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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.88 by root, Sun Dec 28 06:59:27 2008 UTC vs.
Revision 1.104 by root, Sun Nov 8 23:05:22 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))
126 level = lerp (level, (int)spell->level, 100, 1, 100); 127 level = lerp (level, (int)spell->level, 100, 1, 100);
127 128
128 /* 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
129 * errors in various places. 130 * errors in various places.
130 */ 131 */
131 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
132} 133}
133 134
134/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
135 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
136 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
148 int sp, grace, level = casting_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
149 150
150 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
151 { 152 {
152 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
153 {
154 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); 154 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
155 }
156 else 155 else
157 sp = spell->stats.sp; 156 sp = spell->stats.sp;
158 157
159 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
160 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
161 sp = 1; 160 sp = 1;
162 161
163 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
164 {
165 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); 163 grace = spell->stats.grace * (1.0 + max (0, float (level - spell->level) / spell->stats.maxgrace));
166 }
167 else 164 else
168 grace = spell->stats.grace; 165 grace = spell->stats.grace;
169 166
170 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
171 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
172 grace = 1; 169 grace = 1;
173 } 170 }
174 else 171 else
175 { 172 {
181 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
182 grace = 1; 179 grace = 1;
183 } 180 }
184 181
185 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
186 return MAX (sp, grace); 183 return max (sp, grace);
187 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
188 return grace; 185 return grace;
189 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
190 return sp; 187 return sp;
191 else 188 else
247/* Checks to see if player knows the spell. If the name is the same 244/* Checks to see if player knows the spell. If the name is the same
248 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
249 * returns 1 if they know the spell, 0 if they don't. 246 * returns 1 if they know the spell, 0 if they don't.
250 */ 247 */
251object * 248object *
252check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
253{ 250{
254 object *spop; 251 object *spop;
255 shstr_cmp name_ (name);
256 252
257 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
258 if (spop->type == SPELL && spop->name == name) 254 if (spop->type == SPELL && spop->name == name)
259 return spop; 255 return spop;
260 256
270 * exact match, we also return NULL. 266 * exact match, we also return NULL.
271 */ 267 */
272object * 268object *
273lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
274{ 270{
275 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
276 int nummatch = 0; 272 int nummatch = 0;
277 273
278 if (spname == NULL) 274 if (!spname)
279 return NULL; 275 return 0;
280 276
281 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
282 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
283 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
284 */ 280 */
285 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
286 { 282 {
287 if (spob->type == SPELL) 283 if (spob->type == SPELL)
288 { 284 {
285 // TODO: WTF?
289 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
290 { 287 {
291 nummatch++; 288 nummatch++;
292 spob1 = spob; 289 spob1 = spob;
293 } 290 }
298 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
299 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
300 */ 297 */
301 if (spob2) 298 if (spob2)
302 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); 299 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
300
303 spob2 = spob; 301 spob2 = spob;
304 } 302 }
305 } 303 }
306 } 304 }
307 /* if we have best match, return it. Otherwise, if we have one match 305 /* if we have best match, return it. Otherwise, if we have one match
308 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
309 */ 307 */
310 if (spob2) 308 if (spob2)
311 return spob2; 309 return spob2;
310
312 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
313 return spob1; 312 return spob1;
313
314 return NULL; 314 return NULL;
315} 315}
316 316
317/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
318 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
365 dir ? 0 : INS_BELOW_ORIGINATOR); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
366 366
367 return dir; 367 return dir;
368} 368}
369 369
370static bool
371mergable_owner (object *o1, object *o2)
372{
373 if (o1 == o2)
374 return 1;
375
376 if (!o1 || !o2)
377 return 0;
378
379 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
380 return 0;
381
382 if (o1->is_player () || o2->is_player ())
383 return 0;
384
385 return 1;
386}
387
370/* Returns true if it is ok to put spell *op on the space/may provided. 388/* Returns true if it is ok to put spell *op on the space/may provided.
371 * immune_stop is basically the attacktype of the spell (why 389 * immune_stop is basically the attacktype of the spell (why
372 * passed as a different value, not sure of). If immune_stop 390 * passed as a different value, not sure of). If immune_stop
373 * has the AT_MAGIC bit set, and there is a counterwall 391 * has the AT_MAGIC bit set, and there is a counterwall
374 * on the space, the object doesn't get placed. if immune stop 392 * on the space, the object doesn't get placed. if immune stop
375 * does not have AT_MAGIC, then counterwalls do not effect the spell. 393 * does not have AT_MAGIC, then counterwalls do not effect the spell.
376 *
377 */ 394 */
378int 395int
379ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 396ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
380{ 397{
381 if (!xy_normalise (m, x, y)) 398 if (!xy_normalise (m, x, y))
384 mapspace &ms = m->at (x, y); 401 mapspace &ms = m->at (x, y);
385 ms.update (); 402 ms.update ();
386 403
387 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 404 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
388 return 0; 405 return 0;
406
407 int max_effects = 5; // max. number of similar spells per mapspace
389 408
390 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
391 { 410 {
392 /* If there is a counterspell on the space, and this 411 /* If there is a counterspell on the space, and this
393 * object is using magic, don't progress. I believe we could 412 * object is using magic, don't progress. I believe we could
412 // (and those shouldn't go away from 431 // (and those shouldn't go away from
413 // sanctuary) see also: permanent lava 432 // sanctuary) see also: permanent lava
414 && (immune_stop & AT_MAGIC)) 433 && (immune_stop & AT_MAGIC))
415 return 0; 434 return 0;
416 435
417 /* This is to prevent 'out of control' spells. Basically, this
418 * limits one spell effect per space per spell. This is definately
419 * needed for performance reasons, and just for playability I believe.
420 * there are no such things as multispaced spells right now, so
421 * we don't need to worry about the head.
422 */
423 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
424 return 0;
425
426 /*
427 * Combine similar spell effects into one spell effect. Needed for
428 * performance reasons with meteor swarm and the like, but also for
429 * playability reasons.
430 */
431 if (tmp->arch == op->arch /* no harm if not comparing by name here */
432 && tmp->type == op->type 436 if (tmp->type == op->type)
433 && tmp->subtype == op->subtype
434 && tmp->owner == op->owner
435 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
436 { 437 {
437 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 438 if (tmp->subtype == op->subtype
438 tmp->range = MAX (tmp->range, op->range); 439 && tmp->arch == op->arch /* no harm if not comparing by name here */)
439 tmp->duration = MAX (tmp->duration, op->duration); 440 {
441 /* This is to prevent 'out of control' spells. Basically, this
442 * limits one spell effect per space per spell. This is definately
443 * needed for performance reasons, and just for playability I believe.
444 * there are no such things as multispaced spells right now, so
445 * we don't need to worry about the head.
446 */
447 if (tmp->stats.maxhp == op->stats.maxhp)
448 return 0;
449
450 /*
451 * Combine similar spell effects into one spell effect. Needed for
452 * performance reasons with meteor swarm and the like, but also for
453 * playability reasons.
454 */
455 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
456 if (mergable_owner (tmp, op))
457 {
458 // if same owner, then combine, but reduce advantage of multiple spells
459 max_it (tmp->stats.dam, op->stats.dam);
460 max_it (tmp->range , op->range);
461 max_it (tmp->duration , op->duration);
462 return 0;
463 }
464 }
465
466 // if there are too many spell effects on this space,
467 // then don't allow more of them, for performance reasons.
468 if (tmp->type == SPELL_EFFECT
469 && !--max_effects)
440 return 0; 470 return 0;
441 } 471 }
442 472
443 /* Perhaps we should also put checks in for no magic and unholy 473 /* Perhaps we should also put checks in for no magic and unholy
444 * ground to prevent it from moving along? 474 * ground to prevent it from moving along?
445 */ 475 */
502 ****************************************************************************/ 532 ****************************************************************************/
503void 533void
504regenerate_rod (object *rod) 534regenerate_rod (object *rod)
505{ 535{
506 if (rod->stats.hp < rod->stats.maxhp) 536 if (rod->stats.hp < rod->stats.maxhp)
507 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); 537 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
508} 538}
509 539
510void 540void
511drain_rod_charge (object *rod) 541drain_rod_charge (object *rod)
512{ 542{
604 634
605/* put_a_monster: puts a monster named monstername near by 635/* put_a_monster: puts a monster named monstername near by
606 * op. This creates the treasures for the monsters, and 636 * op. This creates the treasures for the monsters, and
607 * also deals with multipart monsters properly. 637 * also deals with multipart monsters properly.
