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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.62 by root, Sun Oct 21 01:35:14 2007 UTC vs.
Revision 1.102 by root, Fri Nov 6 13:31:47 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 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 <crossfire@schmorp.de> 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>
25#include <spells.h> 26#include <spells.h>
26#include <object.h> 27#include <object.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 object *tmp;
42 42
43 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
44 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++; 45 k++;
46 46
47 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
48 if (!k) 48 if (!k)
49 return NULL; 49 return NULL;
50 50
51 s = RANDOM () % k; 51 s = rndm (k);
52 52
53 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 {
56 if (!s) 55 if (!s)
57 return tmp; 56 return tmp;
58 else 57 else
59 s--; 58 s--;
60 } 59
61 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
62 return NULL; 61 return 0;
63} 62}
64 63
65/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
66 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
67 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
77 dest->skill = spob->skill; 76 dest->skill = spob->skill;
78 else 77 else
79 dest->skill = caster->skill; 78 dest->skill = caster->skill;
80} 79}
81 80
82/* init_spells: This should really be called check_spells, as that
83 * is what it does. It goes through the spells looking for any
84 * obvious errors. This was most useful in debugging when re-doing
85 * all the spells to catch simple errors. To use it all the time
86 * will result in it spitting out messages that aren't really errors.
87 */
88void
89init_spells (void)
90{
91#ifdef SPELL_DEBUG
92 static int init_spells_done = 0;
93 int i;
94 archetype *at;
95
96 if (init_spells_done)
97 return;
98 LOG (llevDebug, "Checking spells...\n");
99
100 for_all_archetypes (at)
101 {
102 if (at->type == SPELL)
103 {
104 if (at->skill)
105 {
106 for (i = 1; i < NUM_SKILLS; i++)
107 if (!strcmp (skill_names[i], at->skill))
108 break;
109 if (i == NUM_SKILLS)
110 {
111 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
112 }
113 }
114 /* other_arch is already checked for in the loader */
115 }
116 }
117
118 i = 0;
119 while (spell_mapping[i])
120 {
121 if (!archetype::find (spell_mapping[i]))
122 {
123 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
124 }
125 i++;
126 }
127 LOG (llevDebug, "Checking spells completed.\n");
128#endif
129}
130
131/* Dumps all the spells - now also dumps skill associated with the spell.
132 * not sure what this would be used for, as the data seems pretty
133 * minimal, but easy enough to keep around.
134 */
135void
136dump_spells ()
137{
138 for_all_archetypes (at)
139 if (at->type == SPELL)
140 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
141 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
142}
143
144/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
145 * 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
146 */ 83 */
147void 84void
148spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
149{ 86{
150 if (spob->other_arch) 87 if (spob->other_arch)
151 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (arch_to_object (spob->other_arch), x, y, originator);
152} 89}
153 90
154/* 91static int
155 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
156 * effective level the caster needs to be to cast the spell.
157 * basically, it just adjusts the spell->level with attuned/repelled
158 * spellpaths. Was called path_level_mod.
159 *
160 * caster is person casting the spell.
161 * spell is the spell object.
162 * Returns modified level.
163 */
164int
165min_casting_level (object *caster, object *spell)
166{ 93{
167 int new_level; 94 // compute the attuned/repelled bonus
168 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
169 if (caster->path_denied & spell->path_attuned) 96 // repell has no such quarrels
170 return 1; 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
171
172 new_level = spell->level
173 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
174 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
175
176 return max (1, new_level);
177} 99}
178 100
179/* This function returns the effective level the spell 101/* This function returns the effective level the spell
180 * is being cast at. 102 * is being cast at.
181 * Note that I changed the repelled/attuned bonus to 2 from 5.
182 * This is because the new code compares casting_level against
183 * min_caster_level, so the difference is effectively 4
184 */ 103 */
185int 104int
186caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
187{ 106{
188 int level = caster->level; 107 int level = caster->level;
189
190 /* If this is a player, try to find the matching skill */
191 if (caster->type == PLAYER && spell->skill)
192 for (int i = 0; i < NUM_SKILLS; i++)
193 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
194 {
195 level = caster->contr->last_skill_ob[i]->level;
196 break;
197 }
198 108
199 /* 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. */
200 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
201 { 111 {
202 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);
203 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
204 114
205 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
206 } 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;
207 120
208 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
209 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 122
210 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);
211 128
212 /* 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
213 * errors in various places. 130 * errors in various places.
