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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.40 by elmex, Sun Apr 15 16:25:16 2007 UTC vs.
Revision 1.101 by root, Fri Nov 6 13:03:34 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25 24
26#include <global.h> 25#include <global.h>
27#include <spells.h> 26#include <spells.h>
28#include <object.h> 27#include <object.h>
29#include <errno.h> 28#include <errno.h>
35/* 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
36 * 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
37 * matching spells are used. 36 * matching spells are used.
38 */ 37 */
39object * 38object *
40find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
41{ 40{
42 int k = 0, s; 41 int k = 0, s;
43 object *tmp;
44 42
45 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
46 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
47 k++; 45 k++;
48 46
49 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
50 if (!k) 48 if (!k)
51 return NULL; 49 return NULL;
52 50
53 s = RANDOM () % k; 51 s = rndm (k);
54 52
55 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
56 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
57 {
58 if (!s) 55 if (!s)
59 return tmp; 56 return tmp;
60 else 57 else
61 s--; 58 s--;
62 } 59
63 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
64 return NULL; 61 return 0;
65} 62}
66 63
67/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
68 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
69 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
79 dest->skill = spob->skill; 76 dest->skill = spob->skill;
80 else 77 else
81 dest->skill = caster->skill; 78 dest->skill = caster->skill;
82} 79}
83 80
84/* init_spells: This should really be called check_spells, as that
85 * is what it does. It goes through the spells looking for any
86 * obvious errors. This was most useful in debugging when re-doing
87 * all the spells to catch simple errors. To use it all the time
88 * will result in it spitting out messages that aren't really errors.
89 */
90void
91init_spells (void)
92{
93#ifdef SPELL_DEBUG
94 static int init_spells_done = 0;
95 int i;
96 archetype *at;
97
98 if (init_spells_done)
99 return;
100 LOG (llevDebug, "Checking spells...\n");
101
102 for (at = first_archetype; at; at = at->next)
103 {
104 if (at->clone.type == SPELL)
105 {
106 if (at->clone.skill)
107 {
108 for (i = 1; i < NUM_SKILLS; i++)
109 if (!strcmp (skill_names[i], at->clone.skill))
110 break;
111 if (i == NUM_SKILLS)
112 {
113 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
114 }
115 }
116 /* other_arch is already checked for in the loader */
117 }
118 }
119
120 i = 0;
121 while (spell_mapping[i])
122 {
123 if (!archetype::find (spell_mapping[i]))
124 {
125 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
126 }
127 i++;
128 }
129 LOG (llevDebug, "Checking spells completed.\n");
130#endif
131}
132
133/* Dumps all the spells - now also dumps skill associated with the spell.
134 * not sure what this would be used for, as the data seems pretty
135 * minimal, but easy enough to keep around.
136 */
137void
138dump_spells (void)
139{
140 archetype *at;
141
142 for (at = first_archetype; at; at = at->next)
143 {
144 if (at->clone.type == SPELL)
145 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
147 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
148 }
149 }
150}
151
152/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
153 * 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
154 */ 83 */
155void 84void
156spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
157{ 86{
158 if (spob->other_arch) 87 if (spob->other_arch)
159 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (arch_to_object (spob->other_arch), x, y, originator);
160} 89}
161 90
162/* 91static int
163 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
164 * effective level the caster needs to be to cast the spell.
165 * basically, it just adjusts the spell->level with attuned/repelled
166 * spellpaths. Was called path_level_mod.
167 *
168 * caster is person casting the spell.
169 * spell is the spell object.
170 * Returns modified level.
171 */
172int
173min_casting_level (object *caster, object *spell)
174{ 93{
175 int new_level; 94 // compute the attuned/repelled bonus
176 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
177 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
178 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
179
180 new_level = spell->level
181 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
182 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
183
184 return max (1, new_level);
185} 99}
186 100
187/* This function returns the effective level the spell 101/* This function returns the effective level the spell
188 * is being cast at. 102 * is being cast at.
189 * Note that I changed the repelled/attuned bonus to 2 from 5.
190 * This is because the new code compares casting_level against
191 * min_caster_level, so the difference is effectively 4
192 */ 103 */
193int 104int
194caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
195{ 106{
196 int level = caster->level; 107 int level = caster->level;
197
198 /* If this is a player, try to find the matching skill */
199 if (caster->type == PLAYER && spell->skill)
200 for (int i = 0; i < NUM_SKILLS; i++)
201 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
202 {
203 level = caster->contr->last_skill_ob[i]->level;
204 break;
205 }
206 108
207 /* 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. */
208 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
209 { 111 {
210 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);
211 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
212 114
213 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
214 } 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;
215 120
216 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
217 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 122
218 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);
219 128
220 /* 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
221 * errors in various places. 130 * errors in various places.
222 */ 131 */
223 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
224} 133}
225 134
226/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
227 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
228 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
232 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
233 * spell is the spell object. 142 * spell is the spell object.
234 * 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
235 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
236 */ 145 */
237
238sint16 146sint16
239SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
240{ 148{
241 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
242 150
243 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
244 { 152 {
245 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
246 { 154 {
267 else 175 else
268 { 176 {
269 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 177 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
270 if (spell->stats.sp && !sp) 178 if (spell->stats.sp && !sp)
271 sp = 1; 179 sp = 1;
180
272 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 181 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
273 if (spell->stats.grace && !grace) 182 if (spell->stats.grace && !grace)
274 grace = 1; 183 grace = 1;
275 } 184 }
185
276 if (flags == SPELL_HIGHEST) 186 if (flags == SPELL_HIGHEST)
277 return MAX (sp, grace); 187 return MAX (sp, grace);
278 else if (flags == SPELL_GRACE) 188 else if (flags == SPELL_GRACE)
279 return grace; 189 return grace;
280 else if (flags == SPELL_MANA) 190 else if (flags == SPELL_MANA)
284 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);
285 return 0; 195 return 0;
286 } 196 }
287} 197}
288 198
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}
289 209
290/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 210/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
291 * spob is the spell we are adjusting. 211 * spob is the spell we are adjusting.
292 */ 212 */
293int 213int
294SP_level_dam_adjust (object *caster, object *spob) 214SP_level_dam_adjust (object *caster, object *spob)
295{ 215{
296 int level = caster_level (caster, spob);
297 int adj = level - min_casting_level (caster, spob);
298
299 if (adj < 0)
300 adj = 0;
301 if (spob->dam_modifier) 216 if (!spob->dam_modifier)
302 adj /= spob->dam_modifier;
303 else
304 adj = 0;
305 return adj; 217 return 0;
218
219 return SP_casting_level (caster, spob) / spob->dam_modifier;
306} 220}
307 221
308/* Adjust the strength of the spell based on level. 222/* Adjust the strength of the spell based on level.
309 * This is basically the same as SP_level_dam_adjust above, 223 * This is basically the same as SP_level_dam_adjust above,
310 * but instead looks at the level_modifier value. 224 * but instead looks at the level_modifier value.
311 */ 225 */
312int 226int
313SP_level_duration_adjust (object *caster, object *spob) 227SP_level_duration_adjust (object *caster, object *spob)
314{ 228{
315 int level = caster_level (caster, spob);
316 int adj = level - min_casting_level (caster, spob);
317
318 if (adj < 0)
319 adj = 0;
320 if (spob->duration_modifier) 229 if (!spob->duration_modifier)
321 adj /= spob->duration_modifier;
322 else
323 adj = 0;
324
325 return adj; 230 return 0;
231
232 return SP_casting_level (caster, spob) / spob->duration_modifier;
326} 233}
327 234
328/* Adjust the strength of the spell based on level. 235/* Adjust the strength of the spell based on level.
329 * This is basically the same as SP_level_dam_adjust above, 236 * This is basically the same as SP_level_dam_adjust above,
330 * but instead looks at the level_modifier value. 237 * but instead looks at the level_modifier value.
331 */ 238 */
332int 239int
333SP_level_range_adjust (object *caster, object *spob) 240SP_level_range_adjust (object *caster, object *spob)
334{ 241{
335 int level = caster_level (caster, spob);
336 int adj = level - min_casting_level (caster, spob);
337
338 if (adj < 0)
339 adj = 0;
340 if (spob->range_modifier) 242 if (!spob->range_modifier)
341 adj /= spob->range_modifier;
342 else
343 adj = 0;
344
345 return adj; 243 return 0;
244
245 return SP_casting_level (caster, spob) / spob->range_modifier;
346} 246}
347 247
348/* 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
349 * as an existing spell, we presume they know it. 249 * as an existing spell, we presume they know it.
350 * 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.
351 */ 251 */
352object * 252object *
353check_spell_known (object *op, const char *name) 253check_spell_known (object *op, shstr_cmp name)
354{ 254{
355 object *spop; 255 object *spop;
356 256
357 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
358 if (spop->type == SPELL && !strcmp (spop->name, name)) 258 if (spop->type == SPELL && spop->name == name)
359 return spop; 259 return spop;
360 260
361 return NULL; 261 return 0;
362} 262}
363
364 263
365/* 264/*
366 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
367 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
368 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
369 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
370 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
371 * exact match, we also return NULL. 270 * exact match, we also return NULL.
372 */ 271 */
373
374object * 272object *
375lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
376{ 274{
377 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = 0, *spob2 = 0;
378 int nummatch = 0; 276 int nummatch = 0;
379 277
380 if (spname == NULL) 278 if (!spname)
381 return NULL; 279 return 0;
382 280
383 /* Try to find the spell. We store the results in spob1 281 /* Try to find the spell. We store the results in spob1
384 * and spob2 - spob1 is only taking the length of 282 * and spob2 - spob1 is only taking the length of
385 * the past spname, spob2 uses the length of the spell name. 283 * the past spname, spob2 uses the length of the spell name.
386 */ 284 */
387 for (spob = op->inv; spob; spob = spob->below) 285 for (object *spob = op->inv; spob; spob = spob->below)
388 { 286 {
389 if (spob->type == SPELL) 287 if (spob->type == SPELL)
390 { 288 {
289 // TODO: WTF?
391 if (!strncmp (spob->name, spname, strlen (spname))) 290 if (!strncmp (spob->name, spname, strlen (spname)))
392 { 291 {
393 nummatch++; 292 nummatch++;
394 spob1 = spob; 293 spob1 = spob;
395 } 294 }
400 * fall into this category). It shouldn't be hard to 299 * fall into this category). It shouldn't be hard to
401 * make sure spell names don't overlap in that fashion. 300 * make sure spell names don't overlap in that fashion.
402 */ 301 */
403 if (spob2) 302 if (spob2)
404 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
405 spob2 = spob; 305 spob2 = spob;
406 } 306 }
407 } 307 }
408 } 308 }
409 /* 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
410 * on the loser match, return that, otehrwise null 310 * on the loser match, return that, otehrwise null
411 */ 311 */
412 if (spob2) 312 if (spob2)
413 return spob2; 313 return spob2;
314
414 if (spob1 && nummatch == 1) 315 if (spob1 && nummatch == 1)
415 return spob1; 316 return spob1;
317
416 return NULL; 318 return NULL;
417} 319}
418 320
419/* reflwall - decides weither the (spell-)object sp_op will 321/* reflwall - decides weither the (spell-)object sp_op will
420 * be reflected from the given mapsquare. Returns 1 if true. 322 * be reflected from the given mapsquare. Returns 1 if true.
424 * eg, updated for tiled maps. 326 * eg, updated for tiled maps.
425 */ 327 */
426int 328int
427reflwall (maptile *m, int x, int y, object *sp_op) 329reflwall (maptile *m, int x, int y, object *sp_op)
428{ 330{
429 object *op;
430
431 if (OUT_OF_REAL_MAP (m, x, y)) 331 if (OUT_OF_REAL_MAP (m, x, y))
432 return 0; 332 return 0;
333
433 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)
434 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 335 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
435 && (!QUERY_FLAG (op, FLAG_ALIVE) 336 && (!QUERY_FLAG (op, FLAG_ALIVE)
436 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 337 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
437 return 1; 338 return 1;
438 339
459 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.");
460 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.");
461 dir = 0; 362 dir = 0;
462 } 363 }
463 364
365 SET_FLAG (new_op, FLAG_IDENTIFIED);
464 op->map->insert (new_op, 366 op->map->insert (new_op,
465 op->x + freearr_x[dir], op->y + freearr_y[dir], 367 op->x + freearr_x[dir], op->y + freearr_y[dir],
466 op, 368 op,
467 dir ? 0 : INS_BELOW_ORIGINATOR); 369 dir ? 0 : INS_BELOW_ORIGINATOR);
468 370
469 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;
470} 390}
471 391
472/* 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.
473 * immune_stop is basically the attacktype of the spell (why 393 * immune_stop is basically the attacktype of the spell (why
474 * passed as a different value, not sure of). If immune_stop 394 * passed as a different value, not sure of). If immune_stop
475 * has the AT_MAGIC bit set, and there is a counterwall 395 * has the AT_MAGIC bit set, and there is a counterwall
476 * 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
477 * 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.
478 *
479 */ 398 */
480int 399int
481ok_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)
482{ 401{
483 if (!xy_normalise (m, x, y)) 402 if (!xy_normalise (m, x, y))
484 return 0; 403 return 0;
485 404
486 mapspace &ms = m->at (x, y); 405 mapspace &ms = m->at (x, y);
406 ms.update ();
487 407
488 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 408 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
489 return 0; 409 return 0;
410
411 int max_effects = 5; // max. number of similar spells per mapspace
490 412
491 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
492 { 414 {
493 /* If there is a counterspell on the space, and this 415 /* If there is a counterspell on the space, and this
494 * object is using magic, don't progress. I believe we could 416 * object is using magic, don't progress. I believe we could
513 // (and those shouldn't go away from 435 // (and those shouldn't go away from
514 // sanctuary) see also: permanent lava 436 // sanctuary) see also: permanent lava
515 && (immune_stop & AT_MAGIC)) 437 && (immune_stop & AT_MAGIC))
516 return 0; 438 return 0;
517 439
518 /* This is to prevent 'out of control' spells. Basically, this
519 * limits one spell effect per space per spell. This is definately
520 * needed for performance reasons, and just for playability I believe.
521 * there are no such things as multispaced spells right now, so
522 * we don't need to worry about the head.
523 */
524 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
525 return 0;
526
527 /*
528 * Combine similar spell effects into one spell effect. Needed for
529 * performance reasons with meteor swarm and the like, but also for
530 * playability reasons.
531 */
532 if (tmp->arch == op->arch
533 && tmp->type == op->type 440 if (tmp->type == op->type)
534 && tmp->subtype == op->subtype
535 && tmp->owner == op->owner
536 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
537 { 441 {
538 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 442 if (tmp->subtype == op->subtype
539 tmp->range = MAX (tmp->range, op->range); 443 && tmp->arch == op->arch /* no harm if not comparing by name here */)
540 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)
541 return 0; 474 return 0;
542 } 475 }
543 476
544 /* 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
545 * ground to prevent it from moving along? 478 * ground to prevent it from moving along?
546 */ 479 */
558 * dir: direction to fire in. 491 * dir: direction to fire in.
559 * 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
560 * to fire. 493 * to fire.
561 * returns 0 on failure, 1 on success. 494 * returns 0 on failure, 1 on success.
562 */ 495 */
563
564int 496int
565fire_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)
566{ 498{
567 object *tmp;
568 int mflags;
569 maptile *m;
570
571 if (spell->other_arch == NULL) 499 if (!spell->other_arch)
572 return 0; 500 return 0;
573 501
574 m = op->map; 502 object *tmp = spell->other_arch->instance ();
575 mflags = get_map_flags (m, &m, x, y, &x, &y);
576 if (mflags & P_OUT_OF_MAP)
577 {
578 return 0;
579 }
580 503
581 tmp = arch_to_object (spell->other_arch); 504 if (!tmp)
582
583 if (tmp == NULL)
584 return 0; 505 return 0;
585
586 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
587 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
589 tmp->destroy ();
590 return 0;
591 }
592 506
593 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);
594 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 508 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
595 /* 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 */
596 tmp->stats.food = tmp->duration; 510 tmp->stats.food = tmp->duration;
597 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 511 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
598 tmp->attacktype = spell->attacktype; 512 tmp->attacktype = spell->attacktype;
599 tmp->x = x;
600 tmp->y = y;
601 tmp->direction = dir; 513 tmp->direction = dir;
602 if (op->owner != NULL)
603 tmp->set_owner (op); 514 tmp->set_owner (op);
604 else
605 tmp->set_owner (op);
606 tmp->level = caster_level (caster, spell); 515 tmp->level = casting_level (caster, spell);
607 set_spell_skill (op, caster, spell, tmp); 516 set_spell_skill (op, caster, spell, tmp);
608 517
609 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 518 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
610 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 519 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
611 {
612 if (!tailor_god_spell (tmp, op)) 520 if (!tailor_god_spell (tmp, op))
613 return 0; 521 return 0;
614 } 522
615 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 523 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
616 SET_ANIMATION (tmp, dir); 524 SET_ANIMATION (tmp, dir);
617 525
618 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 526 if ((tmp = op->map->insert (tmp, x, y, op)))
619 move_spell_effect (tmp); 527 move_spell_effect (tmp);
620 528
621 return 1; 529 return 1;
622} 530}
623 531
628 ****************************************************************************/ 536 ****************************************************************************/
629void 537void
630regenerate_rod (object *rod) 538regenerate_rod (object *rod)
631{ 539{
632 if (rod->stats.hp < rod->stats.maxhp) 540 if (rod->stats.hp < rod->stats.maxhp)
633 { 541 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
634 rod->stats.hp += 1 + rod->stats.maxhp / 10;
635
636 if (rod->stats.hp > rod->stats.maxhp)
637 rod->stats.hp = rod->stats.maxhp;
638 }
639} 542}
640
641 543
642void 544void
643drain_rod_charge (object *rod) 545drain_rod_charge (object *rod)
644{ 546{
645 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 547 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
684 if (!tmp) 586 if (!tmp)
685 tmp = op->ms ().player (); 587 tmp = op->ms ().player ();
686 588
687 return tmp; 589 return tmp;
688} 590}
689
690
691 591
692/* raytrace: 592/* raytrace:
693 * 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
694 * 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
695 * live objects. 595 * live objects.
698 * monsters/generators only. If not, the spell will hunt players only. 598 * monsters/generators only. If not, the spell will hunt players only.
699 * 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
700 * any, otherwise -1. 600 * any, otherwise -1.
701 * 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.
702 */ 602 */
703
704int 603int
705spell_find_dir (maptile *m, int x, int y, object *exclude) 604spell_find_dir (maptile *m, int x, int y, object *exclude)
706{ 605{
707 int i, max = SIZEOFFREE; 606 int i, max = SIZEOFFREE;
708 sint16 nx, ny; 607 sint16 nx, ny;
735 return freedir[i]; 634 return freedir[i];
736 } 635 }
737 return -1; /* flag for "keep going the way you were" */ 636 return -1; /* flag for "keep going the way you were" */
738} 637}
739 638
740
741
742/* put_a_monster: puts a monster named monstername near by 639/* put_a_monster: puts a monster named monstername near by
743 * op. This creates the treasures for the monsters, and 640 * op. This creates the treasures for the monsters, and
744 * also deals with multipart monsters properly. 641 * also deals with multipart monsters properly.
745 */ 642 */
746 643static void
747void
748put_a_monster (object *op, const char *monstername) 644put_a_monster (object *op, const char *monstername)
749{ 645{
750 object *tmp, *head = NULL, *prev = NULL; 646 object *tmp, *head = NULL, *prev = NULL;
751 archetype *at; 647 archetype *at;
752 int dir; 648 int dir;
758 654
759 /* find a free square nearby 655 /* find a free square nearby
760 * first we check the closest square for free squares 656 * first we check the closest square for free squares
761 */ 657 */
762 658
763 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 659 dir = find_first_free_spot (at, op->map, op->x, op->y);
764 if (dir != -1) 660 if (dir != -1)
765 { 661 {
766 /* This is basically grabbed for generate monster. Fixed 971225 to 662 /* This is basically grabbed for generate monster. Fixed 971225 to
767 * insert multipart monsters properly 663 * insert multipart monsters properly
768 */ 664 */
665 //TODO: use expand_tail + ...
769 while (at != NULL) 666 while (at != NULL)
770 { 667 {
771 tmp = arch_to_object (at); 668 tmp = arch_to_object (at);
772 tmp->x = op->x + freearr_x[dir] + at->clone.x; 669 tmp->x = op->x + freearr_x[dir] + at->x;
773 tmp->y = op->y + freearr_y[dir] + at->clone.y; 670 tmp->y = op->y + freearr_y[dir] + at->y;
774 tmp->map = op->map; 671 tmp->map = op->map;
775 if (head) 672 if (head)
776 { 673 {
777 tmp->head = head; 674 tmp->head = head;
778 prev->more = tmp; 675 prev->more = tmp;
779 } 676 }
677
780 if (!head) 678 if (!head)
781 head = tmp; 679 head = tmp;
680
782 prev = tmp; 681 prev = tmp;
682
783 at = at->more; 683 at = (archetype *)at->more;
784 } 684 }
785 685
786 if (head->randomitems) 686 if (head->randomitems)
787 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 687 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
788 688
789 insert_ob_in_map (head, op->map, op, 0); 689 insert_ob_in_map (head, op->map, op, 0);
790 690
791 /* thought it'd be cool to insert a burnout, too. */ 691 /* thought it'd be cool to insert a burnout, too. */
792 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);
793 } 693 }
794} 694}
795 695
796/* peterm: function which summons hostile monsters and 696/* peterm: function which summons hostile monsters and
797 * places them in nearby squares. 697 * places them in nearby squares.
804 * 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
805 * 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
806 * never used. This is however used by various failures on the 706 * never used. This is however used by various failures on the
807 * players part (alchemy, reincarnation, etc) 707 * players part (alchemy, reincarnation, etc)
808 */ 708 */
809
810int 709int
811summon_hostile_monsters (object *op, int n, const char *monstername) 710summon_hostile_monsters (object *op, int n, const char *monstername)
812{ 711{
813 int i; 712 int i;
814 713
824{ 723{
825 int attacktype; 724 int attacktype;
826 int face; 725 int face;
827} ATTACKS[22] = 726} ATTACKS[22] =
828{ 727{
829 {
830 AT_PHYSICAL, 0}, 728 { AT_PHYSICAL, 0},
831 {
832 AT_PHYSICAL, 0}, /*face = explosion */ 729 { AT_PHYSICAL, 0}, /*face = explosion */
833 {
834 AT_PHYSICAL, 0}, 730 { AT_PHYSICAL, 0},
835 {
836 AT_MAGIC, 1}, 731 { AT_MAGIC, 1},
837 {
838 AT_MAGIC, 1}, /* face = last-burnout */ 732 { AT_MAGIC, 1}, /* face = last-burnout */
839 {
840 AT_MAGIC, 1}, 733 { AT_MAGIC, 1},
841 {
842 AT_FIRE, 2}, 734 { AT_FIRE, 2},
843 {
844 AT_FIRE, 2}, /* face = fire.... */ 735 { AT_FIRE, 2}, /* face = fire.... */
845 {
846 AT_FIRE, 2}, 736 { AT_FIRE, 2},
847 {
848 AT_ELECTRICITY, 3}, 737 { AT_ELECTRICITY, 3},
849 {
850 AT_ELECTRICITY, 3}, /* ball_lightning */ 738 { AT_ELECTRICITY, 3}, /* ball_lightning */
851 {
852 AT_ELECTRICITY, 3}, 739 { AT_ELECTRICITY, 3},
853 {
854 AT_COLD, 4}, 740 { AT_COLD, 4},
855 {
856 AT_COLD, 4}, /* face=icestorm */ 741 { AT_COLD, 4}, /* face=icestorm */
857 {
858 AT_COLD, 4}, 742 { AT_COLD, 4},
859 {
860 AT_CONFUSION, 5}, 743 { AT_CONFUSION, 5},
861 {
862 AT_POISON, 7}, 744 { AT_POISON, 7},
863 {
864 AT_POISON, 7}, /* face = acid sphere. generator */ 745 { AT_POISON, 7}, /* face = acid sphere. generator */
865 {
866 AT_POISON, 7}, /* poisoncloud face */ 746 { AT_POISON, 7}, /* poisoncloud face */
867 {
868 AT_SLOW, 8}, 747 { AT_SLOW, 8},
869 {
870 AT_PARALYZE, 9}, 748 { AT_PARALYZE, 9},
871 {
872AT_FEAR, 10}}; 749 { AT_FEAR, 10},
873 750};
874
875 751
876/* shuffle_attack: peterm 752/* shuffle_attack: peterm
877 * This routine shuffles the attack of op to one of the 753 * This routine shuffles the attack of op to one of the
878 * ones in the list. It does this at random. It also 754 * ones in the list. It does this at random. It also
879 * chooses a face appropriate to the attack that is 755 * chooses a face appropriate to the attack that is
902 { 778 {
903 SET_ANIMATION (op, ATTACKS[i].face); 779 SET_ANIMATION (op, ATTACKS[i].face);
904 } 780 }
905} 781}
906 782
907
908/* prayer_failure: This is called when a player fails 783/* prayer_failure: This is called when a player fails
909 * at casting a prayer. 784 * at casting a prayer.
910 * op is the player. 785 * op is the player.
911 * failure is basically how much grace they had. 786 * failure is basically how much grace they had.
912 * 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.
913 */ 788 */
914 789static void
915void
916prayer_failure (object *op, int failure, int power) 790prayer_failure (object *op, int failure, int power)
917{ 791{
918 const char *godname; 792 const char *godname;
919 object *tmp; 793 object *tmp;
920 794
1013 tmp->insert_at (op); 887 tmp->insert_at (op);
1014 } 888 }
1015 } 889 }
1016} 890}
1017 891
1018int 892static int
1019cast_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)
1020{ 894{
1021 int success;
1022 object *spell;
1023
1024 if (!spell_ob->other_arch) 895 if (!spell_ob->other_arch)
1025 { 896 {
1026 LOG (llevError, "cast_party_spell: empty other arch\n"); 897 LOG (llevError, "cast_party_spell: empty other arch\n");
1027 return 0; 898 return 0;
1028 } 899 }
900
1029 spell = arch_to_object (spell_ob->other_arch); 901 object *spell = arch_to_object (spell_ob->other_arch);
1030 902
1031 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
1032 success = cast_spell (op, caster, dir, spell, stringarg); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
1033 905
1034 if (caster->contr->party == NULL) 906 if (!op->contr || !op->contr->party)
1035 { 907 {
1036 spell->remove (); 908 spell->remove ();
1037 return success; 909 return success;
1038 } 910 }
911
1039 for_all_players (pl) 912 for_all_players (pl)
1040 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 913 if ((pl->ob->contr->party == op->contr->party)
1041 { 914 && on_same_map (pl->ob, op)
915 && pl->ob != op)
1042 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
1043 } 917
1044 spell->remove (); 918 spell->remove ();
1045 return success; 919 return success;
1046} 920}
1047 921
1048/* This is where the main dispatch when someone casts a spell. 922/* This is where the main dispatch when someone casts a spell.
1053 * same as op. 927 * same as op.
1054 * 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
1055 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
1056 * 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,
1057 * we can determine what to do. 931 * we can determine what to do.
1058 * 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
1059 * 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
1060 * 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,
1061 * etc. 935 * etc.
1062 * 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
1063 * 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
1070 * 944 *
1071 * 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),
1072 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
1073 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
1074 */ 948 */
1075
1076int 949int
1077cast_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)
1078{ 951{
1079 const char *godname; 952 const char *godname;
1080 int success = 0, mflags, cast_level = 0, old_shoottype; 953 int success = 0;
1081 object *skill = NULL; 954 object *skill = NULL;
1082
1083 old_shoottype = op->contr ? op->contr->shoottype : 0;
1084 955
1085 if (!spell_ob) 956 if (!spell_ob)
1086 { 957 {
1087 LOG (llevError, "cast_spell: null spell object passed\n"); 958 LOG (llevError, "cast_spell: null spell object passed\n");
1088 return 0; 959 return 0;
1116 * 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
1117 * at least process that code. 988 * at least process that code.
1118 */ 989 */
1119 if (op->type == PLAYER && op == caster) 990 if (op->type == PLAYER && op == caster)
1120 { 991 {
1121 cast_level = caster_level (caster, spell_ob);
1122 if (spell_ob->skill) 992 if (spell_ob->skill)
1123 { 993 {
1124 skill = find_skill_by_name (op, spell_ob->skill); 994 skill = find_skill_by_name (op, spell_ob->skill);
995
1125 if (!skill) 996 if (!skill)
1126 { 997 {
1127 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));
1128 return 0; 1002 return 0;
1129 } 1003 }
1130 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1004
1005 const char *msg = "";
1006
1007 int caster_level = skill->level;
1008
1009 if (op->path_attuned & spell_ob->path_attuned)
1131 { 1010 {
1132 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 ())
1133 return 0; 1027 return 0;
1134 } 1028 }
1135 } 1029 }
1030
1136 /* 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
1137 * to have sufficient grace/mana. 1032 * to have sufficient grace/mana.
1138 */ 1033 */
1139 if (!QUERY_FLAG (op, FLAG_WIZ)) 1034 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1140 { 1035 {
1141 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1142 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)
1143 { 1038 {
1144 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1039 op->failmsg ("You don't have enough mana!");
1145 return 0; 1040 return 0;
1146 } 1041 }
1147 1042
1148 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1043 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1149 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)
1150 { 1045 {
1151 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 -
1152 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)
1153 {
1154 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));
1155 }
1156 else 1049 else
1157 { 1050 {
1158 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);
1159 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1052 op->failmsg (format ("%s ignores your prayer.", godname));
1160 return 0; 1053 return 0;
1161 } 1054 }
1162 } 1055 }
1163 1056
1164 /* player/monster is trying to cast the spell. might fumble it */ 1057 /* player/monster is trying to cast the spell. might fumble it */
1165 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) <
1166 (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]))
1167 { 1060 {
1168 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1061 op->contr->play_sound (sound_find ("fumble_spell"));
1169 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1062 op->failmsg ("You fumble the prayer.");
1170
1171 if (settings.casting_time == TRUE)
1172 op->casting_time = -1;
1173 1063
1174 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);
1175 return 0; 1065 return 0;
1176 } 1066 }
1177 else if (spell_ob->stats.sp) 1067 else if (spell_ob->stats.sp)
1178 { 1068 {
1179 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;
1180 1070
1181 if (failure < 0) 1071 if (failure < 0)
1182 { 1072 {
1183 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.");
1184 if (settings.spell_failure_effects == TRUE) 1074 if (settings.spell_failure_effects == TRUE)
1185 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);
1186 op->contr->shoottype = (rangetype) old_shoottype; 1076
1187 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);
1188 return 0; 1078 return 0;
1189 } 1079 }
1190 } 1080 }
1191 } 1081 }
1192 } 1082 }
1193 1083
1194 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1084 int mflags = op->ms ().flags ();
1195 1085
1196 /* 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
1197 * not alive, then this would mean that the mapmaker put the 1087 * not alive, then this would mean that the mapmaker put the
1198 * objects on the space - presume that they know what they are 1088 * objects on the space - presume that they know what they are
1199 * doing. 1089 * doing.
1200 */ 1090 */
1201 1091
1202 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 :-)!
1203 { 1093 {
1204 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!");
1205 return 0; 1095 return 0;
1206 } 1096 }
1207 1097
1208 if ((spell_ob->type == SPELL) 1098 if ((spell_ob->type == SPELL)
1209 && (caster->type != POTION) 1099 && (caster->type != POTION)
1214 { 1104 {
1215 if (op->type != PLAYER) 1105 if (op->type != PLAYER)
1216 return 0; 1106 return 0;
1217 1107
1218 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1108 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1219 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));
1220 else 1110 else if (object *item = op->contr->ranged_ob)
1221 switch (op->contr->shoottype)
1222 { 1111 {
1223 case range_magic: 1112 if (item->type == SPELL)
1224 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1113 op->failmsg ("Something blocks your spellcasting.");
1225 break; 1114 else if (item->type == SCROLL)
1226 case range_misc: 1115 op->failmsg ("Something blocks the magic of your scroll.");
1227 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1228 break;
1229 case range_golem:
1230 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1231 break;
1232 default:
1233 break;
1234 }
1235 return 0;
1236 }
1237
1238 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1239 {
1240 if (op->casting_time == -1)
1241 { /* begin the casting */
1242 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1243 op->spell = spell_ob;
1244 /* put the stringarg into the object struct so that when the
1245 * spell is actually cast, it knows about the stringarg.
1246 * necessary for the invoke command spells.
1247 */
1248 if (stringarg)
1249 {
1250 op->spellarg = strdup (stringarg);
1251 }
1252 else 1116 else
1253 op->spellarg = NULL; 1117 op->failmsg ("Something blocks the magic of your item.");
1254 return 0;
1255 }
1256 else if (op->casting_time != 0)
1257 {
1258 if (op->type == PLAYER)
1259 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1260 return 0;
1261 } 1118 }
1262 else 1119 else
1263 { /* casting_time == 0 */ 1120 op->failmsg ("Something blocks the spell!");
1264 op->casting_time = -1; 1121
1265 spell_ob = op->spell; 1122 return 0;
1266 stringarg = op->spellarg;
1267 }
1268 }
1269 else
1270 { 1123 }
1124
1271 /* Take into account how long it takes to cast the spell. 1125 /* Take into account how long it takes to cast the spell.
1272 * if the player is casting it, then we use the time in 1126 * if the player is casting it, then we use the time in
1273 * the spell object. If it is a spell object, have it 1127 * the spell object. If it is a spell object, have it
1274 * take two ticks. Things that cast spells on the players 1128 * take two ticks. Things that cast spells on the players
1275 * behalf (eg, altars, and whatever else) shouldn't cost 1129 * behalf (eg, altars, and whatever else) shouldn't cost
1276 * the player any time. 1130 * the player any time.
1277 * Ignore casting time for firewalls 1131 * Ignore casting time for firewalls
1132 */
1133 if (caster == op && caster->type != FIREWALL)
1134 {
1135 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1136 /* 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
1278 */ 1138 */
1279 if (caster == op && caster->type != FIREWALL)
1280 {
1281 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1282 /* Other portions of the code may also decrement the speed of the player, so
1283 * put a lower limit so that the player isn't stuck here too long
1284 */
1285 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1139 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1286 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1140 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1287 } 1141 }
1288 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1142 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1289 {
1290 op->speed_left -= 2 * FABS (op->speed); 1143 op->speed_left -= 2 * FABS (op->speed);
1291 }
1292 }
1293 1144
1294 if (op->type == PLAYER && op == caster) 1145 if (op->type == PLAYER && op == caster)
1295 { 1146 {
1296 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1147 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1297 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1148 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1304 if (op != caster && !skill && caster->skill) 1155 if (op != caster && !skill && caster->skill)
1305 { 1156 {
1306 skill = find_skill_by_name (op, caster->skill); 1157 skill = find_skill_by_name (op, caster->skill);
1307 if (!skill) 1158 if (!skill)
1308 { 1159 {
1309 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)));
1310 return 0; 1161 return 0;
1311 } 1162 }
1163
1312 change_skill (op, skill, 0); /* needed for proper exp credit */ 1164 op->change_skill (skill); /* needed for proper exp credit */
1313 } 1165 }
1166
1167 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1168 return RESULT_INT (0);
1314 1169
1315 switch (spell_ob->subtype) 1170 switch (spell_ob->subtype)
1316 { 1171 {
1317 /* 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
1318 * in in spells.h. 1173 * in spells.h.
1319 */ 1174 */
1320 case SP_RAISE_DEAD: 1175 case SP_RAISE_DEAD:
1321 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1176 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1322 break; 1177 break;
1323 1178
1324 case SP_RUNE: 1179 case SP_RUNE:
1325 success = write_rune (op, caster, spell_ob, dir, stringarg); 1180 success = write_rune (op, caster, spell_ob, dir, spellparam);
1326 break; 1181 break;
1327 1182
1328 case SP_MAKE_MARK: 1183 case SP_MAKE_MARK:
1329 success = write_mark (op, spell_ob, stringarg); 1184 success = write_mark (op, spell_ob, spellparam);
1330 break; 1185 break;
1331 1186
1332 case SP_BOLT: 1187 case SP_BOLT:
1333 success = fire_bolt (op, caster, dir, spell_ob, skill); 1188 success = fire_bolt (op, caster, dir, spell_ob, skill);
1334 break; 1189 break;
1352 case SP_SMITE: 1207 case SP_SMITE:
1353 success = cast_smite_spell (op, caster, dir, spell_ob); 1208 success = cast_smite_spell (op, caster, dir, spell_ob);
1354 break; 1209 break;
1355 1210
1356 case SP_MAGIC_MISSILE: 1211 case SP_MAGIC_MISSILE:
1357 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);
1358 break; 1213 break;
1359 1214
1360 case SP_SUMMON_GOLEM: 1215 case SP_SUMMON_GOLEM:
1361 success = summon_golem (op, caster, dir, spell_ob); 1216 success = summon_golem (op, caster, dir, spell_ob);
1362 old_shoottype = range_golem;
1363 break; 1217 break;
1364 1218
1365 case SP_DIMENSION_DOOR: 1219 case SP_DIMENSION_DOOR:
1366 /* dimension door needs the actual caster, because that is what is 1220 /* dimension door needs the actual caster, because that is what is
1367 * moved. 1221 * moved.
1368 */ 1222 */
1369 success = dimension_door (op, caster, spell_ob, dir); 1223 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1370 break; 1224 break;
1371 1225
1372 case SP_MAGIC_MAPPING: 1226 case SP_MAGIC_MAPPING:
1373 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1374 { 1228 {
1407 case SP_HEALING: 1261 case SP_HEALING:
1408 success = cast_heal (op, caster, spell_ob, dir); 1262 success = cast_heal (op, caster, spell_ob, dir);
1409 break; 1263 break;
1410 1264
1411 case SP_CREATE_FOOD: 1265 case SP_CREATE_FOOD:
1412 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1266 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1413 break; 1267 break;
1414 1268
1415 case SP_EARTH_TO_DUST: 1269 case SP_EARTH_TO_DUST:
1416 success = cast_earth_to_dust (op, caster, spell_ob); 1270 success = cast_earth_to_dust (op, caster, spell_ob);
1417 break; 1271 break;
1427 case SP_CURSE: 1281 case SP_CURSE:
1428 success = cast_curse (op, caster, spell_ob, dir); 1282 success = cast_curse (op, caster, spell_ob, dir);
1429 break; 1283 break;
1430 1284
1431 case SP_SUMMON_MONSTER: 1285 case SP_SUMMON_MONSTER:
1432 success = summon_object (op, caster, spell_ob, dir, stringarg); 1286 success = summon_object (op, caster, spell_ob, dir, spellparam);
1433 break; 1287 break;
1434 1288
1435 case SP_CHARGING: 1289 case SP_CHARGING:
1436 success = recharge (op, caster, spell_ob); 1290 success = recharge (op, caster, spell_ob);
1437 break; 1291 break;
1440#ifdef NO_POLYMORPH 1294#ifdef NO_POLYMORPH
1441 /* 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
1442 * 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
1443 * it was disabled), they get some feedback. 1297 * it was disabled), they get some feedback.
1444 */ 1298 */
1445 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1299 op->failmsg ("The spell fizzles!");
1446 success = 0; 1300 success = 0;
1447#else 1301#else
1448 success = cast_polymorph (op, caster, spell_ob, dir); 1302 success = cast_polymorph (op, caster, spell_ob, dir);
1449#endif 1303#endif
1450 break; 1304 break;
1470 break; 1324 break;
1471 1325
1472 case SP_MOVING_BALL: 1326 case SP_MOVING_BALL:
1473 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)
1474 { 1328 {
1475 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));
1476 success = 0; 1330 success = 0;
1477 } 1331 }
1478 else 1332 else
1479 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);
1480 break; 1334 break;
1481 1335
1482 case SP_SWARM: 1336 case SP_SWARM:
1483 success = fire_swarm (op, caster, spell_ob, dir); 1337 success = fire_swarm (op, caster, spell_ob, dir);
1484 break; 1338 break;
1491 /* in rune.c */ 1345 /* in rune.c */
1492 success = dispel_rune (op, caster, spell_ob, skill, dir); 1346 success = dispel_rune (op, caster, spell_ob, skill, dir);
1493 break; 1347 break;
1494 1348
1495 case SP_CREATE_MISSILE: 1349 case SP_CREATE_MISSILE:
1496 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1350 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1497 break; 1351 break;
1498 1352
1499 case SP_CONSECRATE: 1353 case SP_CONSECRATE:
1500 success = cast_consecrate (op, caster, spell_ob); 1354 success = cast_consecrate (op, caster, spell_ob);
1501 break; 1355 break;
1502 1356
1503 case SP_ANIMATE_WEAPON: 1357 case SP_ANIMATE_WEAPON:
1504 success = animate_weapon (op, caster, spell_ob, dir); 1358 success = animate_weapon (op, caster, spell_ob, dir);
1505 old_shoottype = range_golem;
1506 break; 1359 break;
1507 1360
1508 case SP_LIGHT: 1361 case SP_LIGHT:
1509 success = cast_light (op, caster, spell_ob, dir); 1362 success = cast_light (op, caster, spell_ob, dir);
1510 break; 1363 break;
1523 1376
1524 case SP_AURA: 1377 case SP_AURA:
1525 success = create_aura (op, caster, spell_ob); 1378 success = create_aura (op, caster, spell_ob);
1526 break; 1379 break;
1527 1380
1528 case SP_TOWN_PORTAL:
1529 success = cast_create_town_portal (op, caster, spell_ob, dir);
1530 break;
1531
1532 case SP_PARTY_SPELL: 1381 case SP_PARTY_SPELL:
1533 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1382 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1534 break; 1383 break;
1535 1384
1536 default: 1385 default:
1537 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1538 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);
1539 }
1540
1541 /* FIXME - we need some better sound suppport */
1542 // yes, for example, augment map info with the spell effect
1543 // so clients can calculate the sounds themselves
1544 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1545
1546 /* free the spell arg */
1547 if (settings.casting_time == TRUE && stringarg)
1548 { 1387 }
1549 free (stringarg); 1388
1550 stringarg = NULL; 1389 op->play_sound (
1551 } 1390 success
1552 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1391 ? spell_ob->sound
1553 * to something like use_magic_item, but you really want to be able to fire 1392 ? spell_ob->sound
1554 * it again. 1393 : sound_find ("spell_success")
1555 */ 1394 : sound_find ("fumble_spell")
1556 if (op->contr) 1395 );
1557 op->contr->shoottype = (rangetype) old_shoottype;
1558 1396
1559 return success; 1397 return success;
1560} 1398}
1561 1399
1562
1563/* This is called from time.c/process_object(). That function 1400/* This is called from time.c/process_object(). That function
1564 * calls this for any SPELL_EFFECT type objects. This function 1401 * calls this for any SPELL_EFFECT type objects. This function
1565 * then dispatches them to the appropriate specific routines. 1402 * then dispatches them to the appropriate specific routines.
1566 */ 1403 */
1567void 1404void
1568move_spell_effect (object *op) 1405move_spell_effect (object *op)
1569{ 1406{
1612} 1449}
1613 1450
1614/* this checks to see if something special should happen if 1451/* this checks to see if something special should happen if
1615 * something runs into the object. 1452 * something runs into the object.
1616 */ 1453 */
1617void 1454static void
1618check_spell_effect (object *op) 1455check_spell_effect (object *op)
1619{ 1456{
1620 switch (op->subtype) 1457 switch (op->subtype)
1621 { 1458 {
1622 case SP_BOLT: 1459 case SP_BOLT:
1627 check_bullet (op); 1464 check_bullet (op);
1628 return; 1465 return;
1629 } 1466 }
1630} 1467}
1631 1468
1632/* This is called by move_apply. Basically, if someone 1469/* This is called by move_apply. Basically, if someone
1633 * 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
1634 * are set, this is called. This should only be called for 1471 * are set, this is called. This should only be called for
1635 * objects of the appropraite type. 1472 * objects of the appropriate type.
1636 */ 1473 */
1637void 1474void
1638apply_spell_effect (object *spell, object *victim) 1475apply_spell_effect (object *spell, object *victim)
1639{ 1476{
1640 switch (spell->subtype) 1477 switch (spell->subtype)
1646 1483
1647 case SP_MAGIC_MISSILE: 1484 case SP_MAGIC_MISSILE:
1648 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1485 if (QUERY_FLAG (victim, FLAG_ALIVE))
1649 { 1486 {
1650 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1651
1652 if (!spell->destroyed ())
1653 spell->destroy (); 1488 spell->destroy ();
1654 } 1489 }
1655 break; 1490 break;
1656 1491
1657 case SP_MOVING_BALL: 1492 case SP_MOVING_BALL:
1658 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1493 if (QUERY_FLAG (victim, FLAG_ALIVE))
1659 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1660 else if (victim->materialname) 1495 else if (victim->materialname)
1661 save_throw_object (victim, spell->attacktype, spell); 1496 save_throw_object (victim, spell->attacktype, spell);
1497
1662 break; 1498 break;
1663 } 1499 }
1664} 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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