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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.77 by root, Sun Sep 28 15:49:08 2008 UTC vs.
Revision 1.102 by root, Fri Nov 6 13:31:47 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 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
87{ 86{
88 if (spob->other_arch) 87 if (spob->other_arch)
89 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (arch_to_object (spob->other_arch), x, y, originator);
90} 89}
91 90
92/* 91static int
93 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
94 * effective level the caster needs to be to cast the spell.
95 * basically, it just adjusts the spell->level with attuned/repelled
96 * spellpaths. Was called path_level_mod.
97 *
98 * caster is person casting the spell.
99 * spell is the spell object.
100 * Returns modified level.
101 */
102int
103min_casting_level (object *caster, object *spell)
104{ 93{
105 if (caster->path_denied & spell->path_attuned) 94 // compute the attuned/repelled bonus
106 return 1; 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
107 96 // repell has no such quarrels
108 int new_level = spell->level 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
109 + (caster->path_repelled & spell->path_attuned ? +8 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
111
112 return max (1, new_level);
113} 99}
114 100
115/* This function returns the effective level the spell 101/* This function returns the effective level the spell
116 * is being cast at. 102 * is being cast at.
117 * Note that I changed the repelled/attuned bonus to 2 from 5.
118 * This is because the new code compares casting_level against
119 * min_caster_level, so the difference is effectively 4
120 */ 103 */
121int 104int
122caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
123{ 106{
124 int level = caster->level; 107 int level = caster->level;
125 108
126 /* 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. */
127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
129 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);
130 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
131 114
132 level = min (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
133 } 116 }
134 else if (caster->type == PLAYER && spell->skill) /* 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 */
135 for (int i = 0; i < NUM_SKILLS; i++) 118 if (object *skill = caster->contr->find_skill (spell->skill))
136 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) 119 level = skill->level;
137 {
138 level = caster->contr->last_skill_ob[i]->level;
139 break;
140 }
141 120
142 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
143 level += caster->path_repelled & spell->path_attuned ? -8 : 0; 122
144 level += caster->path_attuned & spell->path_attuned ? +8 : 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);
145 128
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
158 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
159 * spell is the spell object. 142 * spell is the spell object.
160 * 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
161 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
162 */ 145 */
163
164sint16 146sint16
165SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
166{ 148{
167 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
168 150
169 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
170 { 152 {
171 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
172 { 154 {
214 } 196 }
215} 197}
216 198
217/* 199/*
218 * Return the effective casting level of the spell. 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
219 */ 203 */
220static int 204static int
221SP_casting_level (object *caster, object *spell) 205SP_casting_level (object *caster, object *spell)
222{ 206{
223 int level = caster_level (caster, spell);
224 return max (0, level - min_casting_level (caster, spell)); 207 return casting_level (caster, spell);
225} 208}
226 209
227/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 210/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
228 * spob is the spell we are adjusting. 211 * spob is the spell we are adjusting.
229 */ 212 */
257SP_level_range_adjust (object *caster, object *spob) 240SP_level_range_adjust (object *caster, object *spob)
258{ 241{
259 if (!spob->range_modifier) 242 if (!spob->range_modifier)
260 return 0; 243 return 0;
261 244
262 int level = caster_level (caster, spob);
263 return SP_casting_level (caster, spob) / spob->range_modifier; 245 return SP_casting_level (caster, spob) / spob->range_modifier;
264} 246}
265 247
266/* 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
267 * as an existing spell, we presume they know it. 249 * as an existing spell, we presume they know it.
268 * 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.
269 */ 251 */
270object * 252object *
271check_spell_known (object *op, const char *name) 253check_spell_known (object *op, shstr_cmp name)
272{ 254{
273 object *spop; 255 object *spop;
274 shstr_cmp name_ (name);
275 256
276 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
277 if (spop->type == SPELL && spop->name == name) 258 if (spop->type == SPELL && spop->name == name)
278 return spop; 259 return spop;
279 260
280 return 0; 261 return 0;
281} 262}
282
283 263
284/* 264/*
285 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
286 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
287 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
288 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
289 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
290 * exact match, we also return NULL. 270 * exact match, we also return NULL.
291 */ 271 */
292
293object * 272object *
294lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
295{ 274{
296 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = 0, *spob2 = 0;
297 int nummatch = 0; 276 int nummatch = 0;
298 277
299 if (spname == NULL) 278 if (!spname)
300 return NULL; 279 return 0;
301 280
302 /* Try to find the spell. We store the results in spob1 281 /* Try to find the spell. We store the results in spob1
303 * and spob2 - spob1 is only taking the length of 282 * and spob2 - spob1 is only taking the length of
304 * the past spname, spob2 uses the length of the spell name. 283 * the past spname, spob2 uses the length of the spell name.
