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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.80 by root, Mon Sep 29 08:25:02 2008 UTC vs.
Revision 1.109 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
33/* This returns a random spell from 'ob'. If skill is set, then 34/* This returns a random spell from 'ob'. If skill is set, then
34 * the spell must be of this skill, it can be NULL in which case all 35 * the spell must be of this skill, it can be NULL in which case all
35 * matching spells are used. 36 * matching spells are used.
36 */ 37 */
37object * 38object *
38find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
39{ 40{
40 int k = 0, s; 41 int k = 0, s;
41 42
42 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
43 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 46
46 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
47 if (!k) 48 if (!k)
48 return NULL; 49 return NULL;
49 50
50 s = RANDOM () % k; 51 s = rndm (k);
51 52
52 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
53 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
54 if (!s) 55 if (!s)
55 return tmp; 56 return tmp;
82 */ 83 */
83void 84void
84spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
85{ 86{
86 if (spob->other_arch) 87 if (spob->other_arch)
87 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
88} 89}
89 90
90static int 91static int
91attuned_bonus (object *caster, object *spell, int level) 92attuned_bonus (object *caster, object *spell, int level)
92{ 93{
95 // repell has no such quarrels 96 // repell has no such quarrels
96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
98} 99}
99 100
100/*
101 * This function takes a caster and spell and presents the
102 * effective level the caster needs to be to cast the spell.
103 * basically, it just adjusts the spell->level with attuned/repelled
104 * spellpaths. Was called path_level_mod.
105 *
106 * caster is person casting the spell.
107 * spell is the spell object.
108 * Returns modified level.
109 */
110int
111min_casting_level (object *caster, object *spell)
112{
113 if (caster->path_denied & spell->path_attuned)
114 return 500;
115
116 return max (1, spell->level + attuned_bonus (caster, spell, spell->level));
117}
118
119/* This function returns the effective level the spell 101/* This function returns the effective level the spell
120 * is being cast at. 102 * is being cast at.
121 */ 103 */
122int 104int
123casting_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
145 level = lerp (level, (int)spell->level, 100, 1, 100); 127 level = lerp (level, (int)spell->level, 100, 1, 100);
146 128
147 /* Always make this at least 1. If this is zero, we get divide by zero 129 /* Always make this at least 1. If this is zero, we get divide by zero
148 * errors in various places. 130 * errors in various places.
149 */ 131 */
150 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
151} 133}
152 134
153/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
154 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
155 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
167 int sp, grace, level = casting_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
266/* 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
267 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
268 * 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.
269 */ 247 */
270object * 248object *
271check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
272{ 250{
273 object *spop; 251 object *spop;
274 shstr_cmp name_ (name);
275 252
276 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
277 if (spop->type == SPELL && spop->name == name) 254 if (spop->type == SPELL && spop->name == name)
278 return spop; 255 return spop;
279 256
289 * exact match, we also return NULL. 266 * exact match, we also return NULL.
290 */ 267 */
291object * 268object *
292lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
293{ 270{
294 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
295 int nummatch = 0; 272 int nummatch = 0;
296 273
297 if (spname == NULL) 274 if (!spname)
298 return NULL; 275 return 0;
299 276
300 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
301 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
302 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
303 */ 280 */
304 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
305 { 282 {
306 if (spob->type == SPELL) 283 if (spob->type == SPELL)
307 { 284 {
285 // TODO: WTF?
308 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
309 { 287 {
310 nummatch++; 288 nummatch++;
311 spob1 = spob; 289 spob1 = spob;
312 } 290 }
317 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
318 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
319 */ 297 */
320 if (spob2) 298 if (spob2)
321 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
322 spob2 = spob; 301 spob2 = spob;
323 } 302 }
324 } 303 }
325 } 304 }
326 /* 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
327 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
328 */ 307 */
329 if (spob2) 308 if (spob2)
330 return spob2; 309 return spob2;
310
331 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
332 return spob1; 312 return spob1;
313
333 return NULL; 314 return NULL;
334} 315}
335 316
336/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
337 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
384 dir ? 0 : INS_BELOW_ORIGINATOR); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
385 366
386 return dir; 367 return dir;
387} 368}
388 369
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
389/* 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.
