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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.61 by root, Sat Sep 8 07:24:31 2007 UTC vs.
Revision 1.80 by root, Mon Sep 29 08:25:02 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 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 * Crossfire TRT 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
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <spells.h> 25#include <spells.h>
26#include <object.h> 26#include <object.h>
36 */ 36 */
37object * 37object *
38find_random_spell_in_ob (object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, const char *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 = RANDOM () % 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
77 dest->skill = spob->skill; 75 dest->skill = spob->skill;
78 else 76 else
79 dest->skill = caster->skill; 77 dest->skill = caster->skill;
80} 78}
81 79
82/* init_spells: This should really be called check_spells, as that
83 * is what it does. It goes through the spells looking for any
84 * obvious errors. This was most useful in debugging when re-doing
85 * all the spells to catch simple errors. To use it all the time
86 * will result in it spitting out messages that aren't really errors.
87 */
88void
89init_spells (void)
90{
91#ifdef SPELL_DEBUG
92 static int init_spells_done = 0;
93 int i;
94 archetype *at;
95
96 if (init_spells_done)
97 return;
98 LOG (llevDebug, "Checking spells...\n");
99
100 for_all_archetypes (at)
101 {
102 if (at->type == SPELL)
103 {
104 if (at->skill)
105 {
106 for (i = 1; i < NUM_SKILLS; i++)
107 if (!strcmp (skill_names[i], at->skill))
108 break;
109 if (i == NUM_SKILLS)
110 {
111 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
112 }
113 }
114 /* other_arch is already checked for in the loader */
115 }
116 }
117
118 i = 0;
119 while (spell_mapping[i])
120 {
121 if (!archetype::find (spell_mapping[i]))
122 {
123 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
124 }
125 i++;
126 }
127 LOG (llevDebug, "Checking spells completed.\n");
128#endif
129}
130
131/* Dumps all the spells - now also dumps skill associated with the spell.
132 * not sure what this would be used for, as the data seems pretty
133 * minimal, but easy enough to keep around.
134 */
135void
136dump_spells ()
137{
138 for_all_archetypes (at)
139 if (at->type == SPELL)
140 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
141 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
142}
143
144/* pretty basic function - basically just takes 80/* pretty basic function - basically just takes
145 * an object, sets the x,y, and calls insert_ob_in_map 81 * an object, sets the x,y, and calls insert_ob_in_map
146 */ 82 */
147void 83void
148spell_effect (object *spob, int x, int y, maptile *map, object *originator) 84spell_effect (object *spob, int x, int y, maptile *map, object *originator)
149{ 85{
150 if (spob->other_arch) 86 if (spob->other_arch)
151 map->insert (arch_to_object (spob->other_arch), x, y, originator); 87 map->insert (arch_to_object (spob->other_arch), x, y, originator);
88}
89
90static int
91attuned_bonus (object *caster, object *spell, int level)
92{
93 // compute the attuned/repelled bonus
94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
95 // repell has no such quarrels
96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
152} 98}
153 99
154/* 100/*
155 * This function takes a caster and spell and presents the 101 * This function takes a caster and spell and presents the
156 * effective level the caster needs to be to cast the spell. 102 * effective level the caster needs to be to cast the spell.
162 * Returns modified level. 108 * Returns modified level.
163 */ 109 */
164int 110int
165min_casting_level (object *caster, object *spell) 111min_casting_level (object *caster, object *spell)
166{ 112{
167 int new_level;
168
169 if (caster->path_denied & spell->path_attuned) 113 if (caster->path_denied & spell->path_attuned)
170 return 1; 114 return 500;
171 115
172 new_level = spell->level 116 return max (1, spell->level + attuned_bonus (caster, spell, spell->level));
173 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
174 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
175
176 return max (1, new_level);
177} 117}
178 118
179/* This function returns the effective level the spell 119/* This function returns the effective level the spell
180 * is being cast at. 120 * is being cast at.
181 * Note that I changed the repelled/attuned bonus to 2 from 5.
