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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.51 by root, Mon Jun 4 13:04:01 2007 UTC vs.
Revision 1.99 by root, Mon Oct 12 14:00:59 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <spells.h> 26#include <spells.h>
27#include <object.h> 27#include <object.h>
34/* This returns a random spell from 'ob'. If skill is set, then 34/* This returns a random spell from 'ob'. If skill is set, then
35 * the spell must be of this skill, it can be NULL in which case all 35 * the spell must be of this skill, it can be NULL in which case all
36 * matching spells are used. 36 * matching spells are used.
37 */ 37 */
38object * 38object *
39find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
40{ 40{
41 int k = 0, s; 41 int k = 0, s;
42 object *tmp;
43 42
44 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
45 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
46 k++; 45 k++;
47 46
48 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
49 if (!k) 48 if (!k)
50 return NULL; 49 return NULL;
51 50
52 s = RANDOM () % k; 51 s = rndm (k);
53 52
54 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
55 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
56 {
57 if (!s) 55 if (!s)
58 return tmp; 56 return tmp;
59 else 57 else
60 s--; 58 s--;
61 } 59
62 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
63 return NULL; 61 return 0;
64} 62}
65 63
66/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
67 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
68 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
78 dest->skill = spob->skill; 76 dest->skill = spob->skill;
79 else 77 else
80 dest->skill = caster->skill; 78 dest->skill = caster->skill;
81} 79}
82 80
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_all_archetypes (at)
102 {
103 if (at->type == SPELL)
104 {
105 if (at->skill)
106 {
107 for (i = 1; i < NUM_SKILLS; i++)
108 if (!strcmp (skill_names[i], at->skill))
109 break;
110 if (i == NUM_SKILLS)
111 {
112 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->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_all_archetypes (at)
142 {
143 if (at->type == SPELL)
144 {
145 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
146 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
147 }
148 }
149}
150
151/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
152 * an object, sets the x,y, and calls insert_ob_in_map 82 * an object, sets the x,y, and calls insert_ob_in_map
153 */ 83 */
154void 84void
155spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
156{ 86{
157 if (spob->other_arch) 87 if (spob->other_arch)
158 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (arch_to_object (spob->other_arch), x, y, originator);
159} 89}
160 90
161/* 91static int
162 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
163 * effective level the caster needs to be to cast the spell.
164 * basically, it just adjusts the spell->level with attuned/repelled
165 * spellpaths. Was called path_level_mod.
166 *
167 * caster is person casting the spell.
168 * spell is the spell object.
169 * Returns modified level.
170 */
171int
172min_casting_level (object *caster, object *spell)
173{ 93{
174 int new_level; 94 // compute the attuned/repelled bonus
175 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
176 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
177 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
178
179 new_level = spell->level
180 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
181 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
182
183 return max (1, new_level);
184} 99}
185 100
186/* This function returns the effective level the spell 101/* This function returns the effective level the spell
187 * is being cast at. 102 * is being cast at.
188 * Note that I changed the repelled/attuned bonus to 2 from 5.
189 * This is because the new code compares casting_level against
190 * min_caster_level, so the difference is effectively 4
191 */ 103 */
192int 104int
193caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
194{ 106{
195 int level = caster->level; 107 int level = caster->level;
196
197 /* If this is a player, try to find the matching skill */
198 if (caster->type == PLAYER && spell->skill)
199 for (int i = 0; i < NUM_SKILLS; i++)
200 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
201 {
202 level = caster->contr->last_skill_ob[i]->level;
203 break;
204 }
205 108
206 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 109 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
207 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
208 { 111 {
209 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 112 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
210 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
211 114
212 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
213 } 116 }
117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
118 if (object *skill = caster->contr->find_skill (spell->skill))
119 level = skill->level;
214 120
215 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
216 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 122
217 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 123 level += bonus;
124
125 // now scale the effective level from the startinglevel..100 range to 1..100
126 if (level < 100)
127 level = lerp (level, (int)spell->level, 100, 1, 100);
218 128
219 /* Always make this at least 1. If this is zero, we get divide by zero 129 /* Always make this at least 1. If this is zero, we get divide by zero
220 * errors in various places. 130 * errors in various places.
221 */ 131 */
222 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
223} 133}
224 134
225/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
226 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
227 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
231 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
232 * spell is the spell object. 142 * spell is the spell object.
233 * Note that it is now possible for a spell to cost both grace and 143 * Note that it is now possible for a spell to cost both grace and
234 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
235 */ 145 */
236
237sint16 146sint16
238SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
239{ 148{
240 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
241 150
242 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
243 { 152 {
244 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
245 { 154 {
266 else 175 else
267 { 176 {
268 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 177 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
269 if (spell->stats.sp && !sp) 178 if (spell->stats.sp && !sp)
270 sp = 1; 179 sp = 1;
180
271 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 181 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
272 if (spell->stats.grace && !grace) 182 if (spell->stats.grace && !grace)
273 grace = 1; 183 grace = 1;
274 } 184 }
185
275 if (flags == SPELL_HIGHEST) 186 if (flags == SPELL_HIGHEST)
276 return MAX (sp, grace); 187 return MAX (sp, grace);
277 else if (flags == SPELL_GRACE) 188 else if (flags == SPELL_GRACE)
278 return grace; 189 return grace;
279 else if (flags == SPELL_MANA) 190 else if (flags == SPELL_MANA)
283 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 194 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
284 return 0; 195 return 0;
285 } 196 }
286} 197}
287 198
199/*
200 * Return the effective casting level of the spell.
