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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.89 by root, Wed Dec 31 17:35:38 2008 UTC vs.
Revision 1.114 by root, Sat Apr 10 04:54:10 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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))
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{
126 level = lerp (level, (int)spell->level, 100, 1, 100); 127 level = lerp (level, (int)spell->level, 100, 1, 100);
127 128
128 /* Always make this at least 1. If this is zero, we get divide by zero 129 /* Always make this at least 1. If this is zero, we get divide by zero
129 * errors in various places. 130 * errors in various places.
130 */ 131 */
131 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
132} 133}
133 134
134/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
135 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
136 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
148 int sp, grace, level = casting_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
149 150
150 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
151 { 152 {
152 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
153 {
154 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); 154 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
155 }
156 else 155 else
157 sp = spell->stats.sp; 156 sp = spell->stats.sp;
158 157
159 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
160 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
161 sp = 1; 160 sp = 1;
162 161
163 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
164 {
165 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); 163 grace = spell->stats.grace * (1.0 + max (0, float (level - spell->level) / spell->stats.maxgrace));
166 }
167 else 164 else
168 grace = spell->stats.grace; 165 grace = spell->stats.grace;
169 166
170 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
171 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
172 grace = 1; 169 grace = 1;
173 } 170 }
174 else 171 else
175 { 172 {
181 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
182 grace = 1; 179 grace = 1;
183 } 180 }
184 181
185 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
186 return MAX (sp, grace); 183 return max (sp, grace);
187 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
188 return grace; 185 return grace;
189 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
190 return sp; 187 return sp;
191 else 188 else
247/* Checks to see if player knows the spell. If the name is the same 244/* Checks to see if player knows the spell. If the name is the same
248 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
249 * returns 1 if they know the spell, 0 if they don't. 246 * returns 1 if they know the spell, 0 if they don't.
250 */ 247 */
251object * 248object *
252check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
253{ 250{
254 object *spop; 251 object *spop;
255 shstr_cmp name_ (name);
256 252
257 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
258 if (spop->type == SPELL && spop->name == name) 254 if (spop->type == SPELL && spop->name == name)
259 return spop; 255 return spop;
260 256
369 dir ? 0 : INS_BELOW_ORIGINATOR); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
370 366
371 return dir; 367 return dir;
372} 368}
373 369
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
374/* 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.
375 * immune_stop is basically the attacktype of the spell (why 389 * immune_stop is basically the attacktype of the spell (why
376 * passed as a different value, not sure of). If immune_stop 390 * passed as a different value, not sure of). If immune_stop
377 * has the AT_MAGIC bit set, and there is a counterwall 391 * has the AT_MAGIC bit set, and there is a counterwall
378 * 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
379 * 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.
380 *
381 */ 394 */
382int 395int
383ok_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)
384{ 397{
385 if (!xy_normalise (m, x, y)) 398 if (!xy_normalise (m, x, y))
388 mapspace &ms = m->at (x, y); 401 mapspace &ms = m->at (x, y);
389 ms.update (); 402 ms.update ();
390 403
391 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 404 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
392 return 0; 405 return 0;
406
407 int max_effects = 5; // max. number of similar spells per mapspace
393 408
394 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
395 { 410 {
396 /* If there is a counterspell on the space, and this 411 /* If there is a counterspell on the space, and this
397 * object is using magic, don't progress. I believe we could 412 * object is using magic, don't progress. I believe we could
416 // (and those shouldn't go away from 431 // (and those shouldn't go away from
417 // sanctuary) see also: permanent lava 432 // sanctuary) see also: permanent lava
418 && (immune_stop & AT_MAGIC)) 433 && (immune_stop & AT_MAGIC))
419 return 0; 434 return 0;
420 435
421 /* This is to prevent 'out of control' spells. Basically, this
422 * limits one spell effect per space per spell. This is definately
423 * needed for performance reasons, and just for playability I believe.
424 * there are no such things as multispaced spells right now, so
425 * we don't need to worry about the head.
426 */
427 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
428 return 0;
429
430 /*
431 * Combine similar spell effects into one spell effect. Needed for
432 * performance reasons with meteor swarm and the like, but also for
433 * playability reasons.
