1 |
elmex |
1.1 |
/* |
2 |
pippijn |
1.34 |
* CrossFire, A Multiplayer game for X-windows |
3 |
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* |
4 |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 |
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* Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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* Copyright (C) 1992 Frank Tore Johansen |
7 |
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* |
8 |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; either version 2 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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* |
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* The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
24 |
elmex |
1.1 |
|
25 |
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26 |
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#include <global.h> |
27 |
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#include <spells.h> |
28 |
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#include <object.h> |
29 |
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#include <errno.h> |
30 |
root |
1.28 |
#include <sproto.h> |
31 |
elmex |
1.1 |
#include <sounds.h> |
32 |
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|
33 |
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extern char *spell_mapping[]; |
34 |
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35 |
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/* This returns a random spell from 'ob'. If skill is set, then |
36 |
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* the spell must be of this skill, it can be NULL in which case all |
37 |
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* matching spells are used. |
38 |
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*/ |
39 |
root |
1.11 |
object * |
40 |
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find_random_spell_in_ob (object *ob, const char *skill) |
41 |
elmex |
1.1 |
{ |
42 |
root |
1.11 |
int k = 0, s; |
43 |
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object *tmp; |
44 |
elmex |
1.1 |
|
45 |
root |
1.11 |
for (tmp = ob->inv; tmp; tmp = tmp->below) |
46 |
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if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
47 |
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k++; |
48 |
elmex |
1.1 |
|
49 |
root |
1.11 |
/* No spells, no need to progess further */ |
50 |
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if (!k) |
51 |
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return NULL; |
52 |
elmex |
1.1 |
|
53 |
root |
1.11 |
s = RANDOM () % k; |
54 |
elmex |
1.1 |
|
55 |
root |
1.11 |
for (tmp = ob->inv; tmp; tmp = tmp->below) |
56 |
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if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
57 |
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{ |
58 |
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if (!s) |
59 |
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return tmp; |
60 |
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else |
61 |
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s--; |
62 |
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} |
63 |
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/* Should never get here, but just in case */ |
64 |
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return NULL; |
65 |
elmex |
1.1 |
} |
66 |
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|
67 |
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/* Relatively simple function that gets used a lot. |
68 |
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* Basically, it sets up the skill pointer for the spell being |
69 |
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* cast. If op is really casting the spell, then the skill |
70 |
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* is whatever skill the spell requires. |
71 |
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* if instead caster (rod, horn, wand, etc) is casting the skill, |
72 |
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* then they get exp for the skill that you need to use for |
73 |
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* that object (use magic device). |
74 |
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*/ |
75 |
root |
1.11 |
void |
76 |
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set_spell_skill (object *op, object *caster, object *spob, object *dest) |
77 |
elmex |
1.1 |
{ |
78 |
root |
1.10 |
if (caster == op && spob->skill) |
79 |
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dest->skill = spob->skill; |
80 |
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else |
81 |
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dest->skill = caster->skill; |
82 |
elmex |
1.1 |
} |
83 |
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|
84 |
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/* init_spells: This should really be called check_spells, as that |
85 |
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* is what it does. It goes through the spells looking for any |
86 |