390 * immune_stop is basically the attacktype of the spell (why 389 * immune_stop is basically the attacktype of the spell (why
391 * passed as a different value, not sure of). If immune_stop 390 * passed as a different value, not sure of). If immune_stop
392 * has the AT_MAGIC bit set, and there is a counterwall 391 * has the AT_MAGIC bit set, and there is a counterwall
393 * 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
394 * 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.
395 *
396 */ 394 */
397int 395int
398ok_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)
399{ 397{
400 if (!xy_normalise (m, x, y)) 398 if (!xy_normalise (m, x, y))
403 mapspace &ms = m->at (x, y); 401 mapspace &ms = m->at (x, y);
404 ms.update (); 402 ms.update ();
405 403
406 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 404 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
407 return 0; 405 return 0;
406
407 int max_effects = 5; // max. number of similar spells per mapspace
408 408
409 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
410 { 410 {
411 /* If there is a counterspell on the space, and this 411 /* If there is a counterspell on the space, and this
412 * object is using magic, don't progress. I believe we could 412 * object is using magic, don't progress. I believe we could
431 // (and those shouldn't go away from 431 // (and those shouldn't go away from
432 // sanctuary) see also: permanent lava 432 // sanctuary) see also: permanent lava
433 && (immune_stop & AT_MAGIC)) 433 && (immune_stop & AT_MAGIC))
434 return 0; 434 return 0;
435 435
436 /* This is to prevent 'out of control' spells. Basically, this
437 * limits one spell effect per space per spell. This is definately
438 * needed for performance reasons, and just for playability I believe.
439 * there are no such things as multispaced spells right now, so
440 * we don't need to worry about the head.
441 */
442 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
443 return 0;
444
445 /*
446 * Combine similar spell effects into one spell effect. Needed for
447 * performance reasons with meteor swarm and the like, but also for
448 * playability reasons.
449 */
450 if (tmp->arch == op->arch /* no harm if not comparing by name here */
451 && tmp->type == op->type 436 if (tmp->type == op->type)
452 && tmp->subtype == op->subtype
453 && tmp->owner == op->owner
454 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
455 { 437 {
456 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 438 if (tmp->subtype == op->subtype
457 tmp->range = MAX (tmp->range, op->range); 439 && tmp->arch == op->arch /* no harm if not comparing by name here */)
458 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)
459 return 0; 470 return 0;
460 } 471 }
461 472
462 /* 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
463 * ground to prevent it from moving along? 474 * ground to prevent it from moving along?
464 */ 475 */
521 ****************************************************************************/ 532 ****************************************************************************/
522void 533void
523regenerate_rod (object *rod) 534regenerate_rod (object *rod)
524{ 535{
525 if (rod->stats.hp < rod->stats.maxhp) 536 if (rod->stats.hp < rod->stats.maxhp)
526 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);
527} 538}
528 539
529void 540void
530drain_rod_charge (object *rod) 541drain_rod_charge (object *rod)
531{ 542{
623 634
624/* put_a_monster: puts a monster named monstername near by 635/* put_a_monster: puts a monster named monstername near by
625 * op. This creates the treasures for the monsters, and 636 * op. This creates the treasures for the monsters, and
626 * also deals with multipart monsters properly. 637 * also deals with multipart monsters properly.
627 */ 638 */
628void 639static void
629put_a_monster (object *op, const char *monstername) 640put_a_monster (object *op, const char *monstername)
630{ 641{
631 object *tmp, *head = NULL, *prev = NULL; 642 object *tmp, *head = NULL, *prev = NULL;
632 archetype *at; 643 archetype *at;
633 int dir; 644 int dir;
648 * insert multipart monsters properly 659 * insert multipart monsters properly
649 */ 660 */
650 //TODO: use expand_tail + ... 661 //TODO: use expand_tail + ...
