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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.54 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.93 by elmex, Tue Jan 13 13:29:57 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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,
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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <spells.h> 25#include <spells.h>
26#include <object.h> 26#include <object.h>
33/* This returns a random spell from 'ob'. If skill is set, then 33/* 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 34 * the spell must be of this skill, it can be NULL in which case all
35 * matching spells are used. 35 * matching spells are used.
36 */ 36 */
37object * 37object *
38find_random_spell_in_ob (object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, shstr_cmp skill)
39{ 39{
40 int k = 0, s; 40 int k = 0, s;
41 object *tmp;
42 41
43 for (tmp = ob->inv; tmp; tmp = tmp->below) 42 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
44 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 43 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++; 44 k++;
46 45
47 /* No spells, no need to progess further */ 46 /* No spells, no need to progess further */
48 if (!k) 47 if (!k)
49 return NULL; 48 return NULL;
50 49
51 s = RANDOM () % k; 50 s = rndm (k);
52 51
53 for (tmp = ob->inv; tmp; tmp = tmp->below) 52 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 53 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 {
56 if (!s) 54 if (!s)
57 return tmp; 55 return tmp;
58 else 56 else
59 s--; 57 s--;
60 } 58
61 /* Should never get here, but just in case */ 59 /* Should never get here, but just in case */
62 return NULL; 60 return 0;
63} 61}
64 62
65/* Relatively simple function that gets used a lot. 63/* Relatively simple function that gets used a lot.
66 * Basically, it sets up the skill pointer for the spell being 64 * Basically, it sets up the skill pointer for the spell being
67 * cast. If op is really casting the spell, then the skill 65 * cast. If op is really casting the spell, then the skill
77 dest->skill = spob->skill; 75 dest->skill = spob->skill;
78 else 76 else
79 dest->skill = caster->skill; 77 dest->skill = caster->skill;
80} 78}
81 79
82/* init_spells: This should really be called check_spells, as that
83 * is what it does. It goes through the spells looking for any
84 * obvious errors. This was most useful in debugging when re-doing
85 * all the spells to catch simple errors. To use it all the time
86 * will result in it spitting out messages that aren't really errors.
87 */
88void
89init_spells (void)
90{
91#ifdef SPELL_DEBUG
92 static int init_spells_done = 0;
93 int i;
94 archetype *at;
95
96 if (init_spells_done)
97 return;
98 LOG (llevDebug, "Checking spells...\n");
99
100 for_all_archetypes (at)
101 {
102 if (at->type == SPELL)
103 {
104 if (at->skill)
105 {
106 for (i = 1; i < NUM_SKILLS; i++)
107 if (!strcmp (skill_names[i], at->skill))
108 break;
109 if (i == NUM_SKILLS)
110 {
111 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
112 }
113 }
114 /* other_arch is already checked for in the loader */
115 }
116 }
117
118 i = 0;
119 while (spell_mapping[i])
120 {
121 if (!archetype::find (spell_mapping[i]))
122 {
123 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
124 }
125 i++;
126 }
127 LOG (llevDebug, "Checking spells completed.\n");
128#endif
129}
130
131/* Dumps all the spells - now also dumps skill associated with the spell.
132 * not sure what this would be used for, as the data seems pretty
133 * minimal, but easy enough to keep around.
134 */
135void
136dump_spells (void)
137{
138 archetype *at;
139
140 for_all_archetypes (at)
141 {
142 if (at->type == SPELL)
143 {
144 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
145 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
146 }
147 }
148}
149
150/* pretty basic function - basically just takes 80/* pretty basic function - basically just takes
151 * an object, sets the x,y, and calls insert_ob_in_map 81 * an object, sets the x,y, and calls insert_ob_in_map
152 */ 82 */
153void 83void
154spell_effect (object *spob, int x, int y, maptile *map, object *originator) 84spell_effect (object *spob, int x, int y, maptile *map, object *originator)
155{ 85{
156 if (spob->other_arch) 86 if (spob->other_arch)
157 map->insert (arch_to_object (spob->other_arch), x, y, originator); 87 map->insert (arch_to_object (spob->other_arch), x, y, originator);
158} 88}
159 89
160/* 90static int
161 * This function takes a caster and spell and presents the 91attuned_bonus (object *caster, object *spell, int level)
162 * effective level the caster needs to be to cast the spell.
163 * basically, it just adjusts the spell->level with attuned/repelled
164 * spellpaths. Was called path_level_mod.
165 *
166 * caster is person casting the spell.
167 * spell is the spell object.
168 * Returns modified level.