305 */ 284 */
306 for (spob = op->inv; spob; spob = spob->below) 285 for (object *spob = op->inv; spob; spob = spob->below)
307 { 286 {
308 if (spob->type == SPELL) 287 if (spob->type == SPELL)
309 { 288 {
289 // TODO: WTF?
310 if (!strncmp (spob->name, spname, strlen (spname))) 290 if (!strncmp (spob->name, spname, strlen (spname)))
311 { 291 {
312 nummatch++; 292 nummatch++;
313 spob1 = spob; 293 spob1 = spob;
314 } 294 }
319 * fall into this category). It shouldn't be hard to 299 * fall into this category). It shouldn't be hard to
320 * make sure spell names don't overlap in that fashion. 300 * make sure spell names don't overlap in that fashion.
321 */ 301 */
322 if (spob2) 302 if (spob2)
323 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
324 spob2 = spob; 305 spob2 = spob;
325 } 306 }
326 } 307 }
327 } 308 }
328 /* 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
329 * on the loser match, return that, otehrwise null 310 * on the loser match, return that, otehrwise null
330 */ 311 */
331 if (spob2) 312 if (spob2)
332 return spob2; 313 return spob2;
314
333 if (spob1 && nummatch == 1) 315 if (spob1 && nummatch == 1)
334 return spob1; 316 return spob1;
317
335 return NULL; 318 return NULL;
336} 319}
337 320
338/* reflwall - decides weither the (spell-)object sp_op will 321/* reflwall - decides weither the (spell-)object sp_op will
339 * be reflected from the given mapsquare. Returns 1 if true. 322 * be reflected from the given mapsquare. Returns 1 if true.
343 * eg, updated for tiled maps. 326 * eg, updated for tiled maps.
344 */ 327 */
345int 328int
346reflwall (maptile *m, int x, int y, object *sp_op) 329reflwall (maptile *m, int x, int y, object *sp_op)
347{ 330{
348 object *op;
349
350 if (OUT_OF_REAL_MAP (m, x, y)) 331 if (OUT_OF_REAL_MAP (m, x, y))
351 return 0; 332 return 0;
333
352 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)
353 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 335 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
354 && (!QUERY_FLAG (op, FLAG_ALIVE) 336 && (!QUERY_FLAG (op, FLAG_ALIVE)
355 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 337 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
356 return 1; 338 return 1;
357 339
387 dir ? 0 : INS_BELOW_ORIGINATOR); 369 dir ? 0 : INS_BELOW_ORIGINATOR);
388 370
389 return dir; 371 return dir;
390} 372}
391 373
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
392/* 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.
393 * immune_stop is basically the attacktype of the spell (why 393 * immune_stop is basically the attacktype of the spell (why
394 * passed as a different value, not sure of). If immune_stop 394 * passed as a different value, not sure of). If immune_stop
395 * has the AT_MAGIC bit set, and there is a counterwall 395 * has the AT_MAGIC bit set, and there is a counterwall
396 * 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
397 * 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.
398 *
399 */ 398 */
400int 399int
401ok_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)
402{ 401{
403 if (!xy_normalise (m, x, y)) 402 if (!xy_normalise (m, x, y))
406 mapspace &ms = m->at (x, y); 405 mapspace &ms = m->at (x, y);
407 ms.update (); 406 ms.update ();
408 407
409 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 408 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
410 return 0; 409 return 0;
410
411 int max_effects = 5; // max. number of similar spells per mapspace
411 412
412 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
413 { 414 {
414 /* If there is a counterspell on the space, and this 415 /* If there is a counterspell on the space, and this
415 * object is using magic, don't progress. I believe we could 416 * object is using magic, don't progress. I believe we could
434 // (and those shouldn't go away from 435 // (and those shouldn't go away from
435 // sanctuary) see also: permanent lava 436 // sanctuary) see also: permanent lava
436 && (immune_stop & AT_MAGIC)) 437 && (immune_stop & AT_MAGIC))
437 return 0; 438 return 0;
438 439
439 /* This is to prevent 'out of control' spells. Basically, this
440 * limits one spell effect per space per spell. This is definately
441 * needed for performance reasons, and just for playability I believe.
442 * there are no such things as multispaced spells right now, so
443 * we don't need to worry about the head.
444 */
445 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
446 return 0;
447
448 /*
449 * Combine similar spell effects into one spell effect. Needed for
450 * performance reasons with meteor swarm and the like, but also for
451 * playability reasons.