651 while (at != NULL) 662 while (at != NULL)
652 { 663 {
653 tmp = arch_to_object (at); 664 tmp = at->instance ();
654 tmp->x = op->x + freearr_x[dir] + at->x; 665 tmp->x = op->x + freearr_x[dir] + at->x;
655 tmp->y = op->y + freearr_y[dir] + at->y; 666 tmp->y = op->y + freearr_y[dir] + at->y;
656 tmp->map = op->map; 667 tmp->map = op->map;
657 if (head) 668 if (head)
658 { 669 {
689 * 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
690 * 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
691 * never used. This is however used by various failures on the 702 * never used. This is however used by various failures on the
692 * players part (alchemy, reincarnation, etc) 703 * players part (alchemy, reincarnation, etc)
693 */ 704 */
694
695int 705int
696summon_hostile_monsters (object *op, int n, const char *monstername) 706summon_hostile_monsters (object *op, int n, const char *monstername)
697{ 707{
698 int i; 708 int i;
699 709
764 { 774 {
765 SET_ANIMATION (op, ATTACKS[i].face); 775 SET_ANIMATION (op, ATTACKS[i].face);
766 } 776 }
767} 777}
768 778
769
770/* prayer_failure: This is called when a player fails 779/* prayer_failure: This is called when a player fails
771 * at casting a prayer. 780 * at casting a prayer.
772 * op is the player. 781 * op is the player.
773 * failure is basically how much grace they had. 782 * failure is basically how much grace they had.
774 * 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.
775 */ 784 */
776 785static void
777void
778prayer_failure (object *op, int failure, int power) 786prayer_failure (object *op, int failure, int power)
779{ 787{
780 const char *godname; 788 const char *godname;
781 object *tmp; 789 object *tmp;
782 790
875 tmp->insert_at (op); 883 tmp->insert_at (op);
876 } 884 }
877 } 885 }
878} 886}
879 887
880int 888static int
881cast_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)
882{ 890{
883 int success;
884 object *spell;
885
886 if (!spell_ob->other_arch) 891 if (!spell_ob->other_arch)
887 { 892 {
888 LOG (llevError, "cast_party_spell: empty other arch\n"); 893 LOG (llevError, "cast_party_spell: empty other arch\n");
889 return 0; 894 return 0;
890 } 895 }
891 896
892 spell = arch_to_object (spell_ob->other_arch); 897 object *spell = spell_ob->other_arch->instance ();
893 898
894 /* Always cast spell on caster */ 899 /* Always cast spell on caster */
895 success = cast_spell (op, caster, dir, spell, stringarg); 900 int success = cast_spell (op, caster, dir, spell, spellparam);
896 901
897 if (caster->contr->party == NULL) 902 if (!op->contr || !op->contr->party)
898 { 903 {
899 spell->remove (); 904 spell->remove ();
900 return success; 905 return success;
901 } 906 }
902 907
903 for_all_players (pl) 908 for_all_players (pl)
904 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)
905 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 912 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
906 913
907 spell->remove (); 914 spell->remove ();
908 return success; 915 return success;
909} 916}
910 917
916 * same as op. 923 * same as op.
917 * 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
918 * is self only, dir really doesn't make a difference. 925 * is self only, dir really doesn't make a difference.
919 * 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,
920 * we can determine what to do. 927 * we can determine what to do.
921 * 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
922 * 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
923 * 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,
924 * etc. 931 * etc.
925 * 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
926 * 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
934 * 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),
935 * this function will decrease the mana/grace appropriately. For other 942 * this function will decrease the mana/grace appropriately. For other
936 * objects, the caller should do what it considers appropriate. 943 * objects, the caller should do what it considers appropriate.
937 */ 944 */
938int 945int
939cast_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)
940{ 947{
941 const char *godname; 948 const char *godname;
942 int success = 0, cast_level = 0; 949 int success = 0;
943 object *skill = NULL; 950 object *skill = NULL;
944 951
945 if (!spell_ob) 952 if (!spell_ob)
946 { 953 {
947 LOG (llevError, "cast_spell: null spell object passed\n"); 954 LOG (llevError, "cast_spell: null spell object passed\n");
995 1002
996 int caster_level = skill->level; 1003 int caster_level = skill->level;
997 1004
998 if (op->path_attuned & spell_ob->path_attuned) 1005 if (op->path_attuned & spell_ob->path_attuned)
999 { 1006 {
1000 caster_level += min (cast_level * 2, ATTUNE_REPELL); 1007 caster_level += min (caster_level, ATTUNE_REPELL);
1001 msg = " (attuned)"; 1008 msg = " (attuned)";
1002 } 1009 }
1003 1010
1004 if (op->path_repelled & spell_ob->path_attuned) 1011 if (op->path_repelled & spell_ob->path_attuned)
1005 { 1012 {
1006 caster_level = ATTUNE_REPELL; // negative is ok 1013 caster_level -= ATTUNE_REPELL; // negative is ok
1007 msg = " (repelled)"; 1014 msg = " (repelled)";
1008 } 1015 }
1009 1016
1010 if (spell_ob->level > caster_level) 1017 if (spell_ob->level > caster_level)
1011 { 1018 {
1018 } 1025 }
1019 1026
1020 /* 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
1021 * to have sufficient grace/mana. 1028 * to have sufficient grace/mana.