169 */
170int
171min_casting_level (object *caster, object *spell)
172{ 92{
173 int new_level; 93 // compute the attuned/repelled bonus
174 94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
175 if (caster->path_denied & spell->path_attuned) 95 // repell has no such quarrels
176 return 1; 96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
177
178 new_level = spell->level
179 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
180 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
181
182 return max (1, new_level);
183} 98}
184 99
185/* This function returns the effective level the spell 100/* This function returns the effective level the spell
186 * is being cast at. 101 * is being cast at.
187 * Note that I changed the repelled/attuned bonus to 2 from 5.
188 * This is because the new code compares casting_level against
189 * min_caster_level, so the difference is effectively 4
190 */ 102 */
191int 103int
192caster_level (object *caster, object *spell) 104casting_level (object *caster, object *spell)
193{ 105{
194 int level = caster->level; 106 int level = caster->level;
195
196 /* If this is a player, try to find the matching skill */
197 if (caster->type == PLAYER && spell->skill)
198 for (int i = 0; i < NUM_SKILLS; i++)
199 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
200 {
201 level = caster->contr->last_skill_ob[i]->level;
202 break;
203 }
204 107
205 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 108 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
206 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 109 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
207 { 110 {
208 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 111 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
209 int sk_level = skill ? skill->level : 1; 112 int sk_level = skill ? skill->level : 1;
210 113
211 level = MIN (level, sk_level + level / 10 + 1); 114 level = min (level, sk_level + level / 10 + 1);
212 } 115 }
116 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
117 if (object *skill = caster->contr->find_skill (spell->skill))
118 level = skill->level;
213 119
214 /* Got valid caster level. Now adjust for attunement */ 120 int bonus = attuned_bonus (caster, spell, level);
215 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 121
216 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 122 level += bonus;
123
124 // now scale the effective level from the startinglevel..100 range to 1..100
125 if (level < 100)
126 level = lerp (level, (int)spell->level, 100, 1, 100);
217 127
218 /* Always make this at least 1. If this is zero, we get divide by zero 128 /* Always make this at least 1. If this is zero, we get divide by zero
219 * errors in various places. 129 * errors in various places.
220 */ 130 */
221 return max (level, 1); 131 return clamp (level, 1, settings.max_level);
222} 132}
223 133
224/* The following function scales the spellpoint cost of 134/* The following function scales the spellpoint cost of
225 * a spell by it's increased effectiveness. Some of the 135 * a spell by it's increased effectiveness. Some of the
226 * lower level spells become incredibly vicious at high 136 * lower level spells become incredibly vicious at high
230 * caster is what is casting the spell, can be op. 140 * caster is what is casting the spell, can be op.
231 * spell is the spell object. 141 * spell is the spell object.
232 * Note that it is now possible for a spell to cost both grace and 142 * Note that it is now possible for a spell to cost both grace and
233 * mana. In that case, we return which ever value is higher. 143 * mana. In that case, we return which ever value is higher.
234 */ 144 */
235
236sint16 145sint16
237SP_level_spellpoint_cost (object *caster, object *spell, int flags) 146SP_level_spellpoint_cost (object *caster, object *spell, int flags)
238{ 147{
239 int sp, grace, level = caster_level (caster, spell); 148 int sp, grace, level = casting_level (caster, spell);
240 149
241 if (settings.spellpoint_level_depend == TRUE) 150 if (settings.spellpoint_level_depend == TRUE)
242 { 151 {
243 if (spell->stats.sp && spell->stats.maxsp) 152 if (spell->stats.sp && spell->stats.maxsp)
244 { 153 {
265 else 174 else
266 { 175 {
267 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 176 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
268 if (spell->stats.sp && !sp) 177 if (spell->stats.sp && !sp)
269 sp = 1; 178 sp = 1;
179
270 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 180 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
271 if (spell->stats.grace && !grace) 181 if (spell->stats.grace && !grace)
272 grace = 1; 182 grace = 1;
273 } 183 }
184
274 if (flags == SPELL_HIGHEST) 185 if (flags == SPELL_HIGHEST)
275 return MAX (sp, grace); 186 return MAX (sp, grace);
276 else if (flags == SPELL_GRACE) 187 else if (flags == SPELL_GRACE)
277 return grace; 188 return grace;
278 else if (flags == SPELL_MANA) 189 else if (flags == SPELL_MANA)
282 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 193 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
283 return 0; 194 return 0;
284 } 195 }
285} 196}
286 197
198/*
199 * Return the effective casting level of the spell.
200 * To make spells independent of their starting level, this function
201 * scales the range spellstartlevel .. 100 into the range 1..100
202 */
203static int
204SP_casting_level (object *caster, object *spell)
205{
206 return casting_level (caster, spell);
207}
287 208
288/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 209/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289 * spob is the spell we are adjusting. 210 * spob is the spell we are adjusting.