452 */
453 if (tmp->arch == op->arch /* no harm if not comparing by name here */
454 && tmp->type == op->type 440 if (tmp->type == op->type)
455 && tmp->subtype == op->subtype
456 && tmp->owner == op->owner
457 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
458 { 441 {
459 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 442 if (tmp->subtype == op->subtype
460 tmp->range = MAX (tmp->range, op->range); 443 && tmp->arch == op->arch /* no harm if not comparing by name here */)
461 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)
462 return 0; 474 return 0;
463 } 475 }
464 476
465 /* 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
466 * ground to prevent it from moving along? 478 * ground to prevent it from moving along?
467 */ 479 */
498 tmp->stats.food = tmp->duration; 510 tmp->stats.food = tmp->duration;
499 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 511 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
500 tmp->attacktype = spell->attacktype; 512 tmp->attacktype = spell->attacktype;
501 tmp->direction = dir; 513 tmp->direction = dir;
502 tmp->set_owner (op); 514 tmp->set_owner (op);
503 tmp->level = caster_level (caster, spell); 515 tmp->level = casting_level (caster, spell);
504 set_spell_skill (op, caster, spell, tmp); 516 set_spell_skill (op, caster, spell, tmp);
505 517
506 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 518 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
507 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 519 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
508 if (!tailor_god_spell (tmp, op)) 520 if (!tailor_god_spell (tmp, op))
626 638
627/* put_a_monster: puts a monster named monstername near by 639/* put_a_monster: puts a monster named monstername near by
628 * op. This creates the treasures for the monsters, and 640 * op. This creates the treasures for the monsters, and
629 * also deals with multipart monsters properly. 641 * also deals with multipart monsters properly.
630 */ 642 */
631void 643static void
632put_a_monster (object *op, const char *monstername) 644put_a_monster (object *op, const char *monstername)
633{ 645{
634 object *tmp, *head = NULL, *prev = NULL; 646 object *tmp, *head = NULL, *prev = NULL;
635 archetype *at; 647 archetype *at;
636 int dir; 648 int dir;
692 * 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
693 * 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
694 * never used. This is however used by various failures on the 706 * never used. This is however used by various failures on the
695 * players part (alchemy, reincarnation, etc) 707 * players part (alchemy, reincarnation, etc)
696 */ 708 */
697
698int 709int
699summon_hostile_monsters (object *op, int n, const char *monstername) 710summon_hostile_monsters (object *op, int n, const char *monstername)
700{ 711{
701 int i; 712 int i;
702 713
767 { 778 {
768 SET_ANIMATION (op, ATTACKS[i].face); 779 SET_ANIMATION (op, ATTACKS[i].face);
769 } 780 }
770} 781}
771 782
772
773/* prayer_failure: This is called when a player fails 783/* prayer_failure: This is called when a player fails
774 * at casting a prayer. 784 * at casting a prayer.
775 * op is the player. 785 * op is the player.
776 * failure is basically how much grace they had. 786 * failure is basically how much grace they had.
777 * 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.
778 */ 788 */
779 789static void
780void
781prayer_failure (object *op, int failure, int power) 790prayer_failure (object *op, int failure, int power)
782{ 791{
783 const char *godname; 792 const char *godname;
784 object *tmp; 793 object *tmp;
785 794
878 tmp->insert_at (op); 887 tmp->insert_at (op);
879 } 888 }
880 } 889 }
881} 890}
882 891
883int 892static int
884cast_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)
885{ 894{
886 int success;
887 object *spell;
888
889 if (!spell_ob->other_arch) 895 if (!spell_ob->other_arch)
890 { 896 {
891 LOG (llevError, "cast_party_spell: empty other arch\n"); 897 LOG (llevError, "cast_party_spell: empty other arch\n");
892 return 0; 898 return 0;
893 } 899 }
894 900
895 spell = arch_to_object (spell_ob->other_arch); 901 object *spell = arch_to_object (spell_ob->other_arch);
896 902
897 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
898 success = cast_spell (op, caster, dir, spell, stringarg); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
899 905
900 if (caster->contr->party == NULL) 906 if (!op->contr || !op->contr->party)
901 { 907 {
902 spell->remove (); 908 spell->remove ();
903 return success; 909 return success;
904 } 910 }
905 911
906 for_all_players (pl) 912 for_all_players (pl)
907 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)
908 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
909 917
910 spell->remove (); 918 spell->remove ();
911 return success; 919 return success;
912} 920}
913 921
919 * same as op. 927 * same as op.