182 * This is because the new code compares casting_level against
183 * min_caster_level, so the difference is effectively 4
184 */ 121 */
185int 122int
186caster_level (object *caster, object *spell) 123casting_level (object *caster, object *spell)
187{ 124{
188 int level = caster->level; 125 int level = caster->level;
189
190 /* If this is a player, try to find the matching skill */
191 if (caster->type == PLAYER && spell->skill)
192 for (int i = 0; i < NUM_SKILLS; i++)
193 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
194 {
195 level = caster->contr->last_skill_ob[i]->level;
196 break;
197 }
198 126
199 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 127 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
200 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 128 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
201 { 129 {
202 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 130 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
203 int sk_level = skill ? skill->level : 1; 131 int sk_level = skill ? skill->level : 1;
204 132
205 level = MIN (level, sk_level + level / 10 + 1); 133 level = min (level, sk_level + level / 10 + 1);
206 } 134 }
135 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
136 if (object *skill = caster->contr->find_skill (spell->skill))
137 level = skill->level;
207 138
208 /* Got valid caster level. Now adjust for attunement */ 139 int bonus = attuned_bonus (caster, spell, level);
209 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 140
210 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 141 level += bonus;
142
143 // now scale the effective level from the startinglevel..100 range to 1..100
144 if (level < 100)
145 level = lerp (level, (int)spell->level, 100, 1, 100);
211 146
212 /* Always make this at least 1. If this is zero, we get divide by zero 147 /* Always make this at least 1. If this is zero, we get divide by zero
213 * errors in various places. 148 * errors in various places.
214 */ 149 */
215 return max (level, 1); 150 return max (level, 1);
224 * caster is what is casting the spell, can be op. 159 * caster is what is casting the spell, can be op.
225 * spell is the spell object. 160 * spell is the spell object.
226 * Note that it is now possible for a spell to cost both grace and 161 * Note that it is now possible for a spell to cost both grace and
227 * mana. In that case, we return which ever value is higher. 162 * mana. In that case, we return which ever value is higher.
228 */ 163 */
229
230sint16 164sint16
231SP_level_spellpoint_cost (object *caster, object *spell, int flags) 165SP_level_spellpoint_cost (object *caster, object *spell, int flags)
232{ 166{
233 int sp, grace, level = caster_level (caster, spell); 167 int sp, grace, level = casting_level (caster, spell);
234 168
235 if (settings.spellpoint_level_depend == TRUE) 169 if (settings.spellpoint_level_depend == TRUE)
236 { 170 {
237 if (spell->stats.sp && spell->stats.maxsp) 171 if (spell->stats.sp && spell->stats.maxsp)
238 { 172 {
259 else 193 else
260 { 194 {
261 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 195 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
262 if (spell->stats.sp && !sp) 196 if (spell->stats.sp && !sp)
263 sp = 1; 197 sp = 1;
198
264 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 199 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
265 if (spell->stats.grace && !grace) 200 if (spell->stats.grace && !grace)
266 grace = 1; 201 grace = 1;
267 } 202 }
203
268 if (flags == SPELL_HIGHEST) 204 if (flags == SPELL_HIGHEST)
269 return MAX (sp, grace); 205 return MAX (sp, grace);
270 else if (flags == SPELL_GRACE) 206 else if (flags == SPELL_GRACE)
271 return grace; 207 return grace;
272 else if (flags == SPELL_MANA) 208 else if (flags == SPELL_MANA)
276 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 212 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
277 return 0; 213 return 0;
278 } 214 }
279} 215}
280 216
217/*
218 * Return the effective casting level of the spell.
219 * To make spells independent of their starting level, this function
220 * scales the range spellstartlevel .. 100 into the range 1..100
221 */
222static int
223SP_casting_level (object *caster, object *spell)
224{
225 return casting_level (caster, spell);
226}
281 227
282/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 228/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
283 * spob is the spell we are adjusting. 229 * spob is the spell we are adjusting.
284 */ 230 */
285int 231int
286SP_level_dam_adjust (object *caster, object *spob) 232SP_level_dam_adjust (object *caster, object *spob)
287{ 233{
288 int level = caster_level (caster, spob);
289 int adj = level - min_casting_level (caster, spob);
290
291 if (adj < 0)
292 adj = 0;
293 if (spob->dam_modifier) 234 if (!spob->dam_modifier)
294 adj /= spob->dam_modifier;
295 else
296 adj = 0;
297 return adj; 235 return 0;
236
237 return SP_casting_level (caster, spob) / spob->dam_modifier;
298} 238}
299 239
300/* Adjust the strength of the spell based on level. 240/* Adjust the strength of the spell based on level.
301 * This is basically the same as SP_level_dam_adjust above, 241 * This is basically the same as SP_level_dam_adjust above,
302 * but instead looks at the level_modifier value. 242 * but instead looks at the level_modifier value.