290 */ 211 */
291int 212int
292SP_level_dam_adjust (object *caster, object *spob) 213SP_level_dam_adjust (object *caster, object *spob)
293{ 214{
294 int level = caster_level (caster, spob);
295 int adj = level - min_casting_level (caster, spob);
296
297 if (adj < 0)
298 adj = 0;
299 if (spob->dam_modifier) 215 if (!spob->dam_modifier)
300 adj /= spob->dam_modifier;
301 else
302 adj = 0;
303 return adj; 216 return 0;
217
218 return SP_casting_level (caster, spob) / spob->dam_modifier;
304} 219}
305 220
306/* Adjust the strength of the spell based on level. 221/* Adjust the strength of the spell based on level.
307 * This is basically the same as SP_level_dam_adjust above, 222 * This is basically the same as SP_level_dam_adjust above,
308 * but instead looks at the level_modifier value. 223 * but instead looks at the level_modifier value.
309 */ 224 */
310int 225int
311SP_level_duration_adjust (object *caster, object *spob) 226SP_level_duration_adjust (object *caster, object *spob)
312{ 227{
313 int level = caster_level (caster, spob);
314 int adj = level - min_casting_level (caster, spob);
315
316 if (adj < 0)
317 adj = 0;
318 if (spob->duration_modifier) 228 if (!spob->duration_modifier)
319 adj /= spob->duration_modifier;
320 else
321 adj = 0;
322
323 return adj; 229 return 0;
230
231 return SP_casting_level (caster, spob) / spob->duration_modifier;
324} 232}
325 233
326/* Adjust the strength of the spell based on level. 234/* Adjust the strength of the spell based on level.
327 * This is basically the same as SP_level_dam_adjust above, 235 * This is basically the same as SP_level_dam_adjust above,
328 * but instead looks at the level_modifier value. 236 * but instead looks at the level_modifier value.
329 */ 237 */
330int 238int
331SP_level_range_adjust (object *caster, object *spob) 239SP_level_range_adjust (object *caster, object *spob)
332{ 240{
333 int level = caster_level (caster, spob);
334 int adj = level - min_casting_level (caster, spob);
335
336 if (adj < 0)
337 adj = 0;
338 if (spob->range_modifier) 241 if (!spob->range_modifier)
339 adj /= spob->range_modifier;
340 else
341 adj = 0;
342
343 return adj; 242 return 0;
243
244 return SP_casting_level (caster, spob) / spob->range_modifier;
344} 245}
345 246
346/* Checks to see if player knows the spell. If the name is the same 247/* Checks to see if player knows the spell. If the name is the same
347 * as an existing spell, we presume they know it. 248 * as an existing spell, we presume they know it.
348 * returns 1 if they know the spell, 0 if they don't. 249 * returns 1 if they know the spell, 0 if they don't.
349 */ 250 */
350object * 251object *
351check_spell_known (object *op, const char *name) 252check_spell_known (object *op, shstr_cmp name)
352{ 253{
353 object *spop; 254 object *spop;
354 255
355 for (spop = op->inv; spop; spop = spop->below) 256 for (spop = op->inv; spop; spop = spop->below)
356 if (spop->type == SPELL && !strcmp (spop->name, name)) 257 if (spop->type == SPELL && spop->name == name)
357 return spop; 258 return spop;
358 259
359 return NULL; 260 return 0;
360} 261}
361
362 262
363/* 263/*
364 * Look at object 'op' and see if they know the spell 264 * Look at object 'op' and see if they know the spell
365 * spname. This is pretty close to check_spell_known 265 * spname. This is pretty close to check_spell_known
366 * above, but it uses a looser matching mechanism. 266 * above, but it uses a looser matching mechanism.
367 * returns the matching spell object, or NULL. 267 * returns the matching spell object, or NULL.
368 * If we match multiple spells but don't get an 268 * If we match multiple spells but don't get an
369 * exact match, we also return NULL. 269 * exact match, we also return NULL.
370 */ 270 */
371
372object * 271object *
373lookup_spell_by_name (object *op, const char *spname) 272lookup_spell_by_name (object *op, const char *spname)
374{ 273{
375 object *spob1 = NULL, *spob2 = NULL, *spob; 274 object *spob1 = 0, *spob2 = 0;
376 int nummatch = 0; 275 int nummatch = 0;
377 276
378 if (spname == NULL) 277 if (!spname)
379 return NULL; 278 return 0;
380 279
381 /* Try to find the spell. We store the results in spob1 280 /* Try to find the spell. We store the results in spob1
382 * and spob2 - spob1 is only taking the length of 281 * and spob2 - spob1 is only taking the length of
383 * the past spname, spob2 uses the length of the spell name. 282 * the past spname, spob2 uses the length of the spell name.
