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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.67 by root, Sun Apr 20 00:44:13 2008 UTC vs.
Revision 1.89 by root, Wed Dec 31 17:35:38 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 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
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
36 */ 36 */
37object * 37object *
38find_random_spell_in_ob (object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, const char *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
87{ 85{
88 if (spob->other_arch) 86 if (spob->other_arch)
89 map->insert (arch_to_object (spob->other_arch), x, y, originator); 87 map->insert (arch_to_object (spob->other_arch), x, y, originator);
90} 88}
91 89
92/* 90static int
93 * This function takes a caster and spell and presents the 91attuned_bonus (object *caster, object *spell, int level)
94 * effective level the caster needs to be to cast the spell.
95 * basically, it just adjusts the spell->level with attuned/repelled
96 * spellpaths. Was called path_level_mod.
97 *
98 * caster is person casting the spell.
99 * spell is the spell object.
100 * Returns modified level.
101 */
102int
103min_casting_level (object *caster, object *spell)
104{ 92{
105 if (caster->path_denied & spell->path_attuned) 93 // compute the attuned/repelled bonus
106 return 1; 94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
107 95 // repell has no such quarrels
108 int new_level = spell->level 96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
109 + (caster->path_repelled & spell->path_attuned ? +8 : 0) 97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
111
112 return max (1, new_level);
113} 98}
114 99
115/* This function returns the effective level the spell 100/* This function returns the effective level the spell
116 * is being cast at. 101 * is being cast at.
117 * Note that I changed the repelled/attuned bonus to 2 from 5.
118 * This is because the new code compares casting_level against
119 * min_caster_level, so the difference is effectively 4
120 */ 102 */
121int 103int
122caster_level (object *caster, object *spell) 104casting_level (object *caster, object *spell)
123{ 105{
124 int level = caster->level; 106 int level = caster->level;
125 107
126 /* 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. */
127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 109 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
129 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);
130 int sk_level = skill ? skill->level : 1; 112 int sk_level = skill ? skill->level : 1;
131 113
132 level = min (level, sk_level + level / 10 + 1); 114 level = min (level, sk_level + level / 10 + 1);
133 } 115 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ 116 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
135 for (int i = 0; i < NUM_SKILLS; i++) 117 if (object *skill = caster->contr->find_skill (spell->skill))
136 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) 118 level = skill->level;
137 {
138 level = caster->contr->last_skill_ob[i]->level;
139 break;
140 }
141 119
142 /* Got valid caster level. Now adjust for attunement */ 120 int bonus = attuned_bonus (caster, spell, level);
143 level += caster->path_repelled & spell->path_attuned ? -8 : 0; 121
144 level += caster->path_attuned & spell->path_attuned ? +8 : 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);
145 127
146 /* 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
147 * errors in various places. 129 * errors in various places.
148 */ 130 */
149 return max (level, 1); 131 return max (level, 1);
158 * caster is what is casting the spell, can be op. 140 * caster is what is casting the spell, can be op.
159 * spell is the spell object. 141 * spell is the spell object.
160 * 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
161 * mana. In that case, we return which ever value is higher. 143 * mana. In that case, we return which ever value is higher.
162 */ 144 */
163
164sint16 145sint16
165SP_level_spellpoint_cost (object *caster, object *spell, int flags) 146SP_level_spellpoint_cost (object *caster, object *spell, int flags)
166{ 147{
167 int sp, grace, level = caster_level (caster, spell); 148 int sp, grace, level = casting_level (caster, spell);
168 149
169 if (settings.spellpoint_level_depend == TRUE) 150 if (settings.spellpoint_level_depend == TRUE)
170 { 151 {
171 if (spell->stats.sp && spell->stats.maxsp) 152 if (spell->stats.sp && spell->stats.maxsp)
172 { 153 {
212 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);
213 return 0; 194 return 0;
214 } 195 }
215} 196}
216 197
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}
208
217/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 209/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
218 * spob is the spell we are adjusting. 210 * spob is the spell we are adjusting.
219 */ 211 */
220int 212int
221SP_level_dam_adjust (object *caster, object *spob) 213SP_level_dam_adjust (object *caster, object *spob)
222{ 214{
223 if (!spob->dam_modifier) 215 if (!spob->dam_modifier)
224 return 0; 216 return 0;
225 217
226 int level = caster_level (caster, spob);
227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; 218 return SP_casting_level (caster, spob) / spob->dam_modifier;
228} 219}
229 220
230/* Adjust the strength of the spell based on level. 221/* Adjust the strength of the spell based on level.
