ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_util.C
(Generate patch)

Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.73 by root, Sat May 17 14:11:13 2008 UTC vs.
Revision 1.110 by root, Fri Mar 26 00:59:22 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
33/* This returns a random spell from 'ob'. If skill is set, then 34/* This returns a random spell from 'ob'. If skill is set, then
34 * the spell must be of this skill, it can be NULL in which case all 35 * the spell must be of this skill, it can be NULL in which case all
35 * matching spells are used. 36 * matching spells are used.
36 */ 37 */
37object * 38object *
38find_random_spell_in_ob (object *ob, const char *skill) 39find_random_spell_in_ob (object *ob, shstr_cmp skill)
39{ 40{
40 int k = 0, s; 41 int k = 0, s;
41 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 * (1.0 + max (0, float (level - spell->level) / spell->stats.maxgrace));
185 }
186 else 164 else
187 grace = spell->stats.grace; 165 grace = spell->stats.grace;
188 166
189 grace *= (int) PATH_SP_MULT (caster, spell); 167 grace *= PATH_SP_MULT (caster, spell);
190 if (spell->stats.grace && !grace) 168 if (spell->stats.grace && !grace)
191 grace = 1; 169 grace = 1;
192 } 170 }
193 else 171 else
194 { 172 {
200 if (spell->stats.grace && !grace) 178 if (spell->stats.grace && !grace)
201 grace = 1; 179 grace = 1;
202 } 180 }
203 181
204 if (flags == SPELL_HIGHEST) 182 if (flags == SPELL_HIGHEST)
205 return MAX (sp, grace); 183 return max (sp, grace);
206 else if (flags == SPELL_GRACE) 184 else if (flags == SPELL_GRACE)
207 return grace; 185 return grace;
208 else if (flags == SPELL_MANA) 186 else if (flags == SPELL_MANA)
209 return sp; 187 return sp;
210 else 188 else
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 shstr_cmp name_ (name);
267 252
268 for (spop = op->inv; spop; spop = spop->below) 253 for (spop = op->inv; spop; spop = spop->below)
269 if (spop->type == SPELL && spop->name == name) 254 if (spop->type == SPELL && spop->name == name)
270 return spop; 255 return spop;
271 256
272 return 0; 257 return 0;
273} 258}
274
275 259
276/* 260/*
277 * Look at object 'op' and see if they know the spell 261 * Look at object 'op' and see if they know the spell
278 * spname. This is pretty close to check_spell_known 262 * spname. This is pretty close to check_spell_known
279 * above, but it uses a looser matching mechanism. 263 * above, but it uses a looser matching mechanism.
280 * returns the matching spell object, or NULL. 264 * returns the matching spell object, or NULL.
281 * If we match multiple spells but don't get an 265 * If we match multiple spells but don't get an
282 * exact match, we also return NULL. 266 * exact match, we also return NULL.
283 */ 267 */
284
285object * 268object *
286lookup_spell_by_name (object *op, const char *spname) 269lookup_spell_by_name (object *op, const char *spname)
287{ 270{
288 object *spob1 = NULL, *spob2 = NULL, *spob; 271 object *spob1 = 0, *spob2 = 0;
289 int nummatch = 0; 272 int nummatch = 0;
290 273
291 if (spname == NULL) 274 if (!spname)
292 return NULL; 275 return 0;
293 276
294 /* Try to find the spell. We store the results in spob1 277 /* Try to find the spell. We store the results in spob1
295 * and spob2 - spob1 is only taking the length of 278 * and spob2 - spob1 is only taking the length of
296 * the past spname, spob2 uses the length of the spell name. 279 * the past spname, spob2 uses the length of the spell name.
297 */ 280 */
298 for (spob = op->inv; spob; spob = spob->below) 281 for (object *spob = op->inv; spob; spob = spob->below)
299 { 282 {
300 if (spob->type == SPELL) 283 if (spob->type == SPELL)
301 { 284 {
285 // TODO: WTF?
302 if (!strncmp (spob->name, spname, strlen (spname))) 286 if (!strncmp (spob->name, spname, strlen (spname)))
303 { 287 {
304 nummatch++; 288 nummatch++;
305 spob1 = spob; 289 spob1 = spob;
306 } 290 }
311 * fall into this category). It shouldn't be hard to 295 * fall into this category). It shouldn't be hard to
312 * make sure spell names don't overlap in that fashion. 296 * make sure spell names don't overlap in that fashion.