434 */
435 if (tmp->arch == op->arch /* no harm if not comparing by name here */
436 && tmp->type == op->type 436 if (tmp->type == op->type)
437 && tmp->subtype == op->subtype
438 && tmp->owner == op->owner
439 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
440 { 437 {
441 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 438 if (tmp->subtype == op->subtype
442 tmp->range = MAX (tmp->range, op->range); 439 && tmp->arch == op->arch /* no harm if not comparing by name here */)
443 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)
444 return 0; 470 return 0;
445 } 471 }
446 472
447 /* 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
448 * ground to prevent it from moving along? 474 * ground to prevent it from moving along?
449 */ 475 */
506 ****************************************************************************/ 532 ****************************************************************************/
507void 533void
508regenerate_rod (object *rod) 534regenerate_rod (object *rod)
509{ 535{
510 if (rod->stats.hp < rod->stats.maxhp) 536 if (rod->stats.hp < rod->stats.maxhp)
511 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);
512} 538}
513 539
514void 540void
515drain_rod_charge (object *rod) 541drain_rod_charge (object *rod)
516{ 542{
608 634
609/* put_a_monster: puts a monster named monstername near by 635/* put_a_monster: puts a monster named monstername near by
610 * op. This creates the treasures for the monsters, and 636 * op. This creates the treasures for the monsters, and
611 * also deals with multipart monsters properly. 637 * also deals with multipart monsters properly.
612 */ 638 */
613void 639static void
614put_a_monster (object *op, const char *monstername) 640put_a_monster (object *op, const char *monstername)
615{ 641{
616 object *tmp, *head = NULL, *prev = NULL; 642 object *tmp, *head = NULL, *prev = NULL;
617 archetype *at; 643 archetype *at;
618 int dir; 644 int dir;
633 * insert multipart monsters properly 659 * insert multipart monsters properly
634 */ 660 */
635 //TODO: use expand_tail + ... 661 //TODO: use expand_tail + ...
636 while (at != NULL) 662 while (at != NULL)
637 { 663 {
638 tmp = arch_to_object (at); 664 tmp = at->instance ();
639 tmp->x = op->x + freearr_x[dir] + at->x; 665 tmp->x = op->x + freearr_x[dir] + at->x;
640 tmp->y = op->y + freearr_y[dir] + at->y; 666 tmp->y = op->y + freearr_y[dir] + at->y;
641 tmp->map = op->map; 667 tmp->map = op->map;
642 if (head) 668 if (head)
643 { 669 {
674 * 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
675 * 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
676 * never used. This is however used by various failures on the 702 * never used. This is however used by various failures on the
677 * players part (alchemy, reincarnation, etc) 703 * players part (alchemy, reincarnation, etc)
678 */ 704 */
679
680int 705int
681summon_hostile_monsters (object *op, int n, const char *monstername) 706summon_hostile_monsters (object *op, int n, const char *monstername)
682{ 707{
683 int i; 708 int i;
684 709
755 * at casting a prayer. 780 * at casting a prayer.
756 * op is the player. 781 * op is the player.
757 * failure is basically how much grace they had. 782 * failure is basically how much grace they had.
758 * 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.
759 */ 784 */
760void 785static void
761prayer_failure (object *op, int failure, int power) 786prayer_failure (object *op, int failure, int power)
762{ 787{
763 const char *godname; 788 const char *godname;
764 object *tmp; 789 object *tmp;
765 790
858 tmp->insert_at (op); 883 tmp->insert_at (op);
859 } 884 }
860 } 885 }
861} 886}
862 887
863int 888static int
864cast_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)
865{ 890{
866 int success;
867 object *spell;
868
869 if (!spell_ob->other_arch) 891 if (!spell_ob->other_arch)
870 { 892 {
871 LOG (llevError, "cast_party_spell: empty other arch\n"); 893 LOG (llevError, "cast_party_spell: empty other arch\n");
872 return 0; 894 return 0;
873 } 895 }
874 896
875 spell = arch_to_object (spell_ob->other_arch); 897 object *spell = spell_ob->other_arch->instance ();
876 898
877 /* Always cast spell on caster */ 899 /* Always cast spell on caster */
878 success = cast_spell (op, caster, dir, spell, stringarg); 900 int success = cast_spell (op, caster, dir, spell, spellparam);
879 901
880 if (caster->contr->party == NULL) 902 if (!op->contr || !op->contr->party)
881 { 903 {
882 spell->remove (); 904 spell->remove ();
883 return success; 905 return success;
884 } 906 }
885 907
886 for_all_players (pl) 908 for_all_players (pl)
887 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)
888 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 912 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
889 913
890 spell->remove (); 914 spell->remove ();
891 return success; 915 return success;
892} 916}
893 917
899 * same as op. 923 * same as op.