201 * To make spells independent of their starting level, this function
202 * scales the range spellstartlevel .. 100 into the range 1..100
203 */
204static int
205SP_casting_level (object *caster, object *spell)
206{
207 return casting_level (caster, spell);
208}
288 209
289/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 210/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
290 * spob is the spell we are adjusting. 211 * spob is the spell we are adjusting.
291 */ 212 */
292int 213int
293SP_level_dam_adjust (object *caster, object *spob) 214SP_level_dam_adjust (object *caster, object *spob)
294{ 215{
295 int level = caster_level (caster, spob);
296 int adj = level - min_casting_level (caster, spob);
297
298 if (adj < 0)
299 adj = 0;
300 if (spob->dam_modifier) 216 if (!spob->dam_modifier)
301 adj /= spob->dam_modifier;
302 else
303 adj = 0;
304 return adj; 217 return 0;
218
219 return SP_casting_level (caster, spob) / spob->dam_modifier;
305} 220}
306 221
307/* Adjust the strength of the spell based on level. 222/* Adjust the strength of the spell based on level.
308 * This is basically the same as SP_level_dam_adjust above, 223 * This is basically the same as SP_level_dam_adjust above,
309 * but instead looks at the level_modifier value. 224 * but instead looks at the level_modifier value.
310 */ 225 */
311int 226int
312SP_level_duration_adjust (object *caster, object *spob) 227SP_level_duration_adjust (object *caster, object *spob)
313{ 228{
314 int level = caster_level (caster, spob);
315 int adj = level - min_casting_level (caster, spob);
316
317 if (adj < 0)
318 adj = 0;
319 if (spob->duration_modifier) 229 if (!spob->duration_modifier)
320 adj /= spob->duration_modifier;
321 else
322 adj = 0;
323
324 return adj; 230 return 0;
231
232 return SP_casting_level (caster, spob) / spob->duration_modifier;
325} 233}
326 234
327/* Adjust the strength of the spell based on level. 235/* Adjust the strength of the spell based on level.
328 * This is basically the same as SP_level_dam_adjust above, 236 * This is basically the same as SP_level_dam_adjust above,
329 * but instead looks at the level_modifier value. 237 * but instead looks at the level_modifier value.
330 */ 238 */
331int 239int
332SP_level_range_adjust (object *caster, object *spob) 240SP_level_range_adjust (object *caster, object *spob)
333{ 241{
334 int level = caster_level (caster, spob);
335 int adj = level - min_casting_level (caster, spob);
336
337 if (adj < 0)
338 adj = 0;
339 if (spob->range_modifier) 242 if (!spob->range_modifier)
340 adj /= spob->range_modifier;
341 else
342 adj = 0;
343
344 return adj; 243 return 0;
244
245 return SP_casting_level (caster, spob) / spob->range_modifier;
345} 246}
346 247
347/* Checks to see if player knows the spell. If the name is the same 248/* Checks to see if player knows the spell. If the name is the same
348 * as an existing spell, we presume they know it. 249 * as an existing spell, we presume they know it.
349 * returns 1 if they know the spell, 0 if they don't. 250 * returns 1 if they know the spell, 0 if they don't.
350 */ 251 */
351object * 252object *
352check_spell_known (object *op, const char *name) 253check_spell_known (object *op, shstr_cmp name)
353{ 254{
354 object *spop; 255 object *spop;
355 256
356 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
357 if (spop->type == SPELL && !strcmp (spop->name, name)) 258 if (spop->type == SPELL && spop->name == name)
358 return spop; 259 return spop;
359 260
360 return NULL; 261 return 0;
361} 262}
362
363 263
364/* 264/*
365 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
366 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
367 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
368 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
369 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
370 * exact match, we also return NULL. 270 * exact match, we also return NULL.
371 */ 271 */
372
373object * 272object *
374lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
375{ 274{
376 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = 0, *spob2 = 0;
377 int nummatch = 0; 276 int nummatch = 0;
378 277
379 if (spname == NULL) 278 if (!spname)
380 return NULL; 279 return 0;
381 280
382 /* Try to find the spell. We store the results in spob1 281 /* Try to find the spell. We store the results in spob1
383 * and spob2 - spob1 is only taking the length of 282 * and spob2 - spob1 is only taking the length of
384 * the past spname, spob2 uses the length of the spell name. 283 * the past spname, spob2 uses the length of the spell name.
385 */ 284 */
386 for (spob = op->inv; spob; spob = spob->below) 285 for (object *spob = op->inv; spob; spob = spob->below)
387 { 286 {
388 if (spob->type == SPELL) 287 if (spob->type == SPELL)
389 { 288 {
289 // TODO: WTF?
390 if (!strncmp (spob->name, spname, strlen (spname))) 290 if (!strncmp (spob->name, spname, strlen (spname)))
391 { 291 {
392 nummatch++; 292 nummatch++;
393 spob1 = spob; 293 spob1 = spob;
394 } 294 }
399 * fall into this category). It shouldn't be hard to 299 * fall into this category). It shouldn't be hard to
400 * make sure spell names don't overlap in that fashion. 300 * make sure spell names don't overlap in that fashion.