313 */ 297 */
314 if (spob2) 298 if (spob2)
315 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); 299 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
300
316 spob2 = spob; 301 spob2 = spob;
317 } 302 }
318 } 303 }
319 } 304 }
320 /* if we have best match, return it. Otherwise, if we have one match 305 /* if we have best match, return it. Otherwise, if we have one match
321 * on the loser match, return that, otehrwise null 306 * on the loser match, return that, otehrwise null
322 */ 307 */
323 if (spob2) 308 if (spob2)
324 return spob2; 309 return spob2;
310
325 if (spob1 && nummatch == 1) 311 if (spob1 && nummatch == 1)
326 return spob1; 312 return spob1;
313
327 return NULL; 314 return NULL;
328} 315}
329 316
330/* reflwall - decides weither the (spell-)object sp_op will 317/* reflwall - decides weither the (spell-)object sp_op will
331 * be reflected from the given mapsquare. Returns 1 if true. 318 * be reflected from the given mapsquare. Returns 1 if true.
335 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
336 */ 323 */
337int 324int
338reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
339{ 326{
340 object *op;
341
342 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
343 return 0; 328 return 0;
329
344 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
345 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
346 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!QUERY_FLAG (op, FLAG_ALIVE)
347 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
348 return 1; 334 return 1;
349 335
379 dir ? 0 : INS_BELOW_ORIGINATOR); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
380 366
381 return dir; 367 return dir;
382} 368}
383 369
370static bool
371mergable_owner (object *o1, object *o2)
372{
373 if (o1 == o2)
374 return 1;
375
376 if (!o1 || !o2)
377 return 0;
378
379 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
380 return 0;
381
382 if (o1->is_player () || o2->is_player ())
383 return 0;
384
385 return 1;
386}
387
384/* Returns true if it is ok to put spell *op on the space/may provided. 388/* Returns true if it is ok to put spell *op on the space/may provided.
385 * immune_stop is basically the attacktype of the spell (why 389 * immune_stop is basically the attacktype of the spell (why
386 * passed as a different value, not sure of). If immune_stop 390 * passed as a different value, not sure of). If immune_stop
387 * has the AT_MAGIC bit set, and there is a counterwall 391 * has the AT_MAGIC bit set, and there is a counterwall
388 * on the space, the object doesn't get placed. if immune stop 392 * on the space, the object doesn't get placed. if immune stop
389 * does not have AT_MAGIC, then counterwalls do not effect the spell. 393 * does not have AT_MAGIC, then counterwalls do not effect the spell.
390 *
391 */ 394 */
392int 395int
393ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 396ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
394{ 397{
395 if (!xy_normalise (m, x, y)) 398 if (!xy_normalise (m, x, y))
396 return 0; 399 return 0;
397 400
398 mapspace &ms = m->at (x, y); 401 mapspace &ms = m->at (x, y);
402 ms.update ();
399 403
400 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 404 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
401 return 0; 405 return 0;
406
407 int max_effects = 5; // max. number of similar spells per mapspace
402 408
403 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
404 { 410 {
405 /* If there is a counterspell on the space, and this 411 /* If there is a counterspell on the space, and this
406 * object is using magic, don't progress. I believe we could 412 * object is using magic, don't progress. I believe we could
425 // (and those shouldn't go away from 431 // (and those shouldn't go away from
426 // sanctuary) see also: permanent lava 432 // sanctuary) see also: permanent lava
427 && (immune_stop & AT_MAGIC)) 433 && (immune_stop & AT_MAGIC))
428 return 0; 434 return 0;
429 435
430 /* This is to prevent 'out of control' spells. Basically, this
431 * limits one spell effect per space per spell. This is definately
432 * needed for performance reasons, and just for playability I believe.
433 * there are no such things as multispaced spells right now, so
434 * we don't need to worry about the head.
435 */
436 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
437 return 0;
438
439 /*
440 * Combine similar spell effects into one spell effect. Needed for
441 * performance reasons with meteor swarm and the like, but also for
442 * playability reasons.
