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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.70 by root, Sun May 4 18:24:11 2008 UTC vs.
Revision 1.129 by root, Sun Jan 29 02:47:06 2017 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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>
25#include <spells.h> 26#include <spells.h>
33/* This returns a random spell from 'ob'. If skill is set, then 34/* This returns a random spell from 'ob'. If skill is set, then
34 * the spell must be of this skill, it can be NULL in which case all 35 * the spell must be of this skill, it can be NULL in which case all
35 * matching spells are used. 36 * matching spells are used.
36 */ 37 */
37object * 38object *
38find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
39{ 40{
40 int k = 0, s; 41 int k = 0, s;
41 object *tmp;
42 42
43 for (tmp = ob->inv; tmp; tmp = tmp->below) 43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
44 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++; 45 k++;
46 46
47 /* No spells, no need to progess further */ 47 /* No spells, no need to progess further */
48 if (!k) 48 if (!k)
49 return NULL; 49 return NULL;
50 50
51 s = RANDOM () % k; 51 s = rndm (k);
52 52
53 for (tmp = ob->inv; tmp; tmp = tmp->below) 53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 {
56 if (!s) 55 if (!s)
57 return tmp; 56 return tmp;
58 else 57 else
59 s--; 58 s--;
60 } 59
61 /* Should never get here, but just in case */ 60 /* Should never get here, but just in case */
62 return NULL; 61 return 0;
63} 62}
64 63
65/* Relatively simple function that gets used a lot. 64/* Relatively simple function that gets used a lot.
66 * Basically, it sets up the skill pointer for the spell being 65 * Basically, it sets up the skill pointer for the spell being
67 * cast. If op is really casting the spell, then the skill 66 * cast. If op is really casting the spell, then the skill
84 */ 83 */
85void 84void
86spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
87{ 86{
88 if (spob->other_arch) 87 if (spob->other_arch)
89 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
90} 89}
91 90
92/* 91static int
93 * This function takes a caster and spell and presents the 92attuned_bonus (object *caster, object *spell, int level)
94 * effective level the caster needs to be to cast the spell.
95 * basically, it just adjusts the spell->level with attuned/repelled
96 * spellpaths. Was called path_level_mod.
97 *
98 * caster is person casting the spell.
99 * spell is the spell object.
100 * Returns modified level.
101 */
102int
103min_casting_level (object *caster, object *spell)
104{ 93{
105 if (caster->path_denied & spell->path_attuned) 94 // compute the attuned/repelled bonus
106 return 1; 95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
107 96 // repell has no such quarrels
108 int new_level = spell->level 97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
109 + (caster->path_repelled & spell->path_attuned ? +8 : 0) 98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
111
112 return max (1, new_level);
113} 99}
114 100
115/* This function returns the effective level the spell 101/* This function returns the effective level the spell
116 * is being cast at. 102 * is being cast at.
117 * Note that I changed the repelled/attuned bonus to 2 from 5.
118 * This is because the new code compares casting_level against
119 * min_caster_level, so the difference is effectively 4
120 */ 103 */
121int 104int
122caster_level (object *caster, object *spell) 105casting_level (object *caster, object *spell)
123{ 106{
124 int level = caster->level; 107 int level = caster->level;
125 108
126 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 109 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
129 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 112 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
130 int sk_level = skill ? skill->level : 1; 113 int sk_level = skill ? skill->level : 1;
131 114
132 level = min (level, sk_level + level / 10 + 1); 115 level = min (level, sk_level + level / 10 + 1);
133 } 116 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ 117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
135 for (int i = 0; i < NUM_SKILLS; i++) 118 if (object *skill = caster->contr->find_skill (spell->skill))
136 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) 119 level = skill->level;
137 {
138 level = caster->contr->last_skill_ob[i]->level;
139 break;
140 }
141 120
142 /* Got valid caster level. Now adjust for attunement */ 121 int bonus = attuned_bonus (caster, spell, level);
143 level += caster->path_repelled & spell->path_attuned ? -8 : 0; 122
144 level += caster->path_attuned & spell->path_attuned ? +8 : 0; 123 level += bonus;
124
125 // now scale the effective level from the startinglevel..100 range to 1..100
126 if (level < 100)
127 level = lerp (level, (int)spell->level, 100, 1, 100);
145 128
146 /* Always make this at least 1. If this is zero, we get divide by zero 129 /* Always make this at least 1. If this is zero, we get divide by zero
147 * errors in various places. 130 * errors in various places.
148 */ 131 */
149 return max (level, 1); 132 return clamp (level, 1, settings.max_level);
150} 133}
151 134
152/* The following function scales the spellpoint cost of 135/* The following function scales the spellpoint cost of
153 * a spell by it's increased effectiveness. Some of the 136 * a spell by it's increased effectiveness. Some of the
154 * lower level spells become incredibly vicious at high 137 * lower level spells become incredibly vicious at high
158 * caster is what is casting the spell, can be op. 141 * caster is what is casting the spell, can be op.
159 * spell is the spell object. 142 * spell is the spell object.
160 * Note that it is now possible for a spell to cost both grace and 143 * Note that it is now possible for a spell to cost both grace and
161 * mana. In that case, we return which ever value is higher. 144 * mana. In that case, we return which ever value is higher.
162 */ 145 */
163
164sint16 146sint16
165SP_level_spellpoint_cost (object *caster, object *spell, int flags) 147SP_level_spellpoint_cost (object *caster, object *spell, int flags)
166{ 148{
167 int sp, grace, level = caster_level (caster, spell); 149 int sp, grace, level = casting_level (caster, spell);
168 150
169 if (settings.spellpoint_level_depend == TRUE) 151 if (settings.spellpoint_level_depend == TRUE)
170 { 152 {
171 if (spell->stats.sp && spell->stats.maxsp) 153 if (spell->stats.sp && spell->stats.maxsp)
172 {
173 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); 154 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
174 }
175 else 155 else
176 sp = spell->stats.sp; 156 sp = spell->stats.sp;
177 157
178 sp *= (int) PATH_SP_MULT (caster, spell); 158 sp *= (int) PATH_SP_MULT (caster, spell);
179 if (!sp && spell->stats.sp) 159 if (!sp && spell->stats.sp)
180 sp = 1; 160 sp = 1;
181 161
182 if (spell->stats.grace && spell->stats.maxgrace) 162 if (spell->stats.grace && spell->stats.maxgrace)
183 {
184 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); 163 grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace));
185 }
186 else 164 else
187 grace = spell->stats.grace; 165 grace = spell->stats.grace;
188 166
189 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
190 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
191 grace = 1; 169 grace = 1;
192 } 170 }
193 else 171 else
194 { 172 {
200 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
201 grace = 1; 179 grace = 1;
202 } 180 }
203 181
204 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
205 return MAX (sp, grace); 183 return max (sp, grace);
206 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
207 return grace; 185 return grace;
208 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
209 return sp; 187 return sp;
210 else 188 else
212 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 190 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
213 return 0; 191 return 0;
214 } 192 }
215} 193}
216 194
195/*
196 * Return the effective casting level of the spell.
197 * To make spells independent of their starting level, this function
198 * scales the range spellstartlevel .. 100 into the range 1..100
199 */
200static int
201SP_casting_level (object *caster, object *spell)
202{
203 return casting_level (caster, spell);
204}
205
217/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 206/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
218 * spob is the spell we are adjusting. 207 * spob is the spell we are adjusting.
219 */ 208 */
220int 209int
221SP_level_dam_adjust (object *caster, object *spob) 210SP_level_dam_adjust (object *caster, object *spob)
222{ 211{
223 if (!spob->dam_modifier) 212 if (!spob->dam_modifier)
224 return 0; 213 return 0;
225 214
226 int level = caster_level (caster, spob);
227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; 215 return SP_casting_level (caster, spob) / spob->dam_modifier;
228} 216}
229 217
230/* Adjust the strength of the spell based on level. 218/* Adjust the strength of the spell based on level.
231 * This is basically the same as SP_level_dam_adjust above, 219 * This is basically the same as SP_level_dam_adjust above,
232 * but instead looks at the level_modifier value. 220 * but instead looks at the level_modifier value.
235SP_level_duration_adjust (object *caster, object *spob) 223SP_level_duration_adjust (object *caster, object *spob)
236{ 224{
237 if (!spob->duration_modifier) 225 if (!spob->duration_modifier)
238 return 0; 226 return 0;
239 227
240 int level = caster_level (caster, spob);
241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; 228 return SP_casting_level (caster, spob) / spob->duration_modifier;
242} 229}
243 230
244/* Adjust the strength of the spell based on level. 231/* Adjust the strength of the spell based on level.
245 * This is basically the same as SP_level_dam_adjust above, 232 * This is basically the same as SP_level_dam_adjust above,
246 * but instead looks at the level_modifier value. 233 * but instead looks at the level_modifier value.
249SP_level_range_adjust (object *caster, object *spob) 236SP_level_range_adjust (object *caster, object *spob)
250{ 237{
251 if (!spob->range_modifier) 238 if (!spob->range_modifier)
252 return 0; 239 return 0;
253 240
254 int level = caster_level (caster, spob);
255 return (level - min_casting_level (caster, spob)) / spob->range_modifier; 241 return SP_casting_level (caster, spob) / spob->range_modifier;
256} 242}
257 243
258/* Checks to see if player knows the spell. If the name is the same 244/* Checks to see if player knows the spell. If the name is the same
259 * as an existing spell, we presume they know it. 245 * as an existing spell, we presume they know it.
260 * returns 1 if they know the spell, 0 if they don't. 246 * returns 1 if they know the spell, 0 if they don't.
261 */ 247 */
262object * 248object *
263check_spell_known (object *op, const char *name) 249check_spell_known (object *op, shstr_cmp name)
264{ 250{
265 object *spop; 251 object *spop;
266 252
267 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
268 if (spop->type == SPELL && !strcmp (spop->name, name)) 254 if (spop->type == SPELL && spop->name == name)
269 return spop; 255 return spop;
270 256
271 return NULL; 257 return 0;
272} 258}
273 259
274 260/*
275/*
276 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
277 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
278 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
279 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
280 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
281 * exact match, we also return NULL. 266 * exact match, we also return NULL.
282 */ 267 */
283
284object * 268object *
285lookup_spell_by_name (object *op, const char *spname) 269object::find_spell (const_utf8_string prefix) const
286{ 270{
287 object *spob1 = NULL, *spob2 = NULL, *spob; 271 if (shstr_cmp name = prefix)
288 int nummatch = 0; 272 {
289 273 // case 1, match spell name exactly
290 if (spname == NULL)
291 return NULL;
292
293 /* Try to find the spell. We store the results in spob1
294 * and spob2 - spob1 is only taking the length of
295 * the past spname, spob2 uses the length of the spell name.
296 */
297 for (spob = op->inv; spob; spob = spob->below) 274 for (object *spob = inv; spob; spob = spob->below)
275 if (spob->name == name && spob->type == SPELL)
276 return spob;
298 { 277 }
278 else
279 {
280 // case 2, match prefix
281 int len = strlen (prefix);
282
283 for (object *spob = inv; spob; spob = spob->below)
299 if (spob->type == SPELL) 284 if (spob->type == SPELL
300 { 285 && spob->name.length () < len
301 if (!strncmp (spob->name, spname, strlen (spname))) 286 && prefix [spob->name.length ()] <= ' '
302 { 287 && !memcmp (prefix, spob->name, spob->name.length ()))
303 nummatch++;
304 spob1 = spob;
305 }
306 else if (!strncmp (spob->name, spname, strlen (spob->name)))
307 {
308 /* if spells have ambiguous names, it makes matching
309 * really difficult. (eg, fire and fireball would
310 * fall into this category). It shouldn't be hard to
311 * make sure spell names don't overlap in that fashion.
312 */
313 if (spob2)
314 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
315 spob2 = spob;
316 }
317 }
318 }
319 /* if we have best match, return it. Otherwise, if we have one match
320 * on the loser match, return that, otehrwise null
321 */
322 if (spob2)
323 return spob2; 288 return spob;
324 if (spob1 && nummatch == 1) 289 }
325 return spob1; 290
326 return NULL; 291 return 0;
327} 292}
328 293
329/* reflwall - decides weither the (spell-)object sp_op will 294/* reflwall - decides weither the (spell-)object sp_op will
330 * be reflected from the given mapsquare. Returns 1 if true. 295 * be reflected from the given mapsquare. Returns 1 if true.
331 * (Note that for living creatures there is a small chance that 296 * (Note that for living creatures there is a small chance that
334 * eg, updated for tiled maps. 299 * eg, updated for tiled maps.
335 */ 300 */
336int 301int
337reflwall (maptile *m, int x, int y, object *sp_op) 302reflwall (maptile *m, int x, int y, object *sp_op)
338{ 303{
339 object *op;
340
341 if (OUT_OF_REAL_MAP (m, x, y)) 304 if (OUT_OF_REAL_MAP (m, x, y))
342 return 0; 305 return 0;
306
343 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 307 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
344 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 308 if (op->flag [FLAG_REFL_SPELL]
345 && (!QUERY_FLAG (op, FLAG_ALIVE) 309 && (!op->flag [FLAG_ALIVE]
346 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 310 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
347 return 1; 311 return 1;
348 312
349 return 0; 313 return 0;
350} 314}
351 315
352/* cast_create_object: creates object new_op in direction dir 316/* cast_create_object: creates object new_op in direction dir
353 * or if that is blocked, beneath the player (op). 317 * or if that is blocked, beneath the player (op).
354 * we pass 'caster', but don't use it for anything. 318 * we pass 'caster', but don't use it for anything.
355 * This is really just a simple wrapper function . 319 * This is really just a simple wrapper function .
356 * returns the direction that the object was actually placed 320 * returns true to indicate whether the operation was successful.
357 * in. 321 * destroys the object is unsuccessful.
358 */ 322 */
359int 323bool
360cast_create_obj (object *op, object *caster, object *new_op, int dir) 324cast_create_obj (object *op, object *caster, object *new_op, int dir)
361{ 325{
362 maptile *m; 326 mapxy pos (op);
363 sint16 sx, sy; 327 pos.move (dir);
364 328
365 if (dir && 329 if (!pos.normalise ()
366 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 330 || pos->blocks (op) // perversely enough, we check if the palyer can reach that space
367 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 331 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
368 { 332 )
369 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
370 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
371 dir = 0;
372 } 333 {
334 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
335 new_op->destroy ();
336 return 0;
337 }
373 338
374 SET_FLAG (new_op, FLAG_IDENTIFIED); 339 new_op->set_flag (FLAG_IDENTIFIED);
375 op->map->insert (new_op,
376 op->x + freearr_x[dir], op->y + freearr_y[dir],
377 op,
378 dir ? 0 : INS_BELOW_ORIGINATOR);
379 340
341 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
342
380 return dir; 343 return 1;
344}
345
346static bool
347mergable_owner (object *o1, object *o2)
348{
349 if (o1 == o2)
350 return 1;
351
352 if (!o1 || !o2)
353 return 0;
354
355 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
356 return 0;
357
358 if (o1->is_player () || o2->is_player ())
359 return 0;
360
361 return 1;
381} 362}
382 363
383/* Returns true if it is ok to put spell *op on the space/may provided. 364/* Returns true if it is ok to put spell *op on the space/may provided.
384 * immune_stop is basically the attacktype of the spell (why 365 * immune_stop is basically the attacktype of the spell (why
385 * passed as a different value, not sure of). If immune_stop 366 * passed as a different value, not sure of). If immune_stop
386 * has the AT_MAGIC bit set, and there is a counterwall 367 * has the AT_MAGIC bit set, and there is a counterwall
387 * on the space, the object doesn't get placed. if immune stop 368 * on the space, the object doesn't get placed. if immune stop
388 * does not have AT_MAGIC, then counterwalls do not effect the spell. 369 * does not have AT_MAGIC, then counterwalls do not effect the spell.
389 *
390 */ 370 */
391int 371int
392ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 372ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
393{ 373{
394 if (!xy_normalise (m, x, y)) 374 if (!xy_normalise (m, x, y))
395 return 0; 375 return 0;
396 376
397 mapspace &ms = m->at (x, y); 377 mapspace &ms = m->at (x, y);
378 ms.update ();
398 379
399 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 380 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
400 return 0; 381 return 0;
401 382
383 int max_effects = 5; // max. number of similar spells per mapspace
384
402 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 385 for (object *tmp = ms.top; tmp; tmp = tmp->below)
403 { 386 {
404 /* If there is a counterspell on the space, and this 387 /* If there is a counterspell on the space, and this
405 * object is using magic, don't progress. I believe we could 388 * object is using magic, don't progress. I believe we could
406 * leave this out and let in progress, and other areas of the code 389 * leave this out and let in progress, and other areas of the code
407 * will then remove it, but that would seem to to use more 390 * will then remove it, but that would seem to to use more
409 * on top of a counterwall spell (may hit the player before being 392 * on top of a counterwall spell (may hit the player before being
410 * removed.) On the other hand, it may be more dramatic for the 393 * removed.) On the other hand, it may be more dramatic for the
411 * spell to actually hit the counterwall and be sucked up. 394 * spell to actually hit the counterwall and be sucked up.
412 */ 395 */
413 if ((tmp->attacktype & AT_COUNTERSPELL) 396 if ((tmp->attacktype & AT_COUNTERSPELL)
414 && !QUERY_FLAG (tmp, FLAG_MONSTER) 397 && !tmp->flag [FLAG_MONSTER]
415 && (tmp->type != PLAYER) 398 && (tmp->type != PLAYER)
416 && (tmp->type != WEAPON) 399 && (tmp->type != WEAPON)
417 && (tmp->type != BOW) 400 && (tmp->type != BOW)
418 && (tmp->type != ARROW) 401 && (tmp->type != ARROW)
419 && (tmp->type != GOLEM) 402 && (tmp->type != GOLEM)
420 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 403 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
421 // we special case floor here because there 404 // we special case floor here because there
422 // are sometimes spell effect floors 405 // are sometimes spell effect floors
423 // which are used to inflict damage 406 // which are used to inflict damage
424 // (and those shouldn't go away from 407 // (and those shouldn't go away from
425 // sanctuary) see also: permanent lava 408 // sanctuary) see also: permanent lava
426 && (immune_stop & AT_MAGIC)) 409 && (immune_stop & AT_MAGIC))
427 return 0; 410 return 0;
428 411
429 /* This is to prevent 'out of control' spells. Basically, this
430 * limits one spell effect per space per spell. This is definately
431 * needed for performance reasons, and just for playability I believe.
432 * there are no such things as multispaced spells right now, so
433 * we don't need to worry about the head.
434 */
435 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
436 return 0;
437
438 /*
439 * Combine similar spell effects into one spell effect. Needed for
440 * performance reasons with meteor swarm and the like, but also for
441 * playability reasons.
442 */
443 if (tmp->arch == op->arch /* no harm if not comparing by name here */
444 && tmp->type == op->type 412 if (tmp->type == op->type)
445 && tmp->subtype == op->subtype
446 && tmp->owner == op->owner
447 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
448 { 413 {
449 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 414 if (tmp->subtype == op->subtype
450 tmp->range = MAX (tmp->range, op->range); 415 && tmp->arch == op->arch /* no harm if not comparing by name here */)
451 tmp->duration = MAX (tmp->duration, op->duration); 416 {
417 /* This is to prevent 'out of control' spells. Basically, this
418 * limits one spell effect per space per spell. This is definately
419 * needed for performance reasons, and just for playability I believe.
420 * there are no such things as multispaced spells right now, so
421 * we don't need to worry about the head.
422 */
423 if (tmp->stats.maxhp == op->stats.maxhp)
424 return 0;
425
426 /*
427 * Combine similar spell effects into one spell effect. Needed for
428 * performance reasons with meteor swarm and the like, but also for
429 * playability reasons.
430 */
431 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
432 if (mergable_owner (tmp, op))
433 {
434 // if same owner, then combine, but reduce advantage of multiple spells
435 max_it (tmp->stats.dam, op->stats.dam);
436 max_it (tmp->range , op->range);
437 max_it (tmp->duration , op->duration);
438 return 0;
439 }
440 }
441
442 // if there are too many spell effects on this space,
443 // then don't allow more of them, for performance reasons.
444 if (tmp->type == SPELL_EFFECT
445 && !--max_effects)
452 return 0; 446 return 0;
453 } 447 }
454 448
455 /* Perhaps we should also put checks in for no magic and unholy 449 /* Perhaps we should also put checks in for no magic and unholy
456 * ground to prevent it from moving along? 450 * ground to prevent it from moving along?
457 */ 451 */
472 * returns 0 on failure, 1 on success. 466 * returns 0 on failure, 1 on success.
473 */ 467 */
474int 468int
475fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 469fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
476{ 470{
477 object *tmp;
478 int mflags;
479 maptile *m;
480
481 if (spell->other_arch == NULL) 471 if (!spell->other_arch)
482 return 0; 472 return 0;
483 473
484 m = op->map; 474 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 }
490 475
491 tmp = arch_to_object (spell->other_arch); 476 if (!tmp)
492
493 if (tmp == NULL)
494 return 0; 477 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 }
502 478
503 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 479 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 480 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
505 /* code in time.c uses food for some things, duration for others */ 481 /* code in time.c uses food for some things, duration for others */
506 tmp->stats.food = tmp->duration; 482 tmp->stats.food = tmp->duration;
507 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 483 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
508 tmp->attacktype = spell->attacktype; 484 tmp->attacktype = spell->attacktype;
509 tmp->x = x;
510 tmp->y = y;
511 tmp->direction = dir; 485 tmp->direction = dir;
512 if (op->owner != NULL)
513 tmp->set_owner (op); 486 tmp->set_owner (op);
514 else
515 tmp->set_owner (op);
516 tmp->level = caster_level (caster, spell); 487 tmp->level = casting_level (caster, spell);
517 set_spell_skill (op, caster, spell, tmp); 488 set_spell_skill (op, caster, spell, tmp);
518 489
519 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 490 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
520 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 491 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
521 {
522 if (!tailor_god_spell (tmp, op)) 492 if (!tailor_god_spell (tmp, op))
523 return 0; 493 return 0;
524 } 494
525 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 495 if (tmp->flag [FLAG_IS_TURNABLE])
526 SET_ANIMATION (tmp, dir); 496 SET_ANIMATION (tmp, dir);
527 497
528 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 498 if ((tmp = op->map->insert (tmp, x, y, op)))
529 move_spell_effect (tmp); 499 move_spell_effect (tmp);
530 500
531 return 1; 501 return 1;
532} 502}
533 503
538 ****************************************************************************/ 508 ****************************************************************************/
539void 509void
540regenerate_rod (object *rod) 510regenerate_rod (object *rod)
541{ 511{
542 if (rod->stats.hp < rod->stats.maxhp) 512 if (rod->stats.hp < rod->stats.maxhp)
543 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); 513 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
544} 514}
545 515
546void 516void
547drain_rod_charge (object *rod) 517drain_rod_charge (object *rod)
548{ 518{
568 { 538 {
569 tmp = op->owner; 539 tmp = op->owner;
570 /* If the owner does not exist, or is not a monster, than apply the spell 540 /* If the owner does not exist, or is not a monster, than apply the spell
571 * to the caster. 541 * to the caster.
572 */ 542 */
573 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 543 if (!tmp || !tmp->flag [FLAG_MONSTER])
574 tmp = op; 544 tmp = op;
575 } 545 }
576 else 546 else
577 { 547 {
578 maptile *m = op->map; 548 maptile *m = op->map;
588 if (!tmp) 558 if (!tmp)
589 tmp = op->ms ().player (); 559 tmp = op->ms ().player ();
590 560
591 return tmp; 561 return tmp;
592} 562}
593
594
595 563
596/* raytrace: 564/* raytrace:
597 * spell_find_dir(map, x, y, exclude) will search first the center square 565 * 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 566 * then some close squares in the given map at the given coordinates for
599 * live objects. 567 * live objects.
602 * monsters/generators only. If not, the spell will hunt players only. 570 * 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 571 * It returns the direction toward the first/closest live object if it finds
604 * any, otherwise -1. 572 * any, otherwise -1.
605 * note that exclude can be NULL, in which case all bets are off. 573 * note that exclude can be NULL, in which case all bets are off.
606 */ 574 */
607
608int 575int
609spell_find_dir (maptile *m, int x, int y, object *exclude) 576spell_find_dir (maptile *m, int x, int y, object *exclude)
610{ 577{
611 int i, max = SIZEOFFREE; 578 int i, max = SIZEOFFREE;
612 sint16 nx, ny; 579 sint16 nx, ny;
629 continue; 596 continue;
630 597
631 tmp = GET_MAP_OB (mp, nx, ny); 598 tmp = GET_MAP_OB (mp, nx, ny);
632 599
633 while (tmp != NULL && (((owner_type == PLAYER && 600 while (tmp != NULL && (((owner_type == PLAYER &&
634 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 601 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
635 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 602 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
636 tmp = tmp->above; 603 tmp = tmp->above;
637 604
638 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 605 if (tmp != NULL && can_see_monsterP (m, x, y, i))
639 return freedir[i]; 606 return freedir[i];
643 610
644/* put_a_monster: puts a monster named monstername near by 611/* put_a_monster: puts a monster named monstername near by
645 * op. This creates the treasures for the monsters, and 612 * op. This creates the treasures for the monsters, and
646 * also deals with multipart monsters properly. 613 * also deals with multipart monsters properly.
647 */ 614 */
648void 615static void
649put_a_monster (object *op, const char *monstername) 616put_a_monster (object *op, const char *monstername)
650{ 617{
651 object *tmp, *head = NULL, *prev = NULL; 618 object *tmp, *head = NULL, *prev = NULL;
652 archetype *at; 619 archetype *at;
653 int dir; 620 int dir;
656 623
657 if ((at = archetype::find (monstername)) == NULL) 624 if ((at = archetype::find (monstername)) == NULL)
658 return; 625 return;
659 626
660 /* find a free square nearby 627 /* find a free square nearby
661 * first we check the closest square for free squares 628 * first we check the closest square for free squares
662 */ 629 */
663 630
664 dir = find_first_free_spot (at, op->map, op->x, op->y); 631 dir = find_first_free_spot (at, op->map, op->x, op->y);
665 if (dir != -1) 632 if (dir != -1)
666 { 633 {
668 * insert multipart monsters properly 635 * insert multipart monsters properly
669 */ 636 */
670 //TODO: use expand_tail + ... 637 //TODO: use expand_tail + ...
671 while (at != NULL) 638 while (at != NULL)
672 { 639 {
673 tmp = arch_to_object (at); 640 tmp = at->instance ();
674 tmp->x = op->x + freearr_x[dir] + at->x; 641 tmp->x = op->x + freearr_x[dir] + at->x;
675 tmp->y = op->y + freearr_y[dir] + at->y; 642 tmp->y = op->y + freearr_y[dir] + at->y;
676 tmp->map = op->map; 643 tmp->map = op->map;
677 if (head) 644 if (head)
678 { 645 {
709 * Note that this is not used by any spells (summon evil monsters 676 * Note that this is not used by any spells (summon evil monsters
710 * use to call this, but best I can tell, that spell/ability was 677 * use to call this, but best I can tell, that spell/ability was
711 * never used. This is however used by various failures on the 678 * never used. This is however used by various failures on the
712 * players part (alchemy, reincarnation, etc) 679 * players part (alchemy, reincarnation, etc)
713 */ 680 */
714
715int 681int
716summon_hostile_monsters (object *op, int n, const char *monstername) 682summon_hostile_monsters (object *op, int n, const char *monstername)
717{ 683{
718 int i; 684 int i;
719 685
754 { AT_PARALYZE, 9}, 720 { AT_PARALYZE, 9},
755 { AT_FEAR, 10}, 721 { AT_FEAR, 10},
756}; 722};
757 723
758/* shuffle_attack: peterm 724/* shuffle_attack: peterm
759 * This routine shuffles the attack of op to one of the 725 * This routine shuffles the attack of op to one of the
760 * ones in the list. It does this at random. It also 726 * ones in the list. It does this at random. It also
761 * chooses a face appropriate to the attack that is 727 * chooses a face appropriate to the attack that is
762 * being committed by that square at the moment. 728 * being committed by that square at the moment.
763 * right now it's being used by color spray and create pool of 729 * right now it's being used by color spray and create pool of
764 * chaos. 730 * chaos.
765 * This could really be a better implementation - the 731 * This could really be a better implementation - the
766 * faces and attacktypes above are hardcoded, which is never 732 * faces and attacktypes above are hardcoded, which is never
767 * good. The faces refer to faces in the animation sequence. 733 * good. The faces refer to faces in the animation sequence.
784 { 750 {
785 SET_ANIMATION (op, ATTACKS[i].face); 751 SET_ANIMATION (op, ATTACKS[i].face);
786 } 752 }
787} 753}
788 754
789
790/* prayer_failure: This is called when a player fails 755/* prayer_failure: This is called when a player fails
791 * at casting a prayer. 756 * at casting a prayer.
792 * op is the player. 757 * op is the player.
793 * failure is basically how much grace they had. 758 * failure is basically how much grace they had.
794 * power is how much grace the spell would normally take to cast. 759 * power is how much grace the spell would normally take to cast.
795 */ 760 */
796 761
797void 762#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
763
764static void
798prayer_failure (object *op, int failure, int power) 765prayer_failure (object *op, int failure, int power)
799{ 766{
800 const char *godname; 767 const char *godname;
801 object *tmp; 768 object *tmp;
802 769
803 if (!strcmp ((godname = determine_god (op)), "none")) 770 if (!strcmp ((godname = determine_god (op)), "none"))
804 godname = "Your spirit"; 771 godname = "Your spirit";
805 772
806 if (failure <= -20 && failure > -40) /* wonder */ 773 if (failure <= -20 && failure > -40) /* wonder */
807 { 774 {
808 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); 775 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
809 tmp = get_archetype (SPELL_WONDER); 776 tmp = archetype::get (SPELL_WONDER);
810 cast_cone (op, op, 0, tmp); 777 cast_cone (op, op, 0, tmp);
811 tmp->destroy (); 778 tmp->destroy ();
812 } 779 }
813 780
814 else if (failure <= -40 && failure > -60) /* confusion */ 781 else if (failure <= -40 && failure > -60) /* confusion */
815 { 782 {
816 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 783 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
817 confuse_player (op, op, 99); 784 confuse_player (op, op, 99);
818 } 785 }
819 else if (failure <= -60 && failure > -150) /* paralysis */ 786 else if (failure <= -60 && failure > -150) /* paralysis */
820 { 787 {
821 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 788 op->failmsgf ("%s requires you to pray NOW. "
822 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 789 "You comply, ignoring all else." HINT_GRACE,
790 godname);
823 paralyze_player (op, op, 99); 791 paralyze_player (op, op, 99);
824 } 792 }
825 else if (failure <= -150) /* blast the immediate area */ 793 else if (failure <= -150) /* blast the immediate area */
826 { 794 {
827 tmp = get_archetype (GOD_POWER); 795 tmp = archetype::get (GOD_POWER);
828 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 796 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
829 cast_magic_storm (op, tmp, power); 797 cast_magic_storm (op, tmp, power);
830 } 798 }
831} 799}
832 800
833/* 801/*
834 * spell_failure() handles the various effects for differing degrees 802 * spell_failure() handles the various effects for differing degrees
835 * of failure badness. 803 * of failure badness.
836 * op is the player that failed. 804 * op is the player that failed.
837 * failure is a random value of how badly you failed. 805 * failure is a random value of how badly you failed.
838 * power is how many spellpoints you'd normally need for the spell. 806 * power is how many spellpoints you'd normally need for the spell.
839 * skill is the skill you'd need to cast the spell. 807 * skill is the skill you'd need to cast the spell.
840 */ 808 */
841
842void 809void
843spell_failure (object *op, int failure, int power, object *skill) 810spell_failure (object *op, int failure, int power, object *skill)
844{ 811{
845 object *tmp; 812 object *tmp;
846 813
847 if (settings.spell_failure_effects == FALSE) 814 if (settings.spell_failure_effects == FALSE)
848 return; 815 return;
849 816
850 if (failure <= -20 && failure > -40) /* wonder */ 817 if (failure <= -20 && failure > -40) /* wonder */
851 { 818 {
852 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 819 op->failmsg ("Your spell causes an unexpected effect.");
853 tmp = get_archetype (SPELL_WONDER); 820 tmp = archetype::get (SPELL_WONDER);
854 cast_cone (op, op, 0, tmp); 821 cast_cone (op, op, 0, tmp);
855 tmp->destroy (); 822 tmp->destroy ();
856 } 823 }
857 824
858 else if (failure <= -40 && failure > -60) /* confusion */ 825 else if (failure <= -40 && failure > -60) /* confusion */
859 { 826 {
860 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); 827 op->failmsg ("Your magic recoils on you, making you confused!");
861 confuse_player (op, op, 99); 828 confuse_player (op, op, 99);
862 } 829 }
863 else if (failure <= -60 && failure > -80) /* paralysis */ 830 else if (failure <= -60 && failure > -80) /* paralysis */
864 { 831 {
865 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 832 op->failmsg ("Your magic stuns you!");
866 paralyze_player (op, op, 99); 833 paralyze_player (op, op, 99);
867 } 834 }
868 else if (failure <= -80) /* blast the immediate area */ 835 else if (failure <= -80) /* blast the immediate area */
869 { 836 {
870 object *tmp; 837 object *tmp;
871 838
872 /* Safety check to make sure we don't get any mana storms in scorn */ 839 /* Safety check to make sure we don't get any mana storms in scorn */
873 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) 840 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
874 { 841 {
875 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); 842 op->failmsg ("The magic warps and you are turned inside out!");
876 hit_player (op, 9998, op, AT_INTERNAL, 1); 843 hit_player (op, 9998, op, AT_INTERNAL, 1);
877 844
878 } 845 }
879 else 846 else
880 { 847 {
881 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 848 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
882 tmp = get_archetype (LOOSE_MANA); 849 tmp = archetype::get (LOOSE_MANA);
883 tmp->level = skill->level; 850 tmp->level = skill->level;
884 851
885 /* increase the area of destruction a little for more powerful spells */ 852 /* increase the area of destruction a little for more powerful spells */
886 tmp->range += isqrt (power); 853 tmp->range += isqrt (power);
887 854
895 tmp->insert_at (op); 862 tmp->insert_at (op);
896 } 863 }
897 } 864 }
898} 865}
899 866
900int 867static int
901cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 868cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
902{ 869{
903 int success;
904 object *spell;
905
906 if (!spell_ob->other_arch) 870 if (!spell_ob->other_arch)
907 { 871 {
908 LOG (llevError, "cast_party_spell: empty other arch\n"); 872 LOG (llevError, "cast_party_spell: empty other arch\n");
909 return 0; 873 return 0;
910 } 874 }
911 875
912 spell = arch_to_object (spell_ob->other_arch); 876 object *spell = spell_ob->other_arch->instance ();
913 877
914 /* Always cast spell on caster */ 878 /* Always cast spell on caster */
915 success = cast_spell (op, caster, dir, spell, stringarg); 879 int success = cast_spell (op, caster, dir, spell, spellparam);
916 880
917 if (caster->contr->party == NULL) 881 if (!op->contr || !op->contr->party)
918 { 882 {
919 spell->remove (); 883 spell->remove ();
920 return success; 884 return success;
921 } 885 }
922 886
923 for_all_players (pl) 887 for_all_players (pl)
924 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 888 if ((pl->ob->contr->party == op->contr->party)
889 && on_same_map (pl->ob, op)
890 && pl->ob != op)
925 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 891 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
926 892
927 spell->remove (); 893 spell->remove ();
928 return success; 894 return success;
929} 895}
930 896
936 * same as op. 902 * same as op.
937 * dir is the direction to cast in. Note in some cases, if the spell 903 * dir is the direction to cast in. Note in some cases, if the spell
938 * is self only, dir really doesn't make a difference. 904 * is self only, dir really doesn't make a difference.
939 * spell_ob is the spell object that is being cast. From that, 905 * spell_ob is the spell object that is being cast. From that,
940 * we can determine what to do. 906 * we can determine what to do.
941 * stringarg is any options that are being used. It can be NULL. Almost 907 * spellparam is any options that are being used. It can be NULL. Almost
942 * certainly, only players will set it. It is basically used as optional 908 * certainly, only players will set it. It is basically used as optional
943 * parameters to a spell (eg, item to create, information for marking runes, 909 * parameters to a spell (eg, item to create, information for marking runes,
944 * etc. 910 * etc.
945 * returns 1 on successful cast, or 0 on error. These values should really 911 * returns 1 on successful cast, or 0 on error. These values should really
946 * be swapped, so that 0 is successful, and non zero is failure, with a code 912 * be swapped, so that 0 is successful, and non zero is failure, with a code
954 * if it is a player casting the spell (op->type == PLAYER, op == caster), 920 * if it is a player casting the spell (op->type == PLAYER, op == caster),
955 * this function will decrease the mana/grace appropriately. For other 921 * this function will decrease the mana/grace appropriately. For other
956 * objects, the caller should do what it considers appropriate. 922 * objects, the caller should do what it considers appropriate.
957 */ 923 */
958int 924int
959cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 925cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
960{ 926{
961 const char *godname; 927 const char *godname;
962 int success = 0, cast_level = 0; 928 int success = 0;
963 object *skill = NULL; 929
930 // make sure spells always take a while, so a) we don't flood the
931 // user with messages and b) too many failures can be harmful (smiting).
932 op->speed_left -= 4 * op->speed; // ~0.5s on failure
964 933
965 if (!spell_ob) 934 if (!spell_ob)
966 { 935 {
967 LOG (llevError, "cast_spell: null spell object passed\n"); 936 LOG (llevError, "cast_spell: null spell object passed\n");
968 return 0; 937 return 0;
976 { 945 {
977 LOG (llevError, "cast_spell: null caster object passed\n"); 946 LOG (llevError, "cast_spell: null caster object passed\n");
978 return 0; 947 return 0;
979 } 948 }
980 949
981 /* if caster is a spell casting object, this normally shouldn't be 950 /* if caster is a spell casting object, this normally shouldn't be
982 * an issue, because they don't have any spellpaths set up. 951 * an issue, because they don't have any spellpaths set up.
983 */ 952 */
984 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) 953 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
985 { 954 {
986 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 955 op->failmsg ("That spell path is denied to you.");
987 return 0; 956 return 0;
988 } 957 }
989 958
959 object *skill = 0;
960
990 /* if it is a player casting the spell, and they are really casting it 961 /* if it is a player casting the spell, and they are really casting it
991 * (vs it coming from a wand, scroll, or whatever else), do some 962 * (vs it coming from a wand, scroll, or whatever else), do some
992 * checks. We let monsters do special things - eg, they 963 * checks. We let monsters do special things - eg, they
993 * don't need the skill, bypass level checks, etc. The monster function 964 * don't need the SKILL, BYpass level checks, etc. The monster function
994 * should take care of that. 965 * should take care of that.
995 * Remove the wiz check here and move it further down - some spells 966 * Remove the wiz check here and move it further down - some spells
996 * need to have the right skill pointer passed, so we need to 967 * need to have the right skill pointer passed, so we need to
997 * at least process that code. 968 * at least process that code.
998 */ 969 */
999 if (op->type == PLAYER && op == caster) 970 if (op->type == PLAYER && op == caster)
1000 { 971 {
1001 cast_level = caster_level (caster, spell_ob);
1002
1003 if (spell_ob->skill) 972 if (spell_ob->skill)
1004 { 973 {
1005 skill = find_skill_by_name (op, spell_ob->skill); 974 skill = find_skill_by_name (op, spell_ob->skill);
1006 975
1007 if (!skill) 976 if (!skill)
1008 { 977 {
1009 op->failmsg (format ("You need the skill %s to cast %s! " 978 op->failmsgf ("You need the %s skill to cast %s! "
1010 "H<You either need to learn the skill via a skill scroll " 979 "H<You either need to learn the skill via a skill scroll "
1011 "or you need to wear a talisman or holy symbol.>", 980 "or you need to wear a talisman, holy symbol or another skill tool.>",
1012 &spell_ob->skill, &spell_ob->name)); 981 &spell_ob->skill, &spell_ob->name);
1013 return 0; 982 return 0;
1014 } 983 }
1015 984
1016 int casting_level = min_casting_level (op, spell_ob); 985 const char *msg = "";
1017 986
1018 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 987 int caster_level = skill->level;
988
989 if (op->path_attuned & spell_ob->path_attuned)
1019 { 990 {
991 caster_level += min (caster_level, ATTUNE_REPELL);
992 msg = " (attuned)";
993 }
994
995 if (op->path_repelled & spell_ob->path_attuned)
996 {
997 caster_level -= ATTUNE_REPELL; // negative is ok
998 msg = " (repelled)";
999 }
1000
1001 if (spell_ob->level > caster_level)
1002 {
1020 op->failmsg (format ("You lack enough skill to cast that spell! " 1003 op->failmsgf ("You lack enough skill to cast that spell! "
1021 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", 1004 "H<Your effective cast level is %d%s, but level %d is required.>",
1022 cast_level, casting_level)); 1005 caster_level, msg, spell_ob->level);
1006 if (!op->is_wiz ())
1023 return 0; 1007 return 0;
1024 } 1008 }
1025 } 1009 }
1026 1010
1027 /* If the caster is the wiz, they don't ever fail, and don't have 1011 /* If the caster is the wiz, they don't ever fail, and don't have
1028 * to have sufficient grace/mana. 1012 * to have sufficient grace/mana.
1029 */ 1013 */
1030 if (!QUERY_FLAG (op, FLAG_WIZ)) 1014 if (!op->flag [FLAG_WIZCAST])
1031 { 1015 {
1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1016 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1033 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1017 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1034 { 1018 {
1035 op->failmsg ("You don't have enough mana!"); 1019 op->failmsg ("You don't have enough mana!");
1043 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1027 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1044 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); 1028 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1045 else 1029 else
1046 { 1030 {
1047 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1031 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1048 op->failmsg (format ("%s ignores your prayer.", godname)); 1032 op->failmsgf ("%s ignores your prayer.", godname);
1049 return 0; 1033 return 0;
1050 } 1034 }
1051 } 1035 }
1052 1036
1053 /* player/monster is trying to cast the spell. might fumble it */ 1037 /* player/monster is trying to cast the spell. might fumble it */
1054 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1038 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1055 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1039 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1056 { 1040 {
1057 op->contr->play_sound (sound_find ("fumble_spell")); 1041 op->contr->play_sound (sound_find ("fumble_spell"));
1058 op->failmsg ("You fumble the prayer."); 1042 op->failmsg ("You fumble the prayer.");
1059 1043
1060 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1044 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1083 * not alive, then this would mean that the mapmaker put the 1067 * not alive, then this would mean that the mapmaker put the
1084 * objects on the space - presume that they know what they are 1068 * objects on the space - presume that they know what they are
1085 * doing. 1069 * doing.
1086 */ 1070 */
1087 1071
1088 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1072 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1089 { 1073 {
1074 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1090 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); 1075 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1091 return 0; 1076 return 0;
1092 } 1077 }
1093 1078
1094 if ((spell_ob->type == SPELL) 1079 if ((spell_ob->type == SPELL)
1095 && (caster->type != POTION) 1080 && (caster->type != POTION)
1096 && !QUERY_FLAG (op, FLAG_WIZCAST) 1081 && !op->flag [FLAG_WIZCAST]
1097 && (QUERY_FLAG (caster, FLAG_ALIVE) 1082 && (caster->flag [FLAG_ALIVE]
1098 || QUERY_FLAG (op, FLAG_ALIVE)) 1083 || op->flag [FLAG_ALIVE])
1099 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) 1084 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1100 { 1085 {
1101 if (op->type != PLAYER) 1086 if (op->type != PLAYER)
1102 return 0; 1087 return 0;
1103 1088
1104 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1089 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1105 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1090 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1106 else if (object *item = op->contr->ranged_ob) 1091 else if (object *item = op->contr->ranged_ob)
1107 { 1092 {
1108 if (item->type == SPELL) 1093 if (item->type == SPELL)
1109 op->failmsg ("Something blocks your spellcasting."); 1094 op->failmsg ("Something blocks your spellcasting.");
1110 else if (item->type == SCROLL) 1095 else if (item->type == SCROLL)
1116 op->failmsg ("Something blocks the spell!"); 1101 op->failmsg ("Something blocks the spell!");
1117 1102
1118 return 0; 1103 return 0;
1119 } 1104 }
1120 1105
1106 // undo the flood protection from earlier
1107 op->speed_left += 4 * op->speed; // ~0.5s on failure
1108
1121 /* Take into account how long it takes to cast the spell. 1109 /* Take into account how long it takes to cast the spell.
1122 * if the player is casting it, then we use the time in 1110 * if the player is casting it, then we use the time in
1123 * the spell object. If it is a spell object, have it 1111 * the spell object. If it is a spell object, have it
1124 * take two ticks. Things that cast spells on the players 1112 * take two ticks. Things that cast spells on the players
1125 * behalf (eg, altars, and whatever else) shouldn't cost 1113 * behalf (eg, altars, and whatever else) shouldn't cost
1126 * the player any time. 1114 * the player any time.
1127 * Ignore casting time for firewalls 1115 * Ignore casting time for firewalls
1128 */ 1116 */
1129 if (caster == op && caster->type != FIREWALL) 1117 if (caster == op && caster->type != FIREWALL)
1130 { 1118 {
1131 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1119 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1132 /* Other portions of the code may also decrement the speed of the player, so 1120 /* Other portions of the code may also decrement the speed of the player, so
1133 * put a lower limit so that the player isn't stuck here too long 1121 * put a lower limit so that the player isn't stuck here too long
1134 */ 1122 */
1135 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1123 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1136 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1124 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1137 } 1125 }
1138 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1126 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1139 op->speed_left -= 2 * FABS (op->speed); 1127 op->speed_left -= 2 * op->speed;
1140 1128
1141 if (op->type == PLAYER && op == caster) 1129 if (op->type == PLAYER && op == caster)
1142 { 1130 {
1143 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1131 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1144 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1132 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1149 * object requires. 1137 * object requires.
1150 */ 1138 */
1151 if (op != caster && !skill && caster->skill) 1139 if (op != caster && !skill && caster->skill)
1152 { 1140 {
1153 skill = find_skill_by_name (op, caster->skill); 1141 skill = find_skill_by_name (op, caster->skill);
1142
1154 if (!skill) 1143 if (!skill)
1155 { 1144 {
1156 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); 1145 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1157 return 0; 1146 return 0;
1158 } 1147 }
1159
1160 op->change_skill (skill); /* needed for proper exp credit */
1161 } 1148 }
1162 1149
1163 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1150 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1164 return RESULT_INT (0); 1151 return RESULT_INT (0);
1165 1152
1153 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1154 // at least temporarily, which might not be true due to slot restrictions, but hey
1155 // invoke requires it basically.
1156
1157 object *chosen_skill = op->chosen_skill;
1158 op->chosen_skill = skill;
1159
1166 switch (spell_ob->subtype) 1160 switch (spell_ob->subtype)
1167 { 1161 {
1168 /* The order of case statements is same as the order they show up 1162 /* The order of case statements is same as the order they show up
1169 * in in spells.h. 1163 * in spells.h.
1170 */ 1164 */
1171 case SP_RAISE_DEAD: 1165 case SP_RAISE_DEAD:
1172 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1166 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1173 break; 1167 break;
1174 1168
1175 case SP_RUNE: 1169 case SP_RUNE:
1176 success = write_rune (op, caster, spell_ob, dir, stringarg); 1170 success = write_rune (op, caster, spell_ob, dir, spellparam);
1177 break; 1171 break;
1178 1172
1179 case SP_MAKE_MARK: 1173 case SP_MAKE_MARK:
1180 success = write_mark (op, spell_ob, stringarg); 1174 success = write_mark (op, spell_ob, spellparam);
1181 break; 1175 break;
1182 1176
1183 case SP_BOLT: 1177 case SP_BOLT:
1184 success = fire_bolt (op, caster, dir, spell_ob, skill); 1178 success = fire_bolt (op, caster, dir, spell_ob, skill);
1185 break; 1179 break;
1203 case SP_SMITE: 1197 case SP_SMITE:
1204 success = cast_smite_spell (op, caster, dir, spell_ob); 1198 success = cast_smite_spell (op, caster, dir, spell_ob);
1205 break; 1199 break;
1206 1200
1207 case SP_MAGIC_MISSILE: 1201 case SP_MAGIC_MISSILE:
1208 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1202 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1209 break; 1203 break;
1210 1204
1211 case SP_SUMMON_GOLEM: 1205 case SP_SUMMON_GOLEM:
1212 success = summon_golem (op, caster, dir, spell_ob); 1206 success = summon_golem (op, caster, dir, spell_ob);
1213 break; 1207 break;
1214 1208
1215 case SP_DIMENSION_DOOR: 1209 case SP_DIMENSION_DOOR:
1216 /* dimension door needs the actual caster, because that is what is 1210 /* dimension door needs the actual caster, because that is what is
1217 * moved. 1211 * moved.