401 */ 301 */
402 if (spob2) 302 if (spob2)
403 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); 303 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
304
404 spob2 = spob; 305 spob2 = spob;
405 } 306 }
406 } 307 }
407 } 308 }
408 /* if we have best match, return it. Otherwise, if we have one match 309 /* if we have best match, return it. Otherwise, if we have one match
409 * on the loser match, return that, otehrwise null 310 * on the loser match, return that, otehrwise null
410 */ 311 */
411 if (spob2) 312 if (spob2)
412 return spob2; 313 return spob2;
314
413 if (spob1 && nummatch == 1) 315 if (spob1 && nummatch == 1)
414 return spob1; 316 return spob1;
317
415 return NULL; 318 return NULL;
416} 319}
417 320
418/* reflwall - decides weither the (spell-)object sp_op will 321/* reflwall - decides weither the (spell-)object sp_op will
419 * be reflected from the given mapsquare. Returns 1 if true. 322 * be reflected from the given mapsquare. Returns 1 if true.
423 * eg, updated for tiled maps. 326 * eg, updated for tiled maps.
424 */ 327 */
425int 328int
426reflwall (maptile *m, int x, int y, object *sp_op) 329reflwall (maptile *m, int x, int y, object *sp_op)
427{ 330{
428 object *op;
429
430 if (OUT_OF_REAL_MAP (m, x, y)) 331 if (OUT_OF_REAL_MAP (m, x, y))
431 return 0; 332 return 0;
333
432 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 334 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
433 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 335 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
434 && (!QUERY_FLAG (op, FLAG_ALIVE) 336 && (!QUERY_FLAG (op, FLAG_ALIVE)
435 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 337 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
436 return 1; 338 return 1;
437 339
458 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 360 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
459 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 361 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
460 dir = 0; 362 dir = 0;
461 } 363 }
462 364
365 SET_FLAG (new_op, FLAG_IDENTIFIED);
463 op->map->insert (new_op, 366 op->map->insert (new_op,
464 op->x + freearr_x[dir], op->y + freearr_y[dir], 367 op->x + freearr_x[dir], op->y + freearr_y[dir],
465 op, 368 op,
466 dir ? 0 : INS_BELOW_ORIGINATOR); 369 dir ? 0 : INS_BELOW_ORIGINATOR);
467 370
468 return dir; 371 return dir;
372}
373
374static bool
375mergable_owner (object *o1, object *o2)
376{
377 if (o1 == o2)
378 return 1;
379
380 if (!o1 || !o2)
381 return 0;
382
383 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
384 return 0;
385
386 if (o1->is_player () || o2->is_player ())
387 return 0;
388
389 return 1;
469} 390}
470 391
471/* Returns true if it is ok to put spell *op on the space/may provided. 392/* Returns true if it is ok to put spell *op on the space/may provided.
472 * immune_stop is basically the attacktype of the spell (why 393 * immune_stop is basically the attacktype of the spell (why
473 * passed as a different value, not sure of). If immune_stop 394 * passed as a different value, not sure of). If immune_stop
474 * has the AT_MAGIC bit set, and there is a counterwall 395 * has the AT_MAGIC bit set, and there is a counterwall
475 * on the space, the object doesn't get placed. if immune stop 396 * on the space, the object doesn't get placed. if immune stop
476 * does not have AT_MAGIC, then counterwalls do not effect the spell. 397 * does not have AT_MAGIC, then counterwalls do not effect the spell.
477 *
478 */ 398 */
479int 399int
480ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 400ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
481{ 401{
482 if (!xy_normalise (m, x, y)) 402 if (!xy_normalise (m, x, y))
483 return 0; 403 return 0;
484 404
485 mapspace &ms = m->at (x, y); 405 mapspace &ms = m->at (x, y);
406 ms.update ();
486 407
487 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 408 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
488 return 0; 409 return 0;
410
411 int max_effects = 5; // max. number of similar spells per mapspace
489 412
490 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
491 { 414 {
492 /* If there is a counterspell on the space, and this 415 /* If there is a counterspell on the space, and this
493 * object is using magic, don't progress. I believe we could 416 * object is using magic, don't progress. I believe we could
512 // (and those shouldn't go away from 435 // (and those shouldn't go away from
513 // sanctuary) see also: permanent lava 436 // sanctuary) see also: permanent lava
514 && (immune_stop & AT_MAGIC)) 437 && (immune_stop & AT_MAGIC))
515 return 0; 438 return 0;
516 439
517 /* This is to prevent 'out of control' spells. Basically, this
518 * limits one spell effect per space per spell. This is definately
519 * needed for performance reasons, and just for playability I believe.
520 * there are no such things as multispaced spells right now, so
521 * we don't need to worry about the head.
522 */
523 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
524 return 0;
525
526 /*
527 * Combine similar spell effects into one spell effect. Needed for
528 * performance reasons with meteor swarm and the like, but also for
529 * playability reasons.
530 */
531 if (tmp->arch == op->arch
532 && tmp->type == op->type 440 if (tmp->type == op->type)
533 && tmp->subtype == op->subtype
534 && tmp->owner == op->owner
535 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
536 { 441 {
537 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 442 if (tmp->subtype == op->subtype
538 tmp->range = MAX (tmp->range, op->range); 443 && tmp->arch == op->arch /* no harm if not comparing by name here */)
539 tmp->duration = MAX (tmp->duration, op->duration); 444 {
445 /* This is to prevent 'out of control' spells. Basically, this
446 * limits one spell effect per space per spell. This is definately
447 * needed for performance reasons, and just for playability I believe.
448 * there are no such things as multispaced spells right now, so
449 * we don't need to worry about the head.