443 */
444 if (tmp->arch == op->arch /* no harm if not comparing by name here */
445 && tmp->type == op->type 436 if (tmp->type == op->type)
446 && tmp->subtype == op->subtype
447 && tmp->owner == op->owner
448 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
449 { 437 {
450 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 438 if (tmp->subtype == op->subtype
451 tmp->range = MAX (tmp->range, op->range); 439 && tmp->arch == op->arch /* no harm if not comparing by name here */)
452 tmp->duration = MAX (tmp->duration, op->duration); 440 {
441 /* This is to prevent 'out of control' spells. Basically, this
442 * limits one spell effect per space per spell. This is definately
443 * needed for performance reasons, and just for playability I believe.
444 * there are no such things as multispaced spells right now, so
445 * we don't need to worry about the head.
446 */
447 if (tmp->stats.maxhp == op->stats.maxhp)
448 return 0;
449
450 /*
451 * Combine similar spell effects into one spell effect. Needed for
452 * performance reasons with meteor swarm and the like, but also for
453 * playability reasons.
454 */
455 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
456 if (mergable_owner (tmp, op))
457 {
458 // if same owner, then combine, but reduce advantage of multiple spells
459 max_it (tmp->stats.dam, op->stats.dam);
460 max_it (tmp->range , op->range);
461 max_it (tmp->duration , op->duration);
462 return 0;
463 }
464 }
465
466 // if there are too many spell effects on this space,
467 // then don't allow more of them, for performance reasons.
468 if (tmp->type == SPELL_EFFECT
469 && !--max_effects)
453 return 0; 470 return 0;
454 } 471 }
455 472
456 /* Perhaps we should also put checks in for no magic and unholy 473 /* Perhaps we should also put checks in for no magic and unholy
457 * ground to prevent it from moving along? 474 * ground to prevent it from moving along?
458 */ 475 */
476fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 493fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
477{ 494{
478 if (!spell->other_arch) 495 if (!spell->other_arch)
479 return 0; 496 return 0;
480 497
481 mapxy pos (op->map, x, y);//TODO, should not pass x, y
482
483 pos.move (dir ? dir : rndm (1, 8));
484
485 if (!pos.normalise ())
486 return 0;
487
488 object *tmp = spell->other_arch->instance (); 498 object *tmp = spell->other_arch->instance ();
489 499
490 if (!tmp) 500 if (!tmp)
491 return 0; 501 return 0;
492
493 if (pos.ms ().blocks (tmp))
494 {
495 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast this spell on top of a wall!\n");
496 tmp->destroy ();
497 return 0;
498 }
499 502
500 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 503 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
501 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
502 /* code in time.c uses food for some things, duration for others */ 505 /* code in time.c uses food for some things, duration for others */
503 tmp->stats.food = tmp->duration; 506 tmp->stats.food = tmp->duration;
504 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 507 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
505 tmp->attacktype = spell->attacktype; 508 tmp->attacktype = spell->attacktype;
506 tmp->x = x;
507 tmp->y = y;
508 tmp->direction = dir; 509 tmp->direction = dir;
509 tmp->set_owner (op); 510 tmp->set_owner (op);
510 tmp->level = caster_level (caster, spell); 511 tmp->level = casting_level (caster, spell);
511 set_spell_skill (op, caster, spell, tmp); 512 set_spell_skill (op, caster, spell, tmp);
512 513
513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
515 if (!tailor_god_spell (tmp, op)) 516 if (!tailor_god_spell (tmp, op))
531 ****************************************************************************/ 532 ****************************************************************************/
532void 533void
533regenerate_rod (object *rod) 534regenerate_rod (object *rod)
534{ 535{
535 if (rod->stats.hp < rod->stats.maxhp) 536 if (rod->stats.hp < rod->stats.maxhp)
536 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); 537 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
537} 538}
538 539
539void 540void
540drain_rod_charge (object *rod) 541drain_rod_charge (object *rod)
541{ 542{
633 634
634/* put_a_monster: puts a monster named monstername near by 635/* put_a_monster: puts a monster named monstername near by
635 * op. This creates the treasures for the monsters, and 636 * op. This creates the treasures for the monsters, and
636 * also deals with multipart monsters properly. 637 * also deals with multipart monsters properly.
637 */ 638 */
638void 639static void
639put_a_monster (object *op, const char *monstername) 640put_a_monster (object *op, const char *monstername)
640{ 641{
641 object *tmp, *head = NULL, *prev = NULL; 642 object *tmp, *head = NULL, *prev = NULL;
642 archetype *at; 643 archetype *at;
643 int dir; 644 int dir;
658 * insert multipart monsters properly 659 * insert multipart monsters properly
659 */ 660 */
660 //TODO: use expand_tail + ... 661 //TODO: use expand_tail + ...