231 * This is basically the same as SP_level_dam_adjust above, 222 * This is basically the same as SP_level_dam_adjust above,
232 * but instead looks at the level_modifier value. 223 * but instead looks at the level_modifier value.
235SP_level_duration_adjust (object *caster, object *spob) 226SP_level_duration_adjust (object *caster, object *spob)
236{ 227{
237 if (!spob->duration_modifier) 228 if (!spob->duration_modifier)
238 return 0; 229 return 0;
239 230
240 int level = caster_level (caster, spob);
241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; 231 return SP_casting_level (caster, spob) / spob->duration_modifier;
242} 232}
243 233
244/* Adjust the strength of the spell based on level. 234/* Adjust the strength of the spell based on level.
245 * This is basically the same as SP_level_dam_adjust above, 235 * This is basically the same as SP_level_dam_adjust above,
246 * but instead looks at the level_modifier value. 236 * but instead looks at the level_modifier value.
249SP_level_range_adjust (object *caster, object *spob) 239SP_level_range_adjust (object *caster, object *spob)
250{ 240{
251 if (!spob->range_modifier) 241 if (!spob->range_modifier)
252 return 0; 242 return 0;
253 243
254 int level = caster_level (caster, spob);
255 return (level - min_casting_level (caster, spob)) / spob->range_modifier; 244 return SP_casting_level (caster, spob) / spob->range_modifier;
256} 245}
257 246
258/* 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
259 * as an existing spell, we presume they know it. 248 * as an existing spell, we presume they know it.
260 * 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.
261 */ 250 */
262object * 251object *
263check_spell_known (object *op, const char *name) 252check_spell_known (object *op, const char *name)
264{ 253{
265 object *spop; 254 object *spop;
255 shstr_cmp name_ (name);
266 256
267 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
268 if (spop->type == SPELL && !strcmp (spop->name, name)) 258 if (spop->type == SPELL && spop->name == name)
269 return spop; 259 return spop;
270 260
271 return NULL; 261 return 0;
272} 262}
273
274 263
275/* 264/*
276 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
277 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
278 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
279 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
280 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
281 * exact match, we also return NULL. 270 * exact match, we also return NULL.
282 */ 271 */
283
284object * 272object *
285lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
286{ 274{
287 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = 0, *spob2 = 0;
288 int nummatch = 0; 276 int nummatch = 0;
289 277
290 if (spname == NULL) 278 if (!spname)
291 return NULL; 279 return 0;
292 280
293 /* Try to find the spell. We store the results in spob1 281 /* Try to find the spell. We store the results in spob1
294 * and spob2 - spob1 is only taking the length of 282 * and spob2 - spob1 is only taking the length of
295 * the past spname, spob2 uses the length of the spell name. 283 * the past spname, spob2 uses the length of the spell name.
296 */ 284 */
297 for (spob = op->inv; spob; spob = spob->below) 285 for (object *spob = op->inv; spob; spob = spob->below)
298 { 286 {
299 if (spob->type == SPELL) 287 if (spob->type == SPELL)
300 { 288 {
289 // TODO: WTF?
301 if (!strncmp (spob->name, spname, strlen (spname))) 290 if (!strncmp (spob->name, spname, strlen (spname)))
302 { 291 {
303 nummatch++; 292 nummatch++;
304 spob1 = spob; 293 spob1 = spob;
305 } 294 }
310 * fall into this category). It shouldn't be hard to 299 * fall into this category). It shouldn't be hard to
311 * make sure spell names don't overlap in that fashion. 300 * make sure spell names don't overlap in that fashion.
312 */ 301 */
313 if (spob2) 302 if (spob2)
314 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); 303 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
304
315 spob2 = spob; 305 spob2 = spob;
316 } 306 }
317 } 307 }
318 } 308 }
319 /* if we have best match, return it. Otherwise, if we have one match 309 /* if we have best match, return it. Otherwise, if we have one match
320 * on the loser match, return that, otehrwise null 310 * on the loser match, return that, otehrwise null
321 */ 311 */
322 if (spob2) 312 if (spob2)
323 return spob2; 313 return spob2;
314
324 if (spob1 && nummatch == 1) 315 if (spob1 && nummatch == 1)
325 return spob1; 316 return spob1;
317
326 return NULL; 318 return NULL;
327} 319}
328 320
329/* reflwall - decides weither the (spell-)object sp_op will 321/* reflwall - decides weither the (spell-)object sp_op will
330 * be reflected from the given mapsquare. Returns 1 if true. 322 * be reflected from the given mapsquare. Returns 1 if true.