450 */
451 if (tmp->stats.maxhp == op->stats.maxhp)
452 return 0;
453
454 /*
455 * Combine similar spell effects into one spell effect. Needed for
456 * performance reasons with meteor swarm and the like, but also for
457 * playability reasons.
458 */
459 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
460 if (mergable_owner (tmp, op))
461 {
462 // if same owner, then combine, but reduce advantage of multiple spells
463 max_it (tmp->stats.dam, op->stats.dam);
464 max_it (tmp->range , op->range);
465 max_it (tmp->duration , op->duration);
466 return 0;
467 }
468 }
469
470 // if there are too many spell effects on this space,
471 // then don't allow more of them, for performance reasons.
472 if (tmp->type == SPELL_EFFECT
473 && !--max_effects)
540 return 0; 474 return 0;
541 } 475 }
542 476
543 /* Perhaps we should also put checks in for no magic and unholy 477 /* Perhaps we should also put checks in for no magic and unholy
544 * ground to prevent it from moving along? 478 * ground to prevent it from moving along?
545 */ 479 */
557 * dir: direction to fire in. 491 * dir: direction to fire in.
558 * spell: spell that is being fired. It uses other_arch for the archetype 492 * spell: spell that is being fired. It uses other_arch for the archetype
559 * to fire. 493 * to fire.
560 * returns 0 on failure, 1 on success. 494 * returns 0 on failure, 1 on success.
561 */ 495 */
562
563int 496int
564fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 497fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
565{ 498{
566 object *tmp;
567 int mflags;
568 maptile *m;
569
570 if (spell->other_arch == NULL) 499 if (!spell->other_arch)
571 return 0; 500 return 0;
572 501
573 m = op->map; 502 object *tmp = spell->other_arch->instance ();
574 mflags = get_map_flags (m, &m, x, y, &x, &y);
575 if (mflags & P_OUT_OF_MAP)
576 {
577 return 0;
578 }
579 503
580 tmp = arch_to_object (spell->other_arch); 504 if (!tmp)
581
582 if (tmp == NULL)
583 return 0; 505 return 0;
584
585 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
586 {
587 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
588 tmp->destroy ();
589 return 0;
590 }
591 506
592 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 507 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
593 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 508 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
594 /* code in time.c uses food for some things, duration for others */ 509 /* code in time.c uses food for some things, duration for others */
595 tmp->stats.food = tmp->duration; 510 tmp->stats.food = tmp->duration;
596 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 511 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
597 tmp->attacktype = spell->attacktype; 512 tmp->attacktype = spell->attacktype;
598 tmp->x = x;
599 tmp->y = y;
600 tmp->direction = dir; 513 tmp->direction = dir;
601 if (op->owner != NULL)
602 tmp->set_owner (op); 514 tmp->set_owner (op);
603 else
604 tmp->set_owner (op);
605 tmp->level = caster_level (caster, spell); 515 tmp->level = casting_level (caster, spell);
606 set_spell_skill (op, caster, spell, tmp); 516 set_spell_skill (op, caster, spell, tmp);
607 517
608 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 518 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
609 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 519 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
610 {
611 if (!tailor_god_spell (tmp, op)) 520 if (!tailor_god_spell (tmp, op))
612 return 0; 521 return 0;
613 } 522
614 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 523 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
615 SET_ANIMATION (tmp, dir); 524 SET_ANIMATION (tmp, dir);
616 525
617 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 526 if ((tmp = op->map->insert (tmp, x, y, op)))
618 move_spell_effect (tmp); 527 move_spell_effect (tmp);
619 528
620 return 1; 529 return 1;
621} 530}
622 531
677 if (!tmp) 586 if (!tmp)
678 tmp = op->ms ().player (); 587 tmp = op->ms ().player ();
679 588
680 return tmp; 589 return tmp;
681} 590}
682
683
684 591
685/* raytrace: 592/* raytrace:
686 * spell_find_dir(map, x, y, exclude) will search first the center square 593 * spell_find_dir(map, x, y, exclude) will search first the center square
687 * then some close squares in the given map at the given coordinates for 594 * then some close squares in the given map at the given coordinates for
688 * live objects. 595 * live objects.
691 * monsters/generators only. If not, the spell will hunt players only. 598 * monsters/generators only. If not, the spell will hunt players only.
692 * It returns the direction toward the first/closest live object if it finds 599 * It returns the direction toward the first/closest live object if it finds
693 * any, otherwise -1. 600 * any, otherwise -1.
694 * note that exclude can be NULL, in which case all bets are off. 601 * note that exclude can be NULL, in which case all bets are off.
695 */ 602 */
696
697int 603int
698spell_find_dir (maptile *m, int x, int y, object *exclude) 604spell_find_dir (maptile *m, int x, int y, object *exclude)
699{ 605{
700 int i, max = SIZEOFFREE; 606 int i, max = SIZEOFFREE;
701 sint16 nx, ny; 607 sint16 nx, ny;
754 if (dir != -1) 660 if (dir != -1)
755 { 661 {
756 /* This is basically grabbed for generate monster. Fixed 971225 to 662 /* This is basically grabbed for generate monster. Fixed 971225 to
757 * insert multipart monsters properly 663 * insert multipart monsters properly
758 */ 664 */
665 //TODO: use expand_tail + ...
