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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.60 by root, Sun Sep 2 05:18:52 2007 UTC vs.
Revision 1.83 by root, Mon Sep 29 11:52:34 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);
152} 88}
153 89
154/* 90static int
155 * This function takes a caster and spell and presents the 91attuned_bonus (object *caster, object *spell, int level)
156 * effective level the caster needs to be to cast the spell.
157 * basically, it just adjusts the spell->level with attuned/repelled
158 * spellpaths. Was called path_level_mod.
159 *
160 * caster is person casting the spell.
161 * spell is the spell object.
162 * Returns modified level.
163 */
164int
165min_casting_level (object *caster, object *spell)
166{ 92{
167 int new_level; 93 // compute the attuned/repelled bonus
168 94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
169 if (caster->path_denied & spell->path_attuned) 95 // repell has no such quarrels
170 return 1; 96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
171
172 new_level = spell->level
173 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
174 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
175
176 return max (1, new_level);
177} 98}
178 99
179/* This function returns the effective level the spell 100/* This function returns the effective level the spell
180 * is being cast at. 101 * 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 */ 102 */
185int 103int
186caster_level (object *caster, object *spell) 104casting_level (object *caster, object *spell)
187{ 105{
188 int level = caster->level; 106 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 }
198 107
199 /* 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. */
200 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 109 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
201 { 110 {
202 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);
203 int sk_level = skill ? skill->level : 1; 112 int sk_level = skill ? skill->level : 1;
204 113
205 level = MIN (level, sk_level + level / 10 + 1); 114 level = min (level, sk_level + level / 10 + 1);
206 } 115 }
116 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
117 if (object *skill = caster->contr->find_skill (spell->skill))
118 level = skill->level;
207 119
208 /* Got valid caster level. Now adjust for attunement */ 120 int bonus = attuned_bonus (caster, spell, level);
209 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 121
210 level += caster->path_attuned & spell->path_attuned ? +2 : 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);
211 127
212 /* 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
213 * errors in various places. 129 * errors in various places.
214 */ 130 */
215 return max (level, 1); 131 return max (level, 1);
224 * caster is what is casting the spell, can be op. 140 * caster is what is casting the spell, can be op.
225 * spell is the spell object. 141 * spell is the spell object.
226 * 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
227 * mana. In that case, we return which ever value is higher. 143 * mana. In that case, we return which ever value is higher.
228 */ 144 */
229
230sint16 145sint16
231SP_level_spellpoint_cost (object *caster, object *spell, int flags) 146SP_level_spellpoint_cost (object *caster, object *spell, int flags)
232{ 147{
233 int sp, grace, level = caster_level (caster, spell); 148 int sp, grace, level = casting_level (caster, spell);
234 149
235 if (settings.spellpoint_level_depend == TRUE) 150 if (settings.spellpoint_level_depend == TRUE)
236 { 151 {
237 if (spell->stats.sp && spell->stats.maxsp) 152 if (spell->stats.sp && spell->stats.maxsp)
238 { 153 {
259 else 174 else
260 { 175 {
261 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 176 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
262 if (spell->stats.sp && !sp) 177 if (spell->stats.sp && !sp)
263 sp = 1; 178 sp = 1;
179
264 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 180 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
265 if (spell->stats.grace && !grace) 181 if (spell->stats.grace && !grace)
266 grace = 1; 182 grace = 1;
267 } 183 }
184
268 if (flags == SPELL_HIGHEST) 185 if (flags == SPELL_HIGHEST)
269 return MAX (sp, grace); 186 return MAX (sp, grace);
270 else if (flags == SPELL_GRACE) 187 else if (flags == SPELL_GRACE)
271 return grace; 188 return grace;
272 else if (flags == SPELL_MANA) 189 else if (flags == SPELL_MANA)
276 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);
277 return 0; 194 return 0;
278 } 195 }
279} 196}
280 197
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}
281 208
282/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 209/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
283 * spob is the spell we are adjusting. 210 * spob is the spell we are adjusting.
284 */ 211 */
285int 212int
286SP_level_dam_adjust (object *caster, object *spob) 213SP_level_dam_adjust (object *caster, object *spob)
287{ 214{
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) 215 if (!spob->dam_modifier)
294 adj /= spob->dam_modifier;
295 else
296 adj = 0;
297 return adj; 216 return 0;
217
218 return SP_casting_level (caster, spob) / spob->dam_modifier;
298} 219}
299 220
300/* Adjust the strength of the spell based on level. 221/* Adjust the strength of the spell based on level.