661 while (at != NULL) 662 while (at != NULL)
662 { 663 {
663 tmp = arch_to_object (at); 664 tmp = at->instance ();
664 tmp->x = op->x + freearr_x[dir] + at->x; 665 tmp->x = op->x + freearr_x[dir] + at->x;
665 tmp->y = op->y + freearr_y[dir] + at->y; 666 tmp->y = op->y + freearr_y[dir] + at->y;
666 tmp->map = op->map; 667 tmp->map = op->map;
667 if (head) 668 if (head)
668 { 669 {
699 * Note that this is not used by any spells (summon evil monsters 700 * Note that this is not used by any spells (summon evil monsters
700 * use to call this, but best I can tell, that spell/ability was 701 * use to call this, but best I can tell, that spell/ability was
701 * never used. This is however used by various failures on the 702 * never used. This is however used by various failures on the
702 * players part (alchemy, reincarnation, etc) 703 * players part (alchemy, reincarnation, etc)
703 */ 704 */
704
705int 705int
706summon_hostile_monsters (object *op, int n, const char *monstername) 706summon_hostile_monsters (object *op, int n, const char *monstername)
707{ 707{
708 int i; 708 int i;
709 709
774 { 774 {
775 SET_ANIMATION (op, ATTACKS[i].face); 775 SET_ANIMATION (op, ATTACKS[i].face);
776 } 776 }
777} 777}
778 778
779
780/* prayer_failure: This is called when a player fails 779/* prayer_failure: This is called when a player fails
781 * at casting a prayer. 780 * at casting a prayer.
782 * op is the player. 781 * op is the player.
783 * failure is basically how much grace they had. 782 * failure is basically how much grace they had.
784 * power is how much grace the spell would normally take to cast. 783 * power is how much grace the spell would normally take to cast.
785 */ 784 */
786 785static void
787void
788prayer_failure (object *op, int failure, int power) 786prayer_failure (object *op, int failure, int power)
789{ 787{
790 const char *godname; 788 const char *godname;
791 object *tmp; 789 object *tmp;
792 790
885 tmp->insert_at (op); 883 tmp->insert_at (op);
886 } 884 }
887 } 885 }
888} 886}
889 887
890int 888static int
891cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 889cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
892{ 890{
893 int success;
894 object *spell;
895
896 if (!spell_ob->other_arch) 891 if (!spell_ob->other_arch)
897 { 892 {
898 LOG (llevError, "cast_party_spell: empty other arch\n"); 893 LOG (llevError, "cast_party_spell: empty other arch\n");
899 return 0; 894 return 0;
900 } 895 }
901 896
902 spell = arch_to_object (spell_ob->other_arch); 897 object *spell = spell_ob->other_arch->instance ();
903 898
904 /* Always cast spell on caster */ 899 /* Always cast spell on caster */
905 success = cast_spell (op, caster, dir, spell, stringarg); 900 int success = cast_spell (op, caster, dir, spell, spellparam);
906 901
907 if (caster->contr->party == NULL) 902 if (!op->contr || !op->contr->party)
908 { 903 {
909 spell->remove (); 904 spell->remove ();
910 return success; 905 return success;
911 } 906 }
912 907
913 for_all_players (pl) 908 for_all_players (pl)
914 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 909 if ((pl->ob->contr->party == op->contr->party)
910 && on_same_map (pl->ob, op)
911 && pl->ob != op)
915 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 912 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
916 913
917 spell->remove (); 914 spell->remove ();
918 return success; 915 return success;
919} 916}
920 917
926 * same as op. 923 * same as op.
927 * dir is the direction to cast in. Note in some cases, if the spell 924 * dir is the direction to cast in. Note in some cases, if the spell
928 * is self only, dir really doesn't make a difference. 925 * is self only, dir really doesn't make a difference.
929 * spell_ob is the spell object that is being cast. From that, 926 * spell_ob is the spell object that is being cast. From that,
930 * we can determine what to do. 927 * we can determine what to do.
