG (llevError, "cast_party_spell: empty other arch\n");
898 return 0; 869 return 0;
899 } 870 }
900 871
901 object *spell = arch_to_object (spell_ob->other_arch); 872 object *spell = spell_ob->other_arch->instance ();
902 873
903 /* Always cast spell on caster */ 874 /* Always cast spell on caster */
904 int success = cast_spell (op, caster, dir, spell, spellparam); 875 int success = cast_spell (op, caster, dir, spell, spellparam);
905 876
906 if (!op->contr || !op->contr->party) 877 if (!op->contr || !op->contr->party)
949int 920int
950cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) 921cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
951{ 922{
952 const char *godname; 923 const char *godname;
953 int success = 0; 924 int success = 0;
954 object *skill = NULL; 925
926 // make sure spells always take a while, so a) we don't flood the
927 // user with messages and b) too many failures can be harmful (smiting).
928 op->speed_left -= 4 * op->speed; // ~0.5s on failure
955 929
956 if (!spell_ob) 930 if (!spell_ob)
957 { 931 {
958 LOG (llevError, "cast_spell: null spell object passed\n"); 932 LOG (llevError, "cast_spell: null spell object passed\n");
959 return 0; 933 return 0;
967 { 941 {
968 LOG (llevError, "cast_spell: null caster object passed\n"); 942 LOG (llevError, "cast_spell: null caster object passed\n");
969 return 0; 943 return 0;
970 } 944 }
971 945
972 /* if caster is a spell casting object, this normally shouldn't be 946 /* if caster is a spell casting object, this normally shouldn't be
973 * an issue, because they don't have any spellpaths set up. 947 * an issue, because they don't have any spellpaths set up.
974 */ 948 */
975 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) 949 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
976 { 950 {
977 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 951 op->failmsg ("That spell path is denied to you.");
978 return 0; 952 return 0;
979 } 953 }
980 954
955 object *skill = 0;
956
981 /* if it is a player casting the spell, and they are really casting it 957 /* if it is a player casting the spell, and they are really casting it
982 * (vs it coming from a wand, scroll, or whatever else), do some 958 * (vs it coming from a wand, scroll, or whatever else), do some
983 * checks. We let monsters do special things - eg, they 959 * checks. We let monsters do special things - eg, they
984 * don't need the skill, bypass level checks, etc. The monster function 960 * don't need the SKILL, BYpass level checks, etc. The monster function
985 * should take care of that. 961 * should take care of that.
986 * Remove the wiz check here and move it further down - some spells 962 * Remove the wiz check here and move it further down - some spells
987 * need to have the right skill pointer passed, so we need to 963 * need to have the right skill pointer passed, so we need to
988 * at least process that code. 964 * at least process that code.
989 */ 965 */
993 { 969 {
994 skill = find_skill_by_name (op, spell_ob->skill); 970 skill = find_skill_by_name (op, spell_ob->skill);
995 971
996 if (!skill) 972 if (!skill)
997 { 973 {
998 op->failmsg (format ("You need the skill %s to cast %s! " 974 op->failmsgf ("You need the %s skill to cast %s! "
999 "H<You either need to learn the skill via a skill scroll " 975 "H<You either need to learn the skill via a skill scroll "
1000 "or you need to wear a talisman or holy symbol.>", 976 "or you need to wear a talisman, holy symbol or another skill tool.>",
1001 &spell_ob->skill, &spell_ob->name)); 977 &spell_ob->skill, &spell_ob->name);
1002 return 0; 978 return 0;
1003 } 979 }
1004 980
1005 const char *msg = ""; 981 const char *msg = "";
1006 982
1007 int caster_level = skill->level; 983 int caster_level = skill->level;
1018 msg = " (repelled)"; 994 msg = " (repelled)";
1019 } 995 }
1020 996
1021 if (spell_ob->level > caster_level) 997 if (spell_ob->level > caster_level)
1022 { 998 {
1023 op->failmsg (format ("You lack enough skill to cast that spell! " 999 op->failmsgf ("You lack enough skill to cast that spell! "
1024 "H<Your effective cast level is %d%s, but level %d is required.>", 1000 "H<Your effective cast level is %d%s, but level %d is required.>",
1025 caster_level, msg, spell_ob->level)); 1001 caster_level, msg, spell_ob->level);
1026 if (!op->is_wiz ()) 1002 if (!op->is_wiz ())
1027 return 0; 1003 return 0;
1028 } 1004 }
1029 } 1005 }
1030 1006
1031 /* If the caster is the wiz, they don't ever fail, and don't have 1007 /* If the caster is the wiz, they don't ever fail, and don't have
1032 * to have sufficient grace/mana. 1008 * to have sufficient grace/mana.
