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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.64 by root, Thu Mar 13 12:20:52 2008 UTC vs.
Revision 1.107 by root, Tue Nov 10 16:29:20 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 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
77 dest->skill = spob->skill; 76 dest->skill = spob->skill;
78 else 77 else
79 dest->skill = caster->skill; 78 dest->skill = caster->skill;
80} 79}
81 80
82/* init_spells: This should really be called check_spells, as that
83 * is what it does. It goes through the spells looking for any
84 * obvious errors. This was most useful in debugging when re-doing
85 * all the spells to catch simple errors. To use it all the time
86 * will result in it spitting out messages that aren't really errors.
87 */
88void
89init_spells (void)
90{
91#ifdef SPELL_DEBUG
92 static int init_spells_done = 0;
93 int i;
94 archetype *at;
95
96 if (init_spells_done)
97 return;
98 LOG (llevDebug, "Checking spells...\n");
99
100 for_all_archetypes (at)
101 {
102 if (at->type == SPELL)
103 {
104 if (at->skill)
105 {
106 for (i = 1; i < NUM_SKILLS; i++)
107 if (!strcmp (skill_names[i], at->skill))
108 break;
109 if (i == NUM_SKILLS)
110 {
111 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
112 }
113 }
114 /* other_arch is already checked for in the loader */
115 }
116 }
117
118 i = 0;
119 while (spell_mapping[i])
120 {
121 if (!archetype::find (spell_mapping[i]))
122 {
123 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
124 }
125 i++;
126 }
127 LOG (llevDebug, "Checking spells completed.\n");
128#endif
129}
130
131/* Dumps all the spells - now also dumps skill associated with the spell.
132 * not sure what this would be used for, as the data seems pretty
133 * minimal, but easy enough to keep around.
134 */
135void
136dump_spells ()
137{
138 for_all_archetypes (at)
139 if (at->type == SPELL)
140 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
141 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
142}
143
144/* pretty basic function - basically just takes 81/* pretty basic function - basically just takes
145 * an object, sets the x,y, and calls insert_ob_in_map 82 * an object, sets the x,y, and calls insert_ob_in_map
146 */ 83 */
147void 84void
148spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
149{ 86{
150 if (spob->other_arch) 87 if (spob->other_arch)
151 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (arch_to_object (spob->other_arch), x, y, originator);
152} 89}
153 90
154/* 91static int
155 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
156 * effective level the caster needs to be to cast the spell.
157 * basically, it just adjusts the spell->level with attuned/repelled
158 * spellpaths. Was called path_level_mod.
159 *
160 * caster is person casting the spell.
161 * spell is the spell object.
162 * Returns modified level.
163 */
164int
165min_casting_level (object *caster, object *spell)
166{ 93{
167 if (caster->path_denied & spell->path_attuned) 94 // compute the attuned/repelled bonus
168 return 1; 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
169 96 // repell has no such quarrels
170 int new_level = spell->level 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
171 + (caster->path_repelled & spell->path_attuned ? +8 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
172 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
173
174 return max (1, new_level);
175} 99}
176 100
177/* This function returns the effective level the spell 101/* This function returns the effective level the spell
178 * is being cast at. 102 * is being cast at.
179 * Note that I changed the repelled/attuned bonus to 2 from 5.
180 * This is because the new code compares casting_level against
181 * min_caster_level, so the difference is effectively 4
182 */ 103 */
183int 104int
184caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
185{ 106{
186 int level = caster->level; 107 int level = caster->level;
187
188 /* If this is a player, try to find the matching skill */
189 if (caster->type == PLAYER && spell->skill)
190 for (int i = 0; i < NUM_SKILLS; i++)
191 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
192 {
193 level = caster->contr->last_skill_ob[i]->level;
194 break;
195 }
196 108
197 /* 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. */
198 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
199 { 111 {
200 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);
201 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
202 114
203 level = MIN (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
204 } 116 }
117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
118 if (object *skill = caster->contr->find_skill (spell->skill))
119 level = skill->level;
205 120
206 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
207 level += caster->path_repelled & spell->path_attuned ? -8 : 0; 122
208 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);
209 128
210 /* 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
211 * errors in various places. 130 * errors in various places.