384 */ 283 */
385 for (spob = op->inv; spob; spob = spob->below) 284 for (object *spob = op->inv; spob; spob = spob->below)
386 { 285 {
387 if (spob->type == SPELL) 286 if (spob->type == SPELL)
388 { 287 {
288 // TODO: WTF?
389 if (!strncmp (spob->name, spname, strlen (spname))) 289 if (!strncmp (spob->name, spname, strlen (spname)))
390 { 290 {
391 nummatch++; 291 nummatch++;
392 spob1 = spob; 292 spob1 = spob;
393 } 293 }
398 * fall into this category). It shouldn't be hard to 298 * fall into this category). It shouldn't be hard to
399 * make sure spell names don't overlap in that fashion. 299 * make sure spell names don't overlap in that fashion.
400 */ 300 */
401 if (spob2) 301 if (spob2)
402 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); 302 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
303
403 spob2 = spob; 304 spob2 = spob;
404 } 305 }
405 } 306 }
406 } 307 }
407 /* if we have best match, return it. Otherwise, if we have one match 308 /* if we have best match, return it. Otherwise, if we have one match
408 * on the loser match, return that, otehrwise null 309 * on the loser match, return that, otehrwise null
409 */ 310 */
410 if (spob2) 311 if (spob2)
411 return spob2; 312 return spob2;
313
412 if (spob1 && nummatch == 1) 314 if (spob1 && nummatch == 1)
413 return spob1; 315 return spob1;
316
414 return NULL; 317 return NULL;
415} 318}
416 319
417/* reflwall - decides weither the (spell-)object sp_op will 320/* reflwall - decides weither the (spell-)object sp_op will
418 * be reflected from the given mapsquare. Returns 1 if true. 321 * be reflected from the given mapsquare. Returns 1 if true.
422 * eg, updated for tiled maps. 325 * eg, updated for tiled maps.
423 */ 326 */
424int 327int
425reflwall (maptile *m, int x, int y, object *sp_op) 328reflwall (maptile *m, int x, int y, object *sp_op)
426{ 329{
427 object *op;
428
429 if (OUT_OF_REAL_MAP (m, x, y)) 330 if (OUT_OF_REAL_MAP (m, x, y))
430 return 0; 331 return 0;
332
431 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 333 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
432 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 334 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
433 && (!QUERY_FLAG (op, FLAG_ALIVE) 335 && (!QUERY_FLAG (op, FLAG_ALIVE)
434 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 336 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
435 return 1; 337 return 1;
436 338
457 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 359 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
458 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 360 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
459 dir = 0; 361 dir = 0;
460 } 362 }
461 363
364 SET_FLAG (new_op, FLAG_IDENTIFIED);
462 op->map->insert (new_op, 365 op->map->insert (new_op,
463 op->x + freearr_x[dir], op->y + freearr_y[dir], 366 op->x + freearr_x[dir], op->y + freearr_y[dir],
464 op, 367 op,
465 dir ? 0 : INS_BELOW_ORIGINATOR); 368 dir ? 0 : INS_BELOW_ORIGINATOR);
466 369
480{ 383{
481 if (!xy_normalise (m, x, y)) 384 if (!xy_normalise (m, x, y))
482 return 0; 385 return 0;
483 386
484 mapspace &ms = m->at (x, y); 387 mapspace &ms = m->at (x, y);
388 ms.update ();
485 389
486 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 390 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
487 return 0; 391 return 0;
488 392
489 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 393 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
525 /* 429 /*
526 * Combine similar spell effects into one spell effect. Needed for 430 * Combine similar spell effects into one spell effect. Needed for
527 * performance reasons with meteor swarm and the like, but also for 431 * performance reasons with meteor swarm and the like, but also for
528 * playability reasons. 432 * playability reasons.
529 */ 433 */
530 if (tmp->arch == op->arch 434 if (tmp->arch == op->arch /* no harm if not comparing by name here */
531 && tmp->type == op->type 435 && tmp->type == op->type
532 && tmp->subtype == op->subtype 436 && tmp->subtype == op->subtype
533 && tmp->owner == op->owner 437 && tmp->owner == op->owner
534 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 438 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
535 { 439 {
556 * dir: direction to fire in. 460 * dir: direction to fire in.
557 * spell: spell that is being fired. It uses other_arch for the archetype 461 * spell: spell that is being fired. It uses other_arch for the archetype
558 * to fire. 462 * to fire.
559 * returns 0 on failure, 1 on success. 463 * returns 0 on failure, 1 on success.