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* obvious errors. This was most useful in debugging when re-doing |
87 |
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* all the spells to catch simple errors. To use it all the time |
88 |
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* will result in it spitting out messages that aren't really errors. |
89 |
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*/ |
90 |
root |
1.11 |
void |
91 |
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init_spells (void) |
92 |
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{ |
93 |
elmex |
1.1 |
#ifdef SPELL_DEBUG |
94 |
root |
1.11 |
static int init_spells_done = 0; |
95 |
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int i; |
96 |
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archetype *at; |
97 |
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98 |
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if (init_spells_done) |
99 |
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return; |
100 |
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LOG (llevDebug, "Checking spells...\n"); |
101 |
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102 |
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for (at = first_archetype; at; at = at->next) |
103 |
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{ |
104 |
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if (at->clone.type == SPELL) |
105 |
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{ |
106 |
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if (at->clone.skill) |
107 |
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{ |
108 |
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for (i = 1; i < NUM_SKILLS; i++) |
109 |
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if (!strcmp (skill_names[i], at->clone.skill)) |
110 |
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break; |
111 |
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if (i == NUM_SKILLS) |
112 |
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{ |
113 |
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LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
114 |
root |
1.8 |
} |
115 |
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} |
116 |
root |
1.11 |
/* other_arch is already checked for in the loader */ |
117 |
root |
1.8 |
} |
118 |
elmex |
1.1 |
} |
119 |
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|
120 |
root |
1.11 |
i = 0; |
121 |
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while (spell_mapping[i]) |
122 |
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{ |
123 |
root |
1.14 |
if (!archetype::find (spell_mapping[i])) |
124 |
root |
1.11 |
{ |
125 |
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LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
126 |
root |
1.8 |
} |
127 |
root |
1.11 |
i++; |
128 |
elmex |
1.1 |
} |
129 |
root |
1.11 |
LOG (llevDebug, "Checking spells completed.\n"); |
130 |
elmex |
1.1 |
#endif |
131 |
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} |
132 |
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133 |
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/* Dumps all the spells - now also dumps skill associated with the spell. |
134 |
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* not sure what this would be used for, as the data seems pretty |
135 |
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* minimal, but easy enough to keep around. |
136 |
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*/ |
137 |
root |
1.11 |
void |
138 |
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dump_spells (void) |
139 |
elmex |
1.1 |
{ |
140 |
root |
1.11 |
archetype *at; |
141 |
elmex |
1.1 |
|
142 |
root |
1.11 |
for (at = first_archetype; at; at = at->next) |
143 |
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{ |
144 |
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if (at->clone.type == SPELL) |
145 |
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{ |
146 |
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fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
147 |
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&at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
148 |
root |
1.8 |
} |
149 |
elmex |
1.1 |
} |
150 |
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} |
151 |
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|
152 |
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/* pretty basic function - basically just takes |
153 |
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* an object, sets the x,y, and calls insert_ob_in_map |
154 |
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*/ |
155 |
root |
1.11 |
void |
156 |
root |
1.17 |
spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
157 |
elmex |
1.1 |
{ |
158 |
root |
1.29 |
if (spob->other_arch) |
159 |
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map->insert (arch_to_object (spob->other_arch), x, y, originator); |
160 |
elmex |
1.1 |
} |
161 |
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162 |
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/* |
163 |
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* This function takes a caster and spell and presents the |
