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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.65 by root, Sat Mar 15 13:33:40 2008 UTC vs.
Revision 1.80 by root, Mon Sep 29 08:25:02 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * 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
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.
163 */ 109 */
164int 110int
165min_casting_level (object *caster, object *spell) 111min_casting_level (object *caster, object *spell)
166{ 112{
167 if (caster->path_denied & spell->path_attuned) 113 if (caster->path_denied & spell->path_attuned)
168 return 1; 114 return 500;
169 115
170 int new_level = spell->level 116 return max (1, spell->level + attuned_bonus (caster, spell, spell->level));
171 + (caster->path_repelled & spell->path_attuned ? +8 : 0)
172 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
173
174 return max (1, new_level);
175} 117}
176 118
177/* This function returns the effective level the spell 119/* This function returns the effective level the spell
178 * is being cast at. 120 * is being cast at.
179 * Note that I changed the repelled/attuned bonus to 2 from 5.
180 * This is because the new code compares casting_level against
181 * min_caster_level, so the difference is effectively 4
182 */ 121 */
183int 122int
184caster_level (object *caster, object *spell) 123casting_level (object *caster, object *spell)
185{ 124{
186 int level = caster->level; 125 int level = caster->level;
187 126
188 /* 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. */
189 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 128 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
190 { 129 {
191 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);
192 int sk_level = skill ? skill->level : 1; 131 int sk_level = skill ? skill->level : 1;
193 132
194 level = MIN (level, sk_level + level / 10 + 1); 133 level = min (level, sk_level + level / 10 + 1);
195 } 134 }
196 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ 135 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
197 for (int i = 0; i < NUM_SKILLS; i++) 136 if (object *skill = caster->contr->find_skill (spell->skill))
198 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) 137 level = skill->level;
199 {
200 level = caster->contr->last_skill_ob[i]->level;
201 break;
202 }
203 138
204 /* Got valid caster level. Now adjust for attunement */ 139 int bonus = attuned_bonus (caster, spell, level);
205 level += caster->path_repelled & spell->path_attuned ? -8 : 0; 140
206 level += caster->path_attuned & spell->path_attuned ? +8 : 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);
207 146
208 /* 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
209 * errors in various places. 148 * errors in various places.
210 */ 149 */
211 return max (level, 1); 150 return max (level, 1);
220 * caster is what is casting the spell, can be op. 159 * caster is what is casting the spell, can be op.
221 * spell is the spell object. 160 * spell is the spell object.
222 * 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
223 * mana. In that case, we return which ever value is higher. 162 * mana. In that case, we return which ever value is higher.
224 */ 163 */
225
226sint16 164sint16
227SP_level_spellpoint_cost (object *caster, object *spell, int flags) 165SP_level_spellpoint_cost (object *caster, object *spell, int flags)
228{ 166{
229 int sp, grace, level = caster_level (caster, spell); 167 int sp, grace, level = casting_level (caster, spell);
230 168
231 if (settings.spellpoint_level_depend == TRUE) 169 if (settings.spellpoint_level_depend == TRUE)
232 { 170 {
233 if (spell->stats.sp && spell->stats.maxsp) 171 if (spell->stats.sp && spell->stats.maxsp)
234 { 172 {
274 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);
275 return 0; 213 return 0;
276 } 214 }
277} 215}
278 216
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}
227
279/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 228/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
280 * spob is the spell we are adjusting. 229 * spob is the spell we are adjusting.
281 */ 230 */
282int 231int
283SP_level_dam_adjust (object *caster, object *spob) 232SP_level_dam_adjust (object *caster, object *spob)
284{ 233{
285 if (!spob->dam_modifier) 234 if (!spob->dam_modifier)
286 return 0; 235 return 0;
287 236
288 int level = caster_level (caster, spob);
289 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; 237 return SP_casting_level (caster, spob) / spob->dam_modifier;
290} 238}
291 239
292/* Adjust the strength of the spell based on level. 240/* Adjust the strength of the spell based on level.
293 * This is basically the same as SP_level_dam_adjust above, 241 * This is basically the same as SP_level_dam_adjust above,
294 * but instead looks at the level_modifier value. 242 * but instead looks at the level_modifier value.
297SP_level_duration_adjust (object *caster, object *spob) 245SP_level_duration_adjust (object *caster, object *spob)
298{ 246{
299 if (!spob->duration_modifier) 247 if (!spob->duration_modifier)
300 return 0; 248 return 0;
301 249
302 int level = caster_level (caster, spob);
303 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; 250 return SP_casting_level (caster, spob) / spob->duration_modifier;
304} 251}
305 252
306/* Adjust the strength of the spell based on level. 253/* Adjust the strength of the spell based on level.
307 * This is basically the same as SP_level_dam_adjust above, 254 * This is basically the same as SP_level_dam_adjust above,
308 * but instead looks at the level_modifier value. 255 * but instead looks at the level_modifier value.