301 * This is basically the same as SP_level_dam_adjust above, 222 * This is basically the same as SP_level_dam_adjust above,
302 * but instead looks at the level_modifier value. 223 * but instead looks at the level_modifier value.
303 */ 224 */
304int 225int
305SP_level_duration_adjust (object *caster, object *spob) 226SP_level_duration_adjust (object *caster, object *spob)
306{ 227{
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) 228 if (!spob->duration_modifier)
313 adj /= spob->duration_modifier;
314 else
315 adj = 0;
316
317 return adj; 229 return 0;
230
231 return SP_casting_level (caster, spob) / spob->duration_modifier;
318} 232}
319 233
320/* Adjust the strength of the spell based on level. 234/* Adjust the strength of the spell based on level.
321 * This is basically the same as SP_level_dam_adjust above, 235 * This is basically the same as SP_level_dam_adjust above,
322 * but instead looks at the level_modifier value. 236 * but instead looks at the level_modifier value.
323 */ 237 */
324int 238int
325SP_level_range_adjust (object *caster, object *spob) 239SP_level_range_adjust (object *caster, object *spob)
326{ 240{
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) 241 if (!spob->range_modifier)
333 adj /= spob->range_modifier;
334 else
335 adj = 0;
336
337 return adj; 242 return 0;
243
244 return SP_casting_level (caster, spob) / spob->range_modifier;
338} 245}
339 246
340/* 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
341 * as an existing spell, we presume they know it. 248 * as an existing spell, we presume they know it.
342 * 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.
343 */ 250 */
344object * 251object *
345check_spell_known (object *op, const char *name) 252check_spell_known (object *op, const char *name)
346{ 253{
347 object *spop; 254 object *spop;
255 shstr_cmp name_ (name);
348 256
349 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
350 if (spop->type == SPELL && !strcmp (spop->name, name)) 258 if (spop->type == SPELL && spop->name == name)
351 return spop; 259 return spop;
352 260
353 return NULL; 261 return 0;
354} 262}
355
356 263
357/* 264/*
358 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
359 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
360 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
361 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
362 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
363 * exact match, we also return NULL. 270 * exact match, we also return NULL.
364 */ 271 */
365
366object * 272object *
367lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
368{ 274{
369 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = NULL, *spob2 = NULL, *spob;
370 int nummatch = 0; 276 int nummatch = 0;
416 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
417 */ 323 */
418int 324int
419reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
420{ 326{
421 object *op;
422
423 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
424 return 0; 328 return 0;
329
425 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
426 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
427 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!QUERY_FLAG (op, FLAG_ALIVE)
428 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
429 return 1; 334 return 1;
430 335
475{ 380{
476 if (!xy_normalise (m, x, y)) 381 if (!xy_normalise (m, x, y))
477 return 0; 382 return 0;
478 383
479 mapspace &ms = m->at (x, y); 384 mapspace &ms = m->at (x, y);
385 ms.update ();
480 386
481 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 387 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
482 return 0; 388 return 0;
483 389
484 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 390 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
520 /* 426 /*
521 * Combine similar spell effects into one spell effect. Needed for 427 * Combine similar spell effects into one spell effect. Needed for
522 * performance reasons with meteor swarm and the like, but also for 428 * performance reasons with meteor swarm and the like, but also for
523 * playability reasons. 429 * playability reasons.
524 */ 430 */
525 if (tmp->arch == op->arch 431 if (tmp->arch == op->arch /* no harm if not comparing by name here */
526 && tmp->type == op->type 432 && tmp->type == op->type
527 && tmp->subtype == op->subtype 433 && tmp->subtype == op->subtype
528 && tmp->owner == op->owner 434 && tmp->owner == op->owner
529 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 435 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
530 { 436 {
554 * returns 0 on failure, 1 on success. 460 * returns 0 on failure, 1 on success.