608 */ 638 */
609void 639static void
610put_a_monster (object *op, const char *monstername) 640put_a_monster (object *op, const char *monstername)
611{ 641{
612 object *tmp, *head = NULL, *prev = NULL; 642 object *tmp, *head = NULL, *prev = NULL;
613 archetype *at; 643 archetype *at;
614 int dir; 644 int dir;
670 * Note that this is not used by any spells (summon evil monsters 700 * Note that this is not used by any spells (summon evil monsters
671 * use to call this, but best I can tell, that spell/ability was 701 * use to call this, but best I can tell, that spell/ability was
672 * never used. This is however used by various failures on the 702 * never used. This is however used by various failures on the
673 * players part (alchemy, reincarnation, etc) 703 * players part (alchemy, reincarnation, etc)
674 */ 704 */
675
676int 705int
677summon_hostile_monsters (object *op, int n, const char *monstername) 706summon_hostile_monsters (object *op, int n, const char *monstername)
678{ 707{
679 int i; 708 int i;
680 709
751 * at casting a prayer. 780 * at casting a prayer.
752 * op is the player. 781 * op is the player.
753 * failure is basically how much grace they had. 782 * failure is basically how much grace they had.
754 * power is how much grace the spell would normally take to cast. 783 * power is how much grace the spell would normally take to cast.
755 */ 784 */
756void 785static void
757prayer_failure (object *op, int failure, int power) 786prayer_failure (object *op, int failure, int power)
758{ 787{
759 const char *godname; 788 const char *godname;
760 object *tmp; 789 object *tmp;
761 790
854 tmp->insert_at (op); 883 tmp->insert_at (op);
855 } 884 }
856 } 885 }
857} 886}
858 887
859int 888static int
860cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 889cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
861{ 890{
862 int success;
863 object *spell;
864
865 if (!spell_ob->other_arch) 891 if (!spell_ob->other_arch)
866 { 892 {
867 LOG (llevError, "cast_party_spell: empty other arch\n"); 893 LOG (llevError, "cast_party_spell: empty other arch\n");
868 return 0; 894 return 0;
869 } 895 }
870 896
871 spell = arch_to_object (spell_ob->other_arch); 897 object *spell = arch_to_object (spell_ob->other_arch);
872 898
873 /* Always cast spell on caster */ 899 /* Always cast spell on caster */
874 success = cast_spell (op, caster, dir, spell, stringarg); 900 int success = cast_spell (op, caster, dir, spell, spellparam);
875 901
876 if (caster->contr->party == NULL) 902 if (!op->contr || !op->contr->party)
877 { 903 {
878 spell->remove (); 904 spell->remove ();
879 return success; 905 return success;
880 } 906 }
881 907
882 for_all_players (pl) 908 for_all_players (pl)
883 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 909 if ((pl->ob->contr->party == op->contr->party)
910 && on_same_map (pl->ob, op)
911 && pl->ob != op)
884 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 912 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
885 913
886 spell->remove (); 914 spell->remove ();
887 return success; 915 return success;
888} 916}
889 917
895 * same as op. 923 * same as op.
896 * dir is the direction to cast in. Note in some cases, if the spell 924 * dir is the direction to cast in. Note in some cases, if the spell
897 * is self only, dir really doesn't make a difference. 925 * is self only, dir really doesn't make a difference.
898 * spell_ob is the spell object that is being cast. From that, 926 * spell_ob is the spell object that is being cast. From that,
899 * we can determine what to do. 927 * we can determine what to do.
900 * stringarg is any options that are being used. It can be NULL. Almost 928 * spellparam is any options that are being used. It can be NULL. Almost
901 * certainly, only players will set it. It is basically used as optional 929 * certainly, only players will set it. It is basically used as optional
902 * parameters to a spell (eg, item to create, information for marking runes, 930 * parameters to a spell (eg, item to create, information for marking runes,
903 * etc. 931 * etc.
904 * returns 1 on successful cast, or 0 on error. These values should really 932 * returns 1 on successful cast, or 0 on error. These values should really
905 * be swapped, so that 0 is successful, and non zero is failure, with a code 933 * be swapped, so that 0 is successful, and non zero is failure, with a code
913 * if it is a player casting the spell (op->type == PLAYER, op == caster), 941 * if it is a player casting the spell (op->type == PLAYER, op == caster),
914 * this function will decrease the mana/grace appropriately. For other 942 * this function will decrease the mana/grace appropriately. For other
915 * objects, the caller should do what it considers appropriate. 943 * objects, the caller should do what it considers appropriate.