303 */ 243 */
304int 244int
305SP_level_duration_adjust (object *caster, object *spob) 245SP_level_duration_adjust (object *caster, object *spob)
306{ 246{
307 int level = caster_level (caster, spob);
308 int adj = level - min_casting_level (caster, spob);
309
310 if (adj < 0)
311 adj = 0;
312 if (spob->duration_modifier) 247 if (!spob->duration_modifier)
313 adj /= spob->duration_modifier;
314 else
315 adj = 0;
316
317 return adj; 248 return 0;
249
250 return SP_casting_level (caster, spob) / spob->duration_modifier;
318} 251}
319 252
320/* Adjust the strength of the spell based on level. 253/* Adjust the strength of the spell based on level.
321 * This is basically the same as SP_level_dam_adjust above, 254 * This is basically the same as SP_level_dam_adjust above,
322 * but instead looks at the level_modifier value. 255 * but instead looks at the level_modifier value.
323 */ 256 */
324int 257int
325SP_level_range_adjust (object *caster, object *spob) 258SP_level_range_adjust (object *caster, object *spob)
326{ 259{
327 int level = caster_level (caster, spob);
328 int adj = level - min_casting_level (caster, spob);
329
330 if (adj < 0)
331 adj = 0;
332 if (spob->range_modifier) 260 if (!spob->range_modifier)
333 adj /= spob->range_modifier;
334 else
335 adj = 0;
336
337 return adj; 261 return 0;
262
263 return SP_casting_level (caster, spob) / spob->range_modifier;
338} 264}
339 265
340/* Checks to see if player knows the spell. If the name is the same 266/* Checks to see if player knows the spell. If the name is the same
341 * as an existing spell, we presume they know it. 267 * as an existing spell, we presume they know it.
342 * returns 1 if they know the spell, 0 if they don't. 268 * returns 1 if they know the spell, 0 if they don't.
343 */ 269 */
344object * 270object *
345check_spell_known (object *op, const char *name) 271check_spell_known (object *op, const char *name)
346{ 272{
347 object *spop; 273 object *spop;
274 shstr_cmp name_ (name);
348 275
349 for (spop = op->inv; spop; spop = spop->below) 276 for (spop = op->inv; spop; spop = spop->below)
350 if (spop->type == SPELL && !strcmp (spop->name, name)) 277 if (spop->type == SPELL && spop->name == name)
351 return spop; 278 return spop;
352 279
353 return NULL; 280 return 0;
354} 281}
355
356 282
357/* 283/*
358 * Look at object 'op' and see if they know the spell 284 * Look at object 'op' and see if they know the spell
359 * spname. This is pretty close to check_spell_known 285 * spname. This is pretty close to check_spell_known
360 * above, but it uses a looser matching mechanism. 286 * above, but it uses a looser matching mechanism.
361 * returns the matching spell object, or NULL. 287 * returns the matching spell object, or NULL.
362 * If we match multiple spells but don't get an 288 * If we match multiple spells but don't get an
363 * exact match, we also return NULL. 289 * exact match, we also return NULL.
364 */ 290 */
365
366object * 291object *
367lookup_spell_by_name (object *op, const char *spname) 292lookup_spell_by_name (object *op, const char *spname)
368{ 293{
369 object *spob1 = NULL, *spob2 = NULL, *spob; 294 object *spob1 = NULL, *spob2 = NULL, *spob;
370 int nummatch = 0; 295 int nummatch = 0;
416 * eg, updated for tiled maps. 341 * eg, updated for tiled maps.
417 */ 342 */
418int 343int
419reflwall (maptile *m, int x, int y, object *sp_op) 344reflwall (maptile *m, int x, int y, object *sp_op)
420{ 345{
421 object *op;
422
423 if (OUT_OF_REAL_MAP (m, x, y)) 346 if (OUT_OF_REAL_MAP (m, x, y))
424 return 0; 347 return 0;
348
425 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 349 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
426 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 350 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
427 && (!QUERY_FLAG (op, FLAG_ALIVE) 351 && (!QUERY_FLAG (op, FLAG_ALIVE)
428 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 352 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
429 return 1; 353 return 1;
430 354
475{ 399{
476 if (!xy_normalise (m, x, y)) 400 if (!xy_normalise (m, x, y))
477 return 0; 401 return 0;
478 402
479 mapspace &ms = m->at (x, y); 403 mapspace &ms = m->at (x, y);
404 ms.update ();
480 405
481 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 406 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
482 return 0; 407 return 0;
483 408
484 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
520 /* 445 /*
521 * Combine similar spell effects into one spell effect. Needed for 446 * Combine similar spell effects into one spell effect. Needed for
522 * performance reasons with meteor swarm and the like, but also for 447 * performance reasons with meteor swarm and the like, but also for
523 * playability reasons. 448 * playability reasons.
524 */ 449 */
525 if (tmp->arch == op->arch 450 if (tmp->arch == op->arch /* no harm if not comparing by name here */
526 && tmp->type == op->type 451 && tmp->type == op->type
527 && tmp->subtype == op->subtype 452 && tmp->subtype == op->subtype
528 && tmp->owner == op->owner 453 && tmp->owner == op->owner
529 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 454 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
530 { 455 {
554 * returns 0 on failure, 1 on success. 479 * returns 0 on failure, 1 on success.
555 */ 480 */
556int 481int
557fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 482fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
558{ 483{
559 object *tmp;
560 int mflags;
561 maptile *m;
562
563 if (spell->other_arch == NULL) 484 if (!spell->other_arch)
564 return 0; 485 return 0;
565 486
566 m = op->map; 487 object *tmp = spell->other_arch->instance ();
567 mflags = get_map_flags (m, &m, x, y, &x, &y);
568 if (mflags & P_OUT_OF_MAP)
569 {
570 return 0;
571 }
572 488
573 tmp = arch_to_object (spell->other_arch); 489 if (!tmp)
574
575 if (tmp == NULL)
576 return 0; 490 return 0;
577
578 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
579 {
580 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
581 tmp->destroy ();
582 return 0;
583 }
584 491
585 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 492 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
586 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 493 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
587 /* code in time.c uses food for some things, duration for others */ 494 /* code in time.c uses food for some things, duration for others */
588 tmp->stats.food = tmp->duration; 495 tmp->stats.food = tmp->duration;
589 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 496 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
590 tmp->attacktype = spell->attacktype; 497 tmp->attacktype = spell->attacktype;
591 tmp->x = x;
592 tmp->y = y;
593 tmp->direction = dir; 498 tmp->direction = dir;
594 if (op->owner != NULL)
595 tmp->set_owner (op); 499 tmp->set_owner (op);
596 else
597 tmp->set_owner (op);
598 tmp->level = caster_level (caster, spell); 500 tmp->level = casting_level (caster, spell);
599 set_spell_skill (op, caster, spell, tmp); 501 set_spell_skill (op, caster, spell, tmp);
600 502
601 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 503 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
602 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 504 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
603 {
604 if (!tailor_god_spell (tmp, op)) 505 if (!tailor_god_spell (tmp, op))
605 return 0; 506 return 0;
606 } 507
607 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 508 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
608 SET_ANIMATION (tmp, dir); 509 SET_ANIMATION (tmp, dir);
609 510
610 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 511 if ((tmp = op->map->insert (tmp, x, y, op)))
611 move_spell_effect (tmp); 512 move_spell_effect (tmp);
612 513
613 return 1; 514 return 1;
614} 515}
615 516
670 if (!tmp) 571 if (!tmp)
671 tmp = op->ms ().player (); 572 tmp = op->ms ().player ();
672 573
673 return tmp; 574 return tmp;
674} 575}
675
676
677 576
678/* raytrace: 577/* raytrace:
679 * spell_find_dir(map, x, y, exclude) will search first the center square 578 * spell_find_dir(map, x, y, exclude) will search first the center square
680 * then some close squares in the given map at the given coordinates for 579 * then some close squares in the given map at the given coordinates for
681 * live objects. 580 * live objects.
684 * monsters/generators only. If not, the spell will hunt players only. 583 * monsters/generators only. If not, the spell will hunt players only.
685 * It returns the direction toward the first/closest live object if it finds 584 * It returns the direction toward the first/closest live object if it finds
686 * any, otherwise -1. 585 * any, otherwise -1.
687 * note that exclude can be NULL, in which case all bets are off. 586 * note that exclude can be NULL, in which case all bets are off.
688 */ 587 */
689
690int 588int
691spell_find_dir (maptile *m, int x, int y, object *exclude) 589spell_find_dir (maptile *m, int x, int y, object *exclude)
692{ 590{
693 int i, max = SIZEOFFREE; 591 int i, max = SIZEOFFREE;
694 sint16 nx, ny; 592 sint16 nx, ny;
774 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 672 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
775 673
776 insert_ob_in_map (head, op->map, op, 0); 674 insert_ob_in_map (head, op->map, op, 0);
777 675
778 /* thought it'd be cool to insert a burnout, too. */ 676 /* thought it'd be cool to insert a burnout, too. */
779 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 677 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
780 } 678 }
781} 679}
782 680
783/* peterm: function which summons hostile monsters and 681/* peterm: function which summons hostile monsters and
784 * places them in nearby squares. 682 * places them in nearby squares.