560 */ 464 */
561
562int 465int
563fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 466fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
564{ 467{
565 object *tmp;
566 int mflags;
567 maptile *m;
568
569 if (spell->other_arch == NULL) 468 if (!spell->other_arch)
570 return 0; 469 return 0;
571 470
572 m = op->map; 471 object *tmp = spell->other_arch->instance ();
573 mflags = get_map_flags (m, &m, x, y, &x, &y);
574 if (mflags & P_OUT_OF_MAP)
575 {
576 return 0;
577 }
578 472
579 tmp = arch_to_object (spell->other_arch); 473 if (!tmp)
580
581 if (tmp == NULL)
582 return 0; 474 return 0;
583
584 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
585 {
586 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
587 tmp->destroy ();
588 return 0;
589 }
590 475
591 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 476 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
592 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 477 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
593 /* code in time.c uses food for some things, duration for others */ 478 /* code in time.c uses food for some things, duration for others */
594 tmp->stats.food = tmp->duration; 479 tmp->stats.food = tmp->duration;
595 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 480 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
596 tmp->attacktype = spell->attacktype; 481 tmp->attacktype = spell->attacktype;
597 tmp->x = x;
598 tmp->y = y;
599 tmp->direction = dir; 482 tmp->direction = dir;
600 if (op->owner != NULL)
601 tmp->set_owner (op); 483 tmp->set_owner (op);
602 else
603 tmp->set_owner (op);
604 tmp->level = caster_level (caster, spell); 484 tmp->level = casting_level (caster, spell);
605 set_spell_skill (op, caster, spell, tmp); 485 set_spell_skill (op, caster, spell, tmp);
606 486
607 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 487 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
608 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 488 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
609 {
610 if (!tailor_god_spell (tmp, op)) 489 if (!tailor_god_spell (tmp, op))
611 return 0; 490 return 0;
612 } 491
613 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 492 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
614 SET_ANIMATION (tmp, dir); 493 SET_ANIMATION (tmp, dir);
615 494
616 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 495 if ((tmp = op->map->insert (tmp, x, y, op)))
617 move_spell_effect (tmp); 496 move_spell_effect (tmp);
618 497
619 return 1; 498 return 1;
620} 499}
621 500
676 if (!tmp) 555 if (!tmp)
677 tmp = op->ms ().player (); 556 tmp = op->ms ().player ();
678 557
679 return tmp; 558 return tmp;
680} 559}
681
682
683 560
684/* raytrace: 561/* raytrace:
685 * spell_find_dir(map, x, y, exclude) will search first the center square 562 * spell_find_dir(map, x, y, exclude) will search first the center square
686 * then some close squares in the given map at the given coordinates for 563 * then some close squares in the given map at the given coordinates for
687 * live objects. 564 * live objects.
690 * monsters/generators only. If not, the spell will hunt players only. 567 * monsters/generators only. If not, the spell will hunt players only.
691 * It returns the direction toward the first/closest live object if it finds 568 * It returns the direction toward the first/closest live object if it finds
692 * any, otherwise -1. 569 * any, otherwise -1.
693 * note that exclude can be NULL, in which case all bets are off. 570 * note that exclude can be NULL, in which case all bets are off.
694 */ 571 */
695
696int 572int
697spell_find_dir (maptile *m, int x, int y, object *exclude) 573spell_find_dir (maptile *m, int x, int y, object *exclude)
698{ 574{
699 int i, max = SIZEOFFREE; 575 int i, max = SIZEOFFREE;
700 sint16 nx, ny; 576 sint16 nx, ny;
780 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 656 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
781 657
782 insert_ob_in_map (head, op->map, op, 0); 658 insert_ob_in_map (head, op->map, op, 0);
783 659
784 /* thought it'd be cool to insert a burnout, too. */ 660 /* thought it'd be cool to insert a burnout, too. */
785 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 661 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
786 } 662 }
787} 663}
788 664
789/* peterm: function which summons hostile monsters and 665/* peterm: function which summons hostile monsters and
790 * places them in nearby squares. 666 * places them in nearby squares.
797 * Note that this is not used by any spells (summon evil monsters 673 * Note that this is not used by any spells (summon evil monsters
798 * use to call this, but best I can tell, that spell/ability was 674 * use to call this, but best I can tell, that spell/ability was
799 * never used. This is however used by various failures on the 675 * never used. This is however used by various failures on the
800 * players part (alchemy, reincarnation, etc) 676 * players part (alchemy, reincarnation, etc)
801 */ 677 */
802
803int 678int
804summon_hostile_monsters (object *op, int n, const char *monstername) 679summon_hostile_monsters (object *op, int n, const char *monstername)
805{ 680{
806 int i; 681 int i;
807 682
872 { 747 {
873 SET_ANIMATION (op, ATTACKS[i].face); 748 SET_ANIMATION (op, ATTACKS[i].face);
874 } 749 }
875} 750}
876 751
877
878/* prayer_failure: This is called when a player fails 752/* prayer_failure: This is called when a player fails
879 * at casting a prayer. 753 * at casting a prayer.
