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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.79 by root, Mon Sep 29 06:32:09 2008 UTC vs.
Revision 1.101 by root, Fri Nov 6 13:03:34 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
33/* 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
34 * 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
35 * matching spells are used. 36 * matching spells are used.
36 */ 37 */
37object * 38object *
38find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
39{ 40{
40 int k = 0, s; 41 int k = 0, s;
41 42
42 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
43 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 46
46 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
47 if (!k) 48 if (!k)
48 return NULL; 49 return NULL;
49 50
50 s = RANDOM () % k; 51 s = rndm (k);
51 52
52 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
53 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
54 if (!s) 55 if (!s)
55 return tmp; 56 return tmp;
85{ 86{
86 if (spob->other_arch) 87 if (spob->other_arch)
87 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (arch_to_object (spob->other_arch), x, y, originator);
88} 89}
89 90
90/* 91static int
91 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
92 * effective level the caster needs to be to cast the spell.
93 * basically, it just adjusts the spell->level with attuned/repelled
94 * spellpaths. Was called path_level_mod.
95 *
96 * caster is person casting the spell.
97 * spell is the spell object.
98 * Returns modified level.
99 */
100int
101min_casting_level (object *caster, object *spell)
102{ 93{
103 if (caster->path_denied & spell->path_attuned) 94 // compute the attuned/repelled bonus
104 return 1; 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
105 96 // repell has no such quarrels
106 int new_level = spell->level 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
107 + (caster->path_repelled & spell->path_attuned ? +ATTUNE_REPELL : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
108 + (caster->path_attuned & spell->path_attuned ? -ATTUNE_REPELL : 0);
109
110 return max (1, new_level);
111} 99}
112 100
113/* This function returns the effective level the spell 101/* This function returns the effective level the spell
114 * is being cast at. 102 * is being cast at.
115 */ 103 */
128 } 116 }
129 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */ 117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
130 if (object *skill = caster->contr->find_skill (spell->skill)) 118 if (object *skill = caster->contr->find_skill (spell->skill))
131 level = skill->level; 119 level = skill->level;
132 120
121 int bonus = attuned_bonus (caster, spell, level);
122
123 level += bonus;
124
133 // now scale the effective level from the startinglevel..100 range to 1..100 125 // now scale the effective level from the startinglevel..100 range to 1..100
134 if (level < 100) 126 if (level < 100)
135 level = lerp (level, (int)spell->level, 100, 1, 100); 127 level = lerp (level, (int)spell->level, 100, 1, 100);
136 128
137 /* Got valid caster level. Now adjust for attunement */
138 // attuned only increases up to 2 times the original level */
139 if (caster->path_attuned & spell->path_attuned)
140 level = min (level * 2, level + ATTUNE_REPELL);
141
142 // repell has no such quarrels
143 if (caster->path_repelled & spell->path_attuned)
144 level -= ATTUNE_REPELL;
145
146 /* 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
147 * errors in various places. 130 * errors in various places.
148 */ 131 */
149 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
150} 133}
151 134
152/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
153 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
154 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
265/* 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
266 * as an existing spell, we presume they know it. 249 * as an existing spell, we presume they know it.
267 * 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.
268 */ 251 */
269object * 252object *
270check_spell_known (object *op, const char *name) 253check_spell_known (object *op, shstr_cmp name)
271{ 254{
272 object *spop; 255 object *spop;
273 shstr_cmp name_ (name);
274 256
275 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
276 if (spop->type == SPELL && spop->name == name) 258 if (spop->type == SPELL && spop->name == name)
277 return spop; 259 return spop;
278 260
279 return 0; 261 return 0;
280} 262}
281
282 263
283/* 264/*
284 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
285 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
286 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
287 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
288 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
289 * exact match, we also return NULL. 270 * exact match, we also return NULL.
290 */ 271 */
291
292object * 272object *
293lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
294{ 274{
295 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = 0, *spob2 = 0;
296 int nummatch = 0; 276 int nummatch = 0;
297 277
298 if (spname == NULL) 278 if (!spname)
299 return NULL; 279 return 0;
300 280
301 /* Try to find the spell. We store the results in spob1 281 /* Try to find the spell. We store the results in spob1
302 * and spob2 - spob1 is only taking the length of 282 * and spob2 - spob1 is only taking the length of
303 * the past spname, spob2 uses the length of the spell name. 283 * the past spname, spob2 uses the length of the spell name.
