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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.80 by root, Mon Sep 29 08:25:02 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 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;
95 // repell has no such quarrels 96 // repell has no such quarrels
96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
98} 99}
99 100
100/*
101 * This function takes a caster and spell and presents the
102 * effective level the caster needs to be to cast the spell.
103 * basically, it just adjusts the spell->level with attuned/repelled
104 * spellpaths. Was called path_level_mod.
105 *
106 * caster is person casting the spell.
107 * spell is the spell object.
108 * Returns modified level.
109 */
110int
111min_casting_level (object *caster, object *spell)
112{
113 if (caster->path_denied & spell->path_attuned)
114 return 500;
115
116 return max (1, spell->level + attuned_bonus (caster, spell, spell->level));
117}
118
119/* This function returns the effective level the spell 101/* This function returns the effective level the spell
120 * is being cast at. 102 * is being cast at.
121 */ 103 */
122int 104int
123casting_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
145 level = lerp (level, (int)spell->level, 100, 1, 100); 127 level = lerp (level, (int)spell->level, 100, 1, 100);
146 128
147 /* 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
148 * errors in various places. 130 * errors in various places.
149 */ 131 */
150 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
151} 133}
152 134
153/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
154 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
155 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
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
289 * exact match, we also return NULL. 270 * exact match, we also return NULL.
290 */ 271 */
291object * 272object *
292lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
293{ 274{
294 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = 0, *spob2 = 0;
295 int nummatch = 0; 276 int nummatch = 0;
296 277
297 if (spname == NULL) 278 if (!spname)
298 return NULL; 279 return 0;
299 280
300 /* Try to find the spell. We store the results in spob1 281 /* Try to find the spell. We store the results in spob1
301 * and spob2 - spob1 is only taking the length of 282 * and spob2 - spob1 is only taking the length of
302 * the past spname, spob2 uses the length of the spell name. 283 * the past spname, spob2 uses the length of the spell name.
303 */ 284 */
304 for (spob = op->inv; spob; spob = spob->below) 285 for (object *spob = op->inv; spob; spob = spob->below)
305 { 286 {
306 if (spob->type == SPELL) 287 if (spob->type == SPELL)
307 { 288 {
289 // TODO: WTF?
308 if (!strncmp (spob->name, spname, strlen (spname))) 290 if (!strncmp (spob->name, spname, strlen (spname)))
309 { 291 {
310 nummatch++; 292 nummatch++;
311 spob1 = spob; 293 spob1 = spob;
312 } 294 }
317 * fall into this category). It shouldn't be hard to 299 * fall into this category). It shouldn't be hard to
318 * make sure spell names don't overlap in that fashion. 300 * make sure spell names don't overlap in that fashion.
319 */ 301 */
320 if (spob2) 302 if (spob2)
321 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
322 spob2 = spob; 305 spob2 = spob;
323 } 306 }
324 } 307 }
325 } 308 }
326 /* 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
327 * on the loser match, return that, otehrwise null 310 * on the loser match, return that, otehrwise null
328 */ 311 */
329 if (spob2) 312 if (spob2)
330 return spob2; 313 return spob2;
314
331 if (spob1 && nummatch == 1) 315 if (spob1 && nummatch == 1)
332 return spob1; 316 return spob1;
317
333 return NULL; 318 return NULL;
334} 319}
335 320
336/* reflwall - decides weither the (spell-)object sp_op will 321/* reflwall - decides weither the (spell-)object sp_op will
337 * be reflected from the given mapsquare. Returns 1 if true. 322 * be reflected from the given mapsquare. Returns 1 if true.
384 dir ? 0 : INS_BELOW_ORIGINATOR); 369 dir ? 0 : INS_BELOW_ORIGINATOR);
385 370
386 return dir; 371 return dir;
387} 372}
388 373
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
389/* 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.
390 * immune_stop is basically the attacktype of the spell (why 393 * immune_stop is basically the attacktype of the spell (why
391 * passed as a different value, not sure of). If immune_stop 394 * passed as a different value, not sure of). If immune_stop
392 * has the AT_MAGIC bit set, and there is a counterwall 395 * has the AT_MAGIC bit set, and there is a counterwall
393 * 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
394 * 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.