164 |
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* effective level the caster needs to be to cast the spell. |
165 |
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* basically, it just adjusts the spell->level with attuned/repelled |
166 |
root |
1.30 |
* spellpaths. Was called path_level_mod. |
167 |
elmex |
1.1 |
* |
168 |
root |
1.30 |
* caster is person casting the spell. |
169 |
elmex |
1.1 |
* spell is the spell object. |
170 |
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* Returns modified level. |
171 |
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*/ |
172 |
root |
1.11 |
int |
173 |
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min_casting_level (object *caster, object *spell) |
174 |
elmex |
1.1 |
{ |
175 |
root |
1.11 |
int new_level; |
176 |
elmex |
1.1 |
|
177 |
root |
1.11 |
if (caster->path_denied & spell->path_attuned) |
178 |
root |
1.18 |
return 1; |
179 |
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|
180 |
root |
1.11 |
new_level = spell->level |
181 |
root |
1.30 |
+ (caster->path_repelled & spell->path_attuned ? +2 : 0) |
182 |
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+ (caster->path_attuned & spell->path_attuned ? -2 : 0); |
183 |
root |
1.18 |
|
184 |
root |
1.30 |
return max (1, new_level); |
185 |
elmex |
1.1 |
} |
186 |
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|
187 |
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/* This function returns the effective level the spell |
188 |
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* is being cast at. |
189 |
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* Note that I changed the repelled/attuned bonus to 2 from 5. |
190 |
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* This is because the new code compares casting_level against |
191 |
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* min_caster_level, so the difference is effectively 4 |
192 |
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*/ |
193 |
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|
194 |
root |
1.11 |
int |
195 |
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caster_level (object *caster, object *spell) |
196 |
elmex |
1.1 |
{ |
197 |
root |
1.11 |
int level = caster->level; |
198 |
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|
199 |
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/* If this is a player, try to find the matching skill */ |
200 |
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if (caster->type == PLAYER && spell->skill) |
201 |
root |
1.18 |
for (int i = 0; i < NUM_SKILLS; i++) |
202 |
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if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
203 |
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{ |
204 |
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level = caster->contr->last_skill_ob[i]->level; |
205 |
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break; |
206 |
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} |
207 |
root |
1.11 |
|
208 |
|
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/* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
209 |
|
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if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
210 |
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{ |
211 |
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object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
212 |
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int sk_level = skill ? skill->level : 1; |
213 |
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|
214 |
|
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level = MIN (level, sk_level + level / 10 + 1); |
215 |
elmex |
1.1 |
} |
216 |
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|
217 |
root |
1.11 |
/* Got valid caster level. Now adjust for attunement */ |
218 |
|
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level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); |
219 |
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|
220 |
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/* Always make this at least 1. If this is zero, we get divide by zero |
221 |
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* errors in various places. |
222 |
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*/ |
223 |
|
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if (level < 1) |
224 |
|
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level = 1; |
225 |
root |
1.18 |
|
226 |
root |
1.11 |
return level; |
227 |
elmex |
1.1 |
} |
228 |
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|
229 |
|
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/* The following function scales the spellpoint cost of |
230 |
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* a spell by it's increased effectiveness. Some of the |
231 |
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* lower level spells become incredibly vicious at high |
232 |
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* levels. Very cheap mass destruction. This function is |
233 |
|
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* intended to keep the sp cost related to the effectiveness. |
