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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.69 by root, Sun May 4 11:12:41 2008 UTC vs.
Revision 1.109 by root, Sun Nov 29 17:41:08 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
84 */ 83 */
85void 84void
86spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
87{ 86{
88 if (spob->other_arch) 87 if (spob->other_arch)
89 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
90} 89}
91 90
92/* 91static int
93 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
94 * effective level the caster needs to be to cast the spell.
95 * basically, it just adjusts the spell->level with attuned/repelled
96 * spellpaths. Was called path_level_mod.
97 *
98 * caster is person casting the spell.
99 * spell is the spell object.
100 * Returns modified level.
101 */
102int
103min_casting_level (object *caster, object *spell)
104{ 93{
105 if (caster->path_denied & spell->path_attuned) 94 // compute the attuned/repelled bonus
106 return 1; 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
107 96 // repell has no such quarrels
108 int new_level = spell->level 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
109 + (caster->path_repelled & spell->path_attuned ? +8 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
111
112 return max (1, new_level);
113} 99}
114 100
115/* This function returns the effective level the spell 101/* This function returns the effective level the spell
116 * is being cast at. 102 * is being cast at.
117 * Note that I changed the repelled/attuned bonus to 2 from 5.
118 * This is because the new code compares casting_level against
119 * min_caster_level, so the difference is effectively 4
120 */ 103 */
121int 104int
122caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
123{ 106{
124 int level = caster->level; 107 int level = caster->level;
125 108
126 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 109 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
129 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 112 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
130 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
131 114
132 level = min (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
133 } 116 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ 117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
135 for (int i = 0; i < NUM_SKILLS; i++) 118 if (object *skill = caster->contr->find_skill (spell->skill))
136 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) 119 level = skill->level;
137 {
138 level = caster->contr->last_skill_ob[i]->level;
139 break;
140 }
141 120
142 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
143 level += caster->path_repelled & spell->path_attuned ? -8 : 0; 122
144 level += caster->path_attuned & spell->path_attuned ? +8 : 0; 123 level += bonus;
124
125 // now scale the effective level from the startinglevel..100 range to 1..100
126 if (level < 100)
127 level = lerp (level, (int)spell->level, 100, 1, 100);
145 128
146 /* Always make this at least 1. If this is zero, we get divide by zero 129 /* Always make this at least 1. If this is zero, we get divide by zero
147 * errors in various places. 130 * errors in various places.
148 */ 131 */
149 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
150} 133}
151 134
152/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
153 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
154 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
158 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
159 * spell is the spell object. 142 * spell is the spell object.
160 * Note that it is now possible for a spell to cost both grace and 143 * Note that it is now possible for a spell to cost both grace and
161 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
162 */ 145 */
163
164sint16 146sint16
165SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
166{ 148{
167 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
168 150
169 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
170 { 152 {
171 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
172 {
173 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));
174 }
175 else 155 else
176 sp = spell->stats.sp; 156 sp = spell->stats.sp;
177 157
178 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
179 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
180 sp = 1; 160 sp = 1;
181 161
182 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
183 {
184 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));
185 }
186 else 164 else
187 grace = spell->stats.grace; 165 grace = spell->stats.grace;
188 166
189 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
190 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
191 grace = 1; 169 grace = 1;
192 } 170 }
193 else 171 else
194 { 172 {
200 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
201 grace = 1; 179 grace = 1;
202 } 180 }
203 181
204 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
205 return MAX (sp, grace); 183 return max (sp, grace);
206 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
207 return grace; 185 return grace;
208 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
209 return sp; 187 return sp;
210 else 188 else
212 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);
213 return 0; 191 return 0;
214 } 192 }
215} 193}
216 194
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
217/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
218 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
219 */ 208 */
220int 209int
221SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
222{ 211{
223 if (!spob->dam_modifier) 212 if (!spob->dam_modifier)
224 return 0; 213 return 0;
225 214
226 int level = caster_level (caster, spob);
227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; 215 return SP_casting_level (caster, spob) / spob->dam_modifier;
228} 216}
229 217
230/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
231 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
232 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
235SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
236{ 224{
237 if (!spob->duration_modifier) 225 if (!spob->duration_modifier)
238 return 0; 226 return 0;
239 227
240 int level = caster_level (caster, spob);
241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; 228 return SP_casting_level (caster, spob) / spob->duration_modifier;
242} 229}
243 230
244/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
245 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
246 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
249SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
250{ 237{
251 if (!spob->range_modifier) 238 if (!spob->range_modifier)
252 return 0; 239 return 0;
253 240
254 int level = caster_level (caster, spob);
255 return (level - min_casting_level (caster, spob)) / spob->range_modifier; 241 return SP_casting_level (caster, spob) / spob->range_modifier;
256} 242}
257 243
258/* 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
259 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
260 * 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.