212 */ 131 */
213 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
214} 133}
215 134
216/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
217 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
218 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
222 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
223 * spell is the spell object. 142 * spell is the spell object.
224 * 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
225 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
226 */ 145 */
227
228sint16 146sint16
229SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
230{ 148{
231 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
232 150
233 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
234 { 152 {
235 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
236 {
237 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));
238 }
239 else 155 else
240 sp = spell->stats.sp; 156 sp = spell->stats.sp;
241 157
242 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
243 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
244 sp = 1; 160 sp = 1;
245 161
246 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
247 {
248 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));
249 }
250 else 164 else
251 grace = spell->stats.grace; 165 grace = spell->stats.grace;
252 166
253 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
254 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
255 grace = 1; 169 grace = 1;
256 } 170 }
257 else 171 else
258 { 172 {
259 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
260 if (spell->stats.sp && !sp) 174 if (spell->stats.sp && !sp)
261 sp = 1; 175 sp = 1;
176
262 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
263 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
264 grace = 1; 179 grace = 1;
265 } 180 }
266 181
267 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
268 return MAX (sp, grace); 183 return max (sp, grace);
269 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
270 return grace; 185 return grace;
271 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
272 return sp; 187 return sp;
273 else 188 else
275 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 190 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
276 return 0; 191 return 0;
277 } 192 }
278} 193}
279 194
195/*
196 * Return the effective casting level of the spell.
197 * To make spells independent of their starting level, this function
198 * scales the range spellstartlevel .. 100 into the range 1..100
199 */
200static int
201SP_casting_level (object *caster, object *spell)
202{
203 return casting_level (caster, spell);
204}
205
280/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
281 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
282 */ 208 */
283int 209int
284SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
285{ 211{
286 if (!spob->dam_modifier) 212 if (!spob->dam_modifier)
287 return 0; 213 return 0;
288 214
289 int level = caster_level (caster, spob);
290 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; 215 return SP_casting_level (caster, spob) / spob->dam_modifier;
291} 216}
292 217
293/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
294 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
295 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
298SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
299{ 224{
300 if (!spob->duration_modifier) 225 if (!spob->duration_modifier)
301 return 0; 226 return 0;
302 227
303 int level = caster_level (caster, spob);
304 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; 228 return SP_casting_level (caster, spob) / spob->duration_modifier;
305} 229}
306 230
307/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
308 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
309 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
312SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
313{ 237{
314 if (!spob->range_modifier) 238 if (!spob->range_modifier)
315 return 0; 239 return 0;
316 240
317 int level = caster_level (caster, spob);
318 return (level - min_casting_level (caster, spob)) / spob->range_modifier; 241 return SP_casting_level (caster, spob) / spob->range_modifier;
319} 242}
320 243
321/* 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
322 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
323 * 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.
324 */ 247 */
325object * 248object *
326check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
327{ 250{
328 object *spop; 251 object *spop;
329 252
330 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
331 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
332 return spop; 255 return spop;
333 256
334 return NULL; 257 return 0;
335} 258}
336
337 259
338/* 260/*
339 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
340 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
341 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
342 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
343 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
344 * exact match, we also return NULL. 266 * exact match, we also return NULL.
345 */ 267 */
346
347object * 268object *
348lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
349{ 270{
350 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
351 int nummatch = 0; 272 int nummatch = 0;
352 273
353 if (spname == NULL) 274 if (!spname)
354 return NULL; 275 return 0;
355 276
356 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
357 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
358 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
359 */ 280 */
360 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
361 { 282 {
362 if (spob->type == SPELL) 283 if (spob->type == SPELL)
363 { 284 {
285 // TODO: WTF?