900 * 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
901 * is self only, dir really doesn't make a difference. 925 * is self only, dir really doesn't make a difference.
902 * 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,
903 * we can determine what to do. 927 * we can determine what to do.
904 * 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
905 * 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
906 * 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,
907 * etc. 931 * etc.
908 * 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
909 * 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
917 * 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),
918 * this function will decrease the mana/grace appropriately. For other 942 * this function will decrease the mana/grace appropriately. For other
919 * objects, the caller should do what it considers appropriate. 943 * objects, the caller should do what it considers appropriate.
920 */ 944 */
921int 945int
922cast_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)
923{ 947{
924 const char *godname; 948 const char *godname;
925 int success = 0; 949 int success = 0;
926 object *skill = NULL; 950 object *skill = NULL;
927 951
965 { 989 {
966 skill = find_skill_by_name (op, spell_ob->skill); 990 skill = find_skill_by_name (op, spell_ob->skill);
967 991
968 if (!skill) 992 if (!skill)
969 { 993 {
970 op->failmsg (format ("You need the skill %s to cast %s! " 994 op->failmsgf ("You need the %s skill to cast %s! "
971 "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 "
972 "or you need to wear a talisman or holy symbol.>", 996 "or you need to wear a talisman, holy symbol or another skill tool.>",
973 &spell_ob->skill, &spell_ob->name)); 997 &spell_ob->skill, &spell_ob->name);
974 return 0; 998 return 0;
975 } 999 }
976 1000
977 const char *msg = ""; 1001 const char *msg = "";
978 1002
979 int caster_level = skill->level; 1003 int caster_level = skill->level;
990 msg = " (repelled)"; 1014 msg = " (repelled)";
991 } 1015 }
992 1016
993 if (spell_ob->level > caster_level) 1017 if (spell_ob->level > caster_level)
994 { 1018 {
995 op->failmsg (format ("You lack enough skill to cast that spell! " 1019 op->failmsgf ("You lack enough skill to cast that spell! "
996 "H<Your effective cast level is %d%s, but level %d is required.>", 1020 "H<Your effective cast level is %d%s, but level %d is required.>",
997 caster_level, msg, spell_ob->level)); 1021 caster_level, msg, spell_ob->level);
998 if (!op->is_wiz ()) 1022 if (!op->is_wiz ())
999 return 0; 1023 return 0;
1000 } 1024 }
1001 } 1025 }
1002 1026
1019 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1043 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1020 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); 1044 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1021 else 1045 else
1022 { 1046 {
1023 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1047 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1024 op->failmsg (format ("%s ignores your prayer.", godname)); 1048 op->failmsgf ("%s ignores your prayer.", godname);
1025 return 0; 1049 return 0;
1026 } 1050 }
1027 } 1051 }
1028 1052
1029 /* player/monster is trying to cast the spell. might fumble it */ 1053 /* player/monster is trying to cast the spell. might fumble it */
1030 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) <
1031 (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]))
1032 { 1056 {
1033 op->contr->play_sound (sound_find ("fumble_spell")); 1057 op->contr->play_sound (sound_find ("fumble_spell"));
1034 op->failmsg ("You fumble the prayer."); 1058 op->failmsg ("You fumble the prayer.");
1035 1059
1036 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);
1061 * doing. 1085 * doing.
1062 */ 1086 */
1063 1087
1064 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1088 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1065 { 1089 {
1090 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1066 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); 1091 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1067 return 0; 1092 return 0;
1068 } 1093 }
1069 1094
1070 if ((spell_ob->type == SPELL) 1095 if ((spell_ob->type == SPELL)
1076 { 1101 {
1077 if (op->type != PLAYER) 1102 if (op->type != PLAYER)
1078 return 0; 1103 return 0;
1079 1104
1080 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1105 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1081 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1106 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1082 else if (object *item = op->contr->ranged_ob) 1107 else if (object *item = op->contr->ranged_ob)
1083 { 1108 {
1084 if (item->type == SPELL) 1109 if (item->type == SPELL)
1085 op->failmsg ("Something blocks your spellcasting."); 1110 op->failmsg ("Something blocks your spellcasting.");
1086 else if (item->type == SCROLL) 1111 else if (item->type == SCROLL)
1102 * the player any time. 1127 * the player any time.