1022 */ 1029 */
1023 if (!QUERY_FLAG (op, FLAG_WIZ)) 1030 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1024 { 1031 {
1025 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1026 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)
1027 { 1034 {
1028 op->failmsg ("You don't have enough mana!"); 1035 op->failmsg ("You don't have enough mana!");
1043 } 1050 }
1044 } 1051 }
1045 1052
1046 /* player/monster is trying to cast the spell. might fumble it */ 1053 /* player/monster is trying to cast the spell. might fumble it */
1047 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) <
1048 (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]))
1049 { 1056 {
1050 op->contr->play_sound (sound_find ("fumble_spell")); 1057 op->contr->play_sound (sound_find ("fumble_spell"));
1051 op->failmsg ("You fumble the prayer."); 1058 op->failmsg ("You fumble the prayer.");
1052 1059
1053 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);
1119 * the player any time. 1126 * the player any time.
1120 * Ignore casting time for firewalls 1127 * Ignore casting time for firewalls
1121 */ 1128 */
1122 if (caster == op && caster->type != FIREWALL) 1129 if (caster == op && caster->type != FIREWALL)
1123 { 1130 {
1124 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;
1125 /* 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
1126 * 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
1127 */ 1134 */
1128 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)
1129 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;
1130 } 1137 }
1131 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)
1132 op->speed_left -= 2 * FABS (op->speed); 1139 op->speed_left -= 2 * op->speed;
1133 1140
1134 if (op->type == PLAYER && op == caster) 1141 if (op->type == PLAYER && op == caster)
1135 { 1142 {
1136 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);
1137 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);
1151 } 1158 }
1152 1159
1153 op->change_skill (skill); /* needed for proper exp credit */ 1160 op->change_skill (skill); /* needed for proper exp credit */
1154 } 1161 }
1155 1162
1156 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)))
1157 return RESULT_INT (0); 1164 return RESULT_INT (0);
1158 1165
1159 switch (spell_ob->subtype) 1166 switch (spell_ob->subtype)
1160 { 1167 {
1161 /* 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
1162 * in in spells.h. 1169 * in spells.h.
1163 */ 1170 */
1164 case SP_RAISE_DEAD: 1171 case SP_RAISE_DEAD:
1165 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1172 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1166 break; 1173 break;
1167 1174
1168 case SP_RUNE: 1175 case SP_RUNE:
1169 success = write_rune (op, caster, spell_ob, dir, stringarg); 1176 success = write_rune (op, caster, spell_ob, dir, spellparam);
1170 break; 1177 break;
1171 1178
1172 case SP_MAKE_MARK: 1179 case SP_MAKE_MARK:
1173 success = write_mark (op, spell_ob, stringarg); 1180 success = write_mark (op, spell_ob, spellparam);
1174 break; 1181 break;
1175 1182
1176 case SP_BOLT: 1183 case SP_BOLT:
1177 success = fire_bolt (op, caster, dir, spell_ob, skill); 1184 success = fire_bolt (op, caster, dir, spell_ob, skill);
1178 break; 1185 break;
1207 1214
1208 case SP_DIMENSION_DOOR: 1215 case SP_DIMENSION_DOOR:
1209 /* dimension door needs the actual caster, because that is what is 1216 /* dimension door needs the actual caster, because that is what is
1210 * moved. 1217 * moved.