395 *
396 */ 398 */
397int 399int
398ok_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)
399{ 401{
400 if (!xy_normalise (m, x, y)) 402 if (!xy_normalise (m, x, y))
403 mapspace &ms = m->at (x, y); 405 mapspace &ms = m->at (x, y);
404 ms.update (); 406 ms.update ();
405 407
406 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 408 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
407 return 0; 409 return 0;
410
411 int max_effects = 5; // max. number of similar spells per mapspace
408 412
409 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
410 { 414 {
411 /* If there is a counterspell on the space, and this 415 /* If there is a counterspell on the space, and this
412 * object is using magic, don't progress. I believe we could 416 * object is using magic, don't progress. I believe we could
431 // (and those shouldn't go away from 435 // (and those shouldn't go away from
432 // sanctuary) see also: permanent lava 436 // sanctuary) see also: permanent lava
433 && (immune_stop & AT_MAGIC)) 437 && (immune_stop & AT_MAGIC))
434 return 0; 438 return 0;
435 439
436 /* This is to prevent 'out of control' spells. Basically, this
437 * limits one spell effect per space per spell. This is definately
438 * needed for performance reasons, and just for playability I believe.
439 * there are no such things as multispaced spells right now, so
440 * we don't need to worry about the head.
441 */
442 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
443 return 0;
444
445 /*
446 * Combine similar spell effects into one spell effect. Needed for
447 * performance reasons with meteor swarm and the like, but also for
448 * playability reasons.
449 */
450 if (tmp->arch == op->arch /* no harm if not comparing by name here */
451 && tmp->type == op->type 440 if (tmp->type == op->type)
452 && tmp->subtype == op->subtype
453 && tmp->owner == op->owner
454 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
455 { 441 {
456 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 442 if (tmp->subtype == op->subtype
457 tmp->range = MAX (tmp->range, op->range); 443 && tmp->arch == op->arch /* no harm if not comparing by name here */)
458 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)
459 return 0; 474 return 0;
460 } 475 }
461 476
462 /* 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
463 * ground to prevent it from moving along? 478 * ground to prevent it from moving along?
464 */ 479 */
623 638
624/* put_a_monster: puts a monster named monstername near by 639/* put_a_monster: puts a monster named monstername near by
625 * op. This creates the treasures for the monsters, and 640 * op. This creates the treasures for the monsters, and
626 * also deals with multipart monsters properly. 641 * also deals with multipart monsters properly.
627 */ 642 */
628void 643static void
629put_a_monster (object *op, const char *monstername) 644put_a_monster (object *op, const char *monstername)
630{ 645{
631 object *tmp, *head = NULL, *prev = NULL; 646 object *tmp, *head = NULL, *prev = NULL;
632 archetype *at; 647 archetype *at;
633 int dir; 648 int dir;
689 * 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
690 * 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
691 * never used. This is however used by various failures on the 706 * never used. This is however used by various failures on the
692 * players part (alchemy, reincarnation, etc) 707 * players part (alchemy, reincarnation, etc)
693 */ 708 */
694
695int 709int
696summon_hostile_monsters (object *op, int n, const char *monstername) 710summon_hostile_monsters (object *op, int n, const char *monstername)
697{ 711{
698 int i; 712 int i;
699 713
764 { 778 {
765 SET_ANIMATION (op, ATTACKS[i].face); 779 SET_ANIMATION (op, ATTACKS[i].face);
766 } 780 }
767} 781}
768 782
769
770/* prayer_failure: This is called when a player fails 783/* prayer_failure: This is called when a player fails
771 * at casting a prayer. 784 * at casting a prayer.
772 * op is the player. 785 * op is the player.
773 * failure is basically how much grace they had. 786 * failure is basically how much grace they had.
774 * 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.
775 */ 788 */
776 789static void
777void
778prayer_failure (object *op, int failure, int power) 790prayer_failure (object *op, int failure, int power)
779{ 791{
780 const char *godname; 792 const char *godname;
781 object *tmp; 793 object *tmp;
782 794
875 tmp->insert_at (op); 887 tmp->insert_at (op);
876 } 888 }
877 } 889 }
878} 890}
879 891
880int 892static int
881cast_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)
882{ 894{
883 int success;
884 object *spell;
885
886 if (!spell_ob->other_arch) 895 if (!spell_ob->other_arch)
887 { 896 {
888 LOG (llevError, "cast_party_spell: empty other arch\n"); 897 LOG (llevError, "cast_party_spell: empty other arch\n");
889 return 0; 898 return 0;
890 } 899 }
891 900
892 spell = arch_to_object (spell_ob->other_arch); 901 object *spell = arch_to_object (spell_ob->other_arch);
893 902
894 /* Always cast spell on caster */ 903 /* Always cast spell on caster */
895 success = cast_spell (op, caster, dir, spell, stringarg); 904 int success = cast_spell (op, caster, dir, spell, spellparam);
896 905
897 if (caster->contr->party == NULL) 906 if (!op->contr || !op->contr->party)
898 { 907 {
899 spell->remove (); 908 spell->remove ();
900 return success; 909 return success;
901 } 910 }
902 911
903 for_all_players (pl) 912 for_all_players (pl)
904 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)
905 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
906 917
907 spell->remove (); 918 spell->remove ();
908 return success; 919 return success;
909} 920}
910 921
916 * same as op. 927 * same as op.