555 */ 461 */
556int 462int
557fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 463fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
558{ 464{
559 object *tmp;
560 int mflags;
561 maptile *m;
562
563 if (spell->other_arch == NULL) 465 if (!spell->other_arch)
564 return 0; 466 return 0;
565 467
566 m = op->map; 468 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 }
572 469
573 tmp = arch_to_object (spell->other_arch); 470 if (!tmp)
574
575 if (tmp == NULL)
576 return 0; 471 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 }
584 472
585 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 473 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
586 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 474 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
587 /* code in time.c uses food for some things, duration for others */ 475 /* code in time.c uses food for some things, duration for others */
588 tmp->stats.food = tmp->duration; 476 tmp->stats.food = tmp->duration;
589 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 477 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
590 tmp->attacktype = spell->attacktype; 478 tmp->attacktype = spell->attacktype;
591 tmp->x = x;
592 tmp->y = y;
593 tmp->direction = dir; 479 tmp->direction = dir;
594 if (op->owner != NULL)
595 tmp->set_owner (op); 480 tmp->set_owner (op);
596 else
597 tmp->set_owner (op);
598 tmp->level = caster_level (caster, spell); 481 tmp->level = casting_level (caster, spell);
599 set_spell_skill (op, caster, spell, tmp); 482 set_spell_skill (op, caster, spell, tmp);
600 483
601 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 484 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
602 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 485 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
603 {
604 if (!tailor_god_spell (tmp, op)) 486 if (!tailor_god_spell (tmp, op))
605 return 0; 487 return 0;
606 } 488
607 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 489 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
608 SET_ANIMATION (tmp, dir); 490 SET_ANIMATION (tmp, dir);
609 491
610 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 492 if ((tmp = op->map->insert (tmp, x, y, op)))
611 move_spell_effect (tmp); 493 move_spell_effect (tmp);
612 494
613 return 1; 495 return 1;
614} 496}
615 497
670 if (!tmp) 552 if (!tmp)
671 tmp = op->ms ().player (); 553 tmp = op->ms ().player ();
672 554
673 return tmp; 555 return tmp;
674} 556}
675
676
677 557
678/* raytrace: 558/* raytrace:
679 * spell_find_dir(map, x, y, exclude) will search first the center square 559 * 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 560 * then some close squares in the given map at the given coordinates for
681 * live objects. 561 * live objects.
684 * monsters/generators only. If not, the spell will hunt players only. 564 * 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 565 * It returns the direction toward the first/closest live object if it finds
686 * any, otherwise -1. 566 * any, otherwise -1.
687 * note that exclude can be NULL, in which case all bets are off. 567 * note that exclude can be NULL, in which case all bets are off.
688 */ 568 */
689
690int 569int
691spell_find_dir (maptile *m, int x, int y, object *exclude) 570spell_find_dir (maptile *m, int x, int y, object *exclude)
692{ 571{
693 int i, max = SIZEOFFREE; 572 int i, max = SIZEOFFREE;
694 sint16 nx, ny; 573 sint16 nx, ny;
774 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 653 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
775 654
776 insert_ob_in_map (head, op->map, op, 0); 655 insert_ob_in_map (head, op->map, op, 0);
777 656
778 /* thought it'd be cool to insert a burnout, too. */ 657 /* 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); 658 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
780 } 659 }
781} 660}
782 661
783/* peterm: function which summons hostile monsters and 662/* peterm: function which summons hostile monsters and
784 * places them in nearby squares. 663 * places them in nearby squares.
1078 * need to have the right skill pointer passed, so we need to 957 * need to have the right skill pointer passed, so we need to
1079 * at least process that code. 958 * at least process that code.