759 while (at != NULL) 666 while (at != NULL)
760 { 667 {
761 tmp = arch_to_object (at); 668 tmp = arch_to_object (at);
762 tmp->x = op->x + freearr_x[dir] + at->x; 669 tmp->x = op->x + freearr_x[dir] + at->x;
763 tmp->y = op->y + freearr_y[dir] + at->y; 670 tmp->y = op->y + freearr_y[dir] + at->y;
765 if (head) 672 if (head)
766 { 673 {
767 tmp->head = head; 674 tmp->head = head;
768 prev->more = tmp; 675 prev->more = tmp;
769 } 676 }
677
770 if (!head) 678 if (!head)
771 head = tmp; 679 head = tmp;
680
772 prev = tmp; 681 prev = tmp;
682
773 at = at->more; 683 at = (archetype *)at->more;
774 } 684 }
775 685
776 if (head->randomitems) 686 if (head->randomitems)
777 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 687 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
778 688
779 insert_ob_in_map (head, op->map, op, 0); 689 insert_ob_in_map (head, op->map, op, 0);
780 690
781 /* thought it'd be cool to insert a burnout, too. */ 691 /* thought it'd be cool to insert a burnout, too. */
782 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 692 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
783 } 693 }
784} 694}
785 695
786/* peterm: function which summons hostile monsters and 696/* peterm: function which summons hostile monsters and
787 * places them in nearby squares. 697 * places them in nearby squares.
794 * Note that this is not used by any spells (summon evil monsters 704 * Note that this is not used by any spells (summon evil monsters
795 * use to call this, but best I can tell, that spell/ability was 705 * use to call this, but best I can tell, that spell/ability was
796 * never used. This is however used by various failures on the 706 * never used. This is however used by various failures on the
797 * players part (alchemy, reincarnation, etc) 707 * players part (alchemy, reincarnation, etc)
798 */ 708 */
799
800int 709int
801summon_hostile_monsters (object *op, int n, const char *monstername) 710summon_hostile_monsters (object *op, int n, const char *monstername)
802{ 711{
803 int i; 712 int i;
804 713
869 { 778 {
870 SET_ANIMATION (op, ATTACKS[i].face); 779 SET_ANIMATION (op, ATTACKS[i].face);
871 } 780 }
872} 781}
873 782
874
875/* prayer_failure: This is called when a player fails 783/* prayer_failure: This is called when a player fails
876 * at casting a prayer. 784 * at casting a prayer.
877 * op is the player. 785 * op is the player.
878 * failure is basically how much grace they had. 786 * failure is basically how much grace they had.
879 * power is how much grace the spell would normally take to cast. 787 * power is how much grace the spell would normally take to cast.
880 */ 788 */
881
882void 789void
883prayer_failure (object *op, int failure, int power) 790prayer_failure (object *op, int failure, int power)
884{ 791{
885 const char *godname; 792 const char *godname;
886 object *tmp; 793 object *tmp;
981 } 888 }
982 } 889 }
983} 890}
984 891
985int 892int
986cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 893cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
987{ 894{
988 int success;
989 object *spell;
990
991 if (!spell_ob->other_arch) 895 if (!spell_ob->other_arch)
992 { 896 {
993 LOG (llevError, "cast_party_spell: empty other arch\n"); 897 LOG (llevError, "cast_party_spell: empty other arch\n");
994 return 0; 898 return 0;
995 } 899 }
900
996 spell = arch_to_object (spell_ob->other_arch); 901 object *spell = arch_to_object (spell_ob->other_arch);
997 902
998 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
999 success = cast_spell (op, caster, dir, spell, stringarg); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
1000 905
1001 if (caster->contr->party == NULL) 906 if (!op->contr || !op->contr->party)
1002 { 907 {
1003 spell->remove (); 908 spell->remove ();
1004 return success; 909 return success;
1005 } 910 }
911
1006 for_all_players (pl) 912 for_all_players (pl)
1007 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 913 if ((pl->ob->contr->party == op->contr->party)
1008 { 914 && on_same_map (pl->ob, op)
915 && pl->ob != op)
1009 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1010 } 917
1011 spell->remove (); 918 spell->remove ();
1012 return success; 919 return success;
1013} 920}
1014 921
1015/* This is where the main dispatch when someone casts a spell. 922/* This is where the main dispatch when someone casts a spell.
1020 * same as op. 927 * same as op.
1021 * dir is the direction to cast in. Note in some cases, if the spell 928 * dir is the direction to cast in. Note in some cases, if the spell
1022 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
1023 * spell_ob is the spell object that is being cast. From that, 930 * spell_ob is the spell object that is being cast. From that,
1024 * we can determine what to do. 931 * we can determine what to do.
1025 * stringarg is any options that are being used. It can be NULL. Almost 932 * spellparam is any options that are being used. It can be NULL. Almost
1026 * certainly, only players will set it. It is basically used as optional 933 * certainly, only players will set it. It is basically used as optional
1027 * parameters to a spell (eg, item to create, information for marking runes, 934 * parameters to a spell (eg, item to create, information for marking runes,
1028 * etc. 935 * etc.