214 */ 131 */
215 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
216} 133}
217 134
218/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
219 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
220 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
224 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
225 * spell is the spell object. 142 * spell is the spell object.
226 * 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
227 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
228 */ 145 */
229
230sint16 146sint16
231SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
232{ 148{
233 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
234 150
235 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
236 { 152 {
237 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
238 { 154 {
259 else 175 else
260 { 176 {
261 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 177 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
262 if (spell->stats.sp && !sp) 178 if (spell->stats.sp && !sp)
263 sp = 1; 179 sp = 1;
180
264 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 181 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
265 if (spell->stats.grace && !grace) 182 if (spell->stats.grace && !grace)
266 grace = 1; 183 grace = 1;
267 } 184 }
268 185
277 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);
278 return 0; 195 return 0;
279 } 196 }
280} 197}
281 198
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}
209
282/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 210/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
283 * spob is the spell we are adjusting. 211 * spob is the spell we are adjusting.
284 */ 212 */
285int 213int
286SP_level_dam_adjust (object *caster, object *spob) 214SP_level_dam_adjust (object *caster, object *spob)
287{ 215{
288 if (!spob->dam_modifier) 216 if (!spob->dam_modifier)
289 return 0; 217 return 0;
290 218
291 int level = caster_level (caster, spob);
292 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; 219 return SP_casting_level (caster, spob) / spob->dam_modifier;
293} 220}
294 221
295/* Adjust the strength of the spell based on level. 222/* Adjust the strength of the spell based on level.
296 * This is basically the same as SP_level_dam_adjust above, 223 * This is basically the same as SP_level_dam_adjust above,
297 * but instead looks at the level_modifier value. 224 * but instead looks at the level_modifier value.
300SP_level_duration_adjust (object *caster, object *spob) 227SP_level_duration_adjust (object *caster, object *spob)
301{ 228{
302 if (!spob->duration_modifier) 229 if (!spob->duration_modifier)
303 return 0; 230 return 0;
304 231
305 int level = caster_level (caster, spob);
306 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; 232 return SP_casting_level (caster, spob) / spob->duration_modifier;
307} 233}
308 234
309/* Adjust the strength of the spell based on level. 235/* Adjust the strength of the spell based on level.
310 * This is basically the same as SP_level_dam_adjust above, 236 * This is basically the same as SP_level_dam_adjust above,
311 * but instead looks at the level_modifier value. 237 * but instead looks at the level_modifier value.
314SP_level_range_adjust (object *caster, object *spob) 240SP_level_range_adjust (object *caster, object *spob)
315{ 241{
316 if (!spob->range_modifier) 242 if (!spob->range_modifier)
317 return 0; 243 return 0;
318 244
319 int level = caster_level (caster, spob);
320 return (level - min_casting_level (caster, spob)) / spob->range_modifier; 245 return SP_casting_level (caster, spob) / spob->range_modifier;
321} 246}
322 247
323/* 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
324 * as an existing spell, we presume they know it. 249 * as an existing spell, we presume they know it.
325 * 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.
326 */ 251 */
327object * 252object *
328check_spell_known (object *op, const char *name) 253check_spell_known (object *op, shstr_cmp name)
329{ 254{
330 object *spop; 255 object *spop;
331 256
332 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
333 if (spop->type == SPELL && !strcmp (spop->name, name)) 258 if (spop->type == SPELL && spop->name == name)
334 return spop; 259 return spop;
335 260
336 return NULL; 261 return 0;
337} 262}
338
339 263
340/* 264/*
341 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
342 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
343 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
344 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
345 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
346 * exact match, we also return NULL. 270 * exact match, we also return NULL.
347 */ 271 */
348
349object * 272object *
350lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
351{ 274{
352 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = 0, *spob2 = 0;
353 int nummatch = 0; 276 int nummatch = 0;
354 277
355 if (spname == NULL) 278 if (!spname)
356 return NULL; 279 return 0;
357 280
358 /* Try to find the spell. We store the results in spob1 281 /* Try to find the spell. We store the results in spob1
359 * and spob2 - spob1 is only taking the length of 282 * and spob2 - spob1 is only taking the length of
360 * the past spname, spob2 uses the length of the spell name. 283 * the past spname, spob2 uses the length of the spell name.