334 * eg, updated for tiled maps. 326 * eg, updated for tiled maps.
335 */ 327 */
336int 328int
337reflwall (maptile *m, int x, int y, object *sp_op) 329reflwall (maptile *m, int x, int y, object *sp_op)
338{ 330{
339 object *op;
340
341 if (OUT_OF_REAL_MAP (m, x, y)) 331 if (OUT_OF_REAL_MAP (m, x, y))
342 return 0; 332 return 0;
333
343 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 334 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
344 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 335 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
345 && (!QUERY_FLAG (op, FLAG_ALIVE) 336 && (!QUERY_FLAG (op, FLAG_ALIVE)
346 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 337 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
347 return 1; 338 return 1;
348 339
393{ 384{
394 if (!xy_normalise (m, x, y)) 385 if (!xy_normalise (m, x, y))
395 return 0; 386 return 0;
396 387
397 mapspace &ms = m->at (x, y); 388 mapspace &ms = m->at (x, y);
389 ms.update ();
398 390
399 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 391 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
400 return 0; 392 return 0;
401 393
402 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 394 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
438 /* 430 /*
439 * Combine similar spell effects into one spell effect. Needed for 431 * Combine similar spell effects into one spell effect. Needed for
440 * performance reasons with meteor swarm and the like, but also for 432 * performance reasons with meteor swarm and the like, but also for
441 * playability reasons. 433 * playability reasons.
442 */ 434 */
443 if (tmp->arch == op->arch 435 if (tmp->arch == op->arch /* no harm if not comparing by name here */
444 && tmp->type == op->type 436 && tmp->type == op->type
445 && tmp->subtype == op->subtype 437 && tmp->subtype == op->subtype
446 && tmp->owner == op->owner 438 && tmp->owner == op->owner
447 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 439 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
448 { 440 {
472 * returns 0 on failure, 1 on success. 464 * returns 0 on failure, 1 on success.
473 */ 465 */
474int 466int
475fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 467fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
476{ 468{
477 object *tmp;
478 int mflags;
479 maptile *m;
480
481 if (spell->other_arch == NULL) 469 if (!spell->other_arch)
482 return 0; 470 return 0;
483 471
484 m = op->map; 472 object *tmp = spell->other_arch->instance ();
485 mflags = get_map_flags (m, &m, x, y, &x, &y);
486 if (mflags & P_OUT_OF_MAP)
487 {
488 return 0;
489 }
490 473
491 tmp = arch_to_object (spell->other_arch); 474 if (!tmp)
492
493 if (tmp == NULL)
494 return 0; 475 return 0;
495
496 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
499 tmp->destroy ();
500 return 0;
501 }
502 476
503 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 477 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 478 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
505 /* code in time.c uses food for some things, duration for others */ 479 /* code in time.c uses food for some things, duration for others */
506 tmp->stats.food = tmp->duration; 480 tmp->stats.food = tmp->duration;
507 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 481 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
508 tmp->attacktype = spell->attacktype; 482 tmp->attacktype = spell->attacktype;
509 tmp->x = x;
510 tmp->y = y;
511 tmp->direction = dir; 483 tmp->direction = dir;
512 if (op->owner != NULL)
513 tmp->set_owner (op); 484 tmp->set_owner (op);
514 else
515 tmp->set_owner (op);
516 tmp->level = caster_level (caster, spell); 485 tmp->level = casting_level (caster, spell);
517 set_spell_skill (op, caster, spell, tmp); 486 set_spell_skill (op, caster, spell, tmp);
518 487
519 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 488 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
520 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 489 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
521 {
522 if (!tailor_god_spell (tmp, op)) 490 if (!tailor_god_spell (tmp, op))
523 return 0; 491 return 0;
524 } 492
525 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 493 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
526 SET_ANIMATION (tmp, dir); 494 SET_ANIMATION (tmp, dir);
527 495
528 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 496 if ((tmp = op->map->insert (tmp, x, y, op)))
529 move_spell_effect (tmp); 497 move_spell_effect (tmp);
530 498
531 return 1; 499 return 1;
532} 500}
533 501
588 if (!tmp) 556 if (!tmp)
589 tmp = op->ms ().player (); 557 tmp = op->ms ().player ();
590 558
591 return tmp; 559 return tmp;
592} 560}
593
594
595 561
596/* raytrace: 562/* raytrace:
597 * spell_find_dir(map, x, y, exclude) will search first the center square 563 * spell_find_dir(map, x, y, exclude) will search first the center square
598 * then some close squares in the given map at the given coordinates for 564 * then some close squares in the given map at the given coordinates for
599 * live objects. 565 * live objects.