916 */ 944 */
917int 945int
918cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 946cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
919{ 947{
920 const char *godname; 948 const char *godname;
921 int success = 0; 949 int success = 0;
922 object *skill = NULL; 950 object *skill = NULL;
923 951
1022 } 1050 }
1023 } 1051 }
1024 1052
1025 /* player/monster is trying to cast the spell. might fumble it */ 1053 /* player/monster is trying to cast the spell. might fumble it */
1026 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1054 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1027 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1055 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1028 { 1056 {
1029 op->contr->play_sound (sound_find ("fumble_spell")); 1057 op->contr->play_sound (sound_find ("fumble_spell"));
1030 op->failmsg ("You fumble the prayer."); 1058 op->failmsg ("You fumble the prayer.");
1031 1059
1032 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1060 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1098 * the player any time. 1126 * the player any time.
1099 * Ignore casting time for firewalls 1127 * Ignore casting time for firewalls
1100 */ 1128 */
1101 if (caster == op && caster->type != FIREWALL) 1129 if (caster == op && caster->type != FIREWALL)
1102 { 1130 {
1103 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1131 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * fabs (op->speed);
1104 /* Other portions of the code may also decrement the speed of the player, so 1132 /* Other portions of the code may also decrement the speed of the player, so
1105 * put a lower limit so that the player isn't stuck here too long 1133 * put a lower limit so that the player isn't stuck here too long
1106 */ 1134 */
1107 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1135 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * fabs (op->speed))
1108 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1136 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * fabs (op->speed);
1109 } 1137 }
1110 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1138 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1111 op->speed_left -= 2 * FABS (op->speed); 1139 op->speed_left -= 2 * fabs (op->speed);
1112 1140
1113 if (op->type == PLAYER && op == caster) 1141 if (op->type == PLAYER && op == caster)
1114 { 1142 {
1115 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1143 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1116 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1144 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1130 } 1158 }
1131 1159
1132 op->change_skill (skill); /* needed for proper exp credit */ 1160 op->change_skill (skill); /* needed for proper exp credit */
1133 } 1161 }
1134 1162
1135 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1163 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1136 return RESULT_INT (0); 1164 return RESULT_INT (0);
1137 1165
1138 switch (spell_ob->subtype) 1166 switch (spell_ob->subtype)
1139 { 1167 {
1140 /* The order of case statements is same as the order they show up 1168 /* The order of case statements is same as the order they show up
1141 * in in spells.h. 1169 * in spells.h.
1142 */ 1170 */
1143 case SP_RAISE_DEAD: 1171 case SP_RAISE_DEAD:
1144 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1172 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1145 break; 1173 break;
1146 1174
1147 case SP_RUNE: 1175 case SP_RUNE:
1148 success = write_rune (op, caster, spell_ob, dir, stringarg); 1176 success = write_rune (op, caster, spell_ob, dir, spellparam);
1149 break; 1177 break;
1150 1178
1151 case SP_MAKE_MARK: 1179 case SP_MAKE_MARK:
1152 success = write_mark (op, spell_ob, stringarg); 1180 success = write_mark (op, spell_ob, spellparam);
1153 break; 1181 break;
1154 1182
1155 case SP_BOLT: 1183 case SP_BOLT:
1156 success = fire_bolt (op, caster, dir, spell_ob, skill); 1184 success = fire_bolt (op, caster, dir, spell_ob, skill);
1157 break; 1185 break;
1186 1214
1187 case SP_DIMENSION_DOOR: 1215 case SP_DIMENSION_DOOR:
1188 /* dimension door needs the actual caster, because that is what is 1216 /* dimension door needs the actual caster, because that is what is
1189 * moved. 1217 * moved.