361 */ 284 */
362 for (spob = op->inv; spob; spob = spob->below) 285 for (object *spob = op->inv; spob; spob = spob->below)
363 { 286 {
364 if (spob->type == SPELL) 287 if (spob->type == SPELL)
365 { 288 {
289 // TODO: WTF?
366 if (!strncmp (spob->name, spname, strlen (spname))) 290 if (!strncmp (spob->name, spname, strlen (spname)))
367 { 291 {
368 nummatch++; 292 nummatch++;
369 spob1 = spob; 293 spob1 = spob;
370 } 294 }
375 * fall into this category). It shouldn't be hard to 299 * fall into this category). It shouldn't be hard to
376 * make sure spell names don't overlap in that fashion. 300 * make sure spell names don't overlap in that fashion.
377 */ 301 */
378 if (spob2) 302 if (spob2)
379 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
380 spob2 = spob; 305 spob2 = spob;
381 } 306 }
382 } 307 }
383 } 308 }
384 /* 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
385 * on the loser match, return that, otehrwise null 310 * on the loser match, return that, otehrwise null
386 */ 311 */
387 if (spob2) 312 if (spob2)
388 return spob2; 313 return spob2;
314
389 if (spob1 && nummatch == 1) 315 if (spob1 && nummatch == 1)
390 return spob1; 316 return spob1;
317
391 return NULL; 318 return NULL;
392} 319}
393 320
394/* reflwall - decides weither the (spell-)object sp_op will 321/* reflwall - decides weither the (spell-)object sp_op will
395 * be reflected from the given mapsquare. Returns 1 if true. 322 * be reflected from the given mapsquare. Returns 1 if true.
399 * eg, updated for tiled maps. 326 * eg, updated for tiled maps.
400 */ 327 */
401int 328int
402reflwall (maptile *m, int x, int y, object *sp_op) 329reflwall (maptile *m, int x, int y, object *sp_op)
403{ 330{
404 object *op;
405
406 if (OUT_OF_REAL_MAP (m, x, y)) 331 if (OUT_OF_REAL_MAP (m, x, y))
407 return 0; 332 return 0;
333
408 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)
409 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 335 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
410 && (!QUERY_FLAG (op, FLAG_ALIVE) 336 && (!QUERY_FLAG (op, FLAG_ALIVE)
411 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 337 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
412 return 1; 338 return 1;
413 339
443 dir ? 0 : INS_BELOW_ORIGINATOR); 369 dir ? 0 : INS_BELOW_ORIGINATOR);
444 370
445 return dir; 371 return dir;
446} 372}
447 373
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
448/* 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.
449 * immune_stop is basically the attacktype of the spell (why 393 * immune_stop is basically the attacktype of the spell (why
450 * passed as a different value, not sure of). If immune_stop 394 * passed as a different value, not sure of). If immune_stop
451 * has the AT_MAGIC bit set, and there is a counterwall 395 * has the AT_MAGIC bit set, and there is a counterwall
452 * 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
453 * 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.
454 *
455 */ 398 */
456int 399int
457ok_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)
458{ 401{
459 if (!xy_normalise (m, x, y)) 402 if (!xy_normalise (m, x, y))
460 return 0; 403 return 0;
461 404
462 mapspace &ms = m->at (x, y); 405 mapspace &ms = m->at (x, y);
406 ms.update ();
463 407
464 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 408 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
465 return 0; 409 return 0;
410
411 int max_effects = 5; // max. number of similar spells per mapspace
466 412
467 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
468 { 414 {
469 /* If there is a counterspell on the space, and this 415 /* If there is a counterspell on the space, and this
470 * object is using magic, don't progress. I believe we could 416 * object is using magic, don't progress. I believe we could
489 // (and those shouldn't go away from 435 // (and those shouldn't go away from
490 // sanctuary) see also: permanent lava 436 // sanctuary) see also: permanent lava
491 && (immune_stop & AT_MAGIC)) 437 && (immune_stop & AT_MAGIC))
492 return 0; 438 return 0;
493 439
494 /* This is to prevent 'out of control' spells. Basically, this
495 * limits one spell effect per space per spell. This is definately
496 * needed for performance reasons, and just for playability I believe.
497 * there are no such things as multispaced spells right now, so
498 * we don't need to worry about the head.
499 */
500 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
501 return 0;
502
503 /*
504 * Combine similar spell effects into one spell effect. Needed for
505 * performance reasons with meteor swarm and the like, but also for
506 * playability reasons.