311SP_level_range_adjust (object *caster, object *spob) 258SP_level_range_adjust (object *caster, object *spob)
312{ 259{
313 if (!spob->range_modifier) 260 if (!spob->range_modifier)
314 return 0; 261 return 0;
315 262
316 int level = caster_level (caster, spob);
317 return (level - min_casting_level (caster, spob)) / spob->range_modifier; 263 return SP_casting_level (caster, spob) / spob->range_modifier;
318} 264}
319 265
320/* 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
321 * as an existing spell, we presume they know it. 267 * as an existing spell, we presume they know it.
322 * 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.
323 */ 269 */
324object * 270object *
325check_spell_known (object *op, const char *name) 271check_spell_known (object *op, const char *name)
326{ 272{
327 object *spop; 273 object *spop;
274 shstr_cmp name_ (name);
328 275
329 for (spop = op->inv; spop; spop = spop->below) 276 for (spop = op->inv; spop; spop = spop->below)
330 if (spop->type == SPELL && !strcmp (spop->name, name)) 277 if (spop->type == SPELL && spop->name == name)
331 return spop; 278 return spop;
332 279
333 return NULL; 280 return 0;
334} 281}
335
336 282
337/* 283/*
338 * Look at object 'op' and see if they know the spell 284 * Look at object 'op' and see if they know the spell
339 * spname. This is pretty close to check_spell_known 285 * spname. This is pretty close to check_spell_known
340 * above, but it uses a looser matching mechanism. 286 * above, but it uses a looser matching mechanism.
341 * returns the matching spell object, or NULL. 287 * returns the matching spell object, or NULL.
342 * If we match multiple spells but don't get an 288 * If we match multiple spells but don't get an
343 * exact match, we also return NULL. 289 * exact match, we also return NULL.
344 */ 290 */
345
346object * 291object *
347lookup_spell_by_name (object *op, const char *spname) 292lookup_spell_by_name (object *op, const char *spname)
348{ 293{
349 object *spob1 = NULL, *spob2 = NULL, *spob; 294 object *spob1 = NULL, *spob2 = NULL, *spob;
350 int nummatch = 0; 295 int nummatch = 0;
396 * eg, updated for tiled maps. 341 * eg, updated for tiled maps.
397 */ 342 */
398int 343int
399reflwall (maptile *m, int x, int y, object *sp_op) 344reflwall (maptile *m, int x, int y, object *sp_op)
400{ 345{
401 object *op;
402
403 if (OUT_OF_REAL_MAP (m, x, y)) 346 if (OUT_OF_REAL_MAP (m, x, y))
404 return 0; 347 return 0;
348
405 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)
406 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 350 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
407 && (!QUERY_FLAG (op, FLAG_ALIVE) 351 && (!QUERY_FLAG (op, FLAG_ALIVE)
408 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 352 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
409 return 1; 353 return 1;
410 354
455{ 399{
456 if (!xy_normalise (m, x, y)) 400 if (!xy_normalise (m, x, y))
457 return 0; 401 return 0;
458 402
459 mapspace &ms = m->at (x, y); 403 mapspace &ms = m->at (x, y);
404 ms.update ();
460 405
461 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 406 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
462 return 0; 407 return 0;
463 408
464 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
500 /* 445 /*
501 * Combine similar spell effects into one spell effect. Needed for 446 * Combine similar spell effects into one spell effect. Needed for
502 * performance reasons with meteor swarm and the like, but also for 447 * performance reasons with meteor swarm and the like, but also for
503 * playability reasons. 448 * playability reasons.
504 */ 449 */
505 if (tmp->arch == op->arch 450 if (tmp->arch == op->arch /* no harm if not comparing by name here */
506 && tmp->type == op->type 451 && tmp->type == op->type
507 && tmp->subtype == op->subtype 452 && tmp->subtype == op->subtype
508 && tmp->owner == op->owner 453 && tmp->owner == op->owner
509 && ((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)))
510 { 455 {
534 * returns 0 on failure, 1 on success. 479 * returns 0 on failure, 1 on success.
535 */ 480 */
536int 481int
537fire_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)
538{ 483{
539 object *tmp;
540 int mflags;
541 maptile *m;
542
543 if (spell->other_arch == NULL) 484 if (!spell->other_arch)
544 return 0; 485 return 0;
545 486
546 m = op->map; 487 object *tmp = spell->other_arch->instance ();
547 mflags = get_map_flags (m, &m, x, y, &x, &y);
548 if (mflags & P_OUT_OF_MAP)
549 {
550 return 0;
551 }
552 488
553 tmp = arch_to_object (spell->other_arch); 489 if (!tmp)
554
555 if (tmp == NULL)
556 return 0; 490 return 0;
557
558 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
559 {
560 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
561 tmp->destroy ();
562 return 0;
563 }
564 491
565 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);
566 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 493 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
567 /* 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 */
568 tmp->stats.food = tmp->duration; 495 tmp->stats.food = tmp->duration;
569 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 496 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
570 tmp->attacktype = spell->attacktype; 497 tmp->attacktype = spell->attacktype;
571 tmp->x = x;
572 tmp->y = y;
573 tmp->direction = dir; 498 tmp->direction = dir;
574 if (op->owner != NULL)
575 tmp->set_owner (op); 499 tmp->set_owner (op);
576 else
577 tmp->set_owner (op);
578 tmp->level = caster_level (caster, spell); 500 tmp->level = casting_level (caster, spell);
579 set_spell_skill (op, caster, spell, tmp); 501 set_spell_skill (op, caster, spell, tmp);
580 502
581 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 503 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
582 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 504 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
583 {
584 if (!tailor_god_spell (tmp, op)) 505 if (!tailor_god_spell (tmp, op))
585 return 0; 506 return 0;
586 } 507
587 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 508 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
588 SET_ANIMATION (tmp, dir); 509 SET_ANIMATION (tmp, dir);
589 510
590 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 511 if ((tmp = op->map->insert (tmp, x, y, op)))
591 move_spell_effect (tmp); 512 move_spell_effect (tmp);
592 513
593 return 1; 514 return 1;
594} 515}
595 516
650 if (!tmp) 571 if (!tmp)
651 tmp = op->ms ().player (); 572 tmp = op->ms ().player ();
652 573
653 return tmp; 574 return tmp;
654} 575}
655
656
657 576
658/* raytrace: 577/* raytrace:
659 * 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
660 * 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
661 * live objects. 580 * live objects.
664 * monsters/generators only. If not, the spell will hunt players only. 583 * monsters/generators only. If not, the spell will hunt players only.
665 * 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
666 * any, otherwise -1. 585 * any, otherwise -1.
667 * 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.
668 */ 587 */
669
670int 588int
671spell_find_dir (maptile *m, int x, int y, object *exclude) 589spell_find_dir (maptile *m, int x, int y, object *exclude)
672{ 590{
673 int i, max = SIZEOFFREE; 591 int i, max = SIZEOFFREE;
674 sint16 nx, ny; 592 sint16 nx, ny;
754 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 672 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
755 673
756 insert_ob_in_map (head, op->map, op, 0); 674 insert_ob_in_map (head, op->map, op, 0);
757 675
758 /* thought it'd be cool to insert a burnout, too. */ 676 /* thought it'd be cool to insert a burnout, too. */
759 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);
760 } 678 }
761} 679}
762 680
763/* peterm: function which summons hostile monsters and 681/* peterm: function which summons hostile monsters and
764 * places them in nearby squares. 682 * places them in nearby squares.
1058 * 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
1059 * at least process that code. 977 * at least process that code.
1060 */ 978 */
1061 if (op->type == PLAYER && op == caster) 979 if (op->type == PLAYER && op == caster)
1062 { 980 {
1063 cast_level = caster_level (caster, spell_ob);
1064
1065 if (spell_ob->skill) 981 if (spell_ob->skill)
1066 { 982 {
1067 skill = find_skill_by_name (op, spell_ob->skill); 983 skill = find_skill_by_name (op, spell_ob->skill);
1068 984
1069 if (!skill) 985 if (!skill)
1070 { 986 {
1071 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));
1072 return 0; 991 return 0;
1073 } 992 }
1074 993
1075 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)
1076 { 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 {
1077 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 ())
1078 return 0; 1016 return 0;
1079 } 1017 }
1080 } 1018 }
1081 1019
1082 /* 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
1083 * to have sufficient grace/mana. 1021 * to have sufficient grace/mana.
1258 case SP_SMITE: 1196 case SP_SMITE:
1259 success = cast_smite_spell (op, caster, dir, spell_ob); 1197 success = cast_smite_spell (op, caster, dir, spell_ob);
1260 break; 1198 break;
1261 1199
1262 case SP_MAGIC_MISSILE: 1200 case SP_MAGIC_MISSILE:
1263 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);
1264 break; 1202 break;
1265 1203
1266 case SP_SUMMON_GOLEM: 1204 case SP_SUMMON_GOLEM:
1267 success = summon_golem (op, caster, dir, spell_ob); 1205 success = summon_golem (op, caster, dir, spell_ob);
1268 break; 1206 break;
1379 { 1317 {
1380 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));
1381 success = 0; 1319 success = 0;
1382 } 1320 }
1383 else 1321 else
1384 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);
1385 break; 1323 break;
1386 1324
1387 case SP_SWARM: 1325 case SP_SWARM:
1388 success = fire_swarm (op, caster, spell_ob, dir); 1326 success = fire_swarm (op, caster, spell_ob, dir);
1389 break; 1327 break;
1515 check_bullet (op); 1453 check_bullet (op);
1516 return; 1454 return;
1517 } 1455 }
1518} 1456}
1519 1457
1520/* This is called by move_apply. Basically, if someone 1458/* This is called by move_apply. Basically, if someone
1521 * 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
1522 * are set, this is called. This should only be called for 1460 * are set, this is called. This should only be called for
1523 * objects of the appropraite type. 1461 * objects of the appropriate type.
1524 */ 1462 */
1525void 1463void
1526apply_spell_effect (object *spell, object *victim) 1464apply_spell_effect (object *spell, object *victim)
1527{ 1465{
1528 switch (spell->subtype) 1466 switch (spell->subtype)

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