602 * monsters/generators only. If not, the spell will hunt players only. 568 * monsters/generators only. If not, the spell will hunt players only.
603 * It returns the direction toward the first/closest live object if it finds 569 * It returns the direction toward the first/closest live object if it finds
604 * any, otherwise -1. 570 * any, otherwise -1.
605 * note that exclude can be NULL, in which case all bets are off. 571 * note that exclude can be NULL, in which case all bets are off.
606 */ 572 */
607
608int 573int
609spell_find_dir (maptile *m, int x, int y, object *exclude) 574spell_find_dir (maptile *m, int x, int y, object *exclude)
610{ 575{
611 int i, max = SIZEOFFREE; 576 int i, max = SIZEOFFREE;
612 sint16 nx, ny; 577 sint16 nx, ny;
692 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 657 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
693 658
694 insert_ob_in_map (head, op->map, op, 0); 659 insert_ob_in_map (head, op->map, op, 0);
695 660
696 /* thought it'd be cool to insert a burnout, too. */ 661 /* thought it'd be cool to insert a burnout, too. */
697 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 662 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
698 } 663 }
699} 664}
700 665
701/* peterm: function which summons hostile monsters and 666/* peterm: function which summons hostile monsters and
702 * places them in nearby squares. 667 * places them in nearby squares.
784 { 749 {
785 SET_ANIMATION (op, ATTACKS[i].face); 750 SET_ANIMATION (op, ATTACKS[i].face);
786 } 751 }
787} 752}
788 753
789
790/* prayer_failure: This is called when a player fails 754/* prayer_failure: This is called when a player fails
791 * at casting a prayer. 755 * at casting a prayer.
792 * op is the player. 756 * op is the player.
793 * failure is basically how much grace they had. 757 * failure is basically how much grace they had.
794 * power is how much grace the spell would normally take to cast. 758 * power is how much grace the spell would normally take to cast.
795 */ 759 */
796
797void 760void
798prayer_failure (object *op, int failure, int power) 761prayer_failure (object *op, int failure, int power)
799{ 762{
800 const char *godname; 763 const char *godname;
801 object *tmp; 764 object *tmp;
957 */ 920 */
958int 921int
959cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 922cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
960{ 923{
961 const char *godname; 924 const char *godname;
962 int success = 0, cast_level = 0; 925 int success = 0;
963 object *skill = NULL; 926 object *skill = NULL;
964 927
965 if (!spell_ob) 928 if (!spell_ob)
966 { 929 {
967 LOG (llevError, "cast_spell: null spell object passed\n"); 930 LOG (llevError, "cast_spell: null spell object passed\n");
996 * need to have the right skill pointer passed, so we need to 959 * need to have the right skill pointer passed, so we need to
997 * at least process that code. 960 * at least process that code.