1218 */ 1212 */
1219 success = dimension_door (op, caster, spell_ob, dir); 1213 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1220 break; 1214 break;
1221 1215
1222 case SP_MAGIC_MAPPING: 1216 case SP_MAGIC_MAPPING:
1223 if (op->type == PLAYER) 1217 if (op->type == PLAYER)
1224 { 1218 {
1257 case SP_HEALING: 1251 case SP_HEALING:
1258 success = cast_heal (op, caster, spell_ob, dir); 1252 success = cast_heal (op, caster, spell_ob, dir);
1259 break; 1253 break;
1260 1254
1261 case SP_CREATE_FOOD: 1255 case SP_CREATE_FOOD:
1262 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1256 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1263 break; 1257 break;
1264 1258
1265 case SP_EARTH_TO_DUST: 1259 case SP_EARTH_TO_DUST:
1266 success = cast_earth_to_dust (op, caster, spell_ob); 1260 success = cast_earth_to_dust (op, caster, spell_ob);
1267 break; 1261 break;
1277 case SP_CURSE: 1271 case SP_CURSE:
1278 success = cast_curse (op, caster, spell_ob, dir); 1272 success = cast_curse (op, caster, spell_ob, dir);
1279 break; 1273 break;
1280 1274
1281 case SP_SUMMON_MONSTER: 1275 case SP_SUMMON_MONSTER:
1282 success = summon_object (op, caster, spell_ob, dir, stringarg); 1276 success = summon_object (op, caster, spell_ob, dir, spellparam);
1283 break; 1277 break;
1284 1278
1285 case SP_CHARGING: 1279 case SP_CHARGING:
1286 success = recharge (op, caster, spell_ob); 1280 success = recharge (op, caster, spell_ob);
1287 break; 1281 break;
1320 break; 1314 break;
1321 1315
1322 case SP_MOVING_BALL: 1316 case SP_MOVING_BALL:
1323 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1317 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1324 { 1318 {
1325 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1319 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1326 success = 0; 1320 success = 0;
1327 } 1321 }
1328 else 1322 else
1329 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1323 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1330 break; 1324 break;
1331 1325
1332 case SP_SWARM: 1326 case SP_SWARM:
1333 success = fire_swarm (op, caster, spell_ob, dir); 1327 success = fire_swarm (op, caster, spell_ob, dir);
1334 break; 1328 break;
1341 /* in rune.c */ 1335 /* in rune.c */
1342 success = dispel_rune (op, caster, spell_ob, skill, dir); 1336 success = dispel_rune (op, caster, spell_ob, skill, dir);
1343 break; 1337 break;
1344 1338
1345 case SP_CREATE_MISSILE: 1339 case SP_CREATE_MISSILE:
1346 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1340 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1347 break; 1341 break;
1348 1342
1349 case SP_CONSECRATE: 1343 case SP_CONSECRATE:
1350 success = cast_consecrate (op, caster, spell_ob); 1344 success = cast_consecrate (op, caster, spell_ob);
1351 break; 1345 break;
1373 case SP_AURA: 1367 case SP_AURA:
1374 success = create_aura (op, caster, spell_ob); 1368 success = create_aura (op, caster, spell_ob);
1375 break; 1369 break;
1376 1370
1377 case SP_PARTY_SPELL: 1371 case SP_PARTY_SPELL:
1378 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1372 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1379 break; 1373 break;
1380 1374
1381 default: 1375 default:
1382 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1376 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1383 } 1377 }
1378
1379 // restore chosen_skill
1380 op->chosen_skill = chosen_skill;
1384 1381
1385 op->play_sound ( 1382 op->play_sound (
1386 success 1383 success
1387 ? spell_ob->sound 1384 ? spell_ob->sound
1388 ? spell_ob->sound 1385 ? spell_ob->sound
1442 move_aura (op); 1439 move_aura (op);
1443 break; 1440 break;
1444 } 1441 }
1445} 1442}
1446 1443
1447/* this checks to see if something special should happen if
1448 * something runs into the object.
1449 */
1450void
1451check_spell_effect (object *op)
1452{
1453 switch (op->subtype)
1454 {
1455 case SP_BOLT:
1456 move_bolt (op);
1457 return;
1458
1459 case SP_BULLET:
1460 check_bullet (op);
1461 return;
1462 }
1463}
1464
1465/* This is called by move_apply. Basically, if someone 1444/* This is called by move_apply. Basically, if someone
1466 * moves onto a spell effect and the walk_on or fly_on flags 1445 * moves onto a spell effect and the walk_on or fly_on flags
1467 * are set, this is called. This should only be called for 1446 * are set, this is called. This should only be called for
1468 * objects of the appropraite type. 1447 * objects of the appropriate type.
1469 */ 1448 */
1470void 1449void
1471apply_spell_effect (object *spell, object *victim) 1450apply_spell_effect (object *spell, object *victim)
1472{ 1451{
1473 switch (spell->subtype) 1452 switch (spell->subtype)
1474 { 1453 {
1475 case SP_CONE: 1454 case SP_CONE:
1476 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1455 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1477 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1456 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1478 break; 1457 break;
1479 1458
1480 case SP_MAGIC_MISSILE: 1459 case SP_MAGIC_MISSILE:
1481 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1460 if (victim->flag [FLAG_ALIVE])
1482 { 1461 {
1483 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1462 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1484
1485 if (!spell->destroyed ())
1486 spell->destroy (); 1463 spell->destroy ();
1487 } 1464 }
1488 break; 1465 break;
1489 1466
1490 case SP_MOVING_BALL: 1467 case SP_MOVING_BALL:
1491 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1468 if (victim->flag [FLAG_ALIVE])
1492 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1469 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1493 else if (victim->materialname) 1470 else if (victim->material != MATERIAL_NULL)
1494 save_throw_object (victim, spell->attacktype, spell); 1471 save_throw_object (victim, spell->attacktype, spell);
1495 break;
1496 }
1497}
1498 1472
1473 break;
1474 }
1475}
1476
1477/**
1478 * This function will let a fireball explode at the position of
1479 * the victim with a specific maximum level.
1480 */
1481void
1482create_exploding_ball_at (object *victim, int level)
1483{
1484 object *ball = archetype::get (EXPLODING_FIREBALL);
1485 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1486 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1487 ball->insert_at (victim);
1488}

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