1190 */ 1218 */
1191 success = dimension_door (op, caster, spell_ob, dir); 1219 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1192 break; 1220 break;
1193 1221
1194 case SP_MAGIC_MAPPING: 1222 case SP_MAGIC_MAPPING:
1195 if (op->type == PLAYER) 1223 if (op->type == PLAYER)
1196 { 1224 {
1229 case SP_HEALING: 1257 case SP_HEALING:
1230 success = cast_heal (op, caster, spell_ob, dir); 1258 success = cast_heal (op, caster, spell_ob, dir);
1231 break; 1259 break;
1232 1260
1233 case SP_CREATE_FOOD: 1261 case SP_CREATE_FOOD:
1234 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1262 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1235 break; 1263 break;
1236 1264
1237 case SP_EARTH_TO_DUST: 1265 case SP_EARTH_TO_DUST:
1238 success = cast_earth_to_dust (op, caster, spell_ob); 1266 success = cast_earth_to_dust (op, caster, spell_ob);
1239 break; 1267 break;
1249 case SP_CURSE: 1277 case SP_CURSE:
1250 success = cast_curse (op, caster, spell_ob, dir); 1278 success = cast_curse (op, caster, spell_ob, dir);
1251 break; 1279 break;
1252 1280
1253 case SP_SUMMON_MONSTER: 1281 case SP_SUMMON_MONSTER:
1254 success = summon_object (op, caster, spell_ob, dir, stringarg); 1282 success = summon_object (op, caster, spell_ob, dir, spellparam);
1255 break; 1283 break;
1256 1284
1257 case SP_CHARGING: 1285 case SP_CHARGING:
1258 success = recharge (op, caster, spell_ob); 1286 success = recharge (op, caster, spell_ob);
1259 break; 1287 break;
1313 /* in rune.c */ 1341 /* in rune.c */
1314 success = dispel_rune (op, caster, spell_ob, skill, dir); 1342 success = dispel_rune (op, caster, spell_ob, skill, dir);
1315 break; 1343 break;
1316 1344
1317 case SP_CREATE_MISSILE: 1345 case SP_CREATE_MISSILE:
1318 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1346 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1319 break; 1347 break;
1320 1348
1321 case SP_CONSECRATE: 1349 case SP_CONSECRATE:
1322 success = cast_consecrate (op, caster, spell_ob); 1350 success = cast_consecrate (op, caster, spell_ob);
1323 break; 1351 break;
1345 case SP_AURA: 1373 case SP_AURA:
1346 success = create_aura (op, caster, spell_ob); 1374 success = create_aura (op, caster, spell_ob);
1347 break; 1375 break;
1348 1376
1349 case SP_PARTY_SPELL: 1377 case SP_PARTY_SPELL:
1350 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1378 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1351 break; 1379 break;
1352 1380
1353 default: 1381 default:
1354 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1382 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1355 } 1383 }
1414 move_aura (op); 1442 move_aura (op);
1415 break; 1443 break;
1416 } 1444 }
1417} 1445}
1418 1446
1419/* this checks to see if something special should happen if
1420 * something runs into the object.
1421 */
1422void
1423check_spell_effect (object *op)
1424{
1425 switch (op->subtype)
1426 {
1427 case SP_BOLT:
1428 move_bolt (op);
1429 return;
1430
1431 case SP_BULLET:
1432 check_bullet (op);
1433 return;
1434 }
1435}
1436
1437/* This is called by move_apply. Basically, if someone 1447/* This is called by move_apply. Basically, if someone
1438 * moves onto a spell effect and the walk_on or fly_on flags 1448 * moves onto a spell effect and the walk_on or fly_on flags
1439 * are set, this is called. This should only be called for 1449 * are set, this is called. This should only be called for
1440 * objects of the appropriate type. 1450 * objects of the appropriate type.
1441 */ 1451 */
1443apply_spell_effect (object *spell, object *victim) 1453apply_spell_effect (object *spell, object *victim)
1444{ 1454{
1445 switch (spell->subtype) 1455 switch (spell->subtype)
1446 { 1456 {
1447 case SP_CONE: 1457 case SP_CONE:
1448 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1458 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype)
1449 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1459 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1450 break; 1460 break;
1451 1461
1452 case SP_MAGIC_MISSILE: 1462 case SP_MAGIC_MISSILE:
1453 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1465 1475
1466 break; 1476 break;
1467 } 1477 }
1468} 1478}
1469 1479
1480/**
1481 * This function will let a fireball explode at the position of
1482 * the victim with a specific maximum level.
1483 */
1484void
1485create_exploding_ball_at (object *victim, int level)
1486{
1487 object *ball = get_archetype (EXPLODING_FIREBALL);
1488 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1489 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1490 ball->insert_at (victim);
1491}

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