1029 * returns 1 on successful cast, or 0 on error. These values should really 936 * returns 1 on successful cast, or 0 on error. These values should really
1030 * be swapped, so that 0 is successful, and non zero is failure, with a code 937 * be swapped, so that 0 is successful, and non zero is failure, with a code
1038 * if it is a player casting the spell (op->type == PLAYER, op == caster), 945 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1039 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
1040 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
1041 */ 948 */
1042int 949int
1043cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 950cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
1044{ 951{
1045 const char *godname; 952 const char *godname;
1046 int success = 0, mflags, cast_level = 0; 953 int success = 0;
1047 object *skill = NULL; 954 object *skill = NULL;
1048 955
1049 if (!spell_ob) 956 if (!spell_ob)
1050 { 957 {
1051 LOG (llevError, "cast_spell: null spell object passed\n"); 958 LOG (llevError, "cast_spell: null spell object passed\n");
1080 * need to have the right skill pointer passed, so we need to 987 * need to have the right skill pointer passed, so we need to
1081 * at least process that code. 988 * at least process that code.
1082 */ 989 */
1083 if (op->type == PLAYER && op == caster) 990 if (op->type == PLAYER && op == caster)
1084 { 991 {
1085 cast_level = caster_level (caster, spell_ob);
1086
1087 if (spell_ob->skill) 992 if (spell_ob->skill)
1088 { 993 {
1089 skill = find_skill_by_name (op, spell_ob->skill); 994 skill = find_skill_by_name (op, spell_ob->skill);
1090 995
1091 if (!skill) 996 if (!skill)
1092 { 997 {
1093 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 998 op->failmsg (format ("You need the skill %s to cast %s! "
999 "H<You either need to learn the skill via a skill scroll "
1000 "or you need to wear a talisman or holy symbol.>",
1001 &spell_ob->skill, &spell_ob->name));
1094 return 0; 1002 return 0;
1095 } 1003 }
1096 1004
1097 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1005 const char *msg = "";
1006
1007 int caster_level = skill->level;
1008
1009 if (op->path_attuned & spell_ob->path_attuned)
1098 { 1010 {
1099 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1011 caster_level += min (caster_level, ATTUNE_REPELL);
1012 msg = " (attuned)";
1013 }
1014
1015 if (op->path_repelled & spell_ob->path_attuned)
1016 {
1017 caster_level -= ATTUNE_REPELL; // negative is ok
1018 msg = " (repelled)";
1019 }
1020
1021 if (spell_ob->level > caster_level)
1022 {
1023 op->failmsg (format ("You lack enough skill to cast that spell! "
1024 "H<Your effective cast level is %d%s, but level %d is required.>",
1025 caster_level, msg, spell_ob->level));
1026 if (!op->is_wiz ())
1100 return 0; 1027 return 0;
1101 } 1028 }
1102 } 1029 }
1103 1030
1104 /* If the caster is the wiz, they don't ever fail, and don't have 1031 /* If the caster is the wiz, they don't ever fail, and don't have
1105 * to have sufficient grace/mana. 1032 * to have sufficient grace/mana.
1106 */ 1033 */
1107 if (!QUERY_FLAG (op, FLAG_WIZ)) 1034 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1108 { 1035 {
1109 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1110 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1037 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1111 { 1038 {
1112 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1039 op->failmsg ("You don't have enough mana!");
1113 return 0; 1040 return 0;
1114 } 1041 }
1115 1042
1116 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1043 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1117 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1044 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1118 { 1045 {
1119 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1046 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1120 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1047 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1121 {
1122 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1048 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1123 }
1124 else 1049 else
1125 { 1050 {
1126 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1051 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1127 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1052 op->failmsg (format ("%s ignores your prayer.", godname));
1128 return 0; 1053 return 0;
1129 } 1054 }
1130 } 1055 }
1131 1056
1132 /* player/monster is trying to cast the spell. might fumble it */ 1057 /* player/monster is trying to cast the spell. might fumble it */
1133 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1058 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1134 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1059 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1135 { 1060 {
1136 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1061 op->contr->play_sound (sound_find ("fumble_spell"));
1137 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1062 op->failmsg ("You fumble the prayer.");
1138 1063
1139 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1064 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1140 return 0; 1065 return 0;
1141 } 1066 }
1142 else if (spell_ob->stats.sp) 1067 else if (spell_ob->stats.sp)
1143 { 1068 {
1144 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1069 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1145 1070
1146 if (failure < 0) 1071 if (failure < 0)
1147 { 1072 {
1148 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1073 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1149 if (settings.spell_failure_effects == TRUE) 1074 if (settings.spell_failure_effects == TRUE)
1150 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1075 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1151 1076
1152 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1077 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1153 return 0; 1078 return 0;
1154 } 1079 }
1155 } 1080 }
1156 } 1081 }
1157 } 1082 }
1158 1083
1159 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1084 int mflags = op->ms ().flags ();
1160 1085
1161 /* See if we can cast a spell here. If the caster and op are 1086 /* See if we can cast a spell here. If the caster and op are
1162 * not alive, then this would mean that the mapmaker put the 1087 * not alive, then this would mean that the mapmaker put the
1163 * objects on the space - presume that they know what they are 1088 * objects on the space - presume that they know what they are
1164 * doing. 1089 * doing.