920 * 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
921 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
922 * 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,
923 * we can determine what to do. 931 * we can determine what to do.
924 * 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
925 * 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
926 * 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,
927 * etc. 935 * etc.
928 * 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
929 * 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
937 * 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),
938 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
939 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
940 */ 948 */
941int 949int
942cast_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)
943{ 951{
944 const char *godname; 952 const char *godname;
945 int success = 0, cast_level = 0; 953 int success = 0;
946 object *skill = NULL; 954 object *skill = NULL;
947 955
948 if (!spell_ob) 956 if (!spell_ob)
949 { 957 {
950 LOG (llevError, "cast_spell: null spell object passed\n"); 958 LOG (llevError, "cast_spell: null spell object passed\n");
979 * 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
980 * at least process that code. 988 * at least process that code.
981 */ 989 */
982 if (op->type == PLAYER && op == caster) 990 if (op->type == PLAYER && op == caster)
983 { 991 {
984 cast_level = caster_level (caster, spell_ob);
985
986 if (spell_ob->skill) 992 if (spell_ob->skill)
987 { 993 {
988 skill = find_skill_by_name (op, spell_ob->skill); 994 skill = find_skill_by_name (op, spell_ob->skill);
989 995
990 if (!skill) 996 if (!skill)
991 { 997 {
992 op->failmsg (format ("You need the skill %s to cast %s! " 998 op->failmsg (format ("You need the skill %s to cast %s! "
993 "H<You either need to learn the skill via a skill scroll " 999 "H<You either need to learn the skill via a skill scroll "
994 "or you need to wear a talisman or holy symbol.>", 1000 "or you need to wear a talisman or holy symbol.>",
995 &spell_ob->skill, &spell_ob->name)); 1001 &spell_ob->skill, &spell_ob->name));
996 return 0; 1002 return 0;
997 } 1003 }
998 1004
999 int casting_level = min_casting_level (op, spell_ob); 1005 const char *msg = "";
1000 1006
1001 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1007 int caster_level = skill->level;
1008
1009 if (op->path_attuned & spell_ob->path_attuned)
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)
1002 { 1022 {
1003 op->failmsg (format ("You lack enough skill to cast that spell! " 1023 op->failmsg (format ("You lack enough skill to cast that spell! "
1004 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", 1024 "H<Your effective cast level is %d%s, but level %d is required.>",
1005 cast_level, casting_level)); 1025 caster_level, msg, spell_ob->level));
1026 if (!op->is_wiz ())
1006 return 0; 1027 return 0;
1007 } 1028 }
1008 } 1029 }
1009 1030
1010 /* 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
1011 * to have sufficient grace/mana. 1032 * to have sufficient grace/mana.
1012 */ 1033 */
1013 if (!QUERY_FLAG (op, FLAG_WIZ)) 1034 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1014 { 1035 {
1015 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1016 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)
1017 { 1038 {
1018 op->failmsg ("You don't have enough mana!"); 1039 op->failmsg ("You don't have enough mana!");
1141 } 1162 }
1142 1163
1143 op->change_skill (skill); /* needed for proper exp credit */ 1164 op->change_skill (skill); /* needed for proper exp credit */
1144 } 1165 }
1145 1166
1146 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)))
1147 return RESULT_INT (0); 1168 return RESULT_INT (0);
1148 1169
1149 switch (spell_ob->subtype) 1170 switch (spell_ob->subtype)
1150 { 1171 {
1151 /* 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
1152 * in in spells.h. 1173 * in spells.h.
1153 */ 1174 */
1154 case SP_RAISE_DEAD: 1175 case SP_RAISE_DEAD:
1155 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1176 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1156 break; 1177 break;
1157 1178
1158 case SP_RUNE: 1179 case SP_RUNE:
1159 success = write_rune (op, caster, spell_ob, dir, stringarg); 1180 success = write_rune (op, caster, spell_ob, dir, spellparam);
1160 break; 1181 break;
1161 1182
1162 case SP_MAKE_MARK: 1183 case SP_MAKE_MARK:
1163 success = write_mark (op, spell_ob, stringarg); 1184 success = write_mark (op, spell_ob, spellparam);
1164 break; 1185 break;
1165 1186
1166 case SP_BOLT: 1187 case SP_BOLT:
1167 success = fire_bolt (op, caster, dir, spell_ob, skill); 1188 success = fire_bolt (op, caster, dir, spell_ob, skill);
1168 break; 1189 break;
1197 1218
1198 case SP_DIMENSION_DOOR: 1219 case SP_DIMENSION_DOOR:
1199 /* dimension door needs the actual caster, because that is what is 1220 /* dimension door needs the actual caster, because that is what is
1200 * moved. 1221 * moved.