364 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
365 { 287 {
366 nummatch++; 288 nummatch++;
367 spob1 = spob; 289 spob1 = spob;
368 } 290 }
373 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
374 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
375 */ 297 */
376 if (spob2) 298 if (spob2)
377 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
378 spob2 = spob; 301 spob2 = spob;
379 } 302 }
380 } 303 }
381 } 304 }
382 /* 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
383 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
384 */ 307 */
385 if (spob2) 308 if (spob2)
386 return spob2; 309 return spob2;
310
387 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
388 return spob1; 312 return spob1;
313
389 return NULL; 314 return NULL;
390} 315}
391 316
392/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
393 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
397 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
398 */ 323 */
399int 324int
400reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
401{ 326{
402 object *op;
403
404 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
405 return 0; 328 return 0;
329
406 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
407 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
408 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!QUERY_FLAG (op, FLAG_ALIVE)
409 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
410 return 1; 334 return 1;
411 335
441 dir ? 0 : INS_BELOW_ORIGINATOR); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
442 366
443 return dir; 367 return dir;
444} 368}
445 369
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
446/* 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.
447 * immune_stop is basically the attacktype of the spell (why 389 * immune_stop is basically the attacktype of the spell (why
448 * passed as a different value, not sure of). If immune_stop 390 * passed as a different value, not sure of). If immune_stop
449 * has the AT_MAGIC bit set, and there is a counterwall 391 * has the AT_MAGIC bit set, and there is a counterwall
450 * 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
451 * 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.
452 *
453 */ 394 */
454int 395int
455ok_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)
456{ 397{
457 if (!xy_normalise (m, x, y)) 398 if (!xy_normalise (m, x, y))
458 return 0; 399 return 0;
459 400
460 mapspace &ms = m->at (x, y); 401 mapspace &ms = m->at (x, y);
402 ms.update ();
461 403
462 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 404 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
463 return 0; 405 return 0;
406
407 int max_effects = 5; // max. number of similar spells per mapspace
464 408
465 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
466 { 410 {
467 /* If there is a counterspell on the space, and this 411 /* If there is a counterspell on the space, and this
468 * object is using magic, don't progress. I believe we could 412 * object is using magic, don't progress. I believe we could
487 // (and those shouldn't go away from 431 // (and those shouldn't go away from
488 // sanctuary) see also: permanent lava 432 // sanctuary) see also: permanent lava
489 && (immune_stop & AT_MAGIC)) 433 && (immune_stop & AT_MAGIC))
490 return 0; 434 return 0;
491 435
492 /* This is to prevent 'out of control' spells. Basically, this
493 * limits one spell effect per space per spell. This is definately
494 * needed for performance reasons, and just for playability I believe.
495 * there are no such things as multispaced spells right now, so
496 * we don't need to worry about the head.
497 */
498 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
499 return 0;
500
501 /*
502 * Combine similar spell effects into one spell effect. Needed for
503 * performance reasons with meteor swarm and the like, but also for
504 * playability reasons.
505 */
506 if (tmp->arch == op->arch
507 && tmp->type == op->type 436 if (tmp->type == op->type)
508 && tmp->subtype == op->subtype
509 && tmp->owner == op->owner
510 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
511 { 437 {
512 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 438 if (tmp->subtype == op->subtype
513 tmp->range = MAX (tmp->range, op->range); 439 && tmp->arch == op->arch /* no harm if not comparing by name here */)
514 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)
515 return 0; 470 return 0;
516 } 471 }
517 472
518 /* 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
519 * ground to prevent it from moving along? 474 * ground to prevent it from moving along?
520 */ 475 */
535 * returns 0 on failure, 1 on success. 490 * returns 0 on failure, 1 on success.