1103 * Ignore casting time for firewalls 1128 * Ignore casting time for firewalls
1104 */ 1129 */
1105 if (caster == op && caster->type != FIREWALL) 1130 if (caster == op && caster->type != FIREWALL)
1106 { 1131 {
1107 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1132 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1108 /* Other portions of the code may also decrement the speed of the player, so 1133 /* Other portions of the code may also decrement the speed of the player, so
1109 * put a lower limit so that the player isn't stuck here too long 1134 * put a lower limit so that the player isn't stuck here too long
1110 */ 1135 */
1111 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1136 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1112 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1137 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1113 } 1138 }
1114 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1139 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1115 op->speed_left -= 2 * FABS (op->speed); 1140 op->speed_left -= 2 * op->speed;
1116 1141
1117 if (op->type == PLAYER && op == caster) 1142 if (op->type == PLAYER && op == caster)
1118 { 1143 {
1119 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1144 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1120 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1145 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1127 if (op != caster && !skill && caster->skill) 1152 if (op != caster && !skill && caster->skill)
1128 { 1153 {
1129 skill = find_skill_by_name (op, caster->skill); 1154 skill = find_skill_by_name (op, caster->skill);
1130 if (!skill) 1155 if (!skill)
1131 { 1156 {
1132 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); 1157 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1133 return 0; 1158 return 0;
1134 } 1159 }
1135 1160
1136 op->change_skill (skill); /* needed for proper exp credit */ 1161 op->change_skill (skill); /* needed for proper exp credit */
1137 } 1162 }
1138 1163
1139 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1164 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1140 return RESULT_INT (0); 1165 return RESULT_INT (0);
1141 1166
1142 switch (spell_ob->subtype) 1167 switch (spell_ob->subtype)
1143 { 1168 {
1144 /* The order of case statements is same as the order they show up 1169 /* The order of case statements is same as the order they show up
1145 * in in spells.h. 1170 * in spells.h.
1146 */ 1171 */
1147 case SP_RAISE_DEAD: 1172 case SP_RAISE_DEAD:
1148 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1173 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1149 break; 1174 break;
1150 1175
1151 case SP_RUNE: 1176 case SP_RUNE:
1152 success = write_rune (op, caster, spell_ob, dir, stringarg); 1177 success = write_rune (op, caster, spell_ob, dir, spellparam);
1153 break; 1178 break;
1154 1179
1155 case SP_MAKE_MARK: 1180 case SP_MAKE_MARK:
1156 success = write_mark (op, spell_ob, stringarg); 1181 success = write_mark (op, spell_ob, spellparam);
1157 break; 1182 break;
1158 1183
1159 case SP_BOLT: 1184 case SP_BOLT:
1160 success = fire_bolt (op, caster, dir, spell_ob, skill); 1185 success = fire_bolt (op, caster, dir, spell_ob, skill);
1161 break; 1186 break;
1190 1215
1191 case SP_DIMENSION_DOOR: 1216 case SP_DIMENSION_DOOR:
1192 /* dimension door needs the actual caster, because that is what is 1217 /* dimension door needs the actual caster, because that is what is
1193 * moved. 1218 * moved.