1201 */ 1222 */
1202 success = dimension_door (op, caster, spell_ob, dir); 1223 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1203 break; 1224 break;
1204 1225
1205 case SP_MAGIC_MAPPING: 1226 case SP_MAGIC_MAPPING:
1206 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1207 { 1228 {
1240 case SP_HEALING: 1261 case SP_HEALING:
1241 success = cast_heal (op, caster, spell_ob, dir); 1262 success = cast_heal (op, caster, spell_ob, dir);
1242 break; 1263 break;
1243 1264
1244 case SP_CREATE_FOOD: 1265 case SP_CREATE_FOOD:
1245 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1266 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1246 break; 1267 break;
1247 1268
1248 case SP_EARTH_TO_DUST: 1269 case SP_EARTH_TO_DUST:
1249 success = cast_earth_to_dust (op, caster, spell_ob); 1270 success = cast_earth_to_dust (op, caster, spell_ob);
1250 break; 1271 break;
1260 case SP_CURSE: 1281 case SP_CURSE:
1261 success = cast_curse (op, caster, spell_ob, dir); 1282 success = cast_curse (op, caster, spell_ob, dir);
1262 break; 1283 break;
1263 1284
1264 case SP_SUMMON_MONSTER: 1285 case SP_SUMMON_MONSTER:
1265 success = summon_object (op, caster, spell_ob, dir, stringarg); 1286 success = summon_object (op, caster, spell_ob, dir, spellparam);
1266 break; 1287 break;
1267 1288
1268 case SP_CHARGING: 1289 case SP_CHARGING:
1269 success = recharge (op, caster, spell_ob); 1290 success = recharge (op, caster, spell_ob);
1270 break; 1291 break;
1324 /* in rune.c */ 1345 /* in rune.c */
1325 success = dispel_rune (op, caster, spell_ob, skill, dir); 1346 success = dispel_rune (op, caster, spell_ob, skill, dir);
1326 break; 1347 break;
1327 1348
1328 case SP_CREATE_MISSILE: 1349 case SP_CREATE_MISSILE:
1329 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1350 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1330 break; 1351 break;
1331 1352
1332 case SP_CONSECRATE: 1353 case SP_CONSECRATE:
1333 success = cast_consecrate (op, caster, spell_ob); 1354 success = cast_consecrate (op, caster, spell_ob);
1334 break; 1355 break;
1356 case SP_AURA: 1377 case SP_AURA:
1357 success = create_aura (op, caster, spell_ob); 1378 success = create_aura (op, caster, spell_ob);
1358 break; 1379 break;
1359 1380
1360 case SP_PARTY_SPELL: 1381 case SP_PARTY_SPELL:
1361 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1382 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1362 break; 1383 break;
1363 1384
1364 default: 1385 default:
1365 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);
1366 } 1387 }
1425 move_aura (op); 1446 move_aura (op);
1426 break; 1447 break;
1427 } 1448 }
1428} 1449}
1429 1450
1430/* this checks to see if something special should happen if
1431 * something runs into the object.
1432 */
1433void
1434check_spell_effect (object *op)
1435{
1436 switch (op->subtype)
1437 {
1438 case SP_BOLT:
1439 move_bolt (op);
1440 return;
1441
1442 case SP_BULLET:
1443 check_bullet (op);
1444 return;
1445 }
1446}
1447
1448/* This is called by move_apply. Basically, if someone 1451/* This is called by move_apply. Basically, if someone
1449 * 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
1450 * are set, this is called. This should only be called for 1453 * are set, this is called. This should only be called for
1451 * objects of the appropriate type. 1454 * objects of the appropriate type.
1452 */ 1455 */
1462 1465
1463 case SP_MAGIC_MISSILE: 1466 case SP_MAGIC_MISSILE:
1464 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1467 if (QUERY_FLAG (victim, FLAG_ALIVE))
1465 { 1468 {
1466 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1469 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1467
1468 if (!spell->destroyed ())
1469 spell->destroy (); 1470 spell->destroy ();
1470 } 1471 }
1471 break; 1472 break;
1472 1473
1473 case SP_MOVING_BALL: 1474 case SP_MOVING_BALL:
1474 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1475 if (QUERY_FLAG (victim, FLAG_ALIVE))
1475 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1476 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1476 else if (victim->materialname) 1477 else if (victim->materialname)
1477 save_throw_object (victim, spell->attacktype, spell); 1478 save_throw_object (victim, spell->attacktype, spell);
1478 break;
1479 }
1480}
1481 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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