998 */ 961 */
999 if (op->type == PLAYER && op == caster) 962 if (op->type == PLAYER && op == caster)
1000 { 963 {
1001 cast_level = caster_level (caster, spell_ob);
1002
1003 if (spell_ob->skill) 964 if (spell_ob->skill)
1004 { 965 {
1005 skill = find_skill_by_name (op, spell_ob->skill); 966 skill = find_skill_by_name (op, spell_ob->skill);
1006 967
1007 if (!skill) 968 if (!skill)
1008 { 969 {
1009 op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name)); 970 op->failmsg (format ("You need the skill %s to cast %s! "
971 "H<You either need to learn the skill via a skill scroll "
972 "or you need to wear a talisman or holy symbol.>",
973 &spell_ob->skill, &spell_ob->name));
1010 return 0; 974 return 0;
1011 } 975 }
1012 976
1013 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 977 const char *msg = "";
978
979 int caster_level = skill->level;
980
981 if (op->path_attuned & spell_ob->path_attuned)
1014 { 982 {
983 caster_level += min (caster_level, ATTUNE_REPELL);
984 msg = " (attuned)";
985 }
986
987 if (op->path_repelled & spell_ob->path_attuned)
988 {
989 caster_level -= ATTUNE_REPELL; // negative is ok
990 msg = " (repelled)";
991 }
992
993 if (spell_ob->level > caster_level)
994 {
1015 op->failmsg ("You lack enough skill to cast that spell!"); 995 op->failmsg (format ("You lack enough skill to cast that spell! "
996 "H<Your effective cast level is %d%s, but level %d is required.>",
997 caster_level, msg, spell_ob->level));
998 if (!op->is_wiz ())
1016 return 0; 999 return 0;
1017 } 1000 }
1018 } 1001 }
1019 1002
1020 /* If the caster is the wiz, they don't ever fail, and don't have 1003 /* If the caster is the wiz, they don't ever fail, and don't have
1021 * to have sufficient grace/mana. 1004 * to have sufficient grace/mana.
1022 */ 1005 */
1023 if (!QUERY_FLAG (op, FLAG_WIZ)) 1006 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1024 { 1007 {
1025 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1008 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1026 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1009 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1027 { 1010 {
1028 op->failmsg ("You don't have enough mana!"); 1011 op->failmsg ("You don't have enough mana!");
1196 case SP_SMITE: 1179 case SP_SMITE:
1197 success = cast_smite_spell (op, caster, dir, spell_ob); 1180 success = cast_smite_spell (op, caster, dir, spell_ob);
1198 break; 1181 break;
1199 1182
1200 case SP_MAGIC_MISSILE: 1183 case SP_MAGIC_MISSILE:
1201 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1184 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1202 break; 1185 break;
1203 1186
1204 case SP_SUMMON_GOLEM: 1187 case SP_SUMMON_GOLEM:
1205 success = summon_golem (op, caster, dir, spell_ob); 1188 success = summon_golem (op, caster, dir, spell_ob);
1206 break; 1189 break;
1317 { 1300 {
1318 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1301 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1319 success = 0; 1302 success = 0;
1320 } 1303 }
1321 else 1304 else
1322 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1305 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1323 break; 1306 break;
1324 1307
1325 case SP_SWARM: 1308 case SP_SWARM:
1326 success = fire_swarm (op, caster, spell_ob, dir); 1309 success = fire_swarm (op, caster, spell_ob, dir);
1327 break; 1310 break;
1453 check_bullet (op); 1436 check_bullet (op);
1454 return; 1437 return;
1455 } 1438 }
1456} 1439}
1457 1440
1458/* This is called by move_apply. Basically, if someone 1441/* This is called by move_apply. Basically, if someone
1459 * moves onto a spell effect and the walk_on or fly_on flags 1442 * 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 1443 * are set, this is called. This should only be called for
1461 * objects of the appropraite type. 1444 * objects of the appropriate type.
1462 */ 1445 */
1463void 1446void
1464apply_spell_effect (object *spell, object *victim) 1447apply_spell_effect (object *spell, object *victim)
1465{ 1448{
1466 switch (spell->subtype) 1449 switch (spell->subtype)
1472 1455
1473 case SP_MAGIC_MISSILE: 1456 case SP_MAGIC_MISSILE:
1474 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1457 if (QUERY_FLAG (victim, FLAG_ALIVE))
1475 { 1458 {
1476 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1459 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1477
1478 if (!spell->destroyed ())
1479 spell->destroy (); 1460 spell->destroy ();
1480 } 1461 }
1481 break; 1462 break;
1482 1463
1483 case SP_MOVING_BALL: 1464 case SP_MOVING_BALL:
1484 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1465 if (QUERY_FLAG (victim, FLAG_ALIVE))
1485 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1466 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1486 else if (victim->materialname) 1467 else if (victim->materialname)
1487 save_throw_object (victim, spell->attacktype, spell); 1468 save_throw_object (victim, spell->attacktype, spell);
1488 break;
1489 }
1490}
1491 1469
1470 break;
1471 }
1472}
1473

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