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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.75 by root, Mon Jul 14 00:04:57 2008 UTC vs.
Revision 1.132 by root, Sun Nov 18 15:19:48 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <spells.h> 27#include <spells.h>
33/* This returns a random spell from 'ob'. If skill is set, then 35/* 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 36 * the spell must be of this skill, it can be NULL in which case all
35 * matching spells are used. 37 * matching spells are used.
36 */ 38 */
37object * 39object *
38find_random_spell_in_ob (object *ob, const char *skill) 40find_random_spell_in_ob (object *ob, shstr_cmp skill)
39{ 41{
40 int k = 0, s; 42 int k = 0, s;
41 object *tmp;
42 43
43 for (tmp = ob->inv; tmp; tmp = tmp->below) 44 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
44 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 45 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++; 46 k++;
46 47
47 /* No spells, no need to progess further */ 48 /* No spells, no need to progess further */
48 if (!k) 49 if (!k)
49 return NULL; 50 return NULL;
50 51
51 s = RANDOM () % k; 52 s = rndm (k);
52 53
53 for (tmp = ob->inv; tmp; tmp = tmp->below) 54 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 55 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 {
56 if (!s) 56 if (!s)
57 return tmp; 57 return tmp;
58 else 58 else
59 s--; 59 s--;
60 } 60
61 /* Should never get here, but just in case */ 61 /* Should never get here, but just in case */
62 return NULL; 62 return 0;
63} 63}
64 64
65/* Relatively simple function that gets used a lot. 65/* Relatively simple function that gets used a lot.
66 * Basically, it sets up the skill pointer for the spell being 66 * Basically, it sets up the skill pointer for the spell being
67 * cast. If op is really casting the spell, then the skill 67 * cast. If op is really casting the spell, then the skill
84 */ 84 */
85void 85void
86spell_effect (object *spob, int x, int y, maptile *map, object *originator) 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
87{ 87{
88 if (spob->other_arch) 88 if (spob->other_arch)
89 map->insert (arch_to_object (spob->other_arch), x, y, originator); 89 map->insert (spob->other_arch->instance (), x, y, originator);
90} 90}
91 91
92/* 92static int
93 * This function takes a caster and spell and presents the 93attuned_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{ 94{
105 if (caster->path_denied & spell->path_attuned) 95 // compute the attuned/repelled bonus
106 return 1; 96 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
107 97 // repell has no such quarrels
108 int new_level = spell->level 98 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
109 + (caster->path_repelled & spell->path_attuned ? +8 : 0) 99 + (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} 100}
114 101
115/* This function returns the effective level the spell 102/* This function returns the effective level the spell
116 * is being cast at. 103 * 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 */ 104 */
121int 105int
122caster_level (object *caster, object *spell) 106casting_level (object *caster, object *spell)
123{ 107{
124 int level = caster->level; 108 int level = caster->level;
125 109
126 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 110 /* 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) 111 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
129 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 113 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
130 int sk_level = skill ? skill->level : 1; 114 int sk_level = skill ? skill->level : 1;
131 115
132 level = min (level, sk_level + level / 10 + 1); 116 level = min (level, sk_level + level / 10 + 1);
133 } 117 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ 118 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++) 119 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) 120 level = skill->level;
137 {
138 level = caster->contr->last_skill_ob[i]->level;
139 break;
140 }
141 121
142 /* Got valid caster level. Now adjust for attunement */ 122 int bonus = attuned_bonus (caster, spell, level);
143 level += caster->path_repelled & spell->path_attuned ? -8 : 0; 123
144 level += caster->path_attuned & spell->path_attuned ? +8 : 0; 124 level += bonus;
125
126 // now scale the effective level from the startinglevel..100 range to 1..100
127 if (level < 100)
128 level = lerp (level, (int)spell->level, 100, 1, 100);
145 129
146 /* Always make this at least 1. If this is zero, we get divide by zero 130 /* Always make this at least 1. If this is zero, we get divide by zero
147 * errors in various places. 131 * errors in various places.
148 */ 132 */
149 return max (level, 1); 133 return clamp (level, 1, settings.max_level);
150} 134}
151 135
152/* The following function scales the spellpoint cost of 136/* The following function scales the spellpoint cost of
153 * a spell by it's increased effectiveness. Some of the 137 * a spell by it's increased effectiveness. Some of the
154 * lower level spells become incredibly vicious at high 138 * lower level spells become incredibly vicious at high
158 * caster is what is casting the spell, can be op. 142 * caster is what is casting the spell, can be op.
159 * spell is the spell object. 143 * spell is the spell object.
160 * Note that it is now possible for a spell to cost both grace and 144 * 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. 145 * mana. In that case, we return which ever value is higher.
162 */ 146 */
163
164sint16 147sint16
165SP_level_spellpoint_cost (object *caster, object *spell, int flags) 148SP_level_spellpoint_cost (object *caster, object *spell, int flags)
166{ 149{
167 int sp, grace, level = caster_level (caster, spell); 150 int sp, grace, level = casting_level (caster, spell);
168 151
169 if (settings.spellpoint_level_depend == TRUE) 152 if (settings.spellpoint_level_depend == TRUE)
170 { 153 {
171 if (spell->stats.sp && spell->stats.maxsp) 154 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))); 155 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
174 }
175 else 156 else
176 sp = spell->stats.sp; 157 sp = spell->stats.sp;
177 158
178 sp *= (int) PATH_SP_MULT (caster, spell); 159 sp *= (int) PATH_SP_MULT (caster, spell);
179 if (!sp && spell->stats.sp) 160 if (!sp && spell->stats.sp)
180 sp = 1; 161 sp = 1;
181 162
182 if (spell->stats.grace && spell->stats.maxgrace) 163 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))); 164 grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace));
185 }
186 else 165 else
187 grace = spell->stats.grace; 166 grace = spell->stats.grace;
188 167
189 grace *= (int) PATH_SP_MULT (caster, spell); 168 grace *= PATH_SP_MULT (caster, spell);
190 if (spell->stats.grace && !grace) 169 if (spell->stats.grace && !grace)
191 grace = 1; 170 grace = 1;
192 } 171 }
193 else 172 else
194 { 173 {
200 if (spell->stats.grace && !grace) 179 if (spell->stats.grace && !grace)
201 grace = 1; 180 grace = 1;
202 } 181 }
203 182
204 if (flags == SPELL_HIGHEST) 183 if (flags == SPELL_HIGHEST)
205 return MAX (sp, grace); 184 return max (sp, grace);
206 else if (flags == SPELL_GRACE) 185 else if (flags == SPELL_GRACE)
207 return grace; 186 return grace;
208 else if (flags == SPELL_MANA) 187 else if (flags == SPELL_MANA)
209 return sp; 188 return sp;
210 else 189 else
212 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 191 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
213 return 0; 192 return 0;
214 } 193 }
215} 194}
216 195
196/*
197 * Return the effective casting level of the spell.
198 * To make spells independent of their starting level, this function
199 * scales the range spellstartlevel .. 100 into the range 1..100
200 */
201static int
202SP_casting_level (object *caster, object *spell)
203{
204 return casting_level (caster, spell);
205}
206
217/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 207/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
218 * spob is the spell we are adjusting. 208 * spob is the spell we are adjusting.
219 */ 209 */
220int 210int
221SP_level_dam_adjust (object *caster, object *spob) 211SP_level_dam_adjust (object *caster, object *spob)
222{ 212{
223 if (!spob->dam_modifier) 213 if (!spob->dam_modifier)
224 return 0; 214 return 0;
225 215
226 int level = caster_level (caster, spob);
227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; 216 return SP_casting_level (caster, spob) / spob->dam_modifier;
228} 217}
229 218
230/* Adjust the strength of the spell based on level. 219/* Adjust the strength of the spell based on level.
231 * This is basically the same as SP_level_dam_adjust above, 220 * This is basically the same as SP_level_dam_adjust above,
232 * but instead looks at the level_modifier value. 221 * but instead looks at the level_modifier value.
235SP_level_duration_adjust (object *caster, object *spob) 224SP_level_duration_adjust (object *caster, object *spob)
236{ 225{
237 if (!spob->duration_modifier) 226 if (!spob->duration_modifier)
238 return 0; 227 return 0;
239 228
240 int level = caster_level (caster, spob);
241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; 229 return SP_casting_level (caster, spob) / spob->duration_modifier;
242} 230}
243 231
244/* Adjust the strength of the spell based on level. 232/* Adjust the strength of the spell based on level.
245 * This is basically the same as SP_level_dam_adjust above, 233 * This is basically the same as SP_level_dam_adjust above,
246 * but instead looks at the level_modifier value. 234 * but instead looks at the level_modifier value.
249SP_level_range_adjust (object *caster, object *spob) 237SP_level_range_adjust (object *caster, object *spob)
250{ 238{
251 if (!spob->range_modifier) 239 if (!spob->range_modifier)
252 return 0; 240 return 0;
253 241
254 int level = caster_level (caster, spob);
255 return (level - min_casting_level (caster, spob)) / spob->range_modifier; 242 return SP_casting_level (caster, spob) / spob->range_modifier;
256} 243}
257 244
258/* Checks to see if player knows the spell. If the name is the same 245/* Checks to see if player knows the spell. If the name is the same
259 * as an existing spell, we presume they know it. 246 * as an existing spell, we presume they know it.
260 * returns 1 if they know the spell, 0 if they don't. 247 * returns 1 if they know the spell, 0 if they don't.
261 */ 248 */
262object * 249object *
263check_spell_known (object *op, const char *name) 250check_spell_known (object *op, shstr_cmp name)
264{ 251{
265 object *spop; 252 object *spop;
266 shstr_cmp name_ (name);
267 253
268 for (spop = op->inv; spop; spop = spop->below) 254 for (spop = op->inv; spop; spop = spop->below)
269 if (spop->type == SPELL && spop->name == name) 255 if (spop->type == SPELL && spop->name == name)
270 return spop; 256 return spop;
271 257
272 return 0; 258 return 0;
273} 259}
274 260
275 261/*
276/*
277 * Look at object 'op' and see if they know the spell 262 * Look at object 'op' and see if they know the spell
278 * spname. This is pretty close to check_spell_known 263 * spname. This is pretty close to check_spell_known
279 * above, but it uses a looser matching mechanism. 264 * above, but it uses a looser matching mechanism.
280 * returns the matching spell object, or NULL. 265 * returns the matching spell object, or NULL.
281 * If we match multiple spells but don't get an 266 * If we match multiple spells but don't get an
282 * exact match, we also return NULL. 267 * exact match, we also return NULL.
283 */ 268 */
284
285object * 269object *
286lookup_spell_by_name (object *op, const char *spname) 270object::find_spell (const_utf8_string prefix) const
287{ 271{
288 object *spob1 = NULL, *spob2 = NULL, *spob; 272 if (shstr_cmp name = prefix)
289 int nummatch = 0; 273 {
290 274 // case 1, match spell name exactly
291 if (spname == NULL)
292 return NULL;
293
294 /* Try to find the spell. We store the results in spob1
295 * and spob2 - spob1 is only taking the length of
296 * the past spname, spob2 uses the length of the spell name.
297 */
298 for (spob = op->inv; spob; spob = spob->below) 275 for (object *spob = inv; spob; spob = spob->below)
276 if (spob->name == name && spob->type == SPELL)
277 return spob;
299 { 278 }
279 else
280 {
281 // case 2, match prefix
282 int len = strlen (prefix);
283
284 for (object *spob = inv; spob; spob = spob->below)
300 if (spob->type == SPELL) 285 if (spob->type == SPELL
301 { 286 && spob->name.length () < len
302 if (!strncmp (spob->name, spname, strlen (spname))) 287 && prefix [spob->name.length ()] <= ' '
303 { 288 && !memcmp (prefix, spob->name, spob->name.length ()))
304 nummatch++;
305 spob1 = spob;
306 }
307 else if (!strncmp (spob->name, spname, strlen (spob->name)))
308 {
309 /* if spells have ambiguous names, it makes matching
310 * really difficult. (eg, fire and fireball would
311 * fall into this category). It shouldn't be hard to
312 * make sure spell names don't overlap in that fashion.
313 */
314 if (spob2)
315 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
316 spob2 = spob;
317 }
318 }
319 }
320 /* if we have best match, return it. Otherwise, if we have one match
321 * on the loser match, return that, otehrwise null
322 */
323 if (spob2)
324 return spob2; 289 return spob;
325 if (spob1 && nummatch == 1) 290 }
326 return spob1; 291
327 return NULL; 292 return 0;
328} 293}
329 294
330/* reflwall - decides weither the (spell-)object sp_op will 295/* reflwall - decides weither the (spell-)object sp_op will
331 * be reflected from the given mapsquare. Returns 1 if true. 296 * be reflected from the given mapsquare. Returns 1 if true.
332 * (Note that for living creatures there is a small chance that 297 * (Note that for living creatures there is a small chance that
335 * eg, updated for tiled maps. 300 * eg, updated for tiled maps.
336 */ 301 */
337int 302int
338reflwall (maptile *m, int x, int y, object *sp_op) 303reflwall (maptile *m, int x, int y, object *sp_op)
339{ 304{
340 object *op;
341
342 if (OUT_OF_REAL_MAP (m, x, y)) 305 if (OUT_OF_REAL_MAP (m, x, y))
343 return 0; 306 return 0;
307
344 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 308 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
345 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 309 if (op->flag [FLAG_REFL_SPELL]
346 && (!QUERY_FLAG (op, FLAG_ALIVE) 310 && (!op->flag [FLAG_ALIVE]
347 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 311 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
348 return 1; 312 return 1;
349 313
350 return 0; 314 return 0;
351} 315}
352 316
353/* cast_create_object: creates object new_op in direction dir 317/* cast_create_object: creates object new_op in direction dir
354 * or if that is blocked, beneath the player (op). 318 * or if that is blocked, beneath the player (op).
355 * we pass 'caster', but don't use it for anything. 319 * we pass 'caster', but don't use it for anything.
356 * This is really just a simple wrapper function . 320 * This is really just a simple wrapper function .
357 * returns the direction that the object was actually placed 321 * returns true to indicate whether the operation was successful.
358 * in. 322 * destroys the object is unsuccessful.
359 */ 323 */
360int 324bool
361cast_create_obj (object *op, object *caster, object *new_op, int dir) 325cast_create_obj (object *op, object *caster, object *new_op, int dir)
362{ 326{
363 maptile *m; 327 mapxy pos (op);
364 sint16 sx, sy; 328 pos.move (dir);
365 329
366 if (dir && 330 if (!pos.normalise ()
367 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || 331 || pos->blocks (op) // perversely enough, we check if the palyer can reach that space
368 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) 332 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
369 { 333 )
370 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
371 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
372 dir = 0;
373 } 334 {
335 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
336 new_op->destroy ();
337 return 0;
338 }
374 339
375 SET_FLAG (new_op, FLAG_IDENTIFIED); 340 new_op->set_flag (FLAG_IDENTIFIED);
376 op->map->insert (new_op,
377 op->x + freearr_x[dir], op->y + freearr_y[dir],
378 op,
379 dir ? 0 : INS_BELOW_ORIGINATOR);
380 341
342 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
343
381 return dir; 344 return 1;
345}
346
347static bool
348mergable_owner (object *o1, object *o2)
349{
350 if (o1 == o2)
351 return 1;
352
353 if (!o1 || !o2)
354 return 0;
355
356 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
357 return 0;
358
359 if (o1->is_player () || o2->is_player ())
360 return 0;
361
362 return 1;
382} 363}
383 364
384/* Returns true if it is ok to put spell *op on the space/may provided. 365/* 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 366 * immune_stop is basically the attacktype of the spell (why
386 * passed as a different value, not sure of). If immune_stop 367 * passed as a different value, not sure of). If immune_stop
387 * has the AT_MAGIC bit set, and there is a counterwall 368 * has the AT_MAGIC bit set, and there is a counterwall
388 * on the space, the object doesn't get placed. if immune stop 369 * 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. 370 * does not have AT_MAGIC, then counterwalls do not effect the spell.
390 *
391 */ 371 */
392int 372int
393ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 373ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
394{ 374{
395 if (!xy_normalise (m, x, y)) 375 if (!xy_normalise (m, x, y))
399 ms.update (); 379 ms.update ();
400 380
401 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 381 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
402 return 0; 382 return 0;
403 383
384 int max_effects = 5; // max. number of similar spells per mapspace
385
404 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 386 for (object *tmp = ms.top; tmp; tmp = tmp->below)
405 { 387 {
406 /* If there is a counterspell on the space, and this 388 /* If there is a counterspell on the space, and this
407 * object is using magic, don't progress. I believe we could 389 * object is using magic, don't progress. I believe we could
408 * leave this out and let in progress, and other areas of the code 390 * leave this out and let in progress, and other areas of the code
409 * will then remove it, but that would seem to to use more 391 * will then remove it, but that would seem to to use more
411 * on top of a counterwall spell (may hit the player before being 393 * on top of a counterwall spell (may hit the player before being
412 * removed.) On the other hand, it may be more dramatic for the 394 * removed.) On the other hand, it may be more dramatic for the
413 * spell to actually hit the counterwall and be sucked up. 395 * spell to actually hit the counterwall and be sucked up.
414 */ 396 */
415 if ((tmp->attacktype & AT_COUNTERSPELL) 397 if ((tmp->attacktype & AT_COUNTERSPELL)
416 && !QUERY_FLAG (tmp, FLAG_MONSTER) 398 && !tmp->flag [FLAG_MONSTER]
417 && (tmp->type != PLAYER) 399 && (tmp->type != PLAYER)
418 && (tmp->type != WEAPON) 400 && (tmp->type != WEAPON)
419 && (tmp->type != BOW) 401 && (tmp->type != BOW)
420 && (tmp->type != ARROW) 402 && (tmp->type != ARROW)
421 && (tmp->type != GOLEM) 403 && (tmp->type != GOLEM)
422 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 404 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
423 // we special case floor here because there 405 // we special case floor here because there
424 // are sometimes spell effect floors 406 // are sometimes spell effect floors
425 // which are used to inflict damage 407 // which are used to inflict damage
426 // (and those shouldn't go away from 408 // (and those shouldn't go away from
427 // sanctuary) see also: permanent lava 409 // sanctuary) see also: permanent lava
428 && (immune_stop & AT_MAGIC)) 410 && (immune_stop & AT_MAGIC))
429 return 0; 411 return 0;
430 412
431 /* This is to prevent 'out of control' spells. Basically, this
432 * limits one spell effect per space per spell. This is definately
433 * needed for performance reasons, and just for playability I believe.
434 * there are no such things as multispaced spells right now, so
435 * we don't need to worry about the head.
436 */
437 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
438 return 0;
439
440 /*
441 * Combine similar spell effects into one spell effect. Needed for
442 * performance reasons with meteor swarm and the like, but also for
443 * playability reasons.
444 */
445 if (tmp->arch == op->arch /* no harm if not comparing by name here */
446 && tmp->type == op->type 413 if (tmp->type == op->type)
447 && tmp->subtype == op->subtype
448 && tmp->owner == op->owner
449 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
450 { 414 {
451 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 415 if (tmp->subtype == op->subtype
452 tmp->range = MAX (tmp->range, op->range); 416 && tmp->arch == op->arch /* no harm if not comparing by name here */)
453 tmp->duration = MAX (tmp->duration, op->duration); 417 {
418 /* This is to prevent 'out of control' spells. Basically, this
419 * limits one spell effect per space per spell. This is definately
420 * needed for performance reasons, and just for playability I believe.
421 * there are no such things as multispaced spells right now, so
422 * we don't need to worry about the head.
423 */
424 if (tmp->stats.maxhp == op->stats.maxhp)
425 return 0;
426
427 /*
428 * Combine similar spell effects into one spell effect. Needed for
429 * performance reasons with meteor swarm and the like, but also for
430 * playability reasons.
431 */
432 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
433 if (mergable_owner (tmp, op))
434 {
435 // if same owner, then combine, but reduce advantage of multiple spells
436 max_it (tmp->stats.dam, op->stats.dam);
437 max_it (tmp->range , op->range);
438 max_it (tmp->duration , op->duration);
439 return 0;
440 }
441 }
442
443 // if there are too many spell effects on this space,
444 // then don't allow more of them, for performance reasons.
445 if (tmp->type == SPELL_EFFECT
446 && !--max_effects)
454 return 0; 447 return 0;
455 } 448 }
456 449
457 /* Perhaps we should also put checks in for no magic and unholy 450 /* Perhaps we should also put checks in for no magic and unholy
458 * ground to prevent it from moving along? 451 * ground to prevent it from moving along?
459 */ 452 */
490 tmp->stats.food = tmp->duration; 483 tmp->stats.food = tmp->duration;
491 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 484 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
492 tmp->attacktype = spell->attacktype; 485 tmp->attacktype = spell->attacktype;
493 tmp->direction = dir; 486 tmp->direction = dir;
494 tmp->set_owner (op); 487 tmp->set_owner (op);
495 tmp->level = caster_level (caster, spell); 488 tmp->level = casting_level (caster, spell);
496 set_spell_skill (op, caster, spell, tmp); 489 set_spell_skill (op, caster, spell, tmp);
497 490
498 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 491 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
499 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 492 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
500 if (!tailor_god_spell (tmp, op)) 493 if (!tailor_god_spell (tmp, op))
501 return 0; 494 return 0;
502 495
503 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 496 if (tmp->flag [FLAG_IS_TURNABLE])
504 SET_ANIMATION (tmp, dir); 497 tmp->set_anim_frame (dir);
505 498
506 if ((tmp = op->map->insert (tmp, x, y, op))) 499 if ((tmp = op->map->insert (tmp, x, y, op)))
507 move_spell_effect (tmp); 500 move_spell_effect (tmp);
508 501
509 return 1; 502 return 1;
516 ****************************************************************************/ 509 ****************************************************************************/
517void 510void
518regenerate_rod (object *rod) 511regenerate_rod (object *rod)
519{ 512{
520 if (rod->stats.hp < rod->stats.maxhp) 513 if (rod->stats.hp < rod->stats.maxhp)
521 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); 514 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
522} 515}
523 516
524void 517void
525drain_rod_charge (object *rod) 518drain_rod_charge (object *rod)
526{ 519{
546 { 539 {
547 tmp = op->owner; 540 tmp = op->owner;
548 /* If the owner does not exist, or is not a monster, than apply the spell 541 /* If the owner does not exist, or is not a monster, than apply the spell
549 * to the caster. 542 * to the caster.
550 */ 543 */
551 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 544 if (!tmp || !tmp->flag [FLAG_MONSTER])
552 tmp = op; 545 tmp = op;
553 } 546 }
554 else 547 else
555 { 548 {
556 maptile *m = op->map; 549 maptile *m = op->map;
557 sint16 x = op->x + freearr_x[dir]; 550 sint16 x = op->x + DIRX (dir);
558 sint16 y = op->y + freearr_y[dir]; 551 sint16 y = op->y + DIRY (dir);
559 552
560 tmp = xy_normalise (m, x, y) 553 tmp = xy_normalise (m, x, y)
561 ? m->at (x, y).player () 554 ? m->at (x, y).player ()
562 : 0; 555 : 0;
563 } 556 }
594 if (exclude && exclude->type) 587 if (exclude && exclude->type)
595 owner_type = exclude->type; 588 owner_type = exclude->type;
596 589
597 for (i = rndm (1, 8); i < max; i++) 590 for (i = rndm (1, 8); i < max; i++)
598 { 591 {
599 nx = x + freearr_x[i]; 592 nx = x + DIRX (i);
600 ny = y + freearr_y[i]; 593 ny = y + DIRY (i);
601 mp = m; 594 mp = m;
602 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 595 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
603 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 596 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
604 continue; 597 continue;
605 598
606 tmp = GET_MAP_OB (mp, nx, ny); 599 tmp = GET_MAP_OB (mp, nx, ny);
607 600
608 while (tmp != NULL && (((owner_type == PLAYER && 601 while (tmp != NULL && (((owner_type == PLAYER &&
609 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 602 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
610 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 603 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
611 tmp = tmp->above; 604 tmp = tmp->above;
612 605
613 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 606 if (tmp != NULL && can_see_monsterP (m, x, y, i))
614 return freedir[i]; 607 return freedir[i];
618 611
619/* put_a_monster: puts a monster named monstername near by 612/* put_a_monster: puts a monster named monstername near by
620 * op. This creates the treasures for the monsters, and 613 * op. This creates the treasures for the monsters, and
621 * also deals with multipart monsters properly. 614 * also deals with multipart monsters properly.
622 */ 615 */
623void 616static void
624put_a_monster (object *op, const char *monstername) 617put_a_monster (object *op, const char *monstername)
625{ 618{
626 object *tmp, *head = NULL, *prev = NULL; 619 object *tmp, *head = NULL, *prev = NULL;
627 archetype *at; 620 archetype *at;
628 int dir; 621 int dir;
631 624
632 if ((at = archetype::find (monstername)) == NULL) 625 if ((at = archetype::find (monstername)) == NULL)
633 return; 626 return;
634 627
635 /* find a free square nearby 628 /* find a free square nearby
636 * first we check the closest square for free squares 629 * first we check the closest square for free squares
637 */ 630 */
638 631
639 dir = find_first_free_spot (at, op->map, op->x, op->y); 632 dir = find_first_free_spot (at, op->map, op->x, op->y);
640 if (dir != -1) 633 if (dir != -1)
641 { 634 {
643 * insert multipart monsters properly 636 * insert multipart monsters properly
644 */ 637 */
645 //TODO: use expand_tail + ... 638 //TODO: use expand_tail + ...
646 while (at != NULL) 639 while (at != NULL)
647 { 640 {
648 tmp = arch_to_object (at); 641 tmp = at->instance ();
649 tmp->x = op->x + freearr_x[dir] + at->x; 642 tmp->x = op->x + DIRX (dir) + at->x;
650 tmp->y = op->y + freearr_y[dir] + at->y; 643 tmp->y = op->y + DIRY (dir) + at->y;
651 tmp->map = op->map; 644 tmp->map = op->map;
652 if (head) 645 if (head)
653 { 646 {
654 tmp->head = head; 647 tmp->head = head;
655 prev->more = tmp; 648 prev->more = tmp;
667 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 660 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
668 661
669 insert_ob_in_map (head, op->map, op, 0); 662 insert_ob_in_map (head, op->map, op, 0);
670 663
671 /* thought it'd be cool to insert a burnout, too. */ 664 /* thought it'd be cool to insert a burnout, too. */
672 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 665 op->map->insert (archetype::get (shstr_burnout), op->x + DIRX (dir), op->y + DIRY (dir), op);
673 } 666 }
674} 667}
675 668
676/* peterm: function which summons hostile monsters and 669/* peterm: function which summons hostile monsters and
677 * places them in nearby squares. 670 * places them in nearby squares.
684 * Note that this is not used by any spells (summon evil monsters 677 * Note that this is not used by any spells (summon evil monsters
685 * use to call this, but best I can tell, that spell/ability was 678 * use to call this, but best I can tell, that spell/ability was
686 * never used. This is however used by various failures on the 679 * never used. This is however used by various failures on the
687 * players part (alchemy, reincarnation, etc) 680 * players part (alchemy, reincarnation, etc)
688 */ 681 */
689
690int 682int
691summon_hostile_monsters (object *op, int n, const char *monstername) 683summon_hostile_monsters (object *op, int n, const char *monstername)
692{ 684{
693 int i; 685 int i;
694 686
696 put_a_monster (op, monstername); 688 put_a_monster (op, monstername);
697 689
698 return n; 690 return n;
699} 691}
700 692
701
702/* Some local definitions for shuffle-attack */ 693/* Some local definitions for shuffle-attack */
703struct attacktype_shuffle 694struct attacktype_shuffle
704{ 695{
705 int attacktype; 696 int attacktype;
706 int face; 697 int face;
707} ATTACKS[22] = 698} ATTACKS[] =
708{ 699{
709 { AT_PHYSICAL, 0}, 700 { AT_PHYSICAL, 0},
710 { AT_PHYSICAL, 0}, /*face = explosion */ 701 { AT_PHYSICAL, 0}, /* face = explosion */
711 { AT_PHYSICAL, 0}, 702 { AT_PHYSICAL, 0},
712 { AT_MAGIC, 1}, 703 { AT_MAGIC, 1},
713 { AT_MAGIC, 1}, /* face = last-burnout */ 704 { AT_MAGIC, 1}, /* face = last-burnout */
714 { AT_MAGIC, 1}, 705 { AT_MAGIC, 1},
715 { AT_FIRE, 2}, 706 { AT_FIRE, 2},
729 { AT_PARALYZE, 9}, 720 { AT_PARALYZE, 9},
730 { AT_FEAR, 10}, 721 { AT_FEAR, 10},
731}; 722};
732 723
733/* shuffle_attack: peterm 724/* shuffle_attack: peterm
734 * This routine shuffles the attack of op to one of the 725 * This routine shuffles the attack of op to one of the
735 * ones in the list. It does this at random. It also 726 * ones in the list. It does this at random. It also
736 * chooses a face appropriate to the attack that is 727 * chooses a face appropriate to the attack that is
737 * being committed by that square at the moment. 728 * being committed by that square at the moment.
738 * 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
739 * chaos. 730 * chaos.
740 * This could really be a better implementation - the 731 * This could really be a better implementation - the
741 * faces and attacktypes above are hardcoded, which is never 732 * faces and attacktypes above are hardcoded, which is never
742 * good. The faces refer to faces in the animation sequence. 733 * good. The faces refer to faces in the animation sequence.
747 * attacktypes, which probably wasn't the intent. MSW 2003-06-03 738 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
748 */ 739 */
749void 740void
750shuffle_attack (object *op, int change_face) 741shuffle_attack (object *op, int change_face)
751{ 742{
752 int i; 743 int i = rndm (ecb_array_length (ATTACKS));
753
754 i = rndm (0, 21);
755 744
756 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC; 745 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
757 746
758 if (change_face) 747 if (change_face)
759 { 748 op->set_anim_frame (ATTACKS[i].face);
760 SET_ANIMATION (op, ATTACKS[i].face);
761 }
762} 749}
763
764 750
765/* prayer_failure: This is called when a player fails 751/* prayer_failure: This is called when a player fails
766 * at casting a prayer. 752 * at casting a prayer.
767 * op is the player. 753 * op is the player.
768 * failure is basically how much grace they had. 754 * failure is basically how much grace they had.
769 * power is how much grace the spell would normally take to cast. 755 * power is how much grace the spell would normally take to cast.
770 */ 756 */
771 757
772void 758#define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
759
760static void
773prayer_failure (object *op, int failure, int power) 761prayer_failure (object *op, int failure, int power)
774{ 762{
775 const char *godname; 763 const char *godname;
776 object *tmp; 764 object *tmp;
777 765
778 if (!strcmp ((godname = determine_god (op)), "none")) 766 if (!strcmp ((godname = determine_god (op)), "none"))
779 godname = "Your spirit"; 767 godname = "Your spirit";
780 768
781 if (failure <= -20 && failure > -40) /* wonder */ 769 if (failure <= -20 && failure > -40) /* wonder */
782 { 770 {
783 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); 771 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
784 tmp = get_archetype (SPELL_WONDER); 772 tmp = archetype::get (SPELL_WONDER);
785 cast_cone (op, op, 0, tmp); 773 cast_cone (op, op, 0, tmp);
786 tmp->destroy (); 774 tmp->destroy ();
787 } 775 }
788 776
789 else if (failure <= -40 && failure > -60) /* confusion */ 777 else if (failure <= -40 && failure > -60) /* confusion */
790 { 778 {
791 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 779 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
792 confuse_player (op, op, 99); 780 confuse_player (op, op, 99);
793 } 781 }
794 else if (failure <= -60 && failure > -150) /* paralysis */ 782 else if (failure <= -60 && failure > -150) /* paralysis */
795 { 783 {
796 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); 784 op->failmsgf ("%s requires you to pray NOW. "
797 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); 785 "You comply, ignoring all else." HINT_GRACE,
786 godname);
798 paralyze_player (op, op, 99); 787 paralyze_player (op, op, 99);
799 } 788 }
800 else if (failure <= -150) /* blast the immediate area */ 789 else if (failure <= -150) /* blast the immediate area */
801 { 790 {
802 tmp = get_archetype (GOD_POWER); 791 tmp = archetype::get (GOD_POWER);
803 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); 792 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
804 cast_magic_storm (op, tmp, power); 793 cast_magic_storm (op, tmp, power);
805 } 794 }
806} 795}
807 796
808/* 797/*
809 * spell_failure() handles the various effects for differing degrees 798 * spell_failure() handles the various effects for differing degrees
810 * of failure badness. 799 * of failure badness.
811 * op is the player that failed. 800 * op is the player that failed.
812 * failure is a random value of how badly you failed. 801 * failure is a random value of how badly you failed.
813 * power is how many spellpoints you'd normally need for the spell. 802 * power is how many spellpoints you'd normally need for the spell.
814 * skill is the skill you'd need to cast the spell. 803 * skill is the skill you'd need to cast the spell.
815 */ 804 */
816
817void 805void
818spell_failure (object *op, int failure, int power, object *skill) 806spell_failure (object *op, int failure, int power, object *skill)
819{ 807{
820 object *tmp; 808 object *tmp;
821 809
822 if (settings.spell_failure_effects == FALSE) 810 if (settings.spell_failure_effects == FALSE)
823 return; 811 return;
824 812
825 if (failure <= -20 && failure > -40) /* wonder */ 813 if (failure <= -20 && failure > -40) /* wonder */
826 { 814 {
827 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 815 op->failmsg ("Your spell causes an unexpected effect.");
828 tmp = get_archetype (SPELL_WONDER); 816 tmp = archetype::get (SPELL_WONDER);
829 cast_cone (op, op, 0, tmp); 817 cast_cone (op, op, 0, tmp);
830 tmp->destroy (); 818 tmp->destroy ();
831 } 819 }
832 820
833 else if (failure <= -40 && failure > -60) /* confusion */ 821 else if (failure <= -40 && failure > -60) /* confusion */
834 { 822 {
835 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); 823 op->failmsg ("Your magic recoils on you, making you confused!");
836 confuse_player (op, op, 99); 824 confuse_player (op, op, 99);
837 } 825 }
838 else if (failure <= -60 && failure > -80) /* paralysis */ 826 else if (failure <= -60 && failure > -80) /* paralysis */
839 { 827 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); 828 op->failmsg ("Your magic stuns you!");
841 paralyze_player (op, op, 99); 829 paralyze_player (op, op, 99);
842 } 830 }
843 else if (failure <= -80) /* blast the immediate area */ 831 else if (failure <= -80) /* blast the immediate area */
844 { 832 {
845 object *tmp; 833 object *tmp;
846 834
847 /* Safety check to make sure we don't get any mana storms in scorn */ 835 /* Safety check to make sure we don't get any mana storms in scorn */
848 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) 836 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
849 { 837 {
850 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); 838 op->failmsg ("The magic warps and you are turned inside out!");
851 hit_player (op, 9998, op, AT_INTERNAL, 1); 839 hit_player (op, 9998, op, AT_INTERNAL, 1);
852 840
853 } 841 }
854 else 842 else
855 { 843 {
856 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 844 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
857 tmp = get_archetype (LOOSE_MANA); 845 tmp = archetype::get (LOOSE_MANA);
858 tmp->level = skill->level; 846 tmp->level = skill->level;
859 847
860 /* increase the area of destruction a little for more powerful spells */ 848 /* increase the area of destruction a little for more powerful spells */
861 tmp->range += isqrt (power); 849 tmp->range += isqrt (power);
862 850
870 tmp->insert_at (op); 858 tmp->insert_at (op);
871 } 859 }
872 } 860 }
873} 861}
874 862
875int 863static int
876cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 864cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
877{ 865{
878 int success;
879 object *spell;
880
881 if (!spell_ob->other_arch) 866 if (!spell_ob->other_arch)
882 { 867 {
883 LOG (llevError, "cast_party_spell: empty other arch\n"); 868 LOG (llevError, "cast_party_spell: empty other arch\n");
884 return 0; 869 return 0;
885 } 870 }
886 871
887 spell = arch_to_object (spell_ob->other_arch); 872 object *spell = spell_ob->other_arch->instance ();
888 873
889 /* Always cast spell on caster */ 874 /* Always cast spell on caster */
890 success = cast_spell (op, caster, dir, spell, stringarg); 875 int success = cast_spell (op, caster, dir, spell, spellparam);
891 876
892 if (caster->contr->party == NULL) 877 if (!op->contr || !op->contr->party)
893 { 878 {
894 spell->remove (); 879 spell->remove ();
895 return success; 880 return success;
896 } 881 }
897 882
898 for_all_players (pl) 883 for_all_players (pl)
899 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 884 if ((pl->ob->contr->party == op->contr->party)
885 && on_same_map (pl->ob, op)
886 && pl->ob != op)
900 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 887 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
901 888
902 spell->remove (); 889 spell->remove ();
903 return success; 890 return success;
904} 891}
905 892
911 * same as op. 898 * same as op.
912 * dir is the direction to cast in. Note in some cases, if the spell 899 * dir is the direction to cast in. Note in some cases, if the spell
913 * is self only, dir really doesn't make a difference. 900 * is self only, dir really doesn't make a difference.
914 * spell_ob is the spell object that is being cast. From that, 901 * spell_ob is the spell object that is being cast. From that,
915 * we can determine what to do. 902 * we can determine what to do.
916 * stringarg is any options that are being used. It can be NULL. Almost 903 * spellparam is any options that are being used. It can be NULL. Almost
917 * certainly, only players will set it. It is basically used as optional 904 * certainly, only players will set it. It is basically used as optional
918 * parameters to a spell (eg, item to create, information for marking runes, 905 * parameters to a spell (eg, item to create, information for marking runes,
919 * etc. 906 * etc.
920 * returns 1 on successful cast, or 0 on error. These values should really 907 * returns 1 on successful cast, or 0 on error. These values should really
921 * be swapped, so that 0 is successful, and non zero is failure, with a code 908 * be swapped, so that 0 is successful, and non zero is failure, with a code
929 * if it is a player casting the spell (op->type == PLAYER, op == caster), 916 * if it is a player casting the spell (op->type == PLAYER, op == caster),
930 * this function will decrease the mana/grace appropriately. For other 917 * this function will decrease the mana/grace appropriately. For other
931 * objects, the caller should do what it considers appropriate. 918 * objects, the caller should do what it considers appropriate.
932 */ 919 */
933int 920int
934cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 921cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
935{ 922{
936 const char *godname; 923 const char *godname;
937 int success = 0, cast_level = 0; 924 int success = 0;
938 object *skill = NULL; 925
926 // make sure spells always take a while, so a) we don't flood the
927 // user with messages and b) too many failures can be harmful (smiting).
928 op->speed_left -= 4 * op->speed; // ~0.5s on failure
939 929
940 if (!spell_ob) 930 if (!spell_ob)
941 { 931 {
942 LOG (llevError, "cast_spell: null spell object passed\n"); 932 LOG (llevError, "cast_spell: null spell object passed\n");
943 return 0; 933 return 0;
951 { 941 {
952 LOG (llevError, "cast_spell: null caster object passed\n"); 942 LOG (llevError, "cast_spell: null caster object passed\n");
953 return 0; 943 return 0;
954 } 944 }
955 945
956 /* if caster is a spell casting object, this normally shouldn't be 946 /* if caster is a spell casting object, this normally shouldn't be
957 * an issue, because they don't have any spellpaths set up. 947 * an issue, because they don't have any spellpaths set up.
958 */ 948 */
959 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) 949 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
960 { 950 {
961 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 951 op->failmsg ("That spell path is denied to you.");
962 return 0; 952 return 0;
963 } 953 }
964 954
955 object *skill = 0;
956
965 /* if it is a player casting the spell, and they are really casting it 957 /* if it is a player casting the spell, and they are really casting it
966 * (vs it coming from a wand, scroll, or whatever else), do some 958 * (vs it coming from a wand, scroll, or whatever else), do some
967 * checks. We let monsters do special things - eg, they 959 * checks. We let monsters do special things - eg, they
968 * don't need the skill, bypass level checks, etc. The monster function 960 * don't need the SKILL, BYpass level checks, etc. The monster function
969 * should take care of that. 961 * should take care of that.
970 * Remove the wiz check here and move it further down - some spells 962 * Remove the wiz check here and move it further down - some spells
971 * need to have the right skill pointer passed, so we need to 963 * need to have the right skill pointer passed, so we need to
972 * at least process that code. 964 * at least process that code.
973 */ 965 */
974 if (op->type == PLAYER && op == caster) 966 if (op->type == PLAYER && op == caster)
975 { 967 {
976 cast_level = caster_level (caster, spell_ob);
977
978 if (spell_ob->skill) 968 if (spell_ob->skill)
979 { 969 {
980 skill = find_skill_by_name (op, spell_ob->skill); 970 skill = find_skill_by_name (op, spell_ob->skill);
981 971
982 if (!skill) 972 if (!skill)
983 { 973 {
984 op->failmsg (format ("You need the skill %s to cast %s! " 974 op->failmsgf ("You need the %s skill to cast %s! "
985 "H<You either need to learn the skill via a skill scroll " 975 "H<You either need to learn the skill via a skill scroll "
986 "or you need to wear a talisman or holy symbol.>", 976 "or you need to wear a talisman, holy symbol or another skill tool.>",
987 &spell_ob->skill, &spell_ob->name)); 977 &spell_ob->skill, &spell_ob->name);
988 return 0; 978 return 0;
989 } 979 }
990 980
991 int casting_level = min_casting_level (op, spell_ob); 981 const char *msg = "";
992 982
993 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 983 int caster_level = skill->level;
984
985 if (op->path_attuned & spell_ob->path_attuned)
994 { 986 {
987 caster_level += min (caster_level, ATTUNE_REPELL);
988 msg = " (attuned)";
989 }
990
991 if (op->path_repelled & spell_ob->path_attuned)
992 {
993 caster_level -= ATTUNE_REPELL; // negative is ok
994 msg = " (repelled)";
995 }
996
997 if (spell_ob->level > caster_level)
998 {
995 op->failmsg (format ("You lack enough skill to cast that spell! " 999 op->failmsgf ("You lack enough skill to cast that spell! "
996 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", 1000 "H<Your effective cast level is %d%s, but level %d is required.>",
997 cast_level, casting_level)); 1001 caster_level, msg, spell_ob->level);
1002 if (!op->is_wiz ())
998 return 0; 1003 return 0;
999 } 1004 }
1000 } 1005 }
1001 1006
1002 /* If the caster is the wiz, they don't ever fail, and don't have 1007 /* If the caster is the wiz, they don't ever fail, and don't have
1003 * to have sufficient grace/mana. 1008 * to have sufficient grace/mana.
1004 */ 1009 */
1005 if (!QUERY_FLAG (op, FLAG_WIZ)) 1010 if (!op->flag [FLAG_WIZCAST])
1006 { 1011 {
1007 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1012 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1008 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1013 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1009 { 1014 {
1010 op->failmsg ("You don't have enough mana!"); 1015 op->failmsg ("You don't have enough mana!");
1018 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1023 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1019 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); 1024 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1020 else 1025 else
1021 { 1026 {
1022 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1027 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1023 op->failmsg (format ("%s ignores your prayer.", godname)); 1028 op->failmsgf ("%s ignores your prayer.", godname);
1024 return 0; 1029 return 0;
1025 } 1030 }
1026 } 1031 }
1027 1032
1028 /* player/monster is trying to cast the spell. might fumble it */ 1033 /* player/monster is trying to cast the spell. might fumble it */
1029 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1034 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1030 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1035 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1031 { 1036 {
1032 op->contr->play_sound (sound_find ("fumble_spell")); 1037 op->contr->play_sound (sound_find ("fumble_spell"));
1033 op->failmsg ("You fumble the prayer."); 1038 op->failmsg ("You fumble the prayer.");
1034 1039
1035 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1040 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1058 * not alive, then this would mean that the mapmaker put the 1063 * not alive, then this would mean that the mapmaker put the
1059 * objects on the space - presume that they know what they are 1064 * objects on the space - presume that they know what they are
1060 * doing. 1065 * doing.
1061 */ 1066 */
1062 1067
1063 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1068 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1064 { 1069 {
1070 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1065 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); 1071 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1066 return 0; 1072 return 0;
1067 } 1073 }
1068 1074
1069 if ((spell_ob->type == SPELL) 1075 if ((spell_ob->type == SPELL)
1070 && (caster->type != POTION) 1076 && (caster->type != POTION)
1071 && !QUERY_FLAG (op, FLAG_WIZCAST) 1077 && !op->flag [FLAG_WIZCAST]
1072 && (QUERY_FLAG (caster, FLAG_ALIVE) 1078 && (caster->flag [FLAG_ALIVE]
1073 || QUERY_FLAG (op, FLAG_ALIVE)) 1079 || op->flag [FLAG_ALIVE])
1074 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) 1080 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1075 { 1081 {
1076 if (op->type != PLAYER) 1082 if (op->type != PLAYER)
1077 return 0; 1083 return 0;
1078 1084
1079 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1085 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1080 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1086 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1081 else if (object *item = op->contr->ranged_ob) 1087 else if (object *item = op->contr->ranged_ob)
1082 { 1088 {
1083 if (item->type == SPELL) 1089 if (item->type == SPELL)
1084 op->failmsg ("Something blocks your spellcasting."); 1090 op->failmsg ("Something blocks your spellcasting.");
1085 else if (item->type == SCROLL) 1091 else if (item->type == SCROLL)
1091 op->failmsg ("Something blocks the spell!"); 1097 op->failmsg ("Something blocks the spell!");
1092 1098
1093 return 0; 1099 return 0;
1094 } 1100 }
1095 1101
1102 // undo the flood protection from earlier
1103 op->speed_left += 4 * op->speed; // ~0.5s on failure
1104
1096 /* Take into account how long it takes to cast the spell. 1105 /* Take into account how long it takes to cast the spell.
1097 * if the player is casting it, then we use the time in 1106 * if the player is casting it, then we use the time in
1098 * the spell object. If it is a spell object, have it 1107 * the spell object. If it is a spell object, have it
1099 * take two ticks. Things that cast spells on the players 1108 * take two ticks. Things that cast spells on the players
1100 * behalf (eg, altars, and whatever else) shouldn't cost 1109 * behalf (eg, altars, and whatever else) shouldn't cost
1101 * the player any time. 1110 * the player any time.
1102 * Ignore casting time for firewalls 1111 * Ignore casting time for firewalls
1103 */ 1112 */
1104 if (caster == op && caster->type != FIREWALL) 1113 if (caster == op && caster->type != FIREWALL)
1105 { 1114 {
1106 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1115 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1107 /* Other portions of the code may also decrement the speed of the player, so 1116 /* Other portions of the code may also decrement the speed of the player, so
1108 * put a lower limit so that the player isn't stuck here too long 1117 * put a lower limit so that the player isn't stuck here too long
1109 */ 1118 */
1110 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1119 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1111 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1120 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1112 } 1121 }
1113 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1122 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1114 op->speed_left -= 2 * FABS (op->speed); 1123 op->speed_left -= 2 * op->speed;
1115 1124
1116 if (op->type == PLAYER && op == caster) 1125 if (op->type == PLAYER && op == caster)
1117 { 1126 {
1118 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1127 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1119 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1128 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1124 * object requires. 1133 * object requires.
1125 */ 1134 */
1126 if (op != caster && !skill && caster->skill) 1135 if (op != caster && !skill && caster->skill)
1127 { 1136 {
1128 skill = find_skill_by_name (op, caster->skill); 1137 skill = find_skill_by_name (op, caster->skill);
1138
1129 if (!skill) 1139 if (!skill)
1130 { 1140 {
1131 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); 1141 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1132 return 0; 1142 return 0;
1133 } 1143 }
1134
1135 op->change_skill (skill); /* needed for proper exp credit */
1136 } 1144 }
1137 1145
1138 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1146 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1139 return RESULT_INT (0); 1147 return RESULT_INT (0);
1140 1148
1149 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1150 // at least temporarily, which might not be true due to slot restrictions, but hey
1151 // invoke requires it basically.
1152
1153 object *chosen_skill = op->chosen_skill;
1154 op->chosen_skill = skill;
1155
1141 switch (spell_ob->subtype) 1156 switch (spell_ob->subtype)
1142 { 1157 {
1143 /* The order of case statements is same as the order they show up 1158 /* The order of case statements is same as the order they show up
1144 * in in spells.h. 1159 * in spells.h.
1145 */ 1160 */
1146 case SP_RAISE_DEAD: 1161 case SP_RAISE_DEAD:
1147 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1162 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1148 break; 1163 break;
1149 1164
1150 case SP_RUNE: 1165 case SP_RUNE:
1151 success = write_rune (op, caster, spell_ob, dir, stringarg); 1166 success = write_rune (op, caster, spell_ob, dir, spellparam);
1152 break; 1167 break;
1153 1168
1154 case SP_MAKE_MARK: 1169 case SP_MAKE_MARK:
1155 success = write_mark (op, spell_ob, stringarg); 1170 success = write_mark (op, spell_ob, spellparam);
1156 break; 1171 break;
1157 1172
1158 case SP_BOLT: 1173 case SP_BOLT:
1159 success = fire_bolt (op, caster, dir, spell_ob, skill); 1174 success = fire_bolt (op, caster, dir, spell_ob, skill);
1160 break; 1175 break;
1189 1204
1190 case SP_DIMENSION_DOOR: 1205 case SP_DIMENSION_DOOR:
1191 /* dimension door needs the actual caster, because that is what is 1206 /* dimension door needs the actual caster, because that is what is
1192 * moved. 1207 * moved.
1193 */ 1208 */
1194 success = dimension_door (op, caster, spell_ob, dir); 1209 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1195 break; 1210 break;
1196 1211
1197 case SP_MAGIC_MAPPING: 1212 case SP_MAGIC_MAPPING:
1198 if (op->type == PLAYER) 1213 if (op->type == PLAYER)
1199 { 1214 {
1232 case SP_HEALING: 1247 case SP_HEALING:
1233 success = cast_heal (op, caster, spell_ob, dir); 1248 success = cast_heal (op, caster, spell_ob, dir);
1234 break; 1249 break;
1235 1250
1236 case SP_CREATE_FOOD: 1251 case SP_CREATE_FOOD:
1237 success = cast_create_food (op, caster, spell_ob, dir, stringarg); 1252 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1238 break; 1253 break;
1239 1254
1240 case SP_EARTH_TO_DUST: 1255 case SP_EARTH_TO_DUST:
1241 success = cast_earth_to_dust (op, caster, spell_ob); 1256 success = cast_earth_to_dust (op, caster, spell_ob);
1242 break; 1257 break;
1252 case SP_CURSE: 1267 case SP_CURSE:
1253 success = cast_curse (op, caster, spell_ob, dir); 1268 success = cast_curse (op, caster, spell_ob, dir);
1254 break; 1269 break;
1255 1270
1256 case SP_SUMMON_MONSTER: 1271 case SP_SUMMON_MONSTER:
1257 success = summon_object (op, caster, spell_ob, dir, stringarg); 1272 success = summon_object (op, caster, spell_ob, dir, spellparam);
1258 break; 1273 break;
1259 1274
1260 case SP_CHARGING: 1275 case SP_CHARGING:
1261 success = recharge (op, caster, spell_ob); 1276 success = recharge (op, caster, spell_ob);
1262 break; 1277 break;
1295 break; 1310 break;
1296 1311
1297 case SP_MOVING_BALL: 1312 case SP_MOVING_BALL:
1298 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1313 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1299 { 1314 {
1300 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1315 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1301 success = 0; 1316 success = 0;
1302 } 1317 }
1303 else 1318 else
1304 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); 1319 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1305 break; 1320 break;
1316 /* in rune.c */ 1331 /* in rune.c */
1317 success = dispel_rune (op, caster, spell_ob, skill, dir); 1332 success = dispel_rune (op, caster, spell_ob, skill, dir);
1318 break; 1333 break;
1319 1334
1320 case SP_CREATE_MISSILE: 1335 case SP_CREATE_MISSILE:
1321 success = cast_create_missile (op, caster, spell_ob, dir, stringarg); 1336 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1322 break; 1337 break;
1323 1338
1324 case SP_CONSECRATE: 1339 case SP_CONSECRATE:
1325 success = cast_consecrate (op, caster, spell_ob); 1340 success = cast_consecrate (op, caster, spell_ob);
1326 break; 1341 break;
1348 case SP_AURA: 1363 case SP_AURA:
1349 success = create_aura (op, caster, spell_ob); 1364 success = create_aura (op, caster, spell_ob);
1350 break; 1365 break;
1351 1366
1352 case SP_PARTY_SPELL: 1367 case SP_PARTY_SPELL:
1353 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1368 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1354 break; 1369 break;
1355 1370
1356 default: 1371 default:
1357 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1372 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1358 } 1373 }
1374
1375 // restore chosen_skill
1376 op->chosen_skill = chosen_skill;
1359 1377
1360 op->play_sound ( 1378 op->play_sound (
1361 success 1379 success
1362 ? spell_ob->sound 1380 ? spell_ob->sound
1363 ? spell_ob->sound 1381 ? spell_ob->sound
1417 move_aura (op); 1435 move_aura (op);
1418 break; 1436 break;
1419 } 1437 }
1420} 1438}
1421 1439
1422/* this checks to see if something special should happen if
1423 * something runs into the object.
1424 */
1425void
1426check_spell_effect (object *op)
1427{
1428 switch (op->subtype)
1429 {
1430 case SP_BOLT:
1431 move_bolt (op);
1432 return;
1433
1434 case SP_BULLET:
1435 check_bullet (op);
1436 return;
1437 }
1438}
1439
1440/* This is called by move_apply. Basically, if someone 1440/* This is called by move_apply. Basically, if someone
1441 * moves onto a spell effect and the walk_on or fly_on flags 1441 * moves onto a spell effect and the walk_on or fly_on flags
1442 * are set, this is called. This should only be called for 1442 * are set, this is called. This should only be called for
1443 * objects of the appropraite type. 1443 * objects of the appropriate type.
1444 */ 1444 */
1445void 1445void
1446apply_spell_effect (object *spell, object *victim) 1446apply_spell_effect (object *spell, object *victim)
1447{ 1447{
1448 switch (spell->subtype) 1448 switch (spell->subtype)
1449 { 1449 {
1450 case SP_CONE: 1450 case SP_CONE:
1451 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) 1451 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1452 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1452 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1453 break; 1453 break;
1454 1454
1455 case SP_MAGIC_MISSILE: 1455 case SP_MAGIC_MISSILE:
1456 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1456 if (victim->flag [FLAG_ALIVE])
1457 { 1457 {
1458 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1458 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1459
1460 if (!spell->destroyed ())
1461 spell->destroy (); 1459 spell->destroy ();
1462 } 1460 }
1463 break; 1461 break;
1464 1462
1465 case SP_MOVING_BALL: 1463 case SP_MOVING_BALL:
1466 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1464 if (victim->flag [FLAG_ALIVE])
1467 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1465 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1468 else if (victim->materialname) 1466 else if (victim->material != MATERIAL_NULL)
1469 save_throw_object (victim, spell->attacktype, spell); 1467 save_throw_object (victim, spell->attacktype, spell);
1470 break;
1471 }
1472}
1473 1468
1469 break;
1470 }
1471}
1472
1473/**
1474 * This function will let a fireball explode at the position of
1475 * the victim with a specific maximum level.
1476 */
1477void
1478create_exploding_ball_at (object *victim, int level)
1479{
1480 object *ball = archetype::get (EXPLODING_FIREBALL);
1481 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1482 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1483 ball->insert_at (victim);
1484}

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