507 */
508 if (tmp->arch == op->arch
509 && tmp->type == op->type 440 if (tmp->type == op->type)
510 && tmp->subtype == op->subtype
511 && tmp->owner == op->owner
512 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
513 { 441 {
514 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 442 if (tmp->subtype == op->subtype
515 tmp->range = MAX (tmp->range, op->range); 443 && tmp->arch == op->arch /* no harm if not comparing by name here */)
516 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)
517 return 0; 474 return 0;
518 } 475 }
519 476
520 /* 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
521 * ground to prevent it from moving along? 478 * ground to prevent it from moving along?
522 */ 479 */
537 * returns 0 on failure, 1 on success. 494 * returns 0 on failure, 1 on success.
538 */ 495 */
539int 496int
540fire_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)
541{ 498{
542 object *tmp;
543 int mflags;
544 maptile *m;
545
546 if (spell->other_arch == NULL) 499 if (!spell->other_arch)
547 return 0; 500 return 0;
548 501
549 m = op->map; 502 object *tmp = spell->other_arch->instance ();
550 mflags = get_map_flags (m, &m, x, y, &x, &y);
551 if (mflags & P_OUT_OF_MAP)
552 {
553 return 0;
554 }
555 503
556 tmp = arch_to_object (spell->other_arch); 504 if (!tmp)
557
558 if (tmp == NULL)
559 return 0; 505 return 0;
560
561 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
562 {
563 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
564 tmp->destroy ();
565 return 0;
566 }
567 506
568 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);
569 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 508 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
570 /* 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 */
571 tmp->stats.food = tmp->duration; 510 tmp->stats.food = tmp->duration;
572 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 511 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
573 tmp->attacktype = spell->attacktype; 512 tmp->attacktype = spell->attacktype;
574 tmp->x = x;
575 tmp->y = y;
576 tmp->direction = dir; 513 tmp->direction = dir;
577 if (op->owner != NULL)
578 tmp->set_owner (op); 514 tmp->set_owner (op);
579 else
580 tmp->set_owner (op);
581 tmp->level = caster_level (caster, spell); 515 tmp->level = casting_level (caster, spell);
582 set_spell_skill (op, caster, spell, tmp); 516 set_spell_skill (op, caster, spell, tmp);
583 517
584 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 518 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
585 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 519 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
586 {
587 if (!tailor_god_spell (tmp, op)) 520 if (!tailor_god_spell (tmp, op))
588 return 0; 521 return 0;
589 } 522
590 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 523 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
591 SET_ANIMATION (tmp, dir); 524 SET_ANIMATION (tmp, dir);
592 525
593 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 526 if ((tmp = op->map->insert (tmp, x, y, op)))
594 move_spell_effect (tmp); 527 move_spell_effect (tmp);
595 528
596 return 1; 529 return 1;
597} 530}
598 531
653 if (!tmp) 586 if (!tmp)
654 tmp = op->ms ().player (); 587 tmp = op->ms ().player ();
655 588
656 return tmp; 589 return tmp;
657} 590}
658
659
660 591
661/* raytrace: 592/* raytrace:
662 * 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
663 * 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
664 * live objects. 595 * live objects.
667 * monsters/generators only. If not, the spell will hunt players only. 598 * monsters/generators only. If not, the spell will hunt players only.
668 * 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
669 * any, otherwise -1. 600 * any, otherwise -1.
670 * 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.
671 */ 602 */
672
673int 603int
674spell_find_dir (maptile *m, int x, int y, object *exclude) 604spell_find_dir (maptile *m, int x, int y, object *exclude)
675{ 605{
676 int i, max = SIZEOFFREE; 606 int i, max = SIZEOFFREE;
677 sint16 nx, ny; 607 sint16 nx, ny;
708 638
709/* put_a_monster: puts a monster named monstername near by 639/* put_a_monster: puts a monster named monstername near by
710 * op. This creates the treasures for the monsters, and 640 * op. This creates the treasures for the monsters, and
711 * also deals with multipart monsters properly. 641 * also deals with multipart monsters properly.
712 */ 642 */
713void 643static void
714put_a_monster (object *op, const char *monstername) 644put_a_monster (object *op, const char *monstername)
715{ 645{
716 object *tmp, *head = NULL, *prev = NULL; 646 object *tmp, *head = NULL, *prev = NULL;
717 archetype *at; 647 archetype *at;
718 int dir; 648 int dir;
757 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 687 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
758 688
759 insert_ob_in_map (head, op->map, op, 0); 689 insert_ob_in_map (head, op->map, op, 0);
760 690
761 /* thought it'd be cool to insert a burnout, too. */ 691 /* thought it'd be cool to insert a burnout, too. */
762 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);
763 } 693 }
764} 694}
765 695
766/* peterm: function which summons hostile monsters and 696/* peterm: function which summons hostile monsters and
767 * places them in nearby squares. 697 * places them in nearby squares.