1080 */ 959 */
1081 if (op->type == PLAYER && op == caster) 960 if (op->type == PLAYER && op == caster)
1082 { 961 {
1083 cast_level = caster_level (caster, spell_ob);
1084
1085 if (spell_ob->skill) 962 if (spell_ob->skill)
1086 { 963 {
1087 skill = find_skill_by_name (op, spell_ob->skill); 964 skill = find_skill_by_name (op, spell_ob->skill);
1088 965
1089 if (!skill) 966 if (!skill)
1090 { 967 {
1091 op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name)); 968 op->failmsg (format ("You need the skill %s to cast %s! "
969 "H<You either need to learn the skill via a skill scroll "
970 "or you need to wear a talisman or holy symbol.>",
971 &spell_ob->skill, &spell_ob->name));
1092 return 0; 972 return 0;
1093 } 973 }
1094 974
1095 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 975 const char *msg = "";
976
977 int caster_level = skill->level;
978
979 if (op->path_attuned & spell_ob->path_attuned)
1096 { 980 {
981 caster_level += min (cast_level * 2, ATTUNE_REPELL);
982 msg = " (attuned)";
983 }
984
985 if (op->path_repelled & spell_ob->path_attuned)
986 {
987 caster_level = ATTUNE_REPELL; // negative is ok
988 msg = " (repelled)";
989 }
990
991 if (spell_ob->level > caster_level)
992 {
1097 op->failmsg ("You lack enough skill to cast that spell!"); 993 op->failmsg (format ("You lack enough skill to cast that spell! "
994 "H<Your effective cast level is %d%s, but level %d is required.>",
995 caster_level, msg, spell_ob->level));
996 if (!op->is_wiz ())
1098 return 0; 997 return 0;
1099 } 998 }
1100 } 999 }
1101 1000
1102 /* If the caster is the wiz, they don't ever fail, and don't have 1001 /* If the caster is the wiz, they don't ever fail, and don't have
1103 * to have sufficient grace/mana. 1002 * to have sufficient grace/mana.
1278 case SP_SMITE: 1177 case SP_SMITE:
1279 success = cast_smite_spell (op, caster, dir, spell_ob); 1178 success = cast_smite_spell (op, caster, dir, spell_ob);
1280 break; 1179 break;
1281 1180
1282 case SP_MAGIC_MISSILE: 1181 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); 1182 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1284 break; 1183 break;
1285 1184
1286 case SP_SUMMON_GOLEM: 1185 case SP_SUMMON_GOLEM:
1287 success = summon_golem (op, caster, dir, spell_ob); 1186 success = summon_golem (op, caster, dir, spell_ob);
1288 break; 1187 break;
1399 { 1298 {
1400 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1299 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1401 success = 0; 1300 success = 0;
1402 } 1301 }
1403 else 1302 else
1404 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1303 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1405 break; 1304 break;
1406 1305
1407 case SP_SWARM: 1306 case SP_SWARM:
1408 success = fire_swarm (op, caster, spell_ob, dir); 1307 success = fire_swarm (op, caster, spell_ob, dir);
1409 break; 1308 break;
1455 1354
1456 default: 1355 default:
1457 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1356 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1458 } 1357 }
1459 1358
1460 op->play_sound (success ? spell_ob->sound : sound_find ("fumble_spell")); 1359 op->play_sound (
1360 success
1361 ? spell_ob->sound
1362 ? spell_ob->sound
1363 : sound_find ("spell_success")
1364 : sound_find ("fumble_spell")
1365 );
1461 1366
1462 return success; 1367 return success;
1463} 1368}
1464 1369
1465/* This is called from time.c/process_object(). That function 1370/* This is called from time.c/process_object(). That function
1529 check_bullet (op); 1434 check_bullet (op);
1530 return; 1435 return;
1531 } 1436 }
1532} 1437}
1533 1438
1534/* This is called by move_apply. Basically, if someone 1439/* This is called by move_apply. Basically, if someone
1535 * moves onto a spell effect and the walk_on or fly_on flags 1440 * moves onto a spell effect and the walk_on or fly_on flags
1536 * are set, this is called. This should only be called for 1441 * are set, this is called. This should only be called for
1537 * objects of the appropraite type. 1442 * objects of the appropriate type.
1538 */ 1443 */
1539void 1444void
1540apply_spell_effect (object *spell, object *victim) 1445apply_spell_effect (object *spell, object *victim)
1541{ 1446{
1542 switch (spell->subtype) 1447 switch (spell->subtype)
1548 1453
1549 case SP_MAGIC_MISSILE: 1454 case SP_MAGIC_MISSILE:
1550 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1455 if (QUERY_FLAG (victim, FLAG_ALIVE))
1551 { 1456 {
1552 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1457 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1553
1554 if (!spell->destroyed ())
1555 spell->destroy (); 1458 spell->destroy ();
1556 } 1459 }
1557 break; 1460 break;
1558 1461
1559 case SP_MOVING_BALL: 1462 case SP_MOVING_BALL:
1560 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1561 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1464 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1562 else if (victim->materialname) 1465 else if (victim->materialname)
1563 save_throw_object (victim, spell->attacktype, spell); 1466 save_throw_object (victim, spell->attacktype, spell);
1564 break;
1565 }
1566}
1567 1467
1468 break;
1469 }
1470}
1471

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