536 */ 491 */
537int 492int
538fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 493fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
539{ 494{
540 object *tmp;
541 int mflags;
542 maptile *m;
543
544 if (spell->other_arch == NULL) 495 if (!spell->other_arch)
545 return 0; 496 return 0;
546 497
547 m = op->map; 498 object *tmp = spell->other_arch->instance ();
548 mflags = get_map_flags (m, &m, x, y, &x, &y);
549 if (mflags & P_OUT_OF_MAP)
550 {
551 return 0;
552 }
553 499
554 tmp = arch_to_object (spell->other_arch); 500 if (!tmp)
555
556 if (tmp == NULL)
557 return 0; 501 return 0;
558
559 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
560 {
561 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
562 tmp->destroy ();
563 return 0;
564 }
565 502
566 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 503 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
567 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
568 /* code in time.c uses food for some things, duration for others */ 505 /* code in time.c uses food for some things, duration for others */
569 tmp->stats.food = tmp->duration; 506 tmp->stats.food = tmp->duration;
570 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 507 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
571 tmp->attacktype = spell->attacktype; 508 tmp->attacktype = spell->attacktype;
572 tmp->x = x;
573 tmp->y = y;
574 tmp->direction = dir; 509 tmp->direction = dir;
575 if (op->owner != NULL)
576 tmp->set_owner (op); 510 tmp->set_owner (op);
577 else
578 tmp->set_owner (op);
579 tmp->level = caster_level (caster, spell); 511 tmp->level = casting_level (caster, spell);
580 set_spell_skill (op, caster, spell, tmp); 512 set_spell_skill (op, caster, spell, tmp);
581 513
582 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
583 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
584 {
585 if (!tailor_god_spell (tmp, op)) 516 if (!tailor_god_spell (tmp, op))
586 return 0; 517 return 0;
587 } 518
588 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 519 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
589 SET_ANIMATION (tmp, dir); 520 SET_ANIMATION (tmp, dir);
590 521
591 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 522 if ((tmp = op->map->insert (tmp, x, y, op)))
592 move_spell_effect (tmp); 523 move_spell_effect (tmp);
593 524
594 return 1; 525 return 1;
595} 526}
596 527
601 ****************************************************************************/ 532 ****************************************************************************/
602void 533void
603regenerate_rod (object *rod) 534regenerate_rod (object *rod)
604{ 535{
605 if (rod->stats.hp < rod->stats.maxhp) 536 if (rod->stats.hp < rod->stats.maxhp)
606 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);
607} 538}
608 539
609void 540void
610drain_rod_charge (object *rod) 541drain_rod_charge (object *rod)
611{ 542{
651 if (!tmp) 582 if (!tmp)
652 tmp = op->ms ().player (); 583 tmp = op->ms ().player ();
653 584
654 return tmp; 585 return tmp;
655} 586}
656
657
658 587
659/* raytrace: 588/* raytrace:
660 * spell_find_dir(map, x, y, exclude) will search first the center square 589 * spell_find_dir(map, x, y, exclude) will search first the center square
661 * then some close squares in the given map at the given coordinates for 590 * then some close squares in the given map at the given coordinates for
662 * live objects. 591 * live objects.
665 * monsters/generators only. If not, the spell will hunt players only. 594 * monsters/generators only. If not, the spell will hunt players only.
666 * It returns the direction toward the first/closest live object if it finds 595 * It returns the direction toward the first/closest live object if it finds
667 * any, otherwise -1. 596 * any, otherwise -1.
668 * note that exclude can be NULL, in which case all bets are off. 597 * note that exclude can be NULL, in which case all bets are off.
669 */ 598 */
670
671int 599int
672spell_find_dir (maptile *m, int x, int y, object *exclude) 600spell_find_dir (maptile *m, int x, int y, object *exclude)
673{ 601{
674 int i, max = SIZEOFFREE; 602 int i, max = SIZEOFFREE;
675 sint16 nx, ny; 603 sint16 nx, ny;
706 634
707/* put_a_monster: puts a monster named monstername near by 635/* put_a_monster: puts a monster named monstername near by
708 * op. This creates the treasures for the monsters, and 636 * op. This creates the treasures for the monsters, and
709 * also deals with multipart monsters properly. 637 * also deals with multipart monsters properly.