234 |
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* op is the player/monster |
235 |
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* caster is what is casting the spell, can be op. |
236 |
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* spell is the spell object. |
237 |
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* Note that it is now possible for a spell to cost both grace and |
238 |
|
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* mana. In that case, we return which ever value is higher. |
239 |
|
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*/ |
240 |
|
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|
241 |
root |
1.11 |
sint16 |
242 |
|
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SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
243 |
elmex |
1.1 |
{ |
244 |
root |
1.11 |
int sp, grace, level = caster_level (caster, spell); |
245 |
elmex |
1.1 |
|
246 |
root |
1.11 |
if (settings.spellpoint_level_depend == TRUE) |
247 |
|
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{ |
248 |
|
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if (spell->stats.sp && spell->stats.maxsp) |
249 |
|
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{ |
250 |
|
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sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); |
251 |
root |
1.8 |
} |
252 |
root |
1.11 |
else |
253 |
|
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sp = spell->stats.sp; |
254 |
root |
1.8 |
|
255 |
root |
1.11 |
sp *= (int) PATH_SP_MULT (caster, spell); |
256 |
|
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if (!sp && spell->stats.sp) |
257 |
|
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sp = 1; |
258 |
root |
1.8 |
|
259 |
root |
1.11 |
if (spell->stats.grace && spell->stats.maxgrace) |
260 |
|
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{ |
261 |
|
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grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); |
262 |
root |
1.8 |
} |
263 |
root |
1.11 |
else |
264 |
|
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grace = spell->stats.grace; |
265 |
elmex |
1.1 |
|
266 |
root |
1.11 |
grace *= (int) PATH_SP_MULT (caster, spell); |
267 |
|
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if (spell->stats.grace && !grace) |
268 |
|
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grace = 1; |
269 |
|
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} |
270 |
|
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else |
271 |
|
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{ |
272 |
|
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sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
273 |
|
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if (spell->stats.sp && !sp) |
274 |
|
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sp = 1; |
275 |
|
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grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
276 |
|
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if (spell->stats.grace && !grace) |
277 |
|
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grace = 1; |
278 |
|
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} |
279 |
|
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if (flags == SPELL_HIGHEST) |
280 |
|
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return MAX (sp, grace); |
281 |
|
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else if (flags == SPELL_GRACE) |
282 |
|
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return grace; |
283 |
|
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else if (flags == SPELL_MANA) |
284 |
|
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return sp; |
285 |
|
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else |
286 |
|
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{ |
287 |
|
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LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
288 |
|
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return 0; |
289 |
elmex |
1.1 |
} |
290 |
|
|
} |
291 |
|
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|
292 |
|
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|
293 |
|
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/* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
294 |
|
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* spob is the spell we are adjusting. |
295 |
|
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*/ |
296 |
root |
1.11 |
int |
297 |
|
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SP_level_dam_adjust (object *caster, object *spob) |
298 |
elmex |
1.1 |
{ |
299 |
root |
1.11 |
int level = caster_level (caster, spob); |
300 |
|
|
int adj = level - min_casting_level (caster, spob); |
301 |
elmex |
1.1 |
|
302 |
root |
1.11 |
if (adj < 0) |
303 |
|
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adj = 0; |
304 |
|
|
if (spob->dam_modifier) |
305 |
|
|
adj /= spob->dam_modifier; |
306 |
|
|
else |
307 |
|
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adj = 0; |
308 |
|
|
return adj; |
309 |
elmex |
1.1 |
} |
310 |
|
|
|
311 |
|
|
/* Adjust the strength of the spell based on level. |
312 |
|
|
* This is basically the same as SP_level_dam_adjust above, |
313 |
|
|
* but instead looks at the level_modifier value. |
314 |
|
|
*/ |
315 |
root |
1.11 |
int |
316 |
|
|
SP_level_duration_adjust (object *caster, object *spob) |
317 |
elmex |
1.1 |
{ |
318 |
root |
1.11 |
int level = caster_level (caster, spob); |
319 |
|
|
int adj = level - min_casting_level (caster, spob); |
320 |
elmex |
1.1 |
|
321 |
root |
1.11 |
if (adj < 0) |
322 |
|
|
adj = 0; |
323 |
|
|
if (spob->duration_modifier) |
324 |
|
|
adj /= spob->duration_modifier; |
325 |
|
|
else |
326 |
|
|
adj = 0; |
327 |
elmex |
1.1 |
|
328 |
root |
1.11 |
return adj; |
329 |
elmex |
1.1 |
} |
330 |
|
|
|
331 |
|
|
/* Adjust the strength of the spell based on level. |
332 |
|
|
* This is basically the same as SP_level_dam_adjust above, |
333 |
|
|
* but instead looks at the level_modifier value. |
334 |
|
|
*/ |
335 |
root |
1.11 |
int |
336 |
|
|
SP_level_range_adjust (object *caster, object *spob) |
337 |
elmex |
1.1 |
{ |
338 |
root |
1.11 |
int level = caster_level (caster, spob); |
339 |
|
|
int adj = level - min_casting_level (caster, spob); |
340 |
elmex |
1.1 |
|
341 |
root |
1.11 |
if (adj < 0) |
342 |
|
|
adj = 0; |
343 |
|
|
if (spob->range_modifier) |
344 |
|
|
adj /= spob->range_modifier; |
345 |
|
|
else |
346 |
|
|
adj = 0; |
347 |
elmex |
1.1 |
|
348 |
root |
1.11 |
return adj; |
349 |
elmex |
1.1 |
} |
350 |
|
|
|
351 |
|
|
/* Checks to see if player knows the spell. If the name is the same |
352 |
|
|
* as an existing spell, we presume they know it. |
353 |
|
|
* returns 1 if they know the spell, 0 if they don't. |
354 |
|
|
*/ |
355 |
root |
1.11 |
object * |
356 |
|
|
check_spell_known (object *op, const char *name) |
357 |
elmex |
1.1 |
{ |
358 |
root |
1.11 |
object *spop; |
359 |
elmex |
1.1 |
|
360 |
root |
1.11 |
for (spop = op->inv; spop; spop = spop->below) |
361 |
|
|
if (spop->type == SPELL && !strcmp (spop->name, name)) |
362 |
|
|
return spop; |
363 |
elmex |
1.1 |
|
364 |
root |
1.11 |
return NULL; |
365 |
elmex |
1.1 |
} |
366 |
|
|
|
367 |
|
|
|
368 |
|
|
/* |
369 |
|
|
* Look at object 'op' and see if they know the spell |
370 |
|
|
* spname. This is pretty close to check_spell_known |
371 |
|
|
* above, but it uses a looser matching mechanism. |
372 |
|
|
* returns the matching spell object, or NULL. |
373 |
|
|
* If we match multiple spells but don't get an |
374 |
|
|
* exact match, we also return NULL. |
375 |
|
|
*/ |
376 |
|
|
|
377 |
root |
1.11 |
object * |
378 |
|
|
lookup_spell_by_name (object *op, const char *spname) |
379 |
|
|
{ |
380 |
|
|
object *spob1 = NULL, *spob2 = NULL, *spob; |
381 |
|
|
int nummatch = 0; |
382 |
|
|
|
383 |
|
|
if (spname == NULL) |
384 |
|
|
return NULL; |
385 |
|
|
|
386 |
|
|
/* Try to find the spell. We store the results in spob1 |
387 |
|
|
* and spob2 - spob1 is only taking the length of |
388 |
|
|
* the past spname, spob2 uses the length of the spell name. |
389 |
|
|
*/ |
390 |
|
|
for (spob = op->inv; spob; spob = spob->below) |
391 |
|
|
{ |
392 |
|
|
if (spob->type == SPELL) |
393 |
|
|
{ |
394 |
|
|
if (!strncmp (spob->name, spname, strlen (spname))) |
395 |
|
|
{ |
396 |
|
|
nummatch++; |
397 |
|
|
spob1 = spob; |
398 |
|
|
} |
399 |
|
|
else if (!strncmp (spob->name, spname, strlen (spob->name))) |
400 |
|
|
{ |
401 |
|
|
/* if spells have ambiguous names, it makes matching |
402 |
|
|
* really difficult. (eg, fire and fireball would |
403 |
|
|
* fall into this category). It shouldn't be hard to |
404 |
|
|
* make sure spell names don't overlap in that fashion. |
405 |
|
|
*/ |
406 |
|
|
if (spob2) |
407 |
|
|
LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
408 |
|
|
spob2 = spob; |
409 |
root |
1.8 |
} |
410 |
|
|
} |
411 |
elmex |
1.1 |
} |
412 |
root |
1.11 |
/* if we have best match, return it. Otherwise, if we have one match |
413 |
|
|
* on the loser match, return that, otehrwise null |
414 |
|
|
*/ |
415 |
|
|
if (spob2) |
416 |
|
|
return spob2; |
417 |
|
|
if (spob1 && nummatch == 1) |
418 |
|
|
return spob1; |
419 |
|
|
return NULL; |
420 |
elmex |
1.1 |
} |
421 |
|
|
|
422 |
|
|
/* reflwall - decides weither the (spell-)object sp_op will |
423 |
|
|
* be reflected from the given mapsquare. Returns 1 if true. |
424 |
|
|
* (Note that for living creatures there is a small chance that |
425 |
|
|
* reflect_spell fails.) |
426 |
|
|
* Caller should be sure it passes us valid map coordinates |
427 |
|
|
* eg, updated for tiled maps. |
428 |
|
|
*/ |
429 |
root |
1.11 |
int |
430 |
root |
1.17 |
reflwall (maptile *m, int x, int y, object *sp_op) |
431 |
root |
1.11 |
{ |
432 |
|
|
object *op; |
433 |
elmex |
1.1 |
|
434 |
root |
1.11 |
if (OUT_OF_REAL_MAP (m, x, y)) |
435 |
|
|
return 0; |
436 |
root |
1.24 |
for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
437 |
elmex |
1.23 |
if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
438 |
|
|
&& (!QUERY_FLAG (op, FLAG_ALIVE) |
439 |
|
|
|| (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
440 |
root |
1.11 |
return 1; |
441 |
elmex |
1.1 |
|
442 |
root |
1.11 |
return 0; |
443 |
elmex |
1.1 |
} |
444 |
|
|
|
445 |
|
|
/* cast_create_object: creates object new_op in direction dir |
446 |
|
|
* or if that is blocked, beneath the player (op). |