931 * stringarg is any options that are being used. It can be NULL. Almost 928 * spellparam is any options that are being used. It can be NULL. Almost
932 * certainly, only players will set it. It is basically used as optional 929 * certainly, only players will set it. It is basically used as optional
933 * parameters to a spell (eg, item to create, information for marking runes, 930 * parameters to a spell (eg, item to create, information for marking runes,
934 * etc. 931 * etc.
935 * returns 1 on successful cast, or 0 on error. These values should really 932 * returns 1 on successful cast, or 0 on error. These values should really
936 * be swapped, so that 0 is successful, and non zero is failure, with a code 933 * be swapped, so that 0 is successful, and non zero is failure, with a code
944 * if it is a player casting the spell (op->type == PLAYER, op == caster), 941 * if it is a player casting the spell (op->type == PLAYER, op == caster),
945 * this function will decrease the mana/grace appropriately. For other 942 * this function will decrease the mana/grace appropriately. For other
946 * objects, the caller should do what it considers appropriate. 943 * objects, the caller should do what it considers appropriate.
947 */ 944 */
948int 945int
949cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 946cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
950{ 947{
951 const char *godname; 948 const char *godname;
952 int success = 0, cast_level = 0; 949 int success = 0;
953 object *skill = NULL; 950 object *skill = NULL;
954 951
955 if (!spell_ob) 952 if (!spell_ob)
956 { 953 {
957 LOG (llevError, "cast_spell: null spell object passed\n"); 954 LOG (llevError, "cast_spell: null spell object passed\n");
986 * need to have the right skill pointer passed, so we need to 983 * need to have the right skill pointer passed, so we need to
987 * at least process that code. 984 * at least process that code.
988 */ 985 */
989 if (op->type == PLAYER && op == caster) 986 if (op->type == PLAYER && op == caster)
990 { 987 {
991 cast_level = caster_level (caster, spell_ob);
992
993 if (spell_ob->skill) 988 if (spell_ob->skill)
994 { 989 {
995 skill = find_skill_by_name (op, spell_ob->skill); 990 skill = find_skill_by_name (op, spell_ob->skill);
996 991
997 if (!skill) 992 if (!skill)
998 { 993 {
999 op->failmsg (format ("You need the skill %s to cast %s! " 994 op->failmsg (format ("You need the skill %s to cast %s! "
1000 "H<You either need to learn the skill via a skill scroll " 995 "H<You either need to learn the skill via a skill scroll "
1001 "or you need to wear a talisman or holy symbol.>", 996 "or you need to wear a talisman or holy symbol.>",
1002 &spell_ob->skill, &spell_ob->name)); 997 &spell_ob->skill, &spell_ob->name));
1003 return 0; 998 return 0;
1004 } 999 }
1005 1000
1006 int casting_level = min_casting_level (op, spell_ob); 1001 const char *msg = "";
1007 1002
1008 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1003 int caster_level = skill->level;
1004
1005 if (op->path_attuned & spell_ob->path_attuned)
1006 {
1007 caster_level += min (caster_level, ATTUNE_REPELL);
1008 msg = " (attuned)";
1009 }
1010
1011 if (op->path_repelled & spell_ob->path_attuned)
1012 {
1013 caster_level -= ATTUNE_REPELL; // negative is ok
1014 msg = " (repelled)";
1015 }
1016
1017 if (spell_ob->level > caster_level)
1009 { 1018 {
1010 op->failmsg (format ("You lack enough skill to cast that spell! " 1019 op->failmsg (format ("You lack enough skill to cast that spell! "
1011 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", 1020 "H<Your effective cast level is %d%s, but level %d is required.>",
1012 cast_level, casting_level)); 1021 caster_level, msg, spell_ob->level));
1022 if (!op->is_wiz ())
1013 return 0; 1023 return 0;
1014 } 1024 }
1015 } 1025 }
1016 1026
1017 /* If the caster is the wiz, they don't ever fail, and don't have 1027 /* If the caster is the wiz, they don't ever fail, and don't have
1018 * to have sufficient grace/mana. 1028 * to have sufficient grace/mana.