1165 */ 1090 */
1166 1091
1167 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1092 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1168 { 1093 {
1169 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1094 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1170 return 0; 1095 return 0;
1171 } 1096 }
1172 1097
1173 if ((spell_ob->type == SPELL) 1098 if ((spell_ob->type == SPELL)
1174 && (caster->type != POTION) 1099 && (caster->type != POTION)
1179 { 1104 {
1180 if (op->type != PLAYER) 1105 if (op->type != PLAYER)
1181 return 0; 1106 return 0;
1182 1107
1183 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1108 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1184 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1109 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1185 else if (object *item = op->contr->ranged_ob) 1110 else if (object *item = op->contr->ranged_ob)
1186 { 1111 {
1187 if (item->type == SPELL) 1112 if (item->type == SPELL)
1188 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1113 op->failmsg ("Something blocks your spellcasting.");
1189 else if (item->type == SCROLL) 1114 else if (item->type == SCROLL)
1190 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1115 op->failmsg ("Something blocks the magic of your scroll.");
1191 else 1116 else
1192 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); 1117 op->failmsg ("Something blocks the magic of your item.");
1193 } 1118 }
1194 else 1119 else
1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); 1120 op->failmsg ("Something blocks the spell!");
1196 1121
1197 return 0; 1122 return 0;
1198 } 1123 }
1199 1124
1200 /* Take into account how long it takes to cast the spell. 1125 /* Take into account how long it takes to cast the spell.
1230 if (op != caster && !skill && caster->skill) 1155 if (op != caster && !skill && caster->skill)
1231 { 1156 {
1232 skill = find_skill_by_name (op, caster->skill); 1157 skill = find_skill_by_name (op, caster->skill);
1233 if (!skill) 1158 if (!skill)
1234 { 1159 {
1235 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1160 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1236 return 0; 1161 return 0;
1237 } 1162 }
1238 1163
1239 op->change_skill (skill); /* needed for proper exp credit */ 1164 op->change_skill (skill); /* needed for proper exp credit */
1240 } 1165 }
1241 1166
1242 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1167 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1243 return RESULT_INT (0); 1168 return RESULT_INT (0);
1244 1169
1245 switch (spell_ob->subtype) 1170 switch (spell_ob->subtype)
1246 { 1171 {
1247 /* The order of case statements is same as the order they show up 1172 /* The order of case statements is same as the order they show up
1248 * in in spells.h. 1173 * in spells.h.
1249 */ 1174 */
1250 case SP_RAISE_DEAD: 1175 case SP_RAISE_DEAD:
1251 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1176 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1252 break; 1177 break;
1253 1178
1254 case SP_RUNE: 1179 case SP_RUNE:
1255 success = write_rune (op, caster, spell_ob, dir, stringarg); 1180 success = write_rune (op, caster, spell_ob, dir, spellparam);
1256 break; 1181 break;
1257 1182
1258 case SP_MAKE_MARK: 1183 case SP_MAKE_MARK:
1259 success = write_mark (op, spell_ob, stringarg); 1184 success = write_mark (op, spell_ob, spellparam);
1260 break; 1185 break;
1261 1186
1262 case SP_BOLT: 1187 case SP_BOLT:
1263 success = fire_bolt (op, caster, dir, spell_ob, skill); 1188 success = fire_bolt (op, caster, dir, spell_ob, skill);
1264 break; 1189 break;
1282 case SP_SMITE: 1207 case SP_SMITE:
1283 success = cast_smite_spell (op, caster, dir, spell_ob); 1208 success = cast_smite_spell (op, caster, dir, spell_ob);
1284 break; 1209 break;
1285 1210
1286 case SP_MAGIC_MISSILE: 1211 case SP_MAGIC_MISSILE:
1287 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1212 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1288 break; 1213 break;
1289 1214
1290 case SP_SUMMON_GOLEM: 1215 case SP_SUMMON_GOLEM:
1291 success = summon_golem (op, caster, dir, spell_ob); 1216 success = summon_golem (op, caster, dir, spell_ob);
1292 break; 1217 break;
1293 1218
1294 case SP_DIMENSION_DOOR: 1219 case SP_DIMENSION_DOOR:
1295 /* dimension door needs the actual caster, because that is what is 1220 /* dimension door needs the actual caster, because that is what is
1296 * moved. 1221 * moved.
1297 */ 1222 */
1298 success = dimension_door (op, caster, spell_ob, dir); 1223 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1299 break; 1224 break;
1300 1225
1301 case SP_MAGIC_MAPPING: 1226 case SP_MAGIC_MAPPING:
1302 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1303 { 1228 {
1336 case SP_HEALING: 1261 case SP_HEALING:
1337 success = cast_heal (op, caster, spell_ob, dir); 1262 success = cast_heal (op, caster, spell_ob, dir);
1338 break; 1263 break;
1339 1264
1340 case SP_CREATE_FOOD: 1265 case SP_CREATE_FOOD:
1341 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1266 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1342 break; 1267 break;
1343 1268
1344 case SP_EARTH_TO_DUST: 1269 case SP_EARTH_TO_DUST:
1345 success = cast_earth_to_dust (op, caster, spell_ob); 1270 success = cast_earth_to_dust (op, caster, spell_ob);
1346 break; 1271 break;
1356 case SP_CURSE: 1281 case SP_CURSE:
1357 success = cast_curse (op, caster, spell_ob, dir); 1282 success = cast_curse (op, caster, spell_ob, dir);
1358 break; 1283 break;
1359 1284
1360 case SP_SUMMON_MONSTER: 1285 case SP_SUMMON_MONSTER:
1361 success = summon_object (op, caster, spell_ob, dir, stringarg); 1286 success = summon_object (op, caster, spell_ob, dir, spellparam);
1362 break; 1287 break;
1363 1288
1364 case SP_CHARGING: 1289 case SP_CHARGING:
1365 success = recharge (op, caster, spell_ob); 1290 success = recharge (op, caster, spell_ob);
1366 break; 1291 break;
1369#ifdef NO_POLYMORPH 1294#ifdef NO_POLYMORPH
1370 /* Not great, but at least provide feedback so if players do have 1295 /* Not great, but at least provide feedback so if players do have
1371 * polymorph (ie, find it as a preset item or left over from before 1296 * polymorph (ie, find it as a preset item or left over from before
1372 * it was disabled), they get some feedback. 1297 * it was disabled), they get some feedback.