880 * op is the player. 754 * op is the player.
881 * failure is basically how much grace they had. 755 * failure is basically how much grace they had.
882 * power is how much grace the spell would normally take to cast. 756 * power is how much grace the spell would normally take to cast.
883 */ 757 */
884
885void 758void
886prayer_failure (object *op, int failure, int power) 759prayer_failure (object *op, int failure, int power)
887{ 760{
888 const char *godname; 761 const char *godname;
889 object *tmp; 762 object *tmp;
994 if (!spell_ob->other_arch) 867 if (!spell_ob->other_arch)
995 { 868 {
996 LOG (llevError, "cast_party_spell: empty other arch\n"); 869 LOG (llevError, "cast_party_spell: empty other arch\n");
997 return 0; 870 return 0;
998 } 871 }
872
999 spell = arch_to_object (spell_ob->other_arch); 873 spell = arch_to_object (spell_ob->other_arch);
1000 874
1001 /* Always cast spell on caster */ 875 /* Always cast spell on caster */
1002 success = cast_spell (op, caster, dir, spell, stringarg); 876 success = cast_spell (op, caster, dir, spell, stringarg);
1003 877
1004 if (caster->contr->party == NULL) 878 if (caster->contr->party == NULL)
1005 { 879 {
1006 spell->remove (); 880 spell->remove ();
1007 return success; 881 return success;
1008 } 882 }
883
1009 for_all_players (pl) 884 for_all_players (pl)
1010 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 885 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1011 {
1012 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 886 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1013 } 887
1014 spell->remove (); 888 spell->remove ();
1015 return success; 889 return success;
1016} 890}
1017 891
1018/* This is where the main dispatch when someone casts a spell. 892/* This is where the main dispatch when someone casts a spell.
1044 */ 918 */
1045int 919int
1046cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 920cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1047{ 921{
1048 const char *godname; 922 const char *godname;
1049 int success = 0, mflags, cast_level = 0; 923 int success = 0;
1050 object *skill = NULL; 924 object *skill = NULL;
1051 925
1052 if (!spell_ob) 926 if (!spell_ob)
1053 { 927 {
1054 LOG (llevError, "cast_spell: null spell object passed\n"); 928 LOG (llevError, "cast_spell: null spell object passed\n");
1083 * need to have the right skill pointer passed, so we need to 957 * need to have the right skill pointer passed, so we need to
1084 * at least process that code. 958 * at least process that code.
1085 */ 959 */
1086 if (op->type == PLAYER && op == caster) 960 if (op->type == PLAYER && op == caster)
1087 { 961 {
1088 cast_level = caster_level (caster, spell_ob);
1089
1090 if (spell_ob->skill) 962 if (spell_ob->skill)
1091 { 963 {
1092 skill = find_skill_by_name (op, spell_ob->skill); 964 skill = find_skill_by_name (op, spell_ob->skill);
1093 965
1094 if (!skill) 966 if (!skill)
1095 { 967 {
1096 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 968 op->failmsg (format ("You need the skill %s to cast %s! "
969 "H<You either need to learn the skill via a skill scroll "
970 "or you need to wear a talisman or holy symbol.>",
971 &spell_ob->skill, &spell_ob->name));
1097 return 0; 972 return 0;
1098 } 973 }
1099 974
1100 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 975 const char *msg = "";
976
977 int caster_level = skill->level;
978
979 if (op->path_attuned & spell_ob->path_attuned)
1101 { 980 {
1102 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 981 caster_level += min (caster_level, ATTUNE_REPELL);
982 msg = " (attuned)";
983 }
984
985 if (op->path_repelled & spell_ob->path_attuned)
986 {
987 caster_level -= ATTUNE_REPELL; // negative is ok
988 msg = " (repelled)";
989 }
990
991 if (spell_ob->level > caster_level)
992 {
993 op->failmsg (format ("You lack enough skill to cast that spell! "
994 "H<Your effective cast level is %d%s, but level %d is required.>",
995 caster_level, msg, spell_ob->level));
996 if (!op->is_wiz ())
1103 return 0; 997 return 0;
1104 } 998 }
1105 } 999 }
1106 1000
1107 /* If the caster is the wiz, they don't ever fail, and don't have 1001 /* If the caster is the wiz, they don't ever fail, and don't have
1108 * to have sufficient grace/mana. 1002 * to have sufficient grace/mana.