1211 */ 1218 */
1212 success = dimension_door (op, caster, spell_ob, dir); 1219 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1213 break; 1220 break;
1214 1221
1215 case SP_MAGIC_MAPPING: 1222 case SP_MAGIC_MAPPING:
1216 if (op->type == PLAYER) 1223 if (op->type == PLAYER)
1217 { 1224 {
1250 case SP_HEALING: 1257 case SP_HEALING:
1251 success = cast_heal (op, caster, spell_ob, dir); 1258 success = cast_heal (op, caster, spell_ob, dir);
1252 break; 1259 break;
1253 1260
1254 case SP_CREATE_FOOD: 1261 case SP_CREATE_FOOD:
1255 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1262 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1256 break; 1263 break;
1257 1264
1258 case SP_EARTH_TO_DUST: 1265 case SP_EARTH_TO_DUST:
1259 success = cast_earth_to_dust (op, caster, spell_ob); 1266 success = cast_earth_to_dust (op, caster, spell_ob);
1260 break; 1267 break;
1270 case SP_CURSE: 1277 case SP_CURSE:
1271 success = cast_curse (op, caster, spell_ob, dir); 1278 success = cast_curse (op, caster, spell_ob, dir);
1272 break; 1279 break;
1273 1280
1274 case SP_SUMMON_MONSTER: 1281 case SP_SUMMON_MONSTER:
1275 success = summon_object (op, caster, spell_ob, dir, stringarg); 1282 success = summon_object (op, caster, spell_ob, dir, spellparam);
1276 break; 1283 break;
1277 1284
1278 case SP_CHARGING: 1285 case SP_CHARGING:
1279 success = recharge (op, caster, spell_ob); 1286 success = recharge (op, caster, spell_ob);
1280 break; 1287 break;
1334 /* in rune.c */ 1341 /* in rune.c */
1335 success = dispel_rune (op, caster, spell_ob, skill, dir); 1342 success = dispel_rune (op, caster, spell_ob, skill, dir);
1336 break; 1343 break;
1337 1344
1338 case SP_CREATE_MISSILE: 1345 case SP_CREATE_MISSILE:
1339 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1346 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1340 break; 1347 break;
1341 1348
1342 case SP_CONSECRATE: 1349 case SP_CONSECRATE:
1343 success = cast_consecrate (op, caster, spell_ob); 1350 success = cast_consecrate (op, caster, spell_ob);
1344 break; 1351 break;
1366 case SP_AURA: 1373 case SP_AURA:
1367 success = create_aura (op, caster, spell_ob); 1374 success = create_aura (op, caster, spell_ob);
1368 break; 1375 break;
1369 1376
1370 case SP_PARTY_SPELL: 1377 case SP_PARTY_SPELL:
1371 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1378 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1372 break; 1379 break;
1373 1380
1374 default: 1381 default:
1375 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);
1376 } 1383 }
1435 move_aura (op); 1442 move_aura (op);
1436 break; 1443 break;
1437 } 1444 }
1438} 1445}
1439 1446
1440/* this checks to see if something special should happen if
1441 * something runs into the object.
1442 */
1443void
1444check_spell_effect (object *op)
1445{
1446 switch (op->subtype)
1447 {
1448 case SP_BOLT:
1449 move_bolt (op);
1450 return;
1451
1452 case SP_BULLET:
1453 check_bullet (op);
1454 return;
1455 }
1456}
1457
1458/* This is called by move_apply. Basically, if someone 1447/* This is called by move_apply. Basically, if someone
1459 * 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
1460 * are set, this is called. This should only be called for 1449 * are set, this is called. This should only be called for
1461 * objects of the appropriate type. 1450 * objects of the appropriate type.
1462 */ 1451 */
1464apply_spell_effect (object *spell, object *victim) 1453apply_spell_effect (object *spell, object *victim)
1465{ 1454{
1466 switch (spell->subtype) 1455 switch (spell->subtype)
1467 { 1456 {
1468 case SP_CONE: 1457 case SP_CONE:
1469 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1458 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype)
1470 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1459 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1471 break; 1460 break;
1472 1461
1473 case SP_MAGIC_MISSILE: 1462 case SP_MAGIC_MISSILE:
1474 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1475 { 1464 {
1476 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1465 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1477
1478 if (!spell->destroyed ())
1479 spell->destroy (); 1466 spell->destroy ();
1480 } 1467 }
1481 break; 1468 break;
1482 1469
1483 case SP_MOVING_BALL: 1470 case SP_MOVING_BALL:
1484 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1471 if (QUERY_FLAG (victim, FLAG_ALIVE))
1485 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1472 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1486 else if (victim->materialname) 1473 else if (victim->material != MATERIAL_NULL)
1487 save_throw_object (victim, spell->attacktype, spell); 1474 save_throw_object (victim, spell->attacktype, spell);
1488 break;
1489 }
1490}
1491 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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