774 * 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
775 * 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
776 * never used. This is however used by various failures on the 706 * never used. This is however used by various failures on the
777 * players part (alchemy, reincarnation, etc) 707 * players part (alchemy, reincarnation, etc)
778 */ 708 */
779
780int 709int
781summon_hostile_monsters (object *op, int n, const char *monstername) 710summon_hostile_monsters (object *op, int n, const char *monstername)
782{ 711{
783 int i; 712 int i;
784 713
849 { 778 {
850 SET_ANIMATION (op, ATTACKS[i].face); 779 SET_ANIMATION (op, ATTACKS[i].face);
851 } 780 }
852} 781}
853 782
854
855/* prayer_failure: This is called when a player fails 783/* prayer_failure: This is called when a player fails
856 * at casting a prayer. 784 * at casting a prayer.
857 * op is the player. 785 * op is the player.
858 * failure is basically how much grace they had. 786 * failure is basically how much grace they had.
859 * 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.
860 */ 788 */
861 789static void
862void
863prayer_failure (object *op, int failure, int power) 790prayer_failure (object *op, int failure, int power)
864{ 791{
865 const char *godname; 792 const char *godname;
866 object *tmp; 793 object *tmp;
867 794
960 tmp->insert_at (op); 887 tmp->insert_at (op);
961 } 888 }
962 } 889 }
963} 890}
964 891
965int 892static int
966cast_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)
967{ 894{
968 int success;
969 object *spell;
970
971 if (!spell_ob->other_arch) 895 if (!spell_ob->other_arch)
972 { 896 {
973 LOG (llevError, "cast_party_spell: empty other arch\n"); 897 LOG (llevError, "cast_party_spell: empty other arch\n");
974 return 0; 898 return 0;
975 } 899 }
976 900
977 spell = arch_to_object (spell_ob->other_arch); 901 object *spell = arch_to_object (spell_ob->other_arch);
978 902
979 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
980 success = cast_spell (op, caster, dir, spell, stringarg); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
981 905
982 if (caster->contr->party == NULL) 906 if (!op->contr || !op->contr->party)
983 { 907 {
984 spell->remove (); 908 spell->remove ();
985 return success; 909 return success;
986 } 910 }
987 911
988 for_all_players (pl) 912 for_all_players (pl)
989 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)
990 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
991 917
992 spell->remove (); 918 spell->remove ();
993 return success; 919 return success;
994} 920}
995 921
1001 * same as op. 927 * same as op.
1002 * 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
1003 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
1004 * 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,
1005 * we can determine what to do. 931 * we can determine what to do.
1006 * 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
1007 * 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
1008 * 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,
1009 * etc. 935 * etc.
1010 * 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
1011 * 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
1019 * 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),
1020 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
1021 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
1022 */ 948 */
1023int 949int
1024cast_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)
1025{ 951{
1026 const char *godname; 952 const char *godname;
1027 int success = 0, cast_level = 0; 953 int success = 0;
1028 object *skill = NULL; 954 object *skill = NULL;
1029 955
1030 if (!spell_ob) 956 if (!spell_ob)
1031 { 957 {
1032 LOG (llevError, "cast_spell: null spell object passed\n"); 958 LOG (llevError, "cast_spell: null spell object passed\n");
1061 * 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
1062 * at least process that code. 988 * at least process that code.
1063 */ 989 */
1064 if (op->type == PLAYER && op == caster) 990 if (op->type == PLAYER && op == caster)
1065 { 991 {
1066 cast_level = caster_level (caster, spell_ob);
1067
1068 if (spell_ob->skill) 992 if (spell_ob->skill)
1069 { 993 {
1070 skill = find_skill_by_name (op, spell_ob->skill); 994 skill = find_skill_by_name (op, spell_ob->skill);
1071 995
1072 if (!skill) 996 if (!skill)
1073 { 997 {
1074 op->failmsg (format ("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));
1075 return 0; 1002 return 0;
1076 } 1003 }
1077 1004
1078 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1005 const char *msg = "";
1006
1007 int caster_level = skill->level;
1008
1009 if (op->path_attuned & spell_ob->path_attuned)
1079 { 1010 {
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 {
1080 op->failmsg ("You lack enough skill to cast that spell!"); 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 ())
1081 return 0; 1027 return 0;
1082 } 1028 }
1083 } 1029 }
1084 1030
1085 /* 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
1086 * to have sufficient grace/mana. 1032 * to have sufficient grace/mana.