710 */ 638 */
711void 639static void
712put_a_monster (object *op, const char *monstername) 640put_a_monster (object *op, const char *monstername)
713{ 641{
714 object *tmp, *head = NULL, *prev = NULL; 642 object *tmp, *head = NULL, *prev = NULL;
715 archetype *at; 643 archetype *at;
716 int dir; 644 int dir;
755 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 683 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
756 684
757 insert_ob_in_map (head, op->map, op, 0); 685 insert_ob_in_map (head, op->map, op, 0);
758 686
759 /* thought it'd be cool to insert a burnout, too. */ 687 /* thought it'd be cool to insert a burnout, too. */
760 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 688 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
761 } 689 }
762} 690}
763 691
764/* peterm: function which summons hostile monsters and 692/* peterm: function which summons hostile monsters and
765 * places them in nearby squares. 693 * places them in nearby squares.
772 * 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
773 * 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
774 * never used. This is however used by various failures on the 702 * never used. This is however used by various failures on the
775 * players part (alchemy, reincarnation, etc) 703 * players part (alchemy, reincarnation, etc)
776 */ 704 */
777
778int 705int
779summon_hostile_monsters (object *op, int n, const char *monstername) 706summon_hostile_monsters (object *op, int n, const char *monstername)
780{ 707{
781 int i; 708 int i;
782 709
847 { 774 {
848 SET_ANIMATION (op, ATTACKS[i].face); 775 SET_ANIMATION (op, ATTACKS[i].face);
849 } 776 }
850} 777}
851 778
852
853/* prayer_failure: This is called when a player fails 779/* prayer_failure: This is called when a player fails
854 * at casting a prayer. 780 * at casting a prayer.
855 * op is the player. 781 * op is the player.
856 * failure is basically how much grace they had. 782 * failure is basically how much grace they had.
857 * 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.
858 */ 784 */
859 785static void
860void
861prayer_failure (object *op, int failure, int power) 786prayer_failure (object *op, int failure, int power)
862{ 787{
863 const char *godname; 788 const char *godname;
864 object *tmp; 789 object *tmp;
865 790
958 tmp->insert_at (op); 883 tmp->insert_at (op);
959 } 884 }
960 } 885 }
961} 886}
962 887
963int 888static int
964cast_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)
965{ 890{
966 int success;
967 object *spell;
968
969 if (!spell_ob->other_arch) 891 if (!spell_ob->other_arch)
970 { 892 {
971 LOG (llevError, "cast_party_spell: empty other arch\n"); 893 LOG (llevError, "cast_party_spell: empty other arch\n");
972 return 0; 894 return 0;
973 } 895 }
974 896
975 spell = arch_to_object (spell_ob->other_arch); 897 object *spell = arch_to_object (spell_ob->other_arch);
976 898
977 /* Always cast spell on caster */ 899 /* Always cast spell on caster */
978 success = cast_spell (op, caster, dir, spell, stringarg); 900 int success = cast_spell (op, caster, dir, spell, spellparam);
979 901
980 if (caster->contr->party == NULL) 902 if (!op->contr || !op->contr->party)
981 { 903 {
982 spell->remove (); 904 spell->remove ();
983 return success; 905 return success;
984 } 906 }
985 907
986 for_all_players (pl) 908 for_all_players (pl)
987 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)
988 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 912 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
989 913
990 spell->remove (); 914 spell->remove ();
991 return success; 915 return success;
992} 916}
993 917
999 * same as op. 923 * same as op.
1000 * 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
1001 * is self only, dir really doesn't make a difference. 925 * is self only, dir really doesn't make a difference.
1002 * 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,
1003 * we can determine what to do. 927 * we can determine what to do.
1004 * 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
1005 * 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
1006 * 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,
1007 * etc. 931 * etc.
1008 * 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
1009 * 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
1017 * 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),
1018 * this function will decrease the mana/grace appropriately. For other 942 * this function will decrease the mana/grace appropriately. For other
1019 * objects, the caller should do what it considers appropriate. 943 * objects, the caller should do what it considers appropriate.
1020 */ 944 */
1021int 945int
1022cast_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)
1023{ 947{
1024 const char *godname; 948 const char *godname;
1025 int success = 0, cast_level = 0; 949 int success = 0;
1026 object *skill = NULL; 950 object *skill = NULL;
1027 951
1028 if (!spell_ob) 952 if (!spell_ob)
1029 { 953 {
1030 LOG (llevError, "cast_spell: null spell object passed\n"); 954 LOG (llevError, "cast_spell: null spell object passed\n");
1059 * need to have the right skill pointer passed, so we need to 983 * need to have the right skill pointer passed, so we need to
1060 * at least process that code. 984 * at least process that code.
1061 */ 985 */
1062 if (op->type == PLAYER && op == caster) 986 if (op->type == PLAYER && op == caster)
1063 { 987 {
1064 cast_level = caster_level (caster, spell_ob);
1065
1066 if (spell_ob->skill) 988 if (spell_ob->skill)
1067 { 989 {
1068 skill = find_skill_by_name (op, spell_ob->skill); 990 skill = find_skill_by_name (op, spell_ob->skill);
1069 991
1070 if (!skill) 992 if (!skill)
1071 { 993 {
1072 op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name)); 994 op->failmsg (format ("You need the skill %s to cast %s! "
995 "H<You either need to learn the skill via a skill scroll "
996 "or you need to wear a talisman or holy symbol.>",
997 &spell_ob->skill, &spell_ob->name));
1073 return 0; 998 return 0;
1074 } 999 }
1075 1000
1076 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1001 const char *msg = "";
1002
1003 int caster_level = skill->level;
1004
1005 if (op->path_attuned & spell_ob->path_attuned)
1077 { 1006 {
1007 caster_level += min (caster_level, ATTUNE_REPELL);
1008 msg = " (attuned)";
1009 }
1010
1011 if (op->path_repelled & spell_ob->path_attuned)
1012 {
1013 caster_level -= ATTUNE_REPELL; // negative is ok
1014 msg = " (repelled)";
1015 }
1016
1017 if (spell_ob->level > caster_level)
1018 {
1078 op->failmsg ("You lack enough skill to cast that spell!"); 1019 op->failmsg (format ("You lack enough skill to cast that spell! "
1020 "H<Your effective cast level is %d%s, but level %d is required.>",
1021 caster_level, msg, spell_ob->level));
1022 if (!op->is_wiz ())
1079 return 0; 1023 return 0;
1080 } 1024 }
1081 } 1025 }
1082 1026
1083 /* If the caster is the wiz, they don't ever fail, and don't have 1027 /* If the caster is the wiz, they don't ever fail, and don't have
1084 * to have sufficient grace/mana. 1028 * to have sufficient grace/mana.
1085 */ 1029 */
1086 if (!QUERY_FLAG (op, FLAG_WIZ)) 1030 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1087 { 1031 {
1088 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1089 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1033 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1090 { 1034 {
1091 op->failmsg ("You don't have enough mana!"); 1035 op->failmsg ("You don't have enough mana!");
1106 } 1050 }
1107 } 1051 }
1108 1052
1109 /* player/monster is trying to cast the spell. might fumble it */ 1053 /* player/monster is trying to cast the spell. might fumble it */
1110 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) <
1111 (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]))
1112 { 1056 {
1113 op->contr->play_sound (sound_find ("fumble_spell")); 1057 op->contr->play_sound (sound_find ("fumble_spell"));
1114 op->failmsg ("You fumble the prayer."); 1058 op->failmsg ("You fumble the prayer.");
1115 1059
1116 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);
1182 * the player any time. 1126 * the player any time.