1019 */ 1029 */
1020 if (!QUERY_FLAG (op, FLAG_WIZ)) 1030 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1021 { 1031 {
1022 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1023 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1033 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1024 { 1034 {
1025 op->failmsg ("You don't have enough mana!"); 1035 op->failmsg ("You don't have enough mana!");
1040 } 1050 }
1041 } 1051 }
1042 1052
1043 /* player/monster is trying to cast the spell. might fumble it */ 1053 /* player/monster is trying to cast the spell. might fumble it */
1044 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1054 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1045 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1055 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1046 { 1056 {
1047 op->contr->play_sound (sound_find ("fumble_spell")); 1057 op->contr->play_sound (sound_find ("fumble_spell"));
1048 op->failmsg ("You fumble the prayer."); 1058 op->failmsg ("You fumble the prayer.");
1049 1059
1050 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1060 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1116 * the player any time. 1126 * the player any time.
1117 * Ignore casting time for firewalls 1127 * Ignore casting time for firewalls
1118 */ 1128 */
1119 if (caster == op && caster->type != FIREWALL) 1129 if (caster == op && caster->type != FIREWALL)
1120 { 1130 {
1121 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1131 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1122 /* Other portions of the code may also decrement the speed of the player, so 1132 /* Other portions of the code may also decrement the speed of the player, so
1123 * put a lower limit so that the player isn't stuck here too long 1133 * put a lower limit so that the player isn't stuck here too long
1124 */ 1134 */
1125 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1135 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1126 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1136 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1127 } 1137 }
1128 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1138 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1129 op->speed_left -= 2 * FABS (op->speed); 1139 op->speed_left -= 2 * op->speed;
1130 1140
1131 if (op->type == PLAYER && op == caster) 1141 if (op->type == PLAYER && op == caster)
1132 { 1142 {
1133 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1143 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1134 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1144 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1148 } 1158 }
1149 1159
1150 op->change_skill (skill); /* needed for proper exp credit */ 1160 op->change_skill (skill); /* needed for proper exp credit */
1151 } 1161 }
1152 1162
1153 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1163 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1154 return RESULT_INT (0); 1164 return RESULT_INT (0);
1155 1165
1156 switch (spell_ob->subtype) 1166 switch (spell_ob->subtype)
1157 { 1167 {
1158 /* The order of case statements is same as the order they show up 1168 /* The order of case statements is same as the order they show up
1159 * in in spells.h. 1169 * in spells.h.
1160 */ 1170 */
1161 case SP_RAISE_DEAD: 1171 case SP_RAISE_DEAD:
1162 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1172 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1163 break; 1173 break;
1164 1174
1165 case SP_RUNE: 1175 case SP_RUNE:
1166 success = write_rune (op, caster, spell_ob, dir, stringarg); 1176 success = write_rune (op, caster, spell_ob, dir, spellparam);
1167 break; 1177 break;
1168 1178
1169 case SP_MAKE_MARK: 1179 case SP_MAKE_MARK:
1170 success = write_mark (op, spell_ob, stringarg); 1180 success = write_mark (op, spell_ob, spellparam);
1171 break; 1181 break;
1172 1182
1173 case SP_BOLT: 1183 case SP_BOLT:
1174 success = fire_bolt (op, caster, dir, spell_ob, skill); 1184 success = fire_bolt (op, caster, dir, spell_ob, skill);
1175 break; 1185 break;
1204 1214
1205 case SP_DIMENSION_DOOR: 1215 case SP_DIMENSION_DOOR:
1206 /* dimension door needs the actual caster, because that is what is 1216 /* dimension door needs the actual caster, because that is what is
1207 * moved. 1217 * moved.