1109 */ 1003 */
1110 if (!QUERY_FLAG (op, FLAG_WIZ)) 1004 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1111 { 1005 {
1112 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1006 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1113 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1007 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1114 { 1008 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1009 op->failmsg ("You don't have enough mana!");
1116 return 0; 1010 return 0;
1117 } 1011 }
1118 1012
1119 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1013 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1120 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1014 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1121 { 1015 {
1122 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1016 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1123 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1017 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1124 {
1125 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1018 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1126 }
1127 else 1019 else
1128 { 1020 {
1129 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1021 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1022 op->failmsg (format ("%s ignores your prayer.", godname));
1131 return 0; 1023 return 0;
1132 } 1024 }
1133 } 1025 }
1134 1026
1135 /* player/monster is trying to cast the spell. might fumble it */ 1027 /* player/monster is trying to cast the spell. might fumble it */
1136 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1028 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1137 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1029 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1138 { 1030 {
1139 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1031 op->contr->play_sound (sound_find ("fumble_spell"));
1140 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer."); 1032 op->failmsg ("You fumble the prayer.");
1141 1033
1142 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1034 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1143 return 0; 1035 return 0;
1144 } 1036 }
1145 else if (spell_ob->stats.sp) 1037 else if (spell_ob->stats.sp)
1146 { 1038 {
1147 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1039 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1148 1040
1149 if (failure < 0) 1041 if (failure < 0)
1150 { 1042 {
1151 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1043 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1152 if (settings.spell_failure_effects == TRUE) 1044 if (settings.spell_failure_effects == TRUE)
1153 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1045 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1154 1046
1155 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1047 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1156 return 0; 1048 return 0;
1157 } 1049 }
1158 } 1050 }
1159 } 1051 }
1160 } 1052 }
1161 1053
1162 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1054 int mflags = op->ms ().flags ();
1163 1055
1164 /* See if we can cast a spell here. If the caster and op are 1056 /* See if we can cast a spell here. If the caster and op are
1165 * not alive, then this would mean that the mapmaker put the 1057 * not alive, then this would mean that the mapmaker put the
1166 * objects on the space - presume that they know what they are 1058 * objects on the space - presume that they know what they are
1167 * doing. 1059 * doing.
1168 */ 1060 */
1169 1061
1170 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1062 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1171 { 1063 {
1172 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1064 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1173 return 0; 1065 return 0;
1174 } 1066 }
1175 1067
1176 if ((spell_ob->type == SPELL) 1068 if ((spell_ob->type == SPELL)
1177 && (caster->type != POTION) 1069 && (caster->type != POTION)
1182 { 1074 {
1183 if (op->type != PLAYER) 1075 if (op->type != PLAYER)
1184 return 0; 1076 return 0;
1185 1077
1186 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1078 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1187 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1079 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1188 else if (object *item = op->contr->ranged_ob) 1080 else if (object *item = op->contr->ranged_ob)
1189 { 1081 {
1190 if (item->type == SPELL) 1082 if (item->type == SPELL)
1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1083 op->failmsg ("Something blocks your spellcasting.");
1192 else if (item->type == SCROLL) 1084 else if (item->type == SCROLL)
1193 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1085 op->failmsg ("Something blocks the magic of your scroll.");
1194 else 1086 else
1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); 1087 op->failmsg ("Something blocks the magic of your item.");
1196 } 1088 }
1197 else 1089 else
1198 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); 1090 op->failmsg ("Something blocks the spell!");
1199 1091
1200 return 0; 1092 return 0;
1201 } 1093 }
1202 1094
1203 /* Take into account how long it takes to cast the spell. 1095 /* Take into account how long it takes to cast the spell.
1233 if (op != caster && !skill && caster->skill) 1125 if (op != caster && !skill && caster->skill)
1234 { 1126 {
1235 skill = find_skill_by_name (op, caster->skill); 1127 skill = find_skill_by_name (op, caster->skill);
1236 if (!skill) 1128 if (!skill)
1237 { 1129 {
1238 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1130 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1239 return 0; 1131 return 0;
1240 } 1132 }
1241 1133
1242 op->change_skill (skill); /* needed for proper exp credit */ 1134 op->change_skill (skill); /* needed for proper exp credit */
1243 } 1135 }
1285 case SP_SMITE: 1177 case SP_SMITE:
1286 success = cast_smite_spell (op, caster, dir, spell_ob); 1178 success = cast_smite_spell (op, caster, dir, spell_ob);
1287 break; 1179 break;
1288 1180
1289 case SP_MAGIC_MISSILE: 1181 case SP_MAGIC_MISSILE:
1290 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1182 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1291 break; 1183 break;
1292 1184
1293 case SP_SUMMON_GOLEM: 1185 case SP_SUMMON_GOLEM:
1294 success = summon_golem (op, caster, dir, spell_ob); 1186 success = summon_golem (op, caster, dir, spell_ob);
1295 break; 1187 break;
1372#ifdef NO_POLYMORPH 1264#ifdef NO_POLYMORPH
1373 /* Not great, but at least provide feedback so if players do have 1265 /* Not great, but at least provide feedback so if players do have
1374 * polymorph (ie, find it as a preset item or left over from before 1266 * polymorph (ie, find it as a preset item or left over from before
1375 * it was disabled), they get some feedback. 1267 * it was disabled), they get some feedback.