447 |
|
|
* we pass 'caster', but don't use it for anything. |
448 |
|
|
* This is really just a simple wrapper function . |
449 |
|
|
* returns the direction that the object was actually placed |
450 |
|
|
* in. |
451 |
|
|
*/ |
452 |
root |
1.11 |
int |
453 |
|
|
cast_create_obj (object *op, object *caster, object *new_op, int dir) |
454 |
elmex |
1.1 |
{ |
455 |
root |
1.17 |
maptile *m; |
456 |
root |
1.11 |
sint16 sx, sy; |
457 |
elmex |
1.1 |
|
458 |
root |
1.11 |
if (dir && |
459 |
|
|
((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || |
460 |
|
|
OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) |
461 |
|
|
{ |
462 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
463 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
464 |
|
|
dir = 0; |
465 |
|
|
} |
466 |
root |
1.29 |
|
467 |
|
|
op->map->insert (new_op, |
468 |
|
|
op->x + freearr_x[dir], op->y + freearr_y[dir], |
469 |
|
|
op, |
470 |
|
|
dir ? 0 : INS_BELOW_ORIGINATOR); |
471 |
|
|
|
472 |
root |
1.11 |
return dir; |
473 |
elmex |
1.1 |
} |
474 |
|
|
|
475 |
|
|
/* Returns true if it is ok to put spell *op on the space/may provided. |
476 |
|
|
* immune_stop is basically the attacktype of the spell (why |
477 |
|
|
* passed as a different value, not sure of). If immune_stop |
478 |
|
|
* has the AT_MAGIC bit set, and there is a counterwall |
479 |
|
|
* on the space, the object doesn't get placed. if immune stop |
480 |
|
|
* does not have AT_MAGIC, then counterwalls do not effect the spell. |
481 |
|
|
* |
482 |
|
|
*/ |
483 |
root |
1.11 |
int |
484 |
root |
1.17 |
ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
485 |
root |
1.11 |
{ |
486 |
root |
1.32 |
if (!xy_normalise (m, x, y)) |
487 |
|
|
return 0; |
488 |
root |
1.11 |
|
489 |
root |
1.32 |
mapspace &ms = m->at (x, y); |
490 |
root |
1.11 |
|
491 |
root |
1.32 |
if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
492 |
root |
1.11 |
return 0; |
493 |
|
|
|
494 |
root |
1.32 |
for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
495 |
root |
1.11 |
{ |
496 |
|
|
/* If there is a counterspell on the space, and this |
497 |
|
|
* object is using magic, don't progress. I believe we could |
498 |
|
|
* leave this out and let in progress, and other areas of the code |
499 |
|
|
* will then remove it, but that would seem to to use more |
500 |
|
|
* resources, and may not work as well if a player is standing |
501 |
|
|
* on top of a counterwall spell (may hit the player before being |
502 |
|
|
* removed.) On the other hand, it may be more dramatic for the |
503 |
|
|
* spell to actually hit the counterwall and be sucked up. |
504 |
|
|
*/ |
505 |
|
|
if ((tmp->attacktype & AT_COUNTERSPELL) && |
506 |
|
|
(tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
507 |
|
|
(tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) |
508 |
|
|
return 0; |
509 |
|
|
|
510 |
|
|
/* This is to prevent 'out of control' spells. Basically, this |
511 |
|
|
* limits one spell effect per space per spell. This is definately |
512 |
|
|
* needed for performance reasons, and just for playability I believe. |
513 |
|
|
* there are no such things as multispaced spells right now, so |
514 |
|
|
* we don't need to worry about the head. |
515 |
|
|
*/ |
516 |
|
|
if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
517 |
|
|
return 0; |
518 |
|
|
|
519 |
|
|
/* |
520 |
|
|
* Combine similar spell effects into one spell effect. Needed for |
521 |
|
|
* performance reasons with meteor swarm and the like, but also for |
522 |
|
|
* playability reasons. |
523 |
|
|
*/ |
524 |
|
|
if (tmp->arch == op->arch |
525 |
|
|
&& tmp->type == op->type |
526 |
|
|
&& tmp->subtype == op->subtype |
527 |
root |
1.33 |
&& tmp->owner == op->owner |
528 |
|
|
&& ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
529 |
root |
1.11 |
{ |
530 |
|
|
tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
531 |
|
|
tmp->range = MAX (tmp->range, op->range); |
532 |
|
|
tmp->duration = MAX (tmp->duration, op->duration); |
533 |
|
|
return 0; |
534 |
elmex |
1.1 |
} |
535 |
|
|
|
536 |
root |
1.11 |
/* Perhaps we should also put checks in for no magic and unholy |
537 |
|
|
* ground to prevent it from moving along? |
538 |
|
|
*/ |
539 |
elmex |
1.1 |
} |
540 |
root |
1.32 |
|
541 |
root |
1.11 |
/* If it passes the above tests, it must be OK */ |
542 |
|
|
return 1; |
543 |
elmex |
1.1 |
} |
544 |
|
|
|
545 |
|
|
/* fire_arch_from_position: fires an archetype. |
546 |
|
|
* op: person firing the object. |
547 |
|
|
* caster: object casting the spell. |
548 |
|
|
* x, y: where to fire the spell (note, it then uses op->map for the map |
549 |
|
|
* for these coordinates, which is probably a really bad idea. |
550 |
|
|
* dir: direction to fire in. |
551 |
|
|
* spell: spell that is being fired. It uses other_arch for the archetype |
552 |
|
|
* to fire. |
553 |
|
|
* returns 0 on failure, 1 on success. |
554 |
|
|
*/ |
555 |
|
|
|
556 |
root |
1.11 |
int |
557 |
|
|
fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
558 |
|
|
{ |
559 |
|
|
object *tmp; |
560 |
|
|
int mflags; |
561 |
root |
1.17 |
maptile *m; |
562 |
root |
1.11 |
|
563 |
|
|
if (spell->other_arch == NULL) |
564 |
|
|
return 0; |
565 |
|
|
|
566 |
|
|
m = op->map; |
567 |
|
|
mflags = get_map_flags (m, &m, x, y, &x, &y); |
568 |
|
|
if (mflags & P_OUT_OF_MAP) |
569 |
|
|
{ |
570 |
|
|
return 0; |
571 |
elmex |
1.1 |
} |
572 |
|
|
|
573 |
root |
1.11 |
tmp = arch_to_object (spell->other_arch); |
574 |
elmex |
1.1 |
|
575 |
root |
1.11 |
if (tmp == NULL) |
576 |
|
|
return 0; |
577 |
elmex |
1.1 |
|
578 |
root |
1.11 |
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 |
root |
1.20 |
tmp->destroy (); |
582 |
root |
1.11 |
return 0; |
583 |
elmex |
1.1 |
} |
584 |
|
|
|
585 |
root |
1.11 |
tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
586 |
|
|
tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
587 |
|
|
/* code in time.c uses food for some things, duration for others */ |
588 |
|
|
tmp->stats.food = tmp->duration; |
589 |
|
|
tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
590 |
|
|
tmp->attacktype = spell->attacktype; |
591 |
|
|
tmp->x = x; |
592 |
|
|
tmp->y = y; |
593 |
|
|
tmp->direction = dir; |
594 |
root |
1.21 |
if (op->owner != NULL) |
595 |
|
|
tmp->set_owner (op); |
596 |
root |
1.11 |
else |
597 |
root |
1.21 |
tmp->set_owner (op); |
598 |
root |
1.11 |
tmp->level = caster_level (caster, spell); |
599 |
|
|
set_spell_skill (op, caster, spell, tmp); |
600 |
|
|
|
601 |
|
|
/* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
602 |
|
|
if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
603 |
|
|
{ |
604 |
|
|
if (!tailor_god_spell (tmp, op)) |
605 |
|
|
return 0; |
606 |
elmex |
1.1 |
} |
607 |
root |
1.11 |
if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
608 |
|
|
SET_ANIMATION (tmp, dir); |
609 |
elmex |
1.1 |
|
610 |
root |
1.29 |
if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
611 |
|
|
move_spell_effect (tmp); |
612 |
elmex |
1.1 |
|
613 |
root |
1.11 |
return 1; |
614 |
elmex |
1.1 |
} |
615 |
|
|
|
616 |
|
|
/***************************************************************************** |
617 |
|
|
* |
618 |
|
|
* Code related to rods - perhaps better located in another file? |
619 |
|
|
* |
620 |
|
|
****************************************************************************/ |
621 |
root |
1.11 |
void |
622 |
|
|
regenerate_rod (object *rod) |
623 |
|
|
{ |
624 |
|
|
if (rod->stats.hp < rod->stats.maxhp) |
625 |
|
|
{ |
626 |
|
|
rod->stats.hp += 1 + rod->stats.maxhp / 10; |
627 |
elmex |
1.1 |
|
628 |
root |
1.11 |
if (rod->stats.hp > rod->stats.maxhp) |
629 |
|
|
rod->stats.hp = rod->stats.maxhp; |
630 |
elmex |
1.1 |
} |
631 |
|
|
} |
632 |
|
|
|
633 |
|
|
|
634 |
root |
1.11 |
void |
635 |
|
|
drain_rod_charge (object *rod) |
636 |
|
|
{ |
637 |
|
|
rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
638 |
elmex |
1.1 |
} |
639 |
|
|
|
640 |
|
|
|
641 |
|
|
|
642 |
|
|
|
643 |
|
|
/* this function is commonly used to find a friendly target for |
644 |
|
|
* spells such as heal or protection or armour |
645 |
|
|
* op is what is looking for the target (which can be a player), |
646 |
|
|
* dir is the direction we are looking in. Return object found, or |
647 |
|
|
* NULL if no good object. |
648 |
|
|
*/ |
649 |
|
|
|
650 |
root |
1.11 |
object * |
651 |
|
|
find_target_for_friendly_spell (object *op, int dir) |
652 |
|
|
{ |
653 |
|
|
object *tmp; |
654 |
root |
1.17 |
maptile *m; |
655 |
root |
1.11 |
sint16 x, y; |
656 |
|
|
int mflags; |
657 |
|
|
|
658 |
|
|
/* I don't really get this block - if op isn't a player or rune, |
659 |
|
|
* we then make the owner of this object the target. |
660 |
|
|
* The owner could very well be no where near op. |
661 |
|
|
*/ |
662 |
|
|
if (op->type != PLAYER && op->type != RUNE) |
663 |
|
|
{ |
664 |
root |
1.21 |
tmp = op->owner; |
665 |
root |
1.11 |
/* If the owner does not exist, or is not a monster, than apply the spell |
666 |
|
|
* to the caster. |
667 |
|
|
*/ |
668 |
|
|
if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
669 |
|
|
tmp = op; |
670 |
elmex |
1.1 |
} |
671 |
root |
1.11 |
else |
672 |
|
|
{ |
673 |
|
|
m = op->map; |
674 |
|
|
x = op->x + freearr_x[dir]; |
675 |
|
|
y = op->y + freearr_y[dir]; |
676 |
|
|
|
677 |
|
|
mflags = get_map_flags (m, &m, x, y, &x, &y); |
678 |
|
|
|
679 |
|
|
if (mflags & P_OUT_OF_MAP) |
680 |
root |
1.26 |
tmp = 0; |
681 |
root |
1.11 |
else |
682 |
root |
1.26 |
tmp = m->at (x, y).player (); |
683 |
root |
1.11 |
} |
684 |
root |
1.26 |
|
685 |
root |
1.11 |
/* didn't find a player there, look in current square for a player */ |
686 |
root |
1.26 |
if (!tmp) |
687 |
|
|
tmp = op->ms ().player (); |
688 |
elmex |
1.1 |
|
689 |
root |
1.11 |
return tmp; |
690 |
elmex |
1.1 |
} |
691 |
|
|
|
692 |
|
|
|
693 |
|
|
|
694 |
|
|
/* raytrace: |
695 |
|
|
* spell_find_dir(map, x, y, exclude) will search first the center square |
696 |
|
|
* then some close squares in the given map at the given coordinates for |
697 |
|
|
* live objects. |
698 |
|
|
* It will not consider the object given as exclude (= caster) among possible |
699 |
|
|
* live objects. If the caster is a player, the spell will go after |
700 |
|
|
* monsters/generators only. If not, the spell will hunt players only. |
701 |
|
|
* It returns the direction toward the first/closest live object if it finds |
702 |
|
|
* any, otherwise -1. |
703 |
|
|
* note that exclude can be NULL, in which case all bets are off. |
704 |
|
|
*/ |
705 |
|
|
|
706 |
root |
1.11 |
int |
707 |
root |
1.17 |
spell_find_dir (maptile *m, int x, int y, object *exclude) |
708 |
root |
1.11 |
{ |
709 |
|
|
int i, max = SIZEOFFREE; |
710 |
|
|
sint16 nx, ny; |
711 |
|
|
int owner_type = 0, mflags; |
712 |
|
|
object *tmp; |
713 |
root |
1.17 |
maptile *mp; |
714 |
root |
1.11 |
|
715 |
|
|
if (exclude && exclude->head) |
716 |
|
|
exclude = exclude->head; |
717 |
|
|
if (exclude && exclude->type) |
718 |
|
|
owner_type = exclude->type; |
719 |
|
|
|
720 |
|
|
for (i = rndm (1, 8); i < max; i++) |
721 |
|
|
{ |
722 |
|
|
nx = x + freearr_x[i]; |
723 |
|
|
ny = y + freearr_y[i]; |
724 |
|
|
mp = m; |
725 |
|
|
mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
726 |
|
|
if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
727 |
|
|
continue; |
728 |
|
|
|
729 |
root |
1.24 |
tmp = GET_MAP_OB (mp, nx, ny); |
730 |
root |
1.11 |
|
731 |
|
|
while (tmp != NULL && (((owner_type == PLAYER && |
732 |
|
|
!QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
733 |
|
|
(owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
734 |
|
|
tmp = tmp->above; |
735 |
elmex |
1.1 |
|
736 |
root |
1.11 |
if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
737 |
|
|
return freedir[i]; |
738 |
elmex |
1.1 |
} |
739 |
root |
1.11 |
return -1; /* flag for "keep going the way you were" */ |
740 |
elmex |
1.1 |
} |
741 |
|
|
|
742 |
|
|
|
743 |
|
|
|
744 |
|
|
/* put_a_monster: puts a monster named monstername near by |
745 |
|
|
* op. This creates the treasures for the monsters, and |
746 |
|
|
* also deals with multipart monsters properly. |
747 |
|
|
*/ |
748 |
|
|
|
749 |
root |
1.11 |
void |
750 |
|
|
put_a_monster (object *op, const char *monstername) |
751 |
|
|
{ |
752 |
|
|
object *tmp, *head = NULL, *prev = NULL; |
753 |
|
|
archetype *at; |
754 |
|
|
int dir; |
755 |
|
|
|
756 |
|
|
/* Handle cases where we are passed a bogus mosntername */ |
757 |
|
|
|
758 |
root |
1.14 |
if ((at = archetype::find (monstername)) == NULL) |
759 |
root |
1.11 |
return; |
760 |
|
|
|
761 |
|
|
/* find a free square nearby |
762 |
|
|
* first we check the closest square for free squares |
763 |
|
|
*/ |
764 |
|
|
|
765 |
|
|
dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); |
766 |
|
|
if (dir != -1) |
767 |
|
|
{ |
768 |
|
|
/* This is basically grabbed for generate monster. Fixed 971225 to |
769 |
|
|
* insert multipart monsters properly |
770 |
|
|
*/ |
771 |
|
|
while (at != NULL) |
772 |
|
|
{ |
773 |
|
|
tmp = arch_to_object (at); |
774 |
|
|
tmp->x = op->x + freearr_x[dir] + at->clone.x; |
775 |
|
|
tmp->y = op->y + freearr_y[dir] + at->clone.y; |
776 |
|
|
tmp->map = op->map; |
777 |
|
|
if (head) |
778 |
|
|
{ |
779 |
|
|
tmp->head = head; |
780 |
|
|
prev->more = tmp; |
781 |
root |
1.8 |
} |
782 |
root |
1.11 |
if (!head) |
783 |
|
|
head = tmp; |
784 |
|
|
prev = tmp; |
785 |
|
|
at = at->more; |
786 |
root |
1.8 |
} |
787 |
|
|
|
788 |
root |
1.11 |
if (head->randomitems) |
789 |
|
|
create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
790 |
root |
1.8 |
|
791 |
root |
1.11 |
insert_ob_in_map (head, op->map, op, 0); |
792 |
root |
1.8 |
|
793 |
root |
1.11 |
/* thought it'd be cool to insert a burnout, too. */ |
794 |
root |
1.29 |
op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
795 |
elmex |
1.1 |
} |
796 |
|
|
} |
797 |
|
|
|
798 |
|
|
/* peterm: function which summons hostile monsters and |
799 |
|
|
* places them in nearby squares. |
800 |
|
|
* op is the summoner. |
801 |
|
|
* n is the number of monsters. |
802 |
|
|
* monstername is the name of the monster. |
803 |
|
|
* returns the number of monsters, which is basically n. |
804 |
|
|
* it should really see how many it successfully replaced and |
805 |
|
|
* return that instead. |
806 |
|
|
* Note that this is not used by any spells (summon evil monsters |
807 |
|
|
* use to call this, but best I can tell, that spell/ability was |
808 |
|
|
* never used. This is however used by various failures on the |
809 |
|
|
* players part (alchemy, reincarnation, etc) |
810 |
|
|
*/ |
811 |
|
|
|
812 |
root |
1.11 |
int |
813 |
|
|
summon_hostile_monsters (object *op, int n, const char *monstername) |
814 |
|
|
{ |
815 |
|
|
int i; |
816 |
|
|
|
817 |
|
|
for (i = 0; i < n; i++) |
818 |
|
|
put_a_monster (op, monstername); |
819 |
elmex |
1.1 |
|
820 |
root |
1.11 |
return n; |
821 |
elmex |
1.1 |
} |
822 |
|
|
|
823 |
|
|
|
824 |
|
|
/* Some local definitions for shuffle-attack */ |
825 |
root |
1.11 |
struct attacktype_shuffle |
826 |
|
|
{ |
827 |
|
|
int attacktype; |
828 |
|
|
int face; |
829 |
|
|
} ATTACKS[22] = |
830 |
|
|
{ |
831 |
|
|
{ |
832 |
|
|
AT_PHYSICAL, 0}, |
833 |
|
|
{ |
834 |
|
|
AT_PHYSICAL, 0}, /*face = explosion */ |
835 |
|
|
{ |
836 |
|
|
AT_PHYSICAL, 0}, |
837 |
|
|
{ |
838 |
|
|
AT_MAGIC, 1}, |
839 |
|
|
{ |
840 |
|
|
AT_MAGIC, 1}, /* face = last-burnout */ |
841 |
|
|
{ |
842 |
|
|
AT_MAGIC, 1}, |
843 |
|
|
{ |
844 |
|
|
AT_FIRE, 2}, |
845 |
|
|
{ |
846 |
|
|
AT_FIRE, 2}, /* face = fire.... */ |
847 |
|
|
{ |
848 |
|
|
AT_FIRE, 2}, |
849 |
|
|
{ |
850 |
|
|
AT_ELECTRICITY, 3}, |
851 |
|
|
{ |
852 |
|
|
AT_ELECTRICITY, 3}, /* ball_lightning */ |
853 |
|
|
{ |
854 |
|
|
AT_ELECTRICITY, 3}, |
855 |