261 */ 247 */
262object * 248object *
263check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
264{ 250{
265 object *spop; 251 object *spop;
266 252
267 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
268 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
269 return spop; 255 return spop;
270 256
271 return NULL; 257 return 0;
272} 258}
273
274 259
275/* 260/*
276 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
277 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
278 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
279 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
280 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
281 * exact match, we also return NULL. 266 * exact match, we also return NULL.
282 */ 267 */
283
284object * 268object *
285lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
286{ 270{
287 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
288 int nummatch = 0; 272 int nummatch = 0;
289 273
290 if (spname == NULL) 274 if (!spname)
291 return NULL; 275 return 0;
292 276
293 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
294 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
295 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
296 */ 280 */
297 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
298 { 282 {
299 if (spob->type == SPELL) 283 if (spob->type == SPELL)
300 { 284 {
285 // TODO: WTF?
301 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
302 { 287 {
303 nummatch++; 288 nummatch++;
304 spob1 = spob; 289 spob1 = spob;
305 } 290 }
310 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
311 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
312 */ 297 */
313 if (spob2) 298 if (spob2)
314 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
315 spob2 = spob; 301 spob2 = spob;
316 } 302 }
317 } 303 }
318 } 304 }
319 /* 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
320 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
321 */ 307 */
322 if (spob2) 308 if (spob2)
323 return spob2; 309 return spob2;
310
324 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
325 return spob1; 312 return spob1;
313
326 return NULL; 314 return NULL;
327} 315}
328 316
329/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
330 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
334 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
335 */ 323 */
336int 324int
337reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
338{ 326{
339 object *op;
340
341 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
342 return 0; 328 return 0;
329
343 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)
344 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
345 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!QUERY_FLAG (op, FLAG_ALIVE)
346 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
347 return 1; 334 return 1;
348 335
378 dir ? 0 : INS_BELOW_ORIGINATOR); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
379 366
380 return dir; 367 return dir;
381} 368}
382 369
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
383/* 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.
384 * immune_stop is basically the attacktype of the spell (why 389 * immune_stop is basically the attacktype of the spell (why
385 * passed as a different value, not sure of). If immune_stop 390 * passed as a different value, not sure of). If immune_stop
386 * has the AT_MAGIC bit set, and there is a counterwall 391 * has the AT_MAGIC bit set, and there is a counterwall
387 * 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
388 * 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.
389 *
390 */ 394 */
391int 395int
392ok_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)
393{ 397{
394 if (!xy_normalise (m, x, y)) 398 if (!xy_normalise (m, x, y))
395 return 0; 399 return 0;
396 400
397 mapspace &ms = m->at (x, y); 401 mapspace &ms = m->at (x, y);
402 ms.update ();
398 403
399 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 404 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
400 return 0; 405 return 0;
406
407 int max_effects = 5; // max. number of similar spells per mapspace
401 408
402 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
403 { 410 {
404 /* If there is a counterspell on the space, and this 411 /* If there is a counterspell on the space, and this
405 * object is using magic, don't progress. I believe we could 412 * object is using magic, don't progress. I believe we could
424 // (and those shouldn't go away from 431 // (and those shouldn't go away from
425 // sanctuary) see also: permanent lava 432 // sanctuary) see also: permanent lava
426 && (immune_stop & AT_MAGIC)) 433 && (immune_stop & AT_MAGIC))
427 return 0; 434 return 0;
428 435
429 /* This is to prevent 'out of control' spells. Basically, this
430 * limits one spell effect per space per spell. This is definately
431 * needed for performance reasons, and just for playability I believe.
432 * there are no such things as multispaced spells right now, so
433 * we don't need to worry about the head.