1087 */ 1033 */
1088 if (!QUERY_FLAG (op, FLAG_WIZ)) 1034 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1089 { 1035 {
1090 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1091 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)
1092 { 1038 {
1093 op->failmsg ("You don't have enough mana!"); 1039 op->failmsg ("You don't have enough mana!");
1216 } 1162 }
1217 1163
1218 op->change_skill (skill); /* needed for proper exp credit */ 1164 op->change_skill (skill); /* needed for proper exp credit */
1219 } 1165 }
1220 1166
1221 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)))
1222 return RESULT_INT (0); 1168 return RESULT_INT (0);
1223 1169
1224 switch (spell_ob->subtype) 1170 switch (spell_ob->subtype)
1225 { 1171 {
1226 /* 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
1227 * in in spells.h. 1173 * in spells.h.
1228 */ 1174 */
1229 case SP_RAISE_DEAD: 1175 case SP_RAISE_DEAD:
1230 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1176 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1231 break; 1177 break;
1232 1178
1233 case SP_RUNE: 1179 case SP_RUNE:
1234 success = write_rune (op, caster, spell_ob, dir, stringarg); 1180 success = write_rune (op, caster, spell_ob, dir, spellparam);
1235 break; 1181 break;
1236 1182
1237 case SP_MAKE_MARK: 1183 case SP_MAKE_MARK:
1238 success = write_mark (op, spell_ob, stringarg); 1184 success = write_mark (op, spell_ob, spellparam);
1239 break; 1185 break;
1240 1186
1241 case SP_BOLT: 1187 case SP_BOLT:
1242 success = fire_bolt (op, caster, dir, spell_ob, skill); 1188 success = fire_bolt (op, caster, dir, spell_ob, skill);
1243 break; 1189 break;
1261 case SP_SMITE: 1207 case SP_SMITE:
1262 success = cast_smite_spell (op, caster, dir, spell_ob); 1208 success = cast_smite_spell (op, caster, dir, spell_ob);
1263 break; 1209 break;
1264 1210
1265 case SP_MAGIC_MISSILE: 1211 case SP_MAGIC_MISSILE:
1266 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);
1267 break; 1213 break;
1268 1214
1269 case SP_SUMMON_GOLEM: 1215 case SP_SUMMON_GOLEM:
1270 success = summon_golem (op, caster, dir, spell_ob); 1216 success = summon_golem (op, caster, dir, spell_ob);
1271 break; 1217 break;
1272 1218
1273 case SP_DIMENSION_DOOR: 1219 case SP_DIMENSION_DOOR:
1274 /* dimension door needs the actual caster, because that is what is 1220 /* dimension door needs the actual caster, because that is what is
1275 * moved. 1221 * moved.