1078 * need to have the right skill pointer passed, so we need to 976 * need to have the right skill pointer passed, so we need to
1079 * at least process that code. 977 * at least process that code.
1080 */ 978 */
1081 if (op->type == PLAYER && op == caster) 979 if (op->type == PLAYER && op == caster)
1082 { 980 {
1083 cast_level = caster_level (caster, spell_ob);
1084
1085 if (spell_ob->skill) 981 if (spell_ob->skill)
1086 { 982 {
1087 skill = find_skill_by_name (op, spell_ob->skill); 983 skill = find_skill_by_name (op, spell_ob->skill);
1088 984
1089 if (!skill) 985 if (!skill)
1090 { 986 {
1091 op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name)); 987 op->failmsg (format ("You need the skill %s to cast %s! "
988 "H<You either need to learn the skill via a skill scroll "
989 "or you need to wear a talisman or holy symbol.>",
990 &spell_ob->skill, &spell_ob->name));
1092 return 0; 991 return 0;
1093 } 992 }
1094 993
1095 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 994 const char *msg = "";
995
996 int caster_level = skill->level;
997
998 if (op->path_attuned & spell_ob->path_attuned)
1096 { 999 {
1000 caster_level += min (cast_level * 2, ATTUNE_REPELL);
1001 msg = " (attuned)";
1002 }
1003
1004 if (op->path_repelled & spell_ob->path_attuned)
1005 {
1006 caster_level = ATTUNE_REPELL; // negative is ok
1007 msg = " (repelled)";
1008 }
1009
1010 if (spell_ob->level > caster_level)
1011 {
1097 op->failmsg ("You lack enough skill to cast that spell!"); 1012 op->failmsg (format ("You lack enough skill to cast that spell! "
1013 "H<Your effective cast level is %d%s, but level %d is required.>",
1014 caster_level, msg, spell_ob->level));
1015 if (!op->is_wiz ())
1098 return 0; 1016 return 0;
1099 } 1017 }
1100 } 1018 }
1101 1019
1102 /* If the caster is the wiz, they don't ever fail, and don't have 1020 /* If the caster is the wiz, they don't ever fail, and don't have
1103 * to have sufficient grace/mana. 1021 * to have sufficient grace/mana.
1278 case SP_SMITE: 1196 case SP_SMITE:
1279 success = cast_smite_spell (op, caster, dir, spell_ob); 1197 success = cast_smite_spell (op, caster, dir, spell_ob);
1280 break; 1198 break;
1281 1199
1282 case SP_MAGIC_MISSILE: 1200 case SP_MAGIC_MISSILE:
1283 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1201 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1284 break; 1202 break;
1285 1203
1286 case SP_SUMMON_GOLEM: 1204 case SP_SUMMON_GOLEM:
1287 success = summon_golem (op, caster, dir, spell_ob); 1205 success = summon_golem (op, caster, dir, spell_ob);
1288 break; 1206 break;
1399 { 1317 {
1400 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1318 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1401 success = 0; 1319 success = 0;
1402 } 1320 }
1403 else 1321 else
1404 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1322 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1405 break; 1323 break;
1406 1324
1407 case SP_SWARM: 1325 case SP_SWARM:
1408 success = fire_swarm (op, caster, spell_ob, dir); 1326 success = fire_swarm (op, caster, spell_ob, dir);
1409 break; 1327 break;
1535 check_bullet (op); 1453 check_bullet (op);
1536 return; 1454 return;
1537 } 1455 }
1538} 1456}
1539 1457
1540/* This is called by move_apply. Basically, if someone 1458/* This is called by move_apply. Basically, if someone
1541 * moves onto a spell effect and the walk_on or fly_on flags 1459 * moves onto a spell effect and the walk_on or fly_on flags
1542 * are set, this is called. This should only be called for 1460 * are set, this is called. This should only be called for
1543 * objects of the appropraite type. 1461 * objects of the appropriate type.
1544 */ 1462 */
1545void 1463void
1546apply_spell_effect (object *spell, object *victim) 1464apply_spell_effect (object *spell, object *victim)
1547{ 1465{
1548 switch (spell->subtype) 1466 switch (spell->subtype)

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