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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.73 by root, Sat May 17 14:11:13 2008 UTC vs.
Revision 1.96 by root, Sun Apr 5 21:16:46 2009 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 (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
33/* This returns a random spell from 'ob'. If skill is set, then 33/* This returns a random spell from 'ob'. If skill is set, then
34 * the spell must be of this skill, it can be NULL in which case all 34 * the spell must be of this skill, it can be NULL in which case all
35 * matching spells are used. 35 * matching spells are used.
36 */ 36 */
37object * 37object *
38find_random_spell_in_ob (object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, shstr_cmp skill)
39{ 39{
40 int k = 0, s; 40 int k = 0, s;
41 object *tmp;
42 41
43 for (tmp = ob->inv; tmp; tmp = tmp->below) 42 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
44 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 43 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++; 44 k++;
46 45
47 /* No spells, no need to progess further */ 46 /* No spells, no need to progess further */
48 if (!k) 47 if (!k)
49 return NULL; 48 return NULL;
50 49
51 s = RANDOM () % k; 50 s = rndm (k);
52 51
53 for (tmp = ob->inv; tmp; tmp = tmp->below) 52 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 53 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 {
56 if (!s) 54 if (!s)
57 return tmp; 55 return tmp;
58 else 56 else
59 s--; 57 s--;
60 } 58
61 /* Should never get here, but just in case */ 59 /* Should never get here, but just in case */
62 return NULL; 60 return 0;
63} 61}
64 62
65/* Relatively simple function that gets used a lot. 63/* Relatively simple function that gets used a lot.
66 * Basically, it sets up the skill pointer for the spell being 64 * Basically, it sets up the skill pointer for the spell being
67 * cast. If op is really casting the spell, then the skill 65 * cast. If op is really casting the spell, then the skill
87{ 85{
88 if (spob->other_arch) 86 if (spob->other_arch)
89 map->insert (arch_to_object (spob->other_arch), x, y, originator); 87 map->insert (arch_to_object (spob->other_arch), x, y, originator);
90} 88}
91 89
92/* 90static int
93 * This function takes a caster and spell and presents the 91attuned_bonus (object *caster, object *spell, int level)
94 * effective level the caster needs to be to cast the spell.
95 * basically, it just adjusts the spell->level with attuned/repelled
96 * spellpaths. Was called path_level_mod.
97 *
98 * caster is person casting the spell.
99 * spell is the spell object.
100 * Returns modified level.
101 */
102int
103min_casting_level (object *caster, object *spell)
104{ 92{
105 if (caster->path_denied & spell->path_attuned) 93 // compute the attuned/repelled bonus
106 return 1; 94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
107 95 // repell has no such quarrels
108 int new_level = spell->level 96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
109 + (caster->path_repelled & spell->path_attuned ? +8 : 0) 97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
111
112 return max (1, new_level);
113} 98}
114 99
115/* This function returns the effective level the spell 100/* This function returns the effective level the spell
116 * is being cast at. 101 * is being cast at.
117 * Note that I changed the repelled/attuned bonus to 2 from 5.
118 * This is because the new code compares casting_level against
119 * min_caster_level, so the difference is effectively 4
120 */ 102 */
121int 103int
122caster_level (object *caster, object *spell) 104casting_level (object *caster, object *spell)
123{ 105{
124 int level = caster->level; 106 int level = caster->level;
125 107
126 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 108 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 109 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
129 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 111 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
130 int sk_level = skill ? skill->level : 1; 112 int sk_level = skill ? skill->level : 1;
131 113
132 level = min (level, sk_level + level / 10 + 1); 114 level = min (level, sk_level + level / 10 + 1);
133 } 115 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ 116 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
135 for (int i = 0; i < NUM_SKILLS; i++) 117 if (object *skill = caster->contr->find_skill (spell->skill))
136 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) 118 level = skill->level;
137 {
138 level = caster->contr->last_skill_ob[i]->level;
139 break;
140 }
141 119
142 /* Got valid caster level. Now adjust for attunement */ 120 int bonus = attuned_bonus (caster, spell, level);
143 level += caster->path_repelled & spell->path_attuned ? -8 : 0; 121
144 level += caster->path_attuned & spell->path_attuned ? +8 : 0; 122 level += bonus;
123
124 // now scale the effective level from the startinglevel..100 range to 1..100
125 if (level < 100)
126 level = lerp (level, (int)spell->level, 100, 1, 100);
145 127
146 /* Always make this at least 1. If this is zero, we get divide by zero 128 /* Always make this at least 1. If this is zero, we get divide by zero
147 * errors in various places. 129 * errors in various places.
148 */ 130 */
149 return max (level, 1); 131 return clamp (level, 1, settings.max_level);
150} 132}
151 133
152/* The following function scales the spellpoint cost of 134/* The following function scales the spellpoint cost of
153 * a spell by it's increased effectiveness. Some of the 135 * a spell by it's increased effectiveness. Some of the
154 * lower level spells become incredibly vicious at high 136 * lower level spells become incredibly vicious at high
158 * caster is what is casting the spell, can be op. 140 * caster is what is casting the spell, can be op.
159 * spell is the spell object. 141 * spell is the spell object.
160 * Note that it is now possible for a spell to cost both grace and 142 * Note that it is now possible for a spell to cost both grace and
161 * mana. In that case, we return which ever value is higher. 143 * mana. In that case, we return which ever value is higher.
162 */ 144 */
163
164sint16 145sint16
165SP_level_spellpoint_cost (object *caster, object *spell, int flags) 146SP_level_spellpoint_cost (object *caster, object *spell, int flags)
166{ 147{
167 int sp, grace, level = caster_level (caster, spell); 148 int sp, grace, level = casting_level (caster, spell);
168 149
169 if (settings.spellpoint_level_depend == TRUE) 150 if (settings.spellpoint_level_depend == TRUE)
170 { 151 {
171 if (spell->stats.sp && spell->stats.maxsp) 152 if (spell->stats.sp && spell->stats.maxsp)
172 { 153 {
212 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 193 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
213 return 0; 194 return 0;
214 } 195 }
215} 196}
216 197
198/*
199 * Return the effective casting level of the spell.
200 * To make spells independent of their starting level, this function
201 * scales the range spellstartlevel .. 100 into the range 1..100
202 */
203static int
204SP_casting_level (object *caster, object *spell)
205{
206 return casting_level (caster, spell);
207}
208
217/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 209/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
218 * spob is the spell we are adjusting. 210 * spob is the spell we are adjusting.
219 */ 211 */
220int 212int
221SP_level_dam_adjust (object *caster, object *spob) 213SP_level_dam_adjust (object *caster, object *spob)
222{ 214{
223 if (!spob->dam_modifier) 215 if (!spob->dam_modifier)
224 return 0; 216 return 0;
225 217
226 int level = caster_level (caster, spob);
227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; 218 return SP_casting_level (caster, spob) / spob->dam_modifier;
228} 219}
229 220
230/* Adjust the strength of the spell based on level. 221/* Adjust the strength of the spell based on level.
231 * This is basically the same as SP_level_dam_adjust above, 222 * This is basically the same as SP_level_dam_adjust above,
232 * but instead looks at the level_modifier value. 223 * but instead looks at the level_modifier value.
235SP_level_duration_adjust (object *caster, object *spob) 226SP_level_duration_adjust (object *caster, object *spob)
236{ 227{
237 if (!spob->duration_modifier) 228 if (!spob->duration_modifier)
238 return 0; 229 return 0;
239 230
240 int level = caster_level (caster, spob);
241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; 231 return SP_casting_level (caster, spob) / spob->duration_modifier;
242} 232}
243 233
244/* Adjust the strength of the spell based on level. 234/* Adjust the strength of the spell based on level.
245 * This is basically the same as SP_level_dam_adjust above, 235 * This is basically the same as SP_level_dam_adjust above,
246 * but instead looks at the level_modifier value. 236 * but instead looks at the level_modifier value.
249SP_level_range_adjust (object *caster, object *spob) 239SP_level_range_adjust (object *caster, object *spob)
250{ 240{
251 if (!spob->range_modifier) 241 if (!spob->range_modifier)
252 return 0; 242 return 0;
253 243
254 int level = caster_level (caster, spob);
255 return (level - min_casting_level (caster, spob)) / spob->range_modifier; 244 return SP_casting_level (caster, spob) / spob->range_modifier;
256} 245}
257 246
258/* Checks to see if player knows the spell. If the name is the same 247/* Checks to see if player knows the spell. If the name is the same
259 * as an existing spell, we presume they know it. 248 * as an existing spell, we presume they know it.
260 * returns 1 if they know the spell, 0 if they don't. 249 * returns 1 if they know the spell, 0 if they don't.
261 */ 250 */
262object * 251object *
263check_spell_known (object *op, const char *name) 252check_spell_known (object *op, shstr_cmp name)
264{ 253{
265 object *spop; 254 object *spop;
266 shstr_cmp name_ (name);
267 255
268 for (spop = op->inv; spop; spop = spop->below) 256 for (spop = op->inv; spop; spop = spop->below)
269 if (spop->type == SPELL && spop->name == name) 257 if (spop->type == SPELL && spop->name == name)
270 return spop; 258 return spop;
271 259
272 return 0; 260 return 0;
273} 261}
274
275 262
276/* 263/*
277 * Look at object 'op' and see if they know the spell 264 * Look at object 'op' and see if they know the spell
278 * spname. This is pretty close to check_spell_known 265 * spname. This is pretty close to check_spell_known
279 * above, but it uses a looser matching mechanism. 266 * above, but it uses a looser matching mechanism.
280 * returns the matching spell object, or NULL. 267 * returns the matching spell object, or NULL.
281 * If we match multiple spells but don't get an 268 * If we match multiple spells but don't get an
282 * exact match, we also return NULL. 269 * exact match, we also return NULL.
283 */ 270 */
284
285object * 271object *
286lookup_spell_by_name (object *op, const char *spname) 272lookup_spell_by_name (object *op, const char *spname)
287{ 273{
288 object *spob1 = NULL, *spob2 = NULL, *spob; 274 object *spob1 = 0, *spob2 = 0;
289 int nummatch = 0; 275 int nummatch = 0;
290 276
291 if (spname == NULL) 277 if (!spname)
292 return NULL; 278 return 0;
293 279
294 /* Try to find the spell. We store the results in spob1 280 /* Try to find the spell. We store the results in spob1
295 * and spob2 - spob1 is only taking the length of 281 * and spob2 - spob1 is only taking the length of
296 * the past spname, spob2 uses the length of the spell name. 282 * the past spname, spob2 uses the length of the spell name.
297 */ 283 */
298 for (spob = op->inv; spob; spob = spob->below) 284 for (object *spob = op->inv; spob; spob = spob->below)
299 { 285 {
300 if (spob->type == SPELL) 286 if (spob->type == SPELL)
301 { 287 {
288 // TODO: WTF?
302 if (!strncmp (spob->name, spname, strlen (spname))) 289 if (!strncmp (spob->name, spname, strlen (spname)))
303 { 290 {
304 nummatch++; 291 nummatch++;
305 spob1 = spob; 292 spob1 = spob;
306 } 293 }
311 * fall into this category). It shouldn't be hard to 298 * fall into this category). It shouldn't be hard to
312 * make sure spell names don't overlap in that fashion. 299 * make sure spell names don't overlap in that fashion.
313 */ 300 */
314 if (spob2) 301 if (spob2)
315 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); 302 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
303
316 spob2 = spob; 304 spob2 = spob;
317 } 305 }
318 } 306 }
319 } 307 }
320 /* if we have best match, return it. Otherwise, if we have one match 308 /* if we have best match, return it. Otherwise, if we have one match
321 * on the loser match, return that, otehrwise null 309 * on the loser match, return that, otehrwise null
322 */ 310 */
323 if (spob2) 311 if (spob2)
324 return spob2; 312 return spob2;
313
325 if (spob1 && nummatch == 1) 314 if (spob1 && nummatch == 1)
326 return spob1; 315 return spob1;
316
327 return NULL; 317 return NULL;
328} 318}
329 319
330/* reflwall - decides weither the (spell-)object sp_op will 320/* reflwall - decides weither the (spell-)object sp_op will
331 * be reflected from the given mapsquare. Returns 1 if true. 321 * be reflected from the given mapsquare. Returns 1 if true.
335 * eg, updated for tiled maps. 325 * eg, updated for tiled maps.
336 */ 326 */
337int 327int
338reflwall (maptile *m, int x, int y, object *sp_op) 328reflwall (maptile *m, int x, int y, object *sp_op)
339{ 329{
340 object *op;
341
342 if (OUT_OF_REAL_MAP (m, x, y)) 330 if (OUT_OF_REAL_MAP (m, x, y))
343 return 0; 331 return 0;
332
344 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 333 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
345 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 334 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
346 && (!QUERY_FLAG (op, FLAG_ALIVE) 335 && (!QUERY_FLAG (op, FLAG_ALIVE)
347 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 336 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
348 return 1; 337 return 1;
349 338
379 dir ? 0 : INS_BELOW_ORIGINATOR); 368 dir ? 0 : INS_BELOW_ORIGINATOR);
380 369
381 return dir; 370 return dir;
382} 371}
383 372
373static bool
374mergable_owner (object *o1, object *o2)
375{
376 if (o1 == o2)
377 return 1;
378
379 if (!o1 || !o2)
380 return 0;
381
382 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
383 return 0;
384
385 if (o1->is_player () || o2->is_player ())
386 return 0;
387
388 return 1;
389}
390
384/* Returns true if it is ok to put spell *op on the space/may provided. 391/* 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 392 * immune_stop is basically the attacktype of the spell (why
386 * passed as a different value, not sure of). If immune_stop 393 * passed as a different value, not sure of). If immune_stop
387 * has the AT_MAGIC bit set, and there is a counterwall 394 * has the AT_MAGIC bit set, and there is a counterwall
388 * on the space, the object doesn't get placed. if immune stop 395 * 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. 396 * does not have AT_MAGIC, then counterwalls do not effect the spell.
390 *
391 */ 397 */
392int 398int
393ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 399ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
394{ 400{
395 if (!xy_normalise (m, x, y)) 401 if (!xy_normalise (m, x, y))
396 return 0; 402 return 0;
397 403
398 mapspace &ms = m->at (x, y); 404 mapspace &ms = m->at (x, y);
405 ms.update ();
399 406
400 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 407 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
401 return 0; 408 return 0;
409
410 int max_effects = 5; // max. number of similar spells per mapspace
402 411
403 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 412 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
404 { 413 {
405 /* If there is a counterspell on the space, and this 414 /* If there is a counterspell on the space, and this
406 * object is using magic, don't progress. I believe we could 415 * object is using magic, don't progress. I believe we could
425 // (and those shouldn't go away from 434 // (and those shouldn't go away from
426 // sanctuary) see also: permanent lava 435 // sanctuary) see also: permanent lava
427 && (immune_stop & AT_MAGIC)) 436 && (immune_stop & AT_MAGIC))
428 return 0; 437 return 0;
429 438
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 439 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 { 440 {
450 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 441 if (tmp->subtype == op->subtype
451 tmp->range = MAX (tmp->range, op->range); 442 && tmp->arch == op->arch /* no harm if not comparing by name here */)
452 tmp->duration = MAX (tmp->duration, op->duration); 443 {
444 /* This is to prevent 'out of control' spells. Basically, this
445 * limits one spell effect per space per spell. This is definately
446 * needed for performance reasons, and just for playability I believe.
447 * there are no such things as multispaced spells right now, so
448 * we don't need to worry about the head.
449 */
450 if (tmp->stats.maxhp == op->stats.maxhp)
451 return 0;
452
453 /*
454 * Combine similar spell effects into one spell effect. Needed for
455 * performance reasons with meteor swarm and the like, but also for
456 * playability reasons.
457 */
458 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
459 if (mergable_owner (tmp, op))
460 {
461 // if same owner, then combine, but reduce advantage of multiple spells
462 max_it (tmp->stats.dam, op->stats.dam);
463 max_it (tmp->range , op->range);
464 max_it (tmp->duration , op->duration);
465 return 0;
466 }
467 }
468
469 // if there are too many spell effects on this space,
470 // then don't allow more of them, for performance reasons.
471 if (tmp->type == SPELL_EFFECT
472 && !--max_effects)
453 return 0; 473 return 0;
454 } 474 }
455 475
456 /* Perhaps we should also put checks in for no magic and unholy 476 /* Perhaps we should also put checks in for no magic and unholy
457 * ground to prevent it from moving along? 477 * ground to prevent it from moving along?
458 */ 478 */
476fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 496fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
477{ 497{
478 if (!spell->other_arch) 498 if (!spell->other_arch)
479 return 0; 499 return 0;
480 500
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 (); 501 object *tmp = spell->other_arch->instance ();
489 502
490 if (!tmp) 503 if (!tmp)
491 return 0; 504 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 }
499 505
500 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 506 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
501 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 507 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
502 /* code in time.c uses food for some things, duration for others */ 508 /* code in time.c uses food for some things, duration for others */
503 tmp->stats.food = tmp->duration; 509 tmp->stats.food = tmp->duration;
504 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 510 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
505 tmp->attacktype = spell->attacktype; 511 tmp->attacktype = spell->attacktype;
506 tmp->x = x;
507 tmp->y = y;
508 tmp->direction = dir; 512 tmp->direction = dir;
509 tmp->set_owner (op); 513 tmp->set_owner (op);
510 tmp->level = caster_level (caster, spell); 514 tmp->level = casting_level (caster, spell);
511 set_spell_skill (op, caster, spell, tmp); 515 set_spell_skill (op, caster, spell, tmp);
512 516
513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 517 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 518 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
515 if (!tailor_god_spell (tmp, op)) 519 if (!tailor_god_spell (tmp, op))
699 * Note that this is not used by any spells (summon evil monsters 703 * 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 704 * 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 705 * never used. This is however used by various failures on the
702 * players part (alchemy, reincarnation, etc) 706 * players part (alchemy, reincarnation, etc)
703 */ 707 */
704
705int 708int
706summon_hostile_monsters (object *op, int n, const char *monstername) 709summon_hostile_monsters (object *op, int n, const char *monstername)
707{ 710{
708 int i; 711 int i;
709 712
774 { 777 {
775 SET_ANIMATION (op, ATTACKS[i].face); 778 SET_ANIMATION (op, ATTACKS[i].face);
776 } 779 }
777} 780}
778 781
779
780/* prayer_failure: This is called when a player fails 782/* prayer_failure: This is called when a player fails
781 * at casting a prayer. 783 * at casting a prayer.
782 * op is the player. 784 * op is the player.
783 * failure is basically how much grace they had. 785 * failure is basically how much grace they had.
784 * power is how much grace the spell would normally take to cast. 786 * power is how much grace the spell would normally take to cast.
785 */ 787 */
786
787void 788void
788prayer_failure (object *op, int failure, int power) 789prayer_failure (object *op, int failure, int power)
789{ 790{
790 const char *godname; 791 const char *godname;
791 object *tmp; 792 object *tmp;
902 spell = arch_to_object (spell_ob->other_arch); 903 spell = arch_to_object (spell_ob->other_arch);
903 904
904 /* Always cast spell on caster */ 905 /* Always cast spell on caster */
905 success = cast_spell (op, caster, dir, spell, stringarg); 906 success = cast_spell (op, caster, dir, spell, stringarg);
906 907
907 if (caster->contr->party == NULL) 908 if (!op->contr || !op->contr->party)
908 { 909 {
909 spell->remove (); 910 spell->remove ();
910 return success; 911 return success;
911 } 912 }
912 913
913 for_all_players (pl) 914 for_all_players (pl)
914 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 915 if ((pl->ob->contr->party == op->contr->party) && (on_same_map (pl->ob, caster)))
915 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 916 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
916 917
917 spell->remove (); 918 spell->remove ();
918 return success; 919 return success;
919} 920}
947 */ 948 */
948int 949int
949cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 950cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
950{ 951{
951 const char *godname; 952 const char *godname;
952 int success = 0, cast_level = 0; 953 int success = 0;
953 object *skill = NULL; 954 object *skill = NULL;
954 955
955 if (!spell_ob) 956 if (!spell_ob)
956 { 957 {
957 LOG (llevError, "cast_spell: null spell object passed\n"); 958 LOG (llevError, "cast_spell: null spell object passed\n");
986 * need to have the right skill pointer passed, so we need to 987 * need to have the right skill pointer passed, so we need to
987 * at least process that code. 988 * at least process that code.
988 */ 989 */
989 if (op->type == PLAYER && op == caster) 990 if (op->type == PLAYER && op == caster)
990 { 991 {
991 cast_level = caster_level (caster, spell_ob);
992
993 if (spell_ob->skill) 992 if (spell_ob->skill)
994 { 993 {
995 skill = find_skill_by_name (op, spell_ob->skill); 994 skill = find_skill_by_name (op, spell_ob->skill);
996 995
997 if (!skill) 996 if (!skill)
998 { 997 {
999 op->failmsg (format ("You need the skill %s to cast %s! " 998 op->failmsg (format ("You need the skill %s to cast %s! "
1000 "H<You either need to learn the skill via a skill scroll " 999 "H<You either need to learn the skill via a skill scroll "
1001 "or you need to wear a talisman or holy symbol.>", 1000 "or you need to wear a talisman or holy symbol.>",
1002 &spell_ob->skill, &spell_ob->name)); 1001 &spell_ob->skill, &spell_ob->name));
1003 return 0; 1002 return 0;
1004 } 1003 }
1005 1004
1006 int casting_level = min_casting_level (op, spell_ob); 1005 const char *msg = "";
1007 1006
1008 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1007 int caster_level = skill->level;
1008
1009 if (op->path_attuned & spell_ob->path_attuned)
1010 {
1011 caster_level += min (caster_level, ATTUNE_REPELL);
1012 msg = " (attuned)";
1013 }
1014
1015 if (op->path_repelled & spell_ob->path_attuned)
1016 {
1017 caster_level -= ATTUNE_REPELL; // negative is ok
1018 msg = " (repelled)";
1019 }
1020
1021 if (spell_ob->level > caster_level)
1009 { 1022 {
1010 op->failmsg (format ("You lack enough skill to cast that spell! " 1023 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?>", 1024 "H<Your effective cast level is %d%s, but level %d is required.>",
1012 cast_level, casting_level)); 1025 caster_level, msg, spell_ob->level));
1026 if (!op->is_wiz ())
1013 return 0; 1027 return 0;
1014 } 1028 }
1015 } 1029 }
1016 1030
1017 /* If the caster is the wiz, they don't ever fail, and don't have 1031 /* If the caster is the wiz, they don't ever fail, and don't have
1018 * to have sufficient grace/mana. 1032 * to have sufficient grace/mana.
1019 */ 1033 */
1020 if (!QUERY_FLAG (op, FLAG_WIZ)) 1034 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1021 { 1035 {
1022 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1023 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1037 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1024 { 1038 {
1025 op->failmsg ("You don't have enough mana!"); 1039 op->failmsg ("You don't have enough mana!");
1154 return RESULT_INT (0); 1168 return RESULT_INT (0);
1155 1169
1156 switch (spell_ob->subtype) 1170 switch (spell_ob->subtype)
1157 { 1171 {
1158 /* The order of case statements is same as the order they show up 1172 /* The order of case statements is same as the order they show up
1159 * in in spells.h. 1173 * in spells.h.
1160 */ 1174 */
1161 case SP_RAISE_DEAD: 1175 case SP_RAISE_DEAD:
1162 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1176 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1163 break; 1177 break;
1164 1178
1450 check_bullet (op); 1464 check_bullet (op);
1451 return; 1465 return;
1452 } 1466 }
1453} 1467}
1454 1468
1455/* This is called by move_apply. Basically, if someone 1469/* This is called by move_apply. Basically, if someone
1456 * moves onto a spell effect and the walk_on or fly_on flags 1470 * 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 1471 * are set, this is called. This should only be called for
1458 * objects of the appropraite type. 1472 * objects of the appropriate type.
1459 */ 1473 */
1460void 1474void
1461apply_spell_effect (object *spell, object *victim) 1475apply_spell_effect (object *spell, object *victim)
1462{ 1476{
1463 switch (spell->subtype) 1477 switch (spell->subtype)
1469 1483
1470 case SP_MAGIC_MISSILE: 1484 case SP_MAGIC_MISSILE:
1471 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1485 if (QUERY_FLAG (victim, FLAG_ALIVE))
1472 { 1486 {
1473 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1474
1475 if (!spell->destroyed ())
1476 spell->destroy (); 1488 spell->destroy ();
1477 } 1489 }
1478 break; 1490 break;
1479 1491
1480 case SP_MOVING_BALL: 1492 case SP_MOVING_BALL:
1481 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1493 if (QUERY_FLAG (victim, FLAG_ALIVE))
1482 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1483 else if (victim->materialname) 1495 else if (victim->materialname)
1484 save_throw_object (victim, spell->attacktype, spell); 1496 save_throw_object (victim, spell->attacktype, spell);
1485 break;
1486 }
1487}
1488 1497
1498 break;
1499 }
1500}
1501
1502/**
1503 * This function will let a fireball explode at the position of
1504 * the victim with a specific maximum level.
1505 */
1506void
1507create_exploding_ball_at (object *victim, int level)
1508{
1509 object *ball = get_archetype (EXPLODING_FIREBALL);
1510 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1511 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1512 ball->insert_at (victim);
1513}

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