434 */
435 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
436 return 0;
437
438 /*
439 * Combine similar spell effects into one spell effect. Needed for
440 * performance reasons with meteor swarm and the like, but also for
441 * playability reasons.
442 */
443 if (tmp->arch == op->arch /* no harm if not comparing by name here */
444 && tmp->type == op->type 436 if (tmp->type == op->type)
445 && tmp->subtype == op->subtype
446 && tmp->owner == op->owner
447 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
448 { 437 {
449 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 438 if (tmp->subtype == op->subtype
450 tmp->range = MAX (tmp->range, op->range); 439 && tmp->arch == op->arch /* no harm if not comparing by name here */)
451 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)
452 return 0; 470 return 0;
453 } 471 }
454 472
455 /* 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
456 * ground to prevent it from moving along? 474 * ground to prevent it from moving along?
457 */ 475 */
472 * returns 0 on failure, 1 on success. 490 * returns 0 on failure, 1 on success.
473 */ 491 */
474int 492int
475fire_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)
476{ 494{
477 object *tmp;
478 int mflags;
479 maptile *m;
480
481 if (spell->other_arch == NULL) 495 if (!spell->other_arch)
482 return 0; 496 return 0;
483 497
484 m = op->map; 498 object *tmp = spell->other_arch->instance ();
485 mflags = get_map_flags (m, &m, x, y, &x, &y);
486 if (mflags & P_OUT_OF_MAP)
487 {
488 return 0;
489 }
490 499
491 tmp = arch_to_object (spell->other_arch); 500 if (!tmp)
492
493 if (tmp == NULL)
494 return 0; 501 return 0;
495
496 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
499 tmp->destroy ();
500 return 0;
501 }
502 502
503 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);
504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
505 /* 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 */
506 tmp->stats.food = tmp->duration; 506 tmp->stats.food = tmp->duration;
507 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 507 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
508 tmp->attacktype = spell->attacktype; 508 tmp->attacktype = spell->attacktype;
509 tmp->x = x;
510 tmp->y = y;
511 tmp->direction = dir; 509 tmp->direction = dir;
512 if (op->owner != NULL)
513 tmp->set_owner (op); 510 tmp->set_owner (op);
514 else
515 tmp->set_owner (op);
516 tmp->level = caster_level (caster, spell); 511 tmp->level = casting_level (caster, spell);
517 set_spell_skill (op, caster, spell, tmp); 512 set_spell_skill (op, caster, spell, tmp);
518 513
519 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
520 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
521 {
522 if (!tailor_god_spell (tmp, op)) 516 if (!tailor_god_spell (tmp, op))
523 return 0; 517 return 0;
524 } 518
525 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 519 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
526 SET_ANIMATION (tmp, dir); 520 SET_ANIMATION (tmp, dir);
527 521
528 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 522 if ((tmp = op->map->insert (tmp, x, y, op)))
529 move_spell_effect (tmp); 523 move_spell_effect (tmp);
530 524
531 return 1; 525 return 1;
532} 526}
533 527
538 ****************************************************************************/ 532 ****************************************************************************/
539void 533void
540regenerate_rod (object *rod) 534regenerate_rod (object *rod)
541{ 535{
542 if (rod->stats.hp < rod->stats.maxhp) 536 if (rod->stats.hp < rod->stats.maxhp)
543 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);
544} 538}
545 539
546void 540void
547drain_rod_charge (object *rod) 541drain_rod_charge (object *rod)
548{ 542{
588 if (!tmp) 582 if (!tmp)
589 tmp = op->ms ().player (); 583 tmp = op->ms ().player ();
590 584
591 return tmp; 585 return tmp;
592} 586}
593
594
595 587
596/* raytrace: 588/* raytrace:
597 * 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
598 * 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
599 * live objects. 591 * live objects.
602 * monsters/generators only. If not, the spell will hunt players only. 594 * monsters/generators only. If not, the spell will hunt players only.
603 * 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
604 * any, otherwise -1. 596 * any, otherwise -1.
605 * 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.