1033 */ 1009 */
1034 if (!QUERY_FLAG (op, FLAG_WIZCAST)) 1010 if (!op->flag [FLAG_WIZCAST])
1035 { 1011 {
1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1012 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1037 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1013 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1038 { 1014 {
1039 op->failmsg ("You don't have enough mana!"); 1015 op->failmsg ("You don't have enough mana!");
1047 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1023 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1048 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); 1024 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1049 else 1025 else
1050 { 1026 {
1051 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1027 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1052 op->failmsg (format ("%s ignores your prayer.", godname)); 1028 op->failmsgf ("%s ignores your prayer.", godname);
1053 return 0; 1029 return 0;
1054 } 1030 }
1055 } 1031 }
1056 1032
1057 /* player/monster is trying to cast the spell. might fumble it */ 1033 /* player/monster is trying to cast the spell. might fumble it */
1058 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1034 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1059 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1035 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1060 { 1036 {
1061 op->contr->play_sound (sound_find ("fumble_spell")); 1037 op->contr->play_sound (sound_find ("fumble_spell"));
1062 op->failmsg ("You fumble the prayer."); 1038 op->failmsg ("You fumble the prayer.");
1063 1039
1064 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1040 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1087 * not alive, then this would mean that the mapmaker put the 1063 * not alive, then this would mean that the mapmaker put the
1088 * objects on the space - presume that they know what they are 1064 * objects on the space - presume that they know what they are
1089 * doing. 1065 * doing.
1090 */ 1066 */
1091 1067
1092 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1068 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1093 { 1069 {
1070 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1094 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); 1071 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1095 return 0; 1072 return 0;
1096 } 1073 }
1097 1074
1098 if ((spell_ob->type == SPELL) 1075 if ((spell_ob->type == SPELL)
1099 && (caster->type != POTION) 1076 && (caster->type != POTION)
1100 && !QUERY_FLAG (op, FLAG_WIZCAST) 1077 && !op->flag [FLAG_WIZCAST]
1101 && (QUERY_FLAG (caster, FLAG_ALIVE) 1078 && (caster->flag [FLAG_ALIVE]
1102 || QUERY_FLAG (op, FLAG_ALIVE)) 1079 || op->flag [FLAG_ALIVE])
1103 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) 1080 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1104 { 1081 {
1105 if (op->type != PLAYER) 1082 if (op->type != PLAYER)
1106 return 0; 1083 return 0;
1107 1084
1108 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1085 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1109 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1086 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1110 else if (object *item = op->contr->ranged_ob) 1087 else if (object *item = op->contr->ranged_ob)
1111 { 1088 {
1112 if (item->type == SPELL) 1089 if (item->type == SPELL)
1113 op->failmsg ("Something blocks your spellcasting."); 1090 op->failmsg ("Something blocks your spellcasting.");
1114 else if (item->type == SCROLL) 1091 else if (item->type == SCROLL)
1120 op->failmsg ("Something blocks the spell!"); 1097 op->failmsg ("Something blocks the spell!");
1121 1098
1122 return 0; 1099 return 0;
1123 } 1100 }
1124 1101
1102 // undo the flood protection from earlier
1103 op->speed_left += 4 * op->speed; // ~0.5s on failure
1104
1125 /* Take into account how long it takes to cast the spell. 1105 /* Take into account how long it takes to cast the spell.
1126 * if the player is casting it, then we use the time in 1106 * if the player is casting it, then we use the time in
1127 * the spell object. If it is a spell object, have it 1107 * the spell object. If it is a spell object, have it
1128 * take two ticks. Things that cast spells on the players 1108 * take two ticks. Things that cast spells on the players
1129 * behalf (eg, altars, and whatever else) shouldn't cost 1109 * behalf (eg, altars, and whatever else) shouldn't cost
1130 * the player any time. 1110 * the player any time.
1131 * Ignore casting time for firewalls 1111 * Ignore casting time for firewalls
1132 */ 1112 */
1133 if (caster == op && caster->type != FIREWALL) 1113 if (caster == op && caster->type != FIREWALL)
1134 { 1114 {
1135 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1115 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1136 /* Other portions of the code may also decrement the speed of the player, so 1116 /* Other portions of the code may also decrement the speed of the player, so
1137 * put a lower limit so that the player isn't stuck here too long 1117 * put a lower limit so that the player isn't stuck here too long
1138 */ 1118 */
1139 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1119 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1140 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;
1141 } 1121 }
1142 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1122 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1143 op->speed_left -= 2 * FABS (op->speed); 1123 op->speed_left -= 2 * op->speed;
1144 1124
1145 if (op->type == PLAYER && op == caster) 1125 if (op->type == PLAYER && op == caster)
1146 { 1126 {
1147 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1127 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1148 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1128 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1153 * object requires. 1133 * object requires.