1373 */ 1298 */
1374 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1299 op->failmsg ("The spell fizzles!");
1375 success = 0; 1300 success = 0;
1376#else 1301#else
1377 success = cast_polymorph (op, caster, spell_ob, dir); 1302 success = cast_polymorph (op, caster, spell_ob, dir);
1378#endif 1303#endif
1379 break; 1304 break;
1399 break; 1324 break;
1400 1325
1401 case SP_MOVING_BALL: 1326 case SP_MOVING_BALL:
1402 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1327 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1403 { 1328 {
1404 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1329 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1405 success = 0; 1330 success = 0;
1406 } 1331 }
1407 else 1332 else
1408 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1333 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1409 break; 1334 break;
1410 1335
1411 case SP_SWARM: 1336 case SP_SWARM:
1412 success = fire_swarm (op, caster, spell_ob, dir); 1337 success = fire_swarm (op, caster, spell_ob, dir);
1413 break; 1338 break;
1420 /* in rune.c */ 1345 /* in rune.c */
1421 success = dispel_rune (op, caster, spell_ob, skill, dir); 1346 success = dispel_rune (op, caster, spell_ob, skill, dir);
1422 break; 1347 break;
1423 1348
1424 case SP_CREATE_MISSILE: 1349 case SP_CREATE_MISSILE:
1425 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1350 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1426 break; 1351 break;
1427 1352
1428 case SP_CONSECRATE: 1353 case SP_CONSECRATE:
1429 success = cast_consecrate (op, caster, spell_ob); 1354 success = cast_consecrate (op, caster, spell_ob);
1430 break; 1355 break;
1452 case SP_AURA: 1377 case SP_AURA:
1453 success = create_aura (op, caster, spell_ob); 1378 success = create_aura (op, caster, spell_ob);
1454 break; 1379 break;
1455 1380
1456 case SP_PARTY_SPELL: 1381 case SP_PARTY_SPELL:
1457 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1382 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1458 break; 1383 break;
1459 1384
1460 default: 1385 default:
1461 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1386 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1462 } 1387 }
1463 1388
1464 /* FIXME - we need some better sound suppport */ 1389 op->play_sound (
1465 // yes, for example, augment map info with the spell effect 1390 success
1466 // so clients can calculate the sounds themselves 1391 ? spell_ob->sound
1467 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1392 ? spell_ob->sound
1393 : sound_find ("spell_success")
1394 : sound_find ("fumble_spell")
1395 );
1468 1396
1469 return success; 1397 return success;
1470} 1398}
1471 1399
1472
1473/* This is called from time.c/process_object(). That function 1400/* This is called from time.c/process_object(). That function
1474 * calls this for any SPELL_EFFECT type objects. This function 1401 * calls this for any SPELL_EFFECT type objects. This function
1475 * then dispatches them to the appropriate specific routines. 1402 * then dispatches them to the appropriate specific routines.
1476 */ 1403 */
1477void 1404void
1478move_spell_effect (object *op) 1405move_spell_effect (object *op)
1479{ 1406{
1537 check_bullet (op); 1464 check_bullet (op);
1538 return; 1465 return;
1539 } 1466 }
1540} 1467}
1541 1468
1542/* This is called by move_apply. Basically, if someone 1469/* This is called by move_apply. Basically, if someone
1543 * moves onto a spell effect and the walk_on or fly_on flags 1470 * moves onto a spell effect and the walk_on or fly_on flags
1544 * are set, this is called. This should only be called for 1471 * are set, this is called. This should only be called for
1545 * objects of the appropraite type. 1472 * objects of the appropriate type.
1546 */ 1473 */
1547void 1474void
1548apply_spell_effect (object *spell, object *victim) 1475apply_spell_effect (object *spell, object *victim)
1549{ 1476{
1550 switch (spell->subtype) 1477 switch (spell->subtype)
1556 1483
1557 case SP_MAGIC_MISSILE: 1484 case SP_MAGIC_MISSILE:
1558 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1485 if (QUERY_FLAG (victim, FLAG_ALIVE))
1559 { 1486 {
1560 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1561
1562 if (!spell->destroyed ())
1563 spell->destroy (); 1488 spell->destroy ();
1564 } 1489 }
1565 break; 1490 break;
1566 1491
1567 case SP_MOVING_BALL: 1492 case SP_MOVING_BALL:
1568 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1493 if (QUERY_FLAG (victim, FLAG_ALIVE))
1569 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1570 else if (victim->materialname) 1495 else if (victim->materialname)
1571 save_throw_object (victim, spell->attacktype, spell); 1496 save_throw_object (victim, spell->attacktype, spell);
1497
1572 break; 1498 break;
1573 } 1499 }
1574} 1500}
1501
1502/**
1503 * This function will let a fireball explode at the position of
1504 * the victim with a specific maximum level.
1505 */
1506void
1507create_exploding_ball_at (object *victim, int level)
1508{
1509 object *ball = get_archetype (EXPLODING_FIREBALL);
1510 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1511 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1512 ball->insert_at (victim);
1513}

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