1376 */ 1268 */
1377 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1269 op->failmsg ("The spell fizzles!");
1378 success = 0; 1270 success = 0;
1379#else 1271#else
1380 success = cast_polymorph (op, caster, spell_ob, dir); 1272 success = cast_polymorph (op, caster, spell_ob, dir);
1381#endif 1273#endif
1382 break; 1274 break;
1402 break; 1294 break;
1403 1295
1404 case SP_MOVING_BALL: 1296 case SP_MOVING_BALL:
1405 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1297 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1406 { 1298 {
1407 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1299 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1408 success = 0; 1300 success = 0;
1409 } 1301 }
1410 else 1302 else
1411 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1303 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1412 break; 1304 break;
1413 1305
1414 case SP_SWARM: 1306 case SP_SWARM:
1415 success = fire_swarm (op, caster, spell_ob, dir); 1307 success = fire_swarm (op, caster, spell_ob, dir);
1416 break; 1308 break;
1462 1354
1463 default: 1355 default:
1464 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1356 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1465 } 1357 }
1466 1358
1467 /* FIXME - we need some better sound suppport */ 1359 op->play_sound (
1468 // yes, for example, augment map info with the spell effect 1360 success
1469 // so clients can calculate the sounds themselves 1361 ? spell_ob->sound
1470 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1362 ? spell_ob->sound
1363 : sound_find ("spell_success")
1364 : sound_find ("fumble_spell")
1365 );
1471 1366
1472 return success; 1367 return success;
1473} 1368}
1474 1369
1475
1476/* This is called from time.c/process_object(). That function 1370/* This is called from time.c/process_object(). That function
1477 * calls this for any SPELL_EFFECT type objects. This function 1371 * calls this for any SPELL_EFFECT type objects. This function
1478 * then dispatches them to the appropriate specific routines. 1372 * then dispatches them to the appropriate specific routines.
1479 */ 1373 */
1480void 1374void
1481move_spell_effect (object *op) 1375move_spell_effect (object *op)
1482{ 1376{
1540 check_bullet (op); 1434 check_bullet (op);
1541 return; 1435 return;
1542 } 1436 }
1543} 1437}
1544 1438
1545/* This is called by move_apply. Basically, if someone 1439/* This is called by move_apply. Basically, if someone
1546 * moves onto a spell effect and the walk_on or fly_on flags 1440 * moves onto a spell effect and the walk_on or fly_on flags
1547 * are set, this is called. This should only be called for 1441 * are set, this is called. This should only be called for
1548 * objects of the appropraite type. 1442 * objects of the appropriate type.
1549 */ 1443 */
1550void 1444void
1551apply_spell_effect (object *spell, object *victim) 1445apply_spell_effect (object *spell, object *victim)
1552{ 1446{
1553 switch (spell->subtype) 1447 switch (spell->subtype)
1559 1453
1560 case SP_MAGIC_MISSILE: 1454 case SP_MAGIC_MISSILE:
1561 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1455 if (QUERY_FLAG (victim, FLAG_ALIVE))
1562 { 1456 {
1563 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1457 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1564
1565 if (!spell->destroyed ())
1566 spell->destroy (); 1458 spell->destroy ();
1567 } 1459 }
1568 break; 1460 break;
1569 1461
1570 case SP_MOVING_BALL: 1462 case SP_MOVING_BALL:
1571 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1572 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1464 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1573 else if (victim->materialname) 1465 else if (victim->materialname)
1574 save_throw_object (victim, spell->attacktype, spell); 1466 save_throw_object (victim, spell->attacktype, spell);
1467
1575 break; 1468 break;
1576 } 1469 }
1577} 1470}
1471
1472/**
1473 * This function will let a fireball explode at the position of
1474 * the victim with a specific maximum level.
1475 */
1476void
1477create_exploding_ball_at (object *victim, int level)
1478{
1479 object *ball = get_archetype (EXPLODING_FIREBALL);
1480 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1481 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1482 ball->insert_at (victim);
1483}

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