917 * 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
918 * is self only, dir really doesn't make a difference. 929 * is self only, dir really doesn't make a difference.
919 * 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,
920 * we can determine what to do. 931 * we can determine what to do.
921 * 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
922 * 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
923 * 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,
924 * etc. 935 * etc.
925 * 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
926 * 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
934 * 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),
935 * this function will decrease the mana/grace appropriately. For other 946 * this function will decrease the mana/grace appropriately. For other
936 * objects, the caller should do what it considers appropriate. 947 * objects, the caller should do what it considers appropriate.
937 */ 948 */
938int 949int
939cast_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)
940{ 951{
941 const char *godname; 952 const char *godname;
942 int success = 0, cast_level = 0; 953 int success = 0;
943 object *skill = NULL; 954 object *skill = NULL;
944 955
945 if (!spell_ob) 956 if (!spell_ob)
946 { 957 {
947 LOG (llevError, "cast_spell: null spell object passed\n"); 958 LOG (llevError, "cast_spell: null spell object passed\n");
995 1006
996 int caster_level = skill->level; 1007 int caster_level = skill->level;
997 1008
998 if (op->path_attuned & spell_ob->path_attuned) 1009 if (op->path_attuned & spell_ob->path_attuned)
999 { 1010 {
1000 caster_level += min (cast_level * 2, ATTUNE_REPELL); 1011 caster_level += min (caster_level, ATTUNE_REPELL);
1001 msg = " (attuned)"; 1012 msg = " (attuned)";
1002 } 1013 }
1003 1014
1004 if (op->path_repelled & spell_ob->path_attuned) 1015 if (op->path_repelled & spell_ob->path_attuned)
1005 { 1016 {
1006 caster_level = ATTUNE_REPELL; // negative is ok 1017 caster_level -= ATTUNE_REPELL; // negative is ok
1007 msg = " (repelled)"; 1018 msg = " (repelled)";
1008 } 1019 }
1009 1020
1010 if (spell_ob->level > caster_level) 1021 if (spell_ob->level > caster_level)
1011 { 1022 {
1018 } 1029 }
1019 1030
1020 /* 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
1021 * to have sufficient grace/mana. 1032 * to have sufficient grace/mana.
1022 */ 1033 */
1023 if (!QUERY_FLAG (op, FLAG_WIZ)) 1034 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1024 { 1035 {
1025 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1026 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)
1027 { 1038 {
1028 op->failmsg ("You don't have enough mana!"); 1039 op->failmsg ("You don't have enough mana!");
1151 } 1162 }
1152 1163
1153 op->change_skill (skill); /* needed for proper exp credit */ 1164 op->change_skill (skill); /* needed for proper exp credit */
1154 } 1165 }
1155 1166
1156 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)))
1157 return RESULT_INT (0); 1168 return RESULT_INT (0);
1158 1169
1159 switch (spell_ob->subtype) 1170 switch (spell_ob->subtype)
1160 { 1171 {
1161 /* 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
1162 * in in spells.h. 1173 * in spells.h.
1163 */ 1174 */
1164 case SP_RAISE_DEAD: 1175 case SP_RAISE_DEAD:
1165 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1176 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1166 break; 1177 break;
1167 1178
1168 case SP_RUNE: 1179 case SP_RUNE:
1169 success = write_rune (op, caster, spell_ob, dir, stringarg); 1180 success = write_rune (op, caster, spell_ob, dir, spellparam);
1170 break; 1181 break;
1171 1182
1172 case SP_MAKE_MARK: 1183 case SP_MAKE_MARK:
1173 success = write_mark (op, spell_ob, stringarg); 1184 success = write_mark (op, spell_ob, spellparam);
1174 break; 1185 break;
1175 1186
1176 case SP_BOLT: 1187 case SP_BOLT:
1177 success = fire_bolt (op, caster, dir, spell_ob, skill); 1188 success = fire_bolt (op, caster, dir, spell_ob, skill);
1178 break; 1189 break;
1207 1218
1208 case SP_DIMENSION_DOOR: 1219 case SP_DIMENSION_DOOR:
1209 /* dimension door needs the actual caster, because that is what is 1220 /* dimension door needs the actual caster, because that is what is
1210 * moved. 1221 * moved.
1211 */ 1222 */
1212 success = dimension_door (op, caster, spell_ob, dir); 1223 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1213 break; 1224 break;
1214 1225
1215 case SP_MAGIC_MAPPING: 1226 case SP_MAGIC_MAPPING:
1216 if (op->type == PLAYER) 1227 if (op->type == PLAYER)
1217 { 1228 {
1250 case SP_HEALING: 1261 case SP_HEALING:
1251 success = cast_heal (op, caster, spell_ob, dir); 1262 success = cast_heal (op, caster, spell_ob, dir);
1252 break; 1263 break;
1253 1264
1254 case SP_CREATE_FOOD: 1265 case SP_CREATE_FOOD:
1255 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1266 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1256 break; 1267 break;
1257 1268
1258 case SP_EARTH_TO_DUST: 1269 case SP_EARTH_TO_DUST:
1259 success = cast_earth_to_dust (op, caster, spell_ob); 1270 success = cast_earth_to_dust (op, caster, spell_ob);
1260 break; 1271 break;
1270 case SP_CURSE: 1281 case SP_CURSE:
1271 success = cast_curse (op, caster, spell_ob, dir); 1282 success = cast_curse (op, caster, spell_ob, dir);
1272 break; 1283 break;
1273 1284
1274 case SP_SUMMON_MONSTER: 1285 case SP_SUMMON_MONSTER:
1275 success = summon_object (op, caster, spell_ob, dir, stringarg); 1286 success = summon_object (op, caster, spell_ob, dir, spellparam);
1276 break; 1287 break;
1277 1288
1278 case SP_CHARGING: 1289 case SP_CHARGING:
1279 success = recharge (op, caster, spell_ob); 1290 success = recharge (op, caster, spell_ob);
1280 break; 1291 break;
1334 /* in rune.c */ 1345 /* in rune.c */
1335 success = dispel_rune (op, caster, spell_ob, skill, dir); 1346 success = dispel_rune (op, caster, spell_ob, skill, dir);
1336 break; 1347 break;
1337 1348
1338 case SP_CREATE_MISSILE: 1349 case SP_CREATE_MISSILE:
1339 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1350 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1340 break; 1351 break;
1341 1352
1342 case SP_CONSECRATE: 1353 case SP_CONSECRATE:
1343 success = cast_consecrate (op, caster, spell_ob); 1354 success = cast_consecrate (op, caster, spell_ob);
1344 break; 1355 break;
1366 case SP_AURA: 1377 case SP_AURA:
1367 success = create_aura (op, caster, spell_ob); 1378 success = create_aura (op, caster, spell_ob);
1368 break; 1379 break;
1369 1380
1370 case SP_PARTY_SPELL: 1381 case SP_PARTY_SPELL:
1371 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1382 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1372 break; 1383 break;
1373 1384
1374 default: 1385 default:
1375 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);
1376 } 1387 }
1435 move_aura (op); 1446 move_aura (op);
1436 break; 1447 break;
1437 } 1448 }
1438} 1449}
1439 1450
1440/* this checks to see if something special should happen if
1441 * something runs into the object.
1442 */
1443void
1444check_spell_effect (object *op)
1445{
1446 switch (op->subtype)
1447 {
1448 case SP_BOLT:
1449 move_bolt (op);
1450 return;
1451
1452 case SP_BULLET:
1453 check_bullet (op);
1454 return;
1455 }
1456}
1457
1458/* This is called by move_apply. Basically, if someone 1451/* This is called by move_apply. Basically, if someone
1459 * 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
1460 * are set, this is called. This should only be called for 1453 * are set, this is called. This should only be called for
1461 * objects of the appropriate type. 1454 * objects of the appropriate type.
1462 */ 1455 */
1472 1465
1473 case SP_MAGIC_MISSILE: 1466 case SP_MAGIC_MISSILE:
1474 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1467 if (QUERY_FLAG (victim, FLAG_ALIVE))
1475 { 1468 {
1476 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1469 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1477
1478 if (!spell->destroyed ())
1479 spell->destroy (); 1470 spell->destroy ();
1480 } 1471 }
1481 break; 1472 break;
1482 1473
1483 case SP_MOVING_BALL: 1474 case SP_MOVING_BALL:
1484 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1475 if (QUERY_FLAG (victim, FLAG_ALIVE))
1485 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1476 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1486 else if (victim->materialname) 1477 else if (victim->materialname)
1487 save_throw_object (victim, spell->attacktype, spell); 1478 save_throw_object (victim, spell->attacktype, spell);
1488 break;
1489 }
1490}
1491 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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