1208 */ 1218 */
1209 success = dimension_door (op, caster, spell_ob, dir); 1219 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1210 break; 1220 break;
1211 1221
1212 case SP_MAGIC_MAPPING: 1222 case SP_MAGIC_MAPPING:
1213 if (op->type == PLAYER) 1223 if (op->type == PLAYER)
1214 { 1224 {
1247 case SP_HEALING: 1257 case SP_HEALING:
1248 success = cast_heal (op, caster, spell_ob, dir); 1258 success = cast_heal (op, caster, spell_ob, dir);
1249 break; 1259 break;
1250 1260
1251 case SP_CREATE_FOOD: 1261 case SP_CREATE_FOOD:
1252 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1262 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1253 break; 1263 break;
1254 1264
1255 case SP_EARTH_TO_DUST: 1265 case SP_EARTH_TO_DUST:
1256 success = cast_earth_to_dust (op, caster, spell_ob); 1266 success = cast_earth_to_dust (op, caster, spell_ob);
1257 break; 1267 break;
1267 case SP_CURSE: 1277 case SP_CURSE:
1268 success = cast_curse (op, caster, spell_ob, dir); 1278 success = cast_curse (op, caster, spell_ob, dir);
1269 break; 1279 break;
1270 1280
1271 case SP_SUMMON_MONSTER: 1281 case SP_SUMMON_MONSTER:
1272 success = summon_object (op, caster, spell_ob, dir, stringarg); 1282 success = summon_object (op, caster, spell_ob, dir, spellparam);
1273 break; 1283 break;
1274 1284
1275 case SP_CHARGING: 1285 case SP_CHARGING:
1276 success = recharge (op, caster, spell_ob); 1286 success = recharge (op, caster, spell_ob);
1277 break; 1287 break;
1331 /* in rune.c */ 1341 /* in rune.c */
1332 success = dispel_rune (op, caster, spell_ob, skill, dir); 1342 success = dispel_rune (op, caster, spell_ob, skill, dir);
1333 break; 1343 break;
1334 1344
1335 case SP_CREATE_MISSILE: 1345 case SP_CREATE_MISSILE:
1336 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1346 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1337 break; 1347 break;
1338 1348
1339 case SP_CONSECRATE: 1349 case SP_CONSECRATE:
1340 success = cast_consecrate (op, caster, spell_ob); 1350 success = cast_consecrate (op, caster, spell_ob);
1341 break; 1351 break;
1363 case SP_AURA: 1373 case SP_AURA:
1364 success = create_aura (op, caster, spell_ob); 1374 success = create_aura (op, caster, spell_ob);
1365 break; 1375 break;
1366 1376
1367 case SP_PARTY_SPELL: 1377 case SP_PARTY_SPELL:
1368 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1378 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1369 break; 1379 break;
1370 1380
1371 default: 1381 default:
1372 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1382 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1373 } 1383 }
1432 move_aura (op); 1442 move_aura (op);
1433 break; 1443 break;
1434 } 1444 }
1435} 1445}
1436 1446
1437/* this checks to see if something special should happen if
1438 * something runs into the object.
1439 */
1440void
1441check_spell_effect (object *op)
1442{
1443 switch (op->subtype)
1444 {
1445 case SP_BOLT:
1446 move_bolt (op);
1447 return;
1448
1449 case SP_BULLET:
1450 check_bullet (op);
1451 return;
1452 }
1453}
1454
1455/* This is called by move_apply. Basically, if someone 1447/* This is called by move_apply. Basically, if someone
1456 * moves onto a spell effect and the walk_on or fly_on flags 1448 * moves onto a spell effect and the walk_on or fly_on flags
1457 * are set, this is called. This should only be called for 1449 * are set, this is called. This should only be called for
1458 * objects of the appropraite type. 1450 * objects of the appropriate type.
1459 */ 1451 */
1460void 1452void
1461apply_spell_effect (object *spell, object *victim) 1453apply_spell_effect (object *spell, object *victim)
1462{ 1454{
1463 switch (spell->subtype) 1455 switch (spell->subtype)
1464 { 1456 {
1465 case SP_CONE: 1457 case SP_CONE:
1466 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1458 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype)
1467 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1459 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1468 break; 1460 break;
1469 1461
1470 case SP_MAGIC_MISSILE: 1462 case SP_MAGIC_MISSILE:
1471 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1472 { 1464 {
1473 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1465 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1474
1475 if (!spell->destroyed ())
1476 spell->destroy (); 1466 spell->destroy ();
1477 } 1467 }
1478 break; 1468 break;
1479 1469
1480 case SP_MOVING_BALL: 1470 case SP_MOVING_BALL:
1481 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1471 if (QUERY_FLAG (victim, FLAG_ALIVE))
1482 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1472 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1483 else if (victim->materialname) 1473 else if (victim->material != MATERIAL_NULL)
1484 save_throw_object (victim, spell->attacktype, spell); 1474 save_throw_object (victim, spell->attacktype, spell);
1485 break;
1486 }
1487}
1488 1475
1476 break;
1477 }
1478}
1479
1480/**
1481 * This function will let a fireball explode at the position of
1482 * the victim with a specific maximum level.
1483 */
1484void
1485create_exploding_ball_at (object *victim, int level)
1486{
1487 object *ball = get_archetype (EXPLODING_FIREBALL);
1488 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1489 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1490 ball->insert_at (victim);
1491}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines