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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 1.94 by root, Tue Feb 17 03:53:31 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
432 * limits one spell effect per space per spell. This is definately 421 * limits one spell effect per space per spell. This is definately
433 * needed for performance reasons, and just for playability I believe. 422 * needed for performance reasons, and just for playability I believe.
434 * there are no such things as multispaced spells right now, so 423 * there are no such things as multispaced spells right now, so
435 * we don't need to worry about the head. 424 * we don't need to worry about the head.
436 */ 425 */
437 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) 426 if (tmp->stats.maxhp == op->stats.maxhp
427 && tmp->type == op->type
428 && tmp->subtype == op->subtype)
438 return 0; 429 return 0;
439 430
440 /* 431 /*
441 * Combine similar spell effects into one spell effect. Needed for 432 * Combine similar spell effects into one spell effect. Needed for
442 * performance reasons with meteor swarm and the like, but also for 433 * performance reasons with meteor swarm and the like, but also for
490 tmp->stats.food = tmp->duration; 481 tmp->stats.food = tmp->duration;
491 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 482 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
492 tmp->attacktype = spell->attacktype; 483 tmp->attacktype = spell->attacktype;
493 tmp->direction = dir; 484 tmp->direction = dir;
494 tmp->set_owner (op); 485 tmp->set_owner (op);
495 tmp->level = caster_level (caster, spell); 486 tmp->level = casting_level (caster, spell);
496 set_spell_skill (op, caster, spell, tmp); 487 set_spell_skill (op, caster, spell, tmp);
497 488
498 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 489 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
499 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 490 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
500 if (!tailor_god_spell (tmp, op)) 491 if (!tailor_god_spell (tmp, op))
684 * Note that this is not used by any spells (summon evil monsters 675 * 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 676 * 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 677 * never used. This is however used by various failures on the
687 * players part (alchemy, reincarnation, etc) 678 * players part (alchemy, reincarnation, etc)
688 */ 679 */
689
690int 680int
691summon_hostile_monsters (object *op, int n, const char *monstername) 681summon_hostile_monsters (object *op, int n, const char *monstername)
692{ 682{
693 int i; 683 int i;
694 684
759 { 749 {
760 SET_ANIMATION (op, ATTACKS[i].face); 750 SET_ANIMATION (op, ATTACKS[i].face);
761 } 751 }
762} 752}
763 753
764
765/* prayer_failure: This is called when a player fails 754/* prayer_failure: This is called when a player fails
766 * at casting a prayer. 755 * at casting a prayer.
767 * op is the player. 756 * op is the player.
768 * failure is basically how much grace they had. 757 * failure is basically how much grace they had.
769 * power is how much grace the spell would normally take to cast. 758 * power is how much grace the spell would normally take to cast.
770 */ 759 */
771
772void 760void
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;
932 */ 920 */
933int 921int
934cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 922cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
935{ 923{
936 const char *godname; 924 const char *godname;
937 int success = 0, cast_level = 0; 925 int success = 0;
938 object *skill = NULL; 926 object *skill = NULL;
939 927
940 if (!spell_ob) 928 if (!spell_ob)
941 { 929 {
942 LOG (llevError, "cast_spell: null spell object passed\n"); 930 LOG (llevError, "cast_spell: null spell object passed\n");
971 * need to have the right skill pointer passed, so we need to 959 * need to have the right skill pointer passed, so we need to
972 * at least process that code. 960 * at least process that code.
973 */ 961 */
974 if (op->type == PLAYER && op == caster) 962 if (op->type == PLAYER && op == caster)
975 { 963 {
976 cast_level = caster_level (caster, spell_ob);
977
978 if (spell_ob->skill) 964 if (spell_ob->skill)
979 { 965 {
980 skill = find_skill_by_name (op, spell_ob->skill); 966 skill = find_skill_by_name (op, spell_ob->skill);
981 967
982 if (!skill) 968 if (!skill)
983 { 969 {
984 op->failmsg (format ("You need the skill %s to cast %s! " 970 op->failmsg (format ("You need the skill %s to cast %s! "
985 "H<You either need to learn the skill via a skill scroll " 971 "H<You either need to learn the skill via a skill scroll "
986 "or you need to wear a talisman or holy symbol.>", 972 "or you need to wear a talisman or holy symbol.>",
987 &spell_ob->skill, &spell_ob->name)); 973 &spell_ob->skill, &spell_ob->name));
988 return 0; 974 return 0;
989 } 975 }
990 976
991 int casting_level = min_casting_level (op, spell_ob); 977 const char *msg = "";
992 978
993 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 979 int caster_level = skill->level;
980
981 if (op->path_attuned & spell_ob->path_attuned)
982 {
983 caster_level += min (caster_level, ATTUNE_REPELL);
984 msg = " (attuned)";
985 }
986
987 if (op->path_repelled & spell_ob->path_attuned)
988 {
989 caster_level -= ATTUNE_REPELL; // negative is ok
990 msg = " (repelled)";
991 }
992
993 if (spell_ob->level > caster_level)
994 { 994 {
995 op->failmsg (format ("You lack enough skill to cast that spell! " 995 op->failmsg (format ("You lack enough skill to cast that spell! "
996 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", 996 "H<Your effective cast level is %d%s, but level %d is required.>",
997 cast_level, casting_level)); 997 caster_level, msg, spell_ob->level));
998 if (!op->is_wiz ())
998 return 0; 999 return 0;
999 } 1000 }
1000 } 1001 }
1001 1002
1002 /* If the caster is the wiz, they don't ever fail, and don't have 1003 /* If the caster is the wiz, they don't ever fail, and don't have
1003 * to have sufficient grace/mana. 1004 * to have sufficient grace/mana.
1004 */ 1005 */
1005 if (!QUERY_FLAG (op, FLAG_WIZ)) 1006 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1006 { 1007 {
1007 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1008 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1008 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1009 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1009 { 1010 {
1010 op->failmsg ("You don't have enough mana!"); 1011 op->failmsg ("You don't have enough mana!");
1139 return RESULT_INT (0); 1140 return RESULT_INT (0);
1140 1141
1141 switch (spell_ob->subtype) 1142 switch (spell_ob->subtype)
1142 { 1143 {
1143 /* The order of case statements is same as the order they show up 1144 /* The order of case statements is same as the order they show up
1144 * in in spells.h. 1145 * in spells.h.
1145 */ 1146 */
1146 case SP_RAISE_DEAD: 1147 case SP_RAISE_DEAD:
1147 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1148 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1148 break; 1149 break;
1149 1150
1435 check_bullet (op); 1436 check_bullet (op);
1436 return; 1437 return;
1437 } 1438 }
1438} 1439}
1439 1440
1440/* This is called by move_apply. Basically, if someone 1441/* This is called by move_apply. Basically, if someone
1441 * moves onto a spell effect and the walk_on or fly_on flags 1442 * moves onto a spell effect and the walk_on or fly_on flags
1442 * are set, this is called. This should only be called for 1443 * are set, this is called. This should only be called for
1443 * objects of the appropraite type. 1444 * objects of the appropriate type.
1444 */ 1445 */
1445void 1446void
1446apply_spell_effect (object *spell, object *victim) 1447apply_spell_effect (object *spell, object *victim)
1447{ 1448{
1448 switch (spell->subtype) 1449 switch (spell->subtype)
1454 1455
1455 case SP_MAGIC_MISSILE: 1456 case SP_MAGIC_MISSILE:
1456 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1457 if (QUERY_FLAG (victim, FLAG_ALIVE))
1457 { 1458 {
1458 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1459 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1459
1460 if (!spell->destroyed ())
1461 spell->destroy (); 1460 spell->destroy ();
1462 } 1461 }
1463 break; 1462 break;
1464 1463
1465 case SP_MOVING_BALL: 1464 case SP_MOVING_BALL:
1466 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1465 if (QUERY_FLAG (victim, FLAG_ALIVE))
1467 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1466 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1468 else if (victim->materialname) 1467 else if (victim->materialname)
1469 save_throw_object (victim, spell->attacktype, spell); 1468 save_throw_object (victim, spell->attacktype, spell);
1470 break;
1471 }
1472}
1473 1469
1470 break;
1471 }
1472}
1473
1474/**
1475 * This function will let a fireball explode at the position of
1476 * the victim with a specific maximum level.
1477 */
1478void
1479create_exploding_ball_at (object *victim, int level)
1480{
1481 object *ball = get_archetype (EXPLODING_FIREBALL);
1482 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1483 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1484 ball->insert_at (victim);
1485}

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