304 */ 284 */
305 for (spob = op->inv; spob; spob = spob->below) 285 for (object *spob = op->inv; spob; spob = spob->below)
306 { 286 {
307 if (spob->type == SPELL) 287 if (spob->type == SPELL)
308 { 288 {
289 // TODO: WTF?
309 if (!strncmp (spob->name, spname, strlen (spname))) 290 if (!strncmp (spob->name, spname, strlen (spname)))
310 { 291 {
311 nummatch++; 292 nummatch++;
312 spob1 = spob; 293 spob1 = spob;
313 } 294 }
318 * fall into this category). It shouldn't be hard to 299 * fall into this category). It shouldn't be hard to
319 * make sure spell names don't overlap in that fashion. 300 * make sure spell names don't overlap in that fashion.
320 */ 301 */
321 if (spob2) 302 if (spob2)
322 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
323 spob2 = spob; 305 spob2 = spob;
324 } 306 }
325 } 307 }
326 } 308 }
327 /* 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
328 * on the loser match, return that, otehrwise null 310 * on the loser match, return that, otehrwise null
329 */ 311 */
330 if (spob2) 312 if (spob2)
331 return spob2; 313 return spob2;
314
332 if (spob1 && nummatch == 1) 315 if (spob1 && nummatch == 1)
333 return spob1; 316 return spob1;
317
334 return NULL; 318 return NULL;
335} 319}
336 320
337/* reflwall - decides weither the (spell-)object sp_op will 321/* reflwall - decides weither the (spell-)object sp_op will
338 * be reflected from the given mapsquare. Returns 1 if true. 322 * be reflected from the given mapsquare. Returns 1 if true.
385 dir ? 0 : INS_BELOW_ORIGINATOR); 369 dir ? 0 : INS_BELOW_ORIGINATOR);
386 370
387 return dir; 371 return dir;
388} 372}
389 373
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;
390}
391
390/* 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.
391 * immune_stop is basically the attacktype of the spell (why 393 * immune_stop is basically the attacktype of the spell (why
392 * passed as a different value, not sure of). If immune_stop 394 * passed as a different value, not sure of). If immune_stop
393 * has the AT_MAGIC bit set, and there is a counterwall 395 * has the AT_MAGIC bit set, and there is a counterwall
394 * 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
395 * 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.
396 *
397 */ 398 */
398int 399int
399ok_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)
400{ 401{
401 if (!xy_normalise (m, x, y)) 402 if (!xy_normalise (m, x, y))
404 mapspace &ms = m->at (x, y); 405 mapspace &ms = m->at (x, y);
405 ms.update (); 406 ms.update ();
406 407
407 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 408 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
408 return 0; 409 return 0;
410
411 int max_effects = 5; // max. number of similar spells per mapspace
409 412
410 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
411 { 414 {
412 /* If there is a counterspell on the space, and this 415 /* If there is a counterspell on the space, and this
413 * object is using magic, don't progress. I believe we could 416 * object is using magic, don't progress. I believe we could
432 // (and those shouldn't go away from 435 // (and those shouldn't go away from
433 // sanctuary) see also: permanent lava 436 // sanctuary) see also: permanent lava
434 && (immune_stop & AT_MAGIC)) 437 && (immune_stop & AT_MAGIC))
435 return 0; 438 return 0;
436 439
437 /* This is to prevent 'out of control' spells. Basically, this
438 * limits one spell effect per space per spell. This is definately
439 * needed for performance reasons, and just for playability I believe.
440 * there are no such things as multispaced spells right now, so
441 * we don't need to worry about the head.
442 */
443 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
444 return 0;
445
446 /*
447 * Combine similar spell effects into one spell effect. Needed for
448 * performance reasons with meteor swarm and the like, but also for
449 * playability reasons.
450 */
451 if (tmp->arch == op->arch /* no harm if not comparing by name here */
452 && tmp->type == op->type 440 if (tmp->type == op->type)
453 && tmp->subtype == op->subtype
454 && tmp->owner == op->owner
455 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
456 { 441 {
457 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 442 if (tmp->subtype == op->subtype
458 tmp->range = MAX (tmp->range, op->range); 443 && tmp->arch == op->arch /* no harm if not comparing by name here */)
459 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)
460 return 0; 474 return 0;
461 } 475 }
462 476
463 /* 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
464 * ground to prevent it from moving along? 478 * ground to prevent it from moving along?
465 */ 479 */
624 638
625/* put_a_monster: puts a monster named monstername near by 639/* put_a_monster: puts a monster named monstername near by
626 * op. This creates the treasures for the monsters, and 640 * op. This creates the treasures for the monsters, and
627 * also deals with multipart monsters properly. 641 * also deals with multipart monsters properly.
628 */ 642 */
629void 643static void
630put_a_monster (object *op, const char *monstername) 644put_a_monster (object *op, const char *monstername)
631{ 645{
632 object *tmp, *head = NULL, *prev = NULL; 646 object *tmp, *head = NULL, *prev = NULL;
633 archetype *at; 647 archetype *at;
634 int dir; 648 int dir;
690 * 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
691 * 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
692 * never used. This is however used by various failures on the 706 * never used. This is however used by various failures on the
693 * players part (alchemy, reincarnation, etc) 707 * players part (alchemy, reincarnation, etc)
694 */ 708 */
695
696int 709int
697summon_hostile_monsters (object *op, int n, const char *monstername) 710summon_hostile_monsters (object *op, int n, const char *monstername)
698{ 711{
699 int i; 712 int i;
700 713
765 { 778 {
766 SET_ANIMATION (op, ATTACKS[i].face); 779 SET_ANIMATION (op, ATTACKS[i].face);
767 } 780 }
768} 781}
769 782
770
771/* prayer_failure: This is called when a player fails 783/* prayer_failure: This is called when a player fails
772 * at casting a prayer. 784 * at casting a prayer.
773 * op is the player. 785 * op is the player.
774 * failure is basically how much grace they had. 786 * failure is basically how much grace they had.
775 * 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.
776 */ 788 */
777 789static void
778void
779prayer_failure (object *op, int failure, int power) 790prayer_failure (object *op, int failure, int power)
780{ 791{
781 const char *godname; 792 const char *godname;
782 object *tmp; 793 object *tmp;
783 794
876 tmp->insert_at (op); 887 tmp->insert_at (op);
877 } 888 }
878 } 889 }
879} 890}
880 891
881int 892static int
882cast_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)
883{ 894{
884 int success;
885 object *spell;
886
887 if (!spell_ob->other_arch) 895 if (!spell_ob->other_arch)
888 { 896 {
889 LOG (llevError, "cast_party_spell: empty other arch\n"); 897 LOG (llevError, "cast_party_spell: empty other arch\n");
890 return 0; 898 return 0;
891 } 899 }
892 900
893 spell = arch_to_object (spell_ob->other_arch); 901 object *spell = arch_to_object (spell_ob->other_arch);
894 902
895 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
896 success = cast_spell (op, caster, dir, spell, stringarg); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
897 905
898 if (caster->contr->party == NULL) 906 if (!op->contr || !op->contr->party)
899 { 907 {
900 spell->remove (); 908 spell->remove ();
901 return success; 909 return success;
902 } 910 }
903 911
904 for_all_players (pl) 912 for_all_players (pl)
905 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 913 if ((pl->ob->contr->party == op->contr->party)
914 && on_same_map (pl->ob, op)
915 && pl->ob != op)
906 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
907 917
908 spell->remove (); 918 spell->remove ();
909 return success; 919 return success;
910} 920}
911 921
917 * same as op. 927 * same as op.
918 * 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
919 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
920 * 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,
921 * we can determine what to do. 931 * we can determine what to do.
922 * 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
923 * 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
924 * 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,
925 * etc. 935 * etc.
926 * 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
927 * 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
935 * 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),
936 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
937 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
938 */ 948 */
939int 949int
940cast_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)
941{ 951{
942 const char *godname; 952 const char *godname;
943 int success = 0, cast_level = 0; 953 int success = 0;
944 object *skill = NULL; 954 object *skill = NULL;
945 955
946 if (!spell_ob) 956 if (!spell_ob)
947 { 957 {
948 LOG (llevError, "cast_spell: null spell object passed\n"); 958 LOG (llevError, "cast_spell: null spell object passed\n");
996 1006
997 int caster_level = skill->level; 1007 int caster_level = skill->level;
998 1008
999 if (op->path_attuned & spell_ob->path_attuned) 1009 if (op->path_attuned & spell_ob->path_attuned)
1000 { 1010 {
1001 caster_level += ATTUNE_REPELL; 1011 caster_level += min (caster_level, ATTUNE_REPELL);
1002 msg = " (attuned)"; 1012 msg = " (attuned)";
1003 } 1013 }
1004 1014
1005 if (op->path_repelled & spell_ob->path_attuned) 1015 if (op->path_repelled & spell_ob->path_attuned)
1006 { 1016 {
1007 caster_level = ATTUNE_REPELL; // negative is ok 1017 caster_level -= ATTUNE_REPELL; // negative is ok
1008 msg = " (repelled)"; 1018 msg = " (repelled)";
1009 } 1019 }
1010 1020
1011 int casting_level = min_casting_level (op, spell_ob);
1012
1013 if (casting_level > caster_level) 1021 if (spell_ob->level > caster_level)
1014 { 1022 {
1015 op->failmsg (format ("You lack enough skill to cast that spell! " 1023 op->failmsg (format ("You lack enough skill to cast that spell! "
1016 "H<Your effective cast level is %d%s, but level %d is required.>", 1024 "H<Your effective cast level is %d%s, but level %d is required.>",
1017 caster_level, msg, casting_level)); 1025 caster_level, msg, spell_ob->level));
1018 if (!op->is_wiz ()) 1026 if (!op->is_wiz ())
1019 return 0; 1027 return 0;
1020 } 1028 }
1021 } 1029 }
1022 1030
1023 /* 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
1024 * to have sufficient grace/mana. 1032 * to have sufficient grace/mana.
1025 */ 1033 */
1026 if (!QUERY_FLAG (op, FLAG_WIZ)) 1034 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1027 { 1035 {
1028 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1029 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)
1030 { 1038 {
1031 op->failmsg ("You don't have enough mana!"); 1039 op->failmsg ("You don't have enough mana!");
1154 } 1162 }
1155 1163
1156 op->change_skill (skill); /* needed for proper exp credit */ 1164 op->change_skill (skill); /* needed for proper exp credit */
1157 } 1165 }
1158 1166
1159 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)))
1160 return RESULT_INT (0); 1168 return RESULT_INT (0);
1161 1169
1162 switch (spell_ob->subtype) 1170 switch (spell_ob->subtype)
1163 { 1171 {
1164 /* 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
1165 * in in spells.h. 1173 * in spells.h.
1166 */ 1174 */
1167 case SP_RAISE_DEAD: 1175 case SP_RAISE_DEAD:
1168 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1176 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1169 break; 1177 break;
1170 1178
1171 case SP_RUNE: 1179 case SP_RUNE:
1172 success = write_rune (op, caster, spell_ob, dir, stringarg); 1180 success = write_rune (op, caster, spell_ob, dir, spellparam);
1173 break; 1181 break;
1174 1182
1175 case SP_MAKE_MARK: 1183 case SP_MAKE_MARK:
1176 success = write_mark (op, spell_ob, stringarg); 1184 success = write_mark (op, spell_ob, spellparam);
1177 break; 1185 break;
1178 1186
1179 case SP_BOLT: 1187 case SP_BOLT:
1180 success = fire_bolt (op, caster, dir, spell_ob, skill); 1188 success = fire_bolt (op, caster, dir, spell_ob, skill);
1181 break; 1189 break;
1210 1218
1211 case SP_DIMENSION_DOOR: 1219 case SP_DIMENSION_DOOR:
1212 /* dimension door needs the actual caster, because that is what is 1220 /* dimension door needs the actual caster, because that is what is
1213 * moved. 1221 * moved.
1214 */ 1222 */
1215 success = dimension_door (op, caster, spell_ob, dir); 1223 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1216 break; 1224 break;
1217 1225
1218 case SP_MAGIC_MAPPING: 1226 case SP_MAGIC_MAPPING:
1219 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1220 { 1228 {
1253 case SP_HEALING: 1261 case SP_HEALING:
1254 success = cast_heal (op, caster, spell_ob, dir); 1262 success = cast_heal (op, caster, spell_ob, dir);
1255 break; 1263 break;
1256 1264
1257 case SP_CREATE_FOOD: 1265 case SP_CREATE_FOOD:
1258 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1266 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1259 break; 1267 break;
1260 1268
1261 case SP_EARTH_TO_DUST: 1269 case SP_EARTH_TO_DUST:
1262 success = cast_earth_to_dust (op, caster, spell_ob); 1270 success = cast_earth_to_dust (op, caster, spell_ob);
1263 break; 1271 break;
1273 case SP_CURSE: 1281 case SP_CURSE:
1274 success = cast_curse (op, caster, spell_ob, dir); 1282 success = cast_curse (op, caster, spell_ob, dir);
1275 break; 1283 break;
1276 1284
1277 case SP_SUMMON_MONSTER: 1285 case SP_SUMMON_MONSTER:
1278 success = summon_object (op, caster, spell_ob, dir, stringarg); 1286 success = summon_object (op, caster, spell_ob, dir, spellparam);
1279 break; 1287 break;
1280 1288
1281 case SP_CHARGING: 1289 case SP_CHARGING:
1282 success = recharge (op, caster, spell_ob); 1290 success = recharge (op, caster, spell_ob);
1283 break; 1291 break;
1337 /* in rune.c */ 1345 /* in rune.c */
1338 success = dispel_rune (op, caster, spell_ob, skill, dir); 1346 success = dispel_rune (op, caster, spell_ob, skill, dir);
1339 break; 1347 break;
1340 1348
1341 case SP_CREATE_MISSILE: 1349 case SP_CREATE_MISSILE:
1342 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1350 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1343 break; 1351 break;
1344 1352
1345 case SP_CONSECRATE: 1353 case SP_CONSECRATE:
1346 success = cast_consecrate (op, caster, spell_ob); 1354 success = cast_consecrate (op, caster, spell_ob);
1347 break; 1355 break;
1369 case SP_AURA: 1377 case SP_AURA:
1370 success = create_aura (op, caster, spell_ob); 1378 success = create_aura (op, caster, spell_ob);
1371 break; 1379 break;
1372 1380
1373 case SP_PARTY_SPELL: 1381 case SP_PARTY_SPELL:
1374 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1382 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1375 break; 1383 break;
1376 1384
1377 default: 1385 default:
1378 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);
1379 } 1387 }
1441} 1449}
1442 1450
1443/* this checks to see if something special should happen if 1451/* this checks to see if something special should happen if
1444 * something runs into the object. 1452 * something runs into the object.
1445 */ 1453 */
1446void 1454static void
1447check_spell_effect (object *op) 1455check_spell_effect (object *op)
1448{ 1456{
1449 switch (op->subtype) 1457 switch (op->subtype)
1450 { 1458 {
1451 case SP_BOLT: 1459 case SP_BOLT:
1475 1483
1476 case SP_MAGIC_MISSILE: 1484 case SP_MAGIC_MISSILE:
1477 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1485 if (QUERY_FLAG (victim, FLAG_ALIVE))
1478 { 1486 {
1479 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1480
1481 if (!spell->destroyed ())
1482 spell->destroy (); 1488 spell->destroy ();
1483 } 1489 }
1484 break; 1490 break;
1485 1491
1486 case SP_MOVING_BALL: 1492 case SP_MOVING_BALL:
1487 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1493 if (QUERY_FLAG (victim, FLAG_ALIVE))
1488 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1489 else if (victim->materialname) 1495 else if (victim->materialname)
1490 save_throw_object (victim, spell->attacktype, spell); 1496 save_throw_object (victim, spell->attacktype, spell);
1491 break;
1492 }
1493}
1494 1497
1498 break;
1499 }
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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