1276 */ 1222 */
1277 success = dimension_door (op, caster, spell_ob, dir); 1223 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1278 break; 1224 break;
1279 1225
1280 case SP_MAGIC_MAPPING: 1226 case SP_MAGIC_MAPPING:
1281 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1282 { 1228 {
1315 case SP_HEALING: 1261 case SP_HEALING:
1316 success = cast_heal (op, caster, spell_ob, dir); 1262 success = cast_heal (op, caster, spell_ob, dir);
1317 break; 1263 break;
1318 1264
1319 case SP_CREATE_FOOD: 1265 case SP_CREATE_FOOD:
1320 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1266 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1321 break; 1267 break;
1322 1268
1323 case SP_EARTH_TO_DUST: 1269 case SP_EARTH_TO_DUST:
1324 success = cast_earth_to_dust (op, caster, spell_ob); 1270 success = cast_earth_to_dust (op, caster, spell_ob);
1325 break; 1271 break;
1335 case SP_CURSE: 1281 case SP_CURSE:
1336 success = cast_curse (op, caster, spell_ob, dir); 1282 success = cast_curse (op, caster, spell_ob, dir);
1337 break; 1283 break;
1338 1284
1339 case SP_SUMMON_MONSTER: 1285 case SP_SUMMON_MONSTER:
1340 success = summon_object (op, caster, spell_ob, dir, stringarg); 1286 success = summon_object (op, caster, spell_ob, dir, spellparam);
1341 break; 1287 break;
1342 1288
1343 case SP_CHARGING: 1289 case SP_CHARGING:
1344 success = recharge (op, caster, spell_ob); 1290 success = recharge (op, caster, spell_ob);
1345 break; 1291 break;
1382 { 1328 {
1383 op->failmsg (format ("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));
1384 success = 0; 1330 success = 0;
1385 } 1331 }
1386 else 1332 else
1387 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);
1388 break; 1334 break;
1389 1335
1390 case SP_SWARM: 1336 case SP_SWARM:
1391 success = fire_swarm (op, caster, spell_ob, dir); 1337 success = fire_swarm (op, caster, spell_ob, dir);
1392 break; 1338 break;
1399 /* in rune.c */ 1345 /* in rune.c */
1400 success = dispel_rune (op, caster, spell_ob, skill, dir); 1346 success = dispel_rune (op, caster, spell_ob, skill, dir);
1401 break; 1347 break;
1402 1348
1403 case SP_CREATE_MISSILE: 1349 case SP_CREATE_MISSILE:
1404 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1350 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1405 break; 1351 break;
1406 1352
1407 case SP_CONSECRATE: 1353 case SP_CONSECRATE:
1408 success = cast_consecrate (op, caster, spell_ob); 1354 success = cast_consecrate (op, caster, spell_ob);
1409 break; 1355 break;
1431 case SP_AURA: 1377 case SP_AURA:
1432 success = create_aura (op, caster, spell_ob); 1378 success = create_aura (op, caster, spell_ob);
1433 break; 1379 break;
1434 1380
1435 case SP_PARTY_SPELL: 1381 case SP_PARTY_SPELL:
1436 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1382 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1437 break; 1383 break;
1438 1384
1439 default: 1385 default:
1440 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);
1441 } 1387 }
1500 move_aura (op); 1446 move_aura (op);
1501 break; 1447 break;
1502 } 1448 }
1503} 1449}
1504 1450
1505/* this checks to see if something special should happen if
1506 * something runs into the object.
1507 */
1508void
1509check_spell_effect (object *op)
1510{
1511 switch (op->subtype)
1512 {
1513 case SP_BOLT:
1514 move_bolt (op);
1515 return;
1516
1517 case SP_BULLET:
1518 check_bullet (op);
1519 return;
1520 }
1521}
1522
1523/* This is called by move_apply. Basically, if someone 1451/* This is called by move_apply. Basically, if someone
1524 * moves onto a spell effect and the walk_on or fly_on flags 1452 * moves onto a spell effect and the walk_on or fly_on flags
1525 * are set, this is called. This should only be called for 1453 * are set, this is called. This should only be called for
1526 * objects of the appropraite type. 1454 * objects of the appropriate type.
1527 */ 1455 */
1528void 1456void
1529apply_spell_effect (object *spell, object *victim) 1457apply_spell_effect (object *spell, object *victim)
1530{ 1458{
1531 switch (spell->subtype) 1459 switch (spell->subtype)
1537 1465
1538 case SP_MAGIC_MISSILE: 1466 case SP_MAGIC_MISSILE:
1539 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1467 if (QUERY_FLAG (victim, FLAG_ALIVE))
1540 { 1468 {
1541 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1469 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1542
1543 if (!spell->destroyed ())
1544 spell->destroy (); 1470 spell->destroy ();
1545 } 1471 }
1546 break; 1472 break;
1547 1473
1548 case SP_MOVING_BALL: 1474 case SP_MOVING_BALL:
1549 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1475 if (QUERY_FLAG (victim, FLAG_ALIVE))
1550 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1476 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1551 else if (victim->materialname) 1477 else if (victim->materialname)
1552 save_throw_object (victim, spell->attacktype, spell); 1478 save_throw_object (victim, spell->attacktype, spell);
1553 break;
1554 }
1555}
1556 1479
1480 break;
1481 }
1482}
1483
1484/**
1485 * This function will let a fireball explode at the position of
1486 * the victim with a specific maximum level.
1487 */
1488void
1489create_exploding_ball_at (object *victim, int level)
1490{
1491 object *ball = get_archetype (EXPLODING_FIREBALL);
1492 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1493 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1494 ball->insert_at (victim);
1495}

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