1154 */ 1134 */
1155 if (op != caster && !skill && caster->skill) 1135 if (op != caster && !skill && caster->skill)
1156 { 1136 {
1157 skill = find_skill_by_name (op, caster->skill); 1137 skill = find_skill_by_name (op, caster->skill);
1138
1158 if (!skill) 1139 if (!skill)
1159 { 1140 {
1160 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); 1141 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1161 return 0; 1142 return 0;
1162 } 1143 }
1163
1164 op->change_skill (skill); /* needed for proper exp credit */
1165 } 1144 }
1166 1145
1167 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) 1146 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1168 return RESULT_INT (0); 1147 return RESULT_INT (0);
1148
1149 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1150 // at least temporarily, which might not be true due to slot restrictions, but hey
1151 // invoke requires it basically.
1152
1153 object *chosen_skill = op->chosen_skill;
1154 op->chosen_skill = skill;
1169 1155
1170 switch (spell_ob->subtype) 1156 switch (spell_ob->subtype)
1171 { 1157 {
1172 /* The order of case statements is same as the order they show up 1158 /* The order of case statements is same as the order they show up
1173 * in spells.h. 1159 * in spells.h.
1324 break; 1310 break;
1325 1311
1326 case SP_MOVING_BALL: 1312 case SP_MOVING_BALL:
1327 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1313 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1328 { 1314 {
1329 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1315 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1330 success = 0; 1316 success = 0;
1331 } 1317 }
1332 else 1318 else
1333 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); 1319 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1334 break; 1320 break;
1383 break; 1369 break;
1384 1370
1385 default: 1371 default:
1386 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1372 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1387 } 1373 }
1374
1375 // restore chosen_skill
1376 op->chosen_skill = chosen_skill;
1388 1377
1389 op->play_sound ( 1378 op->play_sound (
1390 success 1379 success
1391 ? spell_ob->sound 1380 ? spell_ob->sound
1392 ? spell_ob->sound 1381 ? spell_ob->sound
1446 move_aura (op); 1435 move_aura (op);
1447 break; 1436 break;
1448 } 1437 }
1449} 1438}
1450 1439
1451/* this checks to see if something special should happen if
1452 * something runs into the object.
1453 */
1454void
1455check_spell_effect (object *op)
1456{
1457 switch (op->subtype)
1458 {
1459 case SP_BOLT:
1460 move_bolt (op);
1461 return;
1462
1463 case SP_BULLET:
1464 check_bullet (op);
1465 return;
1466 }
1467}
1468
1469/* This is called by move_apply. Basically, if someone 1440/* This is called by move_apply. Basically, if someone
1470 * moves onto a spell effect and the walk_on or fly_on flags 1441 * moves onto a spell effect and the walk_on or fly_on flags
1471 * are set, this is called. This should only be called for 1442 * are set, this is called. This should only be called for
1472 * objects of the appropriate type. 1443 * objects of the appropriate type.
1473 */ 1444 */
1475apply_spell_effect (object *spell, object *victim) 1446apply_spell_effect (object *spell, object *victim)
1476{ 1447{
1477 switch (spell->subtype) 1448 switch (spell->subtype)
1478 { 1449 {
1479 case SP_CONE: 1450 case SP_CONE:
1480 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1451 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1481 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1452 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1482 break; 1453 break;
1483 1454
1484 case SP_MAGIC_MISSILE: 1455 case SP_MAGIC_MISSILE:
1485 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1456 if (victim->flag [FLAG_ALIVE])
1486 { 1457 {
1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1458 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1488 spell->destroy (); 1459 spell->destroy ();
1489 } 1460 }
1490 break; 1461 break;
1491 1462
1492 case SP_MOVING_BALL: 1463 case SP_MOVING_BALL:
1493 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1464 if (victim->flag [FLAG_ALIVE])
1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1465 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1495 else if (victim->materialname) 1466 else if (victim->material != MATERIAL_NULL)
1496 save_throw_object (victim, spell->attacktype, spell); 1467 save_throw_object (victim, spell->attacktype, spell);
1497 1468
1498 break; 1469 break;
1499 } 1470 }
1500} 1471}
1504 * the victim with a specific maximum level. 1475 * the victim with a specific maximum level.
1505 */ 1476 */
1506void 1477void
1507create_exploding_ball_at (object *victim, int level) 1478create_exploding_ball_at (object *victim, int level)
1508{ 1479{
1509 object *ball = get_archetype (EXPLODING_FIREBALL); 1480 object *ball = archetype::get (EXPLODING_FIREBALL);
1510 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; 1481 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1511 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2; 1482 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1512 ball->insert_at (victim); 1483 ball->insert_at (victim);
1513} 1484}

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