606 */ 598 */
607
608int 599int
609spell_find_dir (maptile *m, int x, int y, object *exclude) 600spell_find_dir (maptile *m, int x, int y, object *exclude)
610{ 601{
611 int i, max = SIZEOFFREE; 602 int i, max = SIZEOFFREE;
612 sint16 nx, ny; 603 sint16 nx, ny;
643 634
644/* put_a_monster: puts a monster named monstername near by 635/* put_a_monster: puts a monster named monstername near by
645 * op. This creates the treasures for the monsters, and 636 * op. This creates the treasures for the monsters, and
646 * also deals with multipart monsters properly. 637 * also deals with multipart monsters properly.
647 */ 638 */
648void 639static void
649put_a_monster (object *op, const char *monstername) 640put_a_monster (object *op, const char *monstername)
650{ 641{
651 object *tmp, *head = NULL, *prev = NULL; 642 object *tmp, *head = NULL, *prev = NULL;
652 archetype *at; 643 archetype *at;
653 int dir; 644 int dir;
668 * insert multipart monsters properly 659 * insert multipart monsters properly
669 */ 660 */
670 //TODO: use expand_tail + ... 661 //TODO: use expand_tail + ...
671 while (at != NULL) 662 while (at != NULL)
672 { 663 {
673 tmp = arch_to_object (at); 664 tmp = at->instance ();
674 tmp->x = op->x + freearr_x[dir] + at->x; 665 tmp->x = op->x + freearr_x[dir] + at->x;
675 tmp->y = op->y + freearr_y[dir] + at->y; 666 tmp->y = op->y + freearr_y[dir] + at->y;
676 tmp->map = op->map; 667 tmp->map = op->map;
677 if (head) 668 if (head)
678 { 669 {
692 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 683 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
693 684
694 insert_ob_in_map (head, op->map, op, 0); 685 insert_ob_in_map (head, op->map, op, 0);
695 686
696 /* thought it'd be cool to insert a burnout, too. */ 687 /* thought it'd be cool to insert a burnout, too. */
697 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);
698 } 689 }
699} 690}
700 691
701/* peterm: function which summons hostile monsters and 692/* peterm: function which summons hostile monsters and
702 * places them in nearby squares. 693 * places them in nearby squares.
709 * 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
710 * 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
711 * never used. This is however used by various failures on the 702 * never used. This is however used by various failures on the
712 * players part (alchemy, reincarnation, etc) 703 * players part (alchemy, reincarnation, etc)
713 */ 704 */
714
715int 705int
716summon_hostile_monsters (object *op, int n, const char *monstername) 706summon_hostile_monsters (object *op, int n, const char *monstername)
717{ 707{
718 int i; 708 int i;
719 709
784 { 774 {
785 SET_ANIMATION (op, ATTACKS[i].face); 775 SET_ANIMATION (op, ATTACKS[i].face);
786 } 776 }
787} 777}
788 778
789
790/* prayer_failure: This is called when a player fails 779/* prayer_failure: This is called when a player fails
791 * at casting a prayer. 780 * at casting a prayer.
792 * op is the player. 781 * op is the player.
793 * failure is basically how much grace they had. 782 * failure is basically how much grace they had.
794 * 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.
795 */ 784 */
796 785static void
797void
798prayer_failure (object *op, int failure, int power) 786prayer_failure (object *op, int failure, int power)
799{ 787{
800 const char *godname; 788 const char *godname;
801 object *tmp; 789 object *tmp;
802 790
895 tmp->insert_at (op); 883 tmp->insert_at (op);
896 } 884 }
897 } 885 }
898} 886}
899 887
900int 888static int
901cast_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)
902{ 890{
903 int success;
904 object *spell;
905
906 if (!spell_ob->other_arch) 891 if (!spell_ob->other_arch)
907 { 892 {
908 LOG (llevError, "cast_party_spell: empty other arch\n"); 893 LOG (llevError, "cast_party_spell: empty other arch\n");
909 return 0; 894 return 0;
910 } 895 }
911 896
912 spell = arch_to_object (spell_ob->other_arch); 897 object *spell = spell_ob->other_arch->instance ();
913 898
914 /* Always cast spell on caster */ 899 /* Always cast spell on caster */
915 success = cast_spell (op, caster, dir, spell, stringarg); 900 int success = cast_spell (op, caster, dir, spell, spellparam);
916 901
917 if (caster->contr->party == NULL) 902 if (!op->contr || !op->contr->party)
918 { 903 {
919 spell->remove (); 904 spell->remove ();
920 return success; 905 return success;
921 } 906 }
922 907
923 for_all_players (pl) 908 for_all_players (pl)
924 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)
925 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 912 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
926 913
927 spell->remove (); 914 spell->remove ();
928 return success; 915 return success;
929} 916}
930 917
936 * same as op. 923 * same as op.
937 * 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
938 * is self only, dir really doesn't make a difference. 925 * is self only, dir really doesn't make a difference.
939 * 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,
940 * we can determine what to do. 927 * we can determine what to do.
941 * 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
942 * 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
943 * 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,
944 * etc. 931 * etc.
945 * 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
946 * 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
954 * 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),
955 * this function will decrease the mana/grace appropriately. For other 942 * this function will decrease the mana/grace appropriately. For other
956 * objects, the caller should do what it considers appropriate. 943 * objects, the caller should do what it considers appropriate.
957 */ 944 */
958int 945int
959cast_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)
960{ 947{
961 const char *godname; 948 const char *godname;
962 int success = 0, cast_level = 0; 949 int success = 0;
963 object *skill = NULL; 950 object *skill = NULL;
964 951
965 if (!spell_ob) 952 if (!spell_ob)
966 { 953 {
967 LOG (llevError, "cast_spell: null spell object passed\n"); 954 LOG (llevError, "cast_spell: null spell object passed\n");
996 * 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
997 * at least process that code. 984 * at least process that code.
998 */ 985 */
999 if (op->type == PLAYER && op == caster) 986 if (op->type == PLAYER && op == caster)
1000 { 987 {
1001 cast_level = caster_level (caster, spell_ob);
1002
1003 if (spell_ob->skill) 988 if (spell_ob->skill)
1004 { 989 {
1005 skill = find_skill_by_name (op, spell_ob->skill); 990 skill = find_skill_by_name (op, spell_ob->skill);
1006 991
1007 if (!skill) 992 if (!skill)
1008 { 993 {
1009 op->failmsg (format ("You need the skill %s to cast %s! " 994 op->failmsg (format ("You need the skill %s to cast %s! "
1010 "H<You either need to learn the skill via a skill scroll " 995 "H<You either need to learn the skill via a skill scroll "
1011 "or you need to wear a talisman or holy symbol.>", 996 "or you need to wear a talisman or holy symbol.>",
1012 &spell_ob->skill, &spell_ob->name)); 997 &spell_ob->skill, &spell_ob->name));
1013 return 0; 998 return 0;
1014 } 999 }
1015 1000
1016 int casting_level = min_casting_level (op, spell_ob); 1001 const char *msg = "";
1017 1002
1018 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1003 int caster_level = skill->level;
1004
1005 if (op->path_attuned & spell_ob->path_attuned)
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)
1019 { 1018 {
1020 op->failmsg (format ("You lack enough skill to cast that spell! " 1019 op->failmsg (format ("You lack enough skill to cast that spell! "
1021 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", 1020 "H<Your effective cast level is %d%s, but level %d is required.>",
1022 cast_level, casting_level)); 1021 caster_level, msg, spell_ob->level));
1022 if (!op->is_wiz ())
1023 return 0; 1023 return 0;
1024 } 1024 }
1025 } 1025 }
1026 1026
1027 /* 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
1028 * to have sufficient grace/mana. 1028 * to have sufficient grace/mana.
1029 */ 1029 */
1030 if (!QUERY_FLAG (op, FLAG_WIZ)) 1030 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1031 { 1031 {
1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1033 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)
1034 { 1034 {
1035 op->failmsg ("You don't have enough mana!"); 1035 op->failmsg ("You don't have enough mana!");
1050 } 1050 }
1051 } 1051 }
1052 1052
1053 /* player/monster is trying to cast the spell. might fumble it */ 1053 /* player/monster is trying to cast the spell. might fumble it */
1054 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) <
1055 (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]))
1056 { 1056 {
1057 op->contr->play_sound (sound_find ("fumble_spell")); 1057 op->contr->play_sound (sound_find ("fumble_spell"));
1058 op->failmsg ("You fumble the prayer."); 1058 op->failmsg ("You fumble the prayer.");
1059 1059
1060 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);
1126 * the player any time. 1126 * the player any time.
1127 * Ignore casting time for firewalls 1127 * Ignore casting time for firewalls
1128 */ 1128 */
1129 if (caster == op && caster->type != FIREWALL) 1129 if (caster == op && caster->type != FIREWALL)
1130 { 1130 {
1131 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) * op->speed;
1132 /* 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
1133 * 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
1134 */ 1134 */
1135 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) * op->speed)
1136 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) * op->speed;
1137 } 1137 }
1138 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)
1139 op->speed_left -= 2 * FABS (op->speed); 1139 op->speed_left -= 2 * op->speed;
1140 1140
1141 if (op->type == PLAYER && op == caster) 1141 if (op->type == PLAYER && op == caster)
1142 { 1142 {
1143 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);
1144 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);
1158 } 1158 }
1159 1159
1160 op->change_skill (skill); /* needed for proper exp credit */ 1160 op->change_skill (skill); /* needed for proper exp credit */
1161 } 1161 }
1162 1162
1163 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)))
1164 return RESULT_INT (0); 1164 return RESULT_INT (0);
1165 1165
1166 switch (spell_ob->subtype) 1166 switch (spell_ob->subtype)
1167 { 1167 {
1168 /* 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
1169 * in in spells.h. 1169 * in spells.h.
1170 */ 1170 */
1171 case SP_RAISE_DEAD: 1171 case SP_RAISE_DEAD:
1172 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1172 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1173 break; 1173 break;
1174 1174
1175 case SP_RUNE: 1175 case SP_RUNE:
1176 success = write_rune (op, caster, spell_ob, dir, stringarg); 1176 success = write_rune (op, caster, spell_ob, dir, spellparam);
1177 break; 1177 break;
1178 1178
1179 case SP_MAKE_MARK: 1179 case SP_MAKE_MARK:
1180 success = write_mark (op, spell_ob, stringarg); 1180 success = write_mark (op, spell_ob, spellparam);
1181 break; 1181 break;
1182 1182
1183 case SP_BOLT: 1183 case SP_BOLT:
1184 success = fire_bolt (op, caster, dir, spell_ob, skill); 1184 success = fire_bolt (op, caster, dir, spell_ob, skill);
1185 break; 1185 break;
1203 case SP_SMITE: 1203 case SP_SMITE:
1204 success = cast_smite_spell (op, caster, dir, spell_ob); 1204 success = cast_smite_spell (op, caster, dir, spell_ob);
1205 break; 1205 break;
1206 1206
1207 case SP_MAGIC_MISSILE: 1207 case SP_MAGIC_MISSILE:
1208 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);
1209 break; 1209 break;
1210 1210
1211 case SP_SUMMON_GOLEM: 1211 case SP_SUMMON_GOLEM:
1212 success = summon_golem (op, caster, dir, spell_ob); 1212 success = summon_golem (op, caster, dir, spell_ob);
1213 break; 1213 break;
1214 1214
1215 case SP_DIMENSION_DOOR: 1215 case SP_DIMENSION_DOOR:
1216 /* dimension door needs the actual caster, because that is what is 1216 /* dimension door needs the actual caster, because that is what is
1217 * moved. 1217 * moved.
1218 */ 1218 */
1219 success = dimension_door (op, caster, spell_ob, dir); 1219 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1220 break; 1220 break;
1221 1221
1222 case SP_MAGIC_MAPPING: 1222 case SP_MAGIC_MAPPING:
1223 if (op->type == PLAYER) 1223 if (op->type == PLAYER)
1224 { 1224 {
1257 case SP_HEALING: 1257 case SP_HEALING:
1258 success = cast_heal (op, caster, spell_ob, dir); 1258 success = cast_heal (op, caster, spell_ob, dir);
1259 break; 1259 break;
1260 1260
1261 case SP_CREATE_FOOD: 1261 case SP_CREATE_FOOD:
1262 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1262 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1263 break; 1263 break;
1264 1264
1265 case SP_EARTH_TO_DUST: 1265 case SP_EARTH_TO_DUST:
1266 success = cast_earth_to_dust (op, caster, spell_ob); 1266 success = cast_earth_to_dust (op, caster, spell_ob);
1267 break; 1267 break;
1277 case SP_CURSE: 1277 case SP_CURSE:
1278 success = cast_curse (op, caster, spell_ob, dir); 1278 success = cast_curse (op, caster, spell_ob, dir);
1279 break; 1279 break;
1280 1280
1281 case SP_SUMMON_MONSTER: 1281 case SP_SUMMON_MONSTER:
1282 success = summon_object (op, caster, spell_ob, dir, stringarg); 1282 success = summon_object (op, caster, spell_ob, dir, spellparam);
1283 break; 1283 break;
1284 1284
1285 case SP_CHARGING: 1285 case SP_CHARGING:
1286 success = recharge (op, caster, spell_ob); 1286 success = recharge (op, caster, spell_ob);
1287 break; 1287 break;
1324 { 1324 {
1325 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));
1326 success = 0; 1326 success = 0;
1327 } 1327 }
1328 else 1328 else
1329 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);
1330 break; 1330 break;
1331 1331
1332 case SP_SWARM: 1332 case SP_SWARM:
1333 success = fire_swarm (op, caster, spell_ob, dir); 1333 success = fire_swarm (op, caster, spell_ob, dir);
1334 break; 1334 break;
1341 /* in rune.c */ 1341 /* in rune.c */
1342 success = dispel_rune (op, caster, spell_ob, skill, dir); 1342 success = dispel_rune (op, caster, spell_ob, skill, dir);
1343 break; 1343 break;
1344 1344
1345 case SP_CREATE_MISSILE: 1345 case SP_CREATE_MISSILE:
1346 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1346 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1347 break; 1347 break;
1348 1348
1349 case SP_CONSECRATE: 1349 case SP_CONSECRATE:
1350 success = cast_consecrate (op, caster, spell_ob); 1350 success = cast_consecrate (op, caster, spell_ob);
1351 break; 1351 break;
1373 case SP_AURA: 1373 case SP_AURA:
1374 success = create_aura (op, caster, spell_ob); 1374 success = create_aura (op, caster, spell_ob);
1375 break; 1375 break;
1376 1376
1377 case SP_PARTY_SPELL: 1377 case SP_PARTY_SPELL:
1378 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1378 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1379 break; 1379 break;
1380 1380
1381 default: 1381 default:
1382 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);
1383 } 1383 }
1442 move_aura (op); 1442 move_aura (op);
1443 break; 1443 break;
1444 } 1444 }
1445} 1445}
1446 1446
1447/* this checks to see if something special should happen if
1448 * something runs into the object.
1449 */
1450void
1451check_spell_effect (object *op)
1452{
1453 switch (op->subtype)
1454 {
1455 case SP_BOLT:
1456 move_bolt (op);
1457 return;
1458
1459 case SP_BULLET:
1460 check_bullet (op);
1461 return;
1462 }
1463}
1464
1465/* This is called by move_apply. Basically, if someone 1447/* This is called by move_apply. Basically, if someone
1466 * 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
1467 * are set, this is called. This should only be called for 1449 * are set, this is called. This should only be called for
1468 * objects of the appropraite type. 1450 * objects of the appropriate type.
1469 */ 1451 */
1470void 1452void
1471apply_spell_effect (object *spell, object *victim) 1453apply_spell_effect (object *spell, object *victim)
1472{ 1454{
1473 switch (spell->subtype) 1455 switch (spell->subtype)
1474 { 1456 {
1475 case SP_CONE: 1457 case SP_CONE:
1476 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1458 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype)
1477 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1459 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1478 break; 1460 break;
1479 1461
1480 case SP_MAGIC_MISSILE: 1462 case SP_MAGIC_MISSILE:
1481 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1482 { 1464 {
1483 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1465 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1484
1485 if (!spell->destroyed ())
1486 spell->destroy (); 1466 spell->destroy ();
1487 } 1467 }
1488 break; 1468 break;
1489 1469
1490 case SP_MOVING_BALL: 1470 case SP_MOVING_BALL:
1491 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1471 if (QUERY_FLAG (victim, FLAG_ALIVE))
1492 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1472 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1493 else if (victim->materialname) 1473 else if (victim->material != MATERIAL_NULL)
1494 save_throw_object (victim, spell->attacktype, spell); 1474 save_throw_object (victim, spell->attacktype, spell);
1495 break;
1496 }
1497}
1498 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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