1183 * Ignore casting time for firewalls 1127 * Ignore casting time for firewalls
1184 */ 1128 */
1185 if (caster == op && caster->type != FIREWALL) 1129 if (caster == op && caster->type != FIREWALL)
1186 { 1130 {
1187 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);
1188 /* 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
1189 * 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
1190 */ 1134 */
1191 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))
1192 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);
1193 } 1137 }
1194 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)
1195 op->speed_left -= 2 * FABS (op->speed); 1139 op->speed_left -= 2 * fabs (op->speed);
1196 1140
1197 if (op->type == PLAYER && op == caster) 1141 if (op->type == PLAYER && op == caster)
1198 { 1142 {
1199 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);
1200 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);
1214 } 1158 }
1215 1159
1216 op->change_skill (skill); /* needed for proper exp credit */ 1160 op->change_skill (skill); /* needed for proper exp credit */
1217 } 1161 }
1218 1162
1219 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)))
1220 return RESULT_INT (0); 1164 return RESULT_INT (0);
1221 1165
1222 switch (spell_ob->subtype) 1166 switch (spell_ob->subtype)
1223 { 1167 {
1224 /* 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
1225 * in in spells.h. 1169 * in spells.h.
1226 */ 1170 */
1227 case SP_RAISE_DEAD: 1171 case SP_RAISE_DEAD:
1228 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1172 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1229 break; 1173 break;
1230 1174
1231 case SP_RUNE: 1175 case SP_RUNE:
1232 success = write_rune (op, caster, spell_ob, dir, stringarg); 1176 success = write_rune (op, caster, spell_ob, dir, spellparam);
1233 break; 1177 break;
1234 1178
1235 case SP_MAKE_MARK: 1179 case SP_MAKE_MARK:
1236 success = write_mark (op, spell_ob, stringarg); 1180 success = write_mark (op, spell_ob, spellparam);
1237 break; 1181 break;
1238 1182
1239 case SP_BOLT: 1183 case SP_BOLT:
1240 success = fire_bolt (op, caster, dir, spell_ob, skill); 1184 success = fire_bolt (op, caster, dir, spell_ob, skill);
1241 break; 1185 break;
1259 case SP_SMITE: 1203 case SP_SMITE:
1260 success = cast_smite_spell (op, caster, dir, spell_ob); 1204 success = cast_smite_spell (op, caster, dir, spell_ob);
1261 break; 1205 break;
1262 1206
1263 case SP_MAGIC_MISSILE: 1207 case SP_MAGIC_MISSILE:
1264 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1208 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1265 break; 1209 break;
1266 1210
1267 case SP_SUMMON_GOLEM: 1211 case SP_SUMMON_GOLEM:
1268 success = summon_golem (op, caster, dir, spell_ob); 1212 success = summon_golem (op, caster, dir, spell_ob);
1269 break; 1213 break;
1270 1214
1271 case SP_DIMENSION_DOOR: 1215 case SP_DIMENSION_DOOR:
1272 /* dimension door needs the actual caster, because that is what is 1216 /* dimension door needs the actual caster, because that is what is
1273 * moved. 1217 * moved.
1274 */ 1218 */
1275 success = dimension_door (op, caster, spell_ob, dir); 1219 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1276 break; 1220 break;
1277 1221
1278 case SP_MAGIC_MAPPING: 1222 case SP_MAGIC_MAPPING:
1279 if (op->type == PLAYER) 1223 if (op->type == PLAYER)
1280 { 1224 {
1313 case SP_HEALING: 1257 case SP_HEALING:
1314 success = cast_heal (op, caster, spell_ob, dir); 1258 success = cast_heal (op, caster, spell_ob, dir);
1315 break; 1259 break;
1316 1260
1317 case SP_CREATE_FOOD: 1261 case SP_CREATE_FOOD:
1318 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1262 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1319 break; 1263 break;
1320 1264
1321 case SP_EARTH_TO_DUST: 1265 case SP_EARTH_TO_DUST:
1322 success = cast_earth_to_dust (op, caster, spell_ob); 1266 success = cast_earth_to_dust (op, caster, spell_ob);
1323 break; 1267 break;
1333 case SP_CURSE: 1277 case SP_CURSE:
1334 success = cast_curse (op, caster, spell_ob, dir); 1278 success = cast_curse (op, caster, spell_ob, dir);
1335 break; 1279 break;
1336 1280
1337 case SP_SUMMON_MONSTER: 1281 case SP_SUMMON_MONSTER:
1338 success = summon_object (op, caster, spell_ob, dir, stringarg); 1282 success = summon_object (op, caster, spell_ob, dir, spellparam);
1339 break; 1283 break;
1340 1284
1341 case SP_CHARGING: 1285 case SP_CHARGING:
1342 success = recharge (op, caster, spell_ob); 1286 success = recharge (op, caster, spell_ob);
1343 break; 1287 break;
1380 { 1324 {
1381 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1325 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1382 success = 0; 1326 success = 0;
1383 } 1327 }
1384 else 1328 else
1385 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1329 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1386 break; 1330 break;
1387 1331
1388 case SP_SWARM: 1332 case SP_SWARM:
1389 success = fire_swarm (op, caster, spell_ob, dir); 1333 success = fire_swarm (op, caster, spell_ob, dir);
1390 break; 1334 break;
1397 /* in rune.c */ 1341 /* in rune.c */
1398 success = dispel_rune (op, caster, spell_ob, skill, dir); 1342 success = dispel_rune (op, caster, spell_ob, skill, dir);
1399 break; 1343 break;
1400 1344
1401 case SP_CREATE_MISSILE: 1345 case SP_CREATE_MISSILE:
1402 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1346 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1403 break; 1347 break;
1404 1348
1405 case SP_CONSECRATE: 1349 case SP_CONSECRATE:
1406 success = cast_consecrate (op, caster, spell_ob); 1350 success = cast_consecrate (op, caster, spell_ob);
1407 break; 1351 break;
1429 case SP_AURA: 1373 case SP_AURA:
1430 success = create_aura (op, caster, spell_ob); 1374 success = create_aura (op, caster, spell_ob);
1431 break; 1375 break;
1432 1376
1433 case SP_PARTY_SPELL: 1377 case SP_PARTY_SPELL:
1434 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1378 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1435 break; 1379 break;
1436 1380
1437 default: 1381 default:
1438 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);
1439 } 1383 }
1498 move_aura (op); 1442 move_aura (op);
1499 break; 1443 break;
1500 } 1444 }
1501} 1445}
1502 1446
1503/* this checks to see if something special should happen if
1504 * something runs into the object.
1505 */
1506void
1507check_spell_effect (object *op)
1508{
1509 switch (op->subtype)
1510 {
1511 case SP_BOLT:
1512 move_bolt (op);
1513 return;
1514
1515 case SP_BULLET:
1516 check_bullet (op);
1517 return;
1518 }
1519}
1520
1521/* This is called by move_apply. Basically, if someone 1447/* This is called by move_apply. Basically, if someone
1522 * 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
1523 * are set, this is called. This should only be called for 1449 * are set, this is called. This should only be called for
1524 * objects of the appropraite type. 1450 * objects of the appropriate type.
1525 */ 1451 */
1526void 1452void
1527apply_spell_effect (object *spell, object *victim) 1453apply_spell_effect (object *spell, object *victim)
1528{ 1454{
1529 switch (spell->subtype) 1455 switch (spell->subtype)
1530 { 1456 {
1531 case SP_CONE: 1457 case SP_CONE:
1532 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1458 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype)
1533 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1459 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1534 break; 1460 break;
1535 1461
1536 case SP_MAGIC_MISSILE: 1462 case SP_MAGIC_MISSILE:
1537 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1538 { 1464 {
1539 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1465 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1540
1541 if (!spell->destroyed ())
1542 spell->destroy (); 1466 spell->destroy ();
1543 } 1467 }
1544 break; 1468 break;
1545 1469
1546 case SP_MOVING_BALL: 1470 case SP_MOVING_BALL:
1547 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1471 if (QUERY_FLAG (victim, FLAG_ALIVE))
1548 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1472 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1549 else if (victim->materialname) 1473 else if (victim->material != MATERIAL_NULL)
1550 save_throw_object (victim, spell->attacktype, spell); 1474 save_throw_object (victim, spell->attacktype, spell);
1551 break;
1552 }
1553}
1554 1475
1476 break;
1477 }
1478}
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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