1194 */ 1219 */
1195 success = dimension_door (op, caster, spell_ob, dir); 1220 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1196 break; 1221 break;
1197 1222
1198 case SP_MAGIC_MAPPING: 1223 case SP_MAGIC_MAPPING:
1199 if (op->type == PLAYER) 1224 if (op->type == PLAYER)
1200 { 1225 {
1233 case SP_HEALING: 1258 case SP_HEALING:
1234 success = cast_heal (op, caster, spell_ob, dir); 1259 success = cast_heal (op, caster, spell_ob, dir);
1235 break; 1260 break;
1236 1261
1237 case SP_CREATE_FOOD: 1262 case SP_CREATE_FOOD:
1238 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1263 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1239 break; 1264 break;
1240 1265
1241 case SP_EARTH_TO_DUST: 1266 case SP_EARTH_TO_DUST:
1242 success = cast_earth_to_dust (op, caster, spell_ob); 1267 success = cast_earth_to_dust (op, caster, spell_ob);
1243 break; 1268 break;
1253 case SP_CURSE: 1278 case SP_CURSE:
1254 success = cast_curse (op, caster, spell_ob, dir); 1279 success = cast_curse (op, caster, spell_ob, dir);
1255 break; 1280 break;
1256 1281
1257 case SP_SUMMON_MONSTER: 1282 case SP_SUMMON_MONSTER:
1258 success = summon_object (op, caster, spell_ob, dir, stringarg); 1283 success = summon_object (op, caster, spell_ob, dir, spellparam);
1259 break; 1284 break;
1260 1285
1261 case SP_CHARGING: 1286 case SP_CHARGING:
1262 success = recharge (op, caster, spell_ob); 1287 success = recharge (op, caster, spell_ob);
1263 break; 1288 break;
1296 break; 1321 break;
1297 1322
1298 case SP_MOVING_BALL: 1323 case SP_MOVING_BALL:
1299 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1324 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1300 { 1325 {
1301 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1326 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1302 success = 0; 1327 success = 0;
1303 } 1328 }
1304 else 1329 else
1305 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); 1330 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1306 break; 1331 break;
1317 /* in rune.c */ 1342 /* in rune.c */
1318 success = dispel_rune (op, caster, spell_ob, skill, dir); 1343 success = dispel_rune (op, caster, spell_ob, skill, dir);
1319 break; 1344 break;
1320 1345
1321 case SP_CREATE_MISSILE: 1346 case SP_CREATE_MISSILE:
1322 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1347 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1323 break; 1348 break;
1324 1349
1325 case SP_CONSECRATE: 1350 case SP_CONSECRATE:
1326 success = cast_consecrate (op, caster, spell_ob); 1351 success = cast_consecrate (op, caster, spell_ob);
1327 break; 1352 break;
1349 case SP_AURA: 1374 case SP_AURA:
1350 success = create_aura (op, caster, spell_ob); 1375 success = create_aura (op, caster, spell_ob);
1351 break; 1376 break;
1352 1377
1353 case SP_PARTY_SPELL: 1378 case SP_PARTY_SPELL:
1354 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1379 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1355 break; 1380 break;
1356 1381
1357 default: 1382 default:
1358 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1383 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1359 } 1384 }
1418 move_aura (op); 1443 move_aura (op);
1419 break; 1444 break;
1420 } 1445 }
1421} 1446}
1422 1447
1423/* this checks to see if something special should happen if
1424 * something runs into the object.
1425 */
1426void
1427check_spell_effect (object *op)
1428{
1429 switch (op->subtype)
1430 {
1431 case SP_BOLT:
1432 move_bolt (op);
1433 return;
1434
1435 case SP_BULLET:
1436 check_bullet (op);
1437 return;
1438 }
1439}
1440
1441/* This is called by move_apply. Basically, if someone 1448/* This is called by move_apply. Basically, if someone
1442 * moves onto a spell effect and the walk_on or fly_on flags 1449 * moves onto a spell effect and the walk_on or fly_on flags
1443 * are set, this is called. This should only be called for 1450 * are set, this is called. This should only be called for
1444 * objects of the appropriate type. 1451 * objects of the appropriate type.
1445 */ 1452 */
1447apply_spell_effect (object *spell, object *victim) 1454apply_spell_effect (object *spell, object *victim)
1448{ 1455{
1449 switch (spell->subtype) 1456 switch (spell->subtype)
1450 { 1457 {
1451 case SP_CONE: 1458 case SP_CONE:
1452 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1459 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype)
1453 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1460 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1454 break; 1461 break;
1455 1462
1456 case SP_MAGIC_MISSILE: 1463 case SP_MAGIC_MISSILE:
1457 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1464 if (QUERY_FLAG (victim, FLAG_ALIVE))
1462 break; 1469 break;
1463 1470
1464 case SP_MOVING_BALL: 1471 case SP_MOVING_BALL:
1465 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1472 if (QUERY_FLAG (victim, FLAG_ALIVE))
1466 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1473 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1467 else if (victim->materialname) 1474 else if (victim->material != MATERIAL_NULL)
1468 save_throw_object (victim, spell->attacktype, spell); 1475 save_throw_object (victim, spell->attacktype, spell);
1469 1476
1470 break; 1477 break;
1471 } 1478 }
1472} 1479}
1473 1480
1481/**
1482 * This function will let a fireball explode at the position of
1483 * the victim with a specific maximum level.
1484 */
1485void
1486create_exploding_ball_at (object *victim, int level)
1487{
1488 object *ball = get_archetype (EXPLODING_FIREBALL);
1489 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1490 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1491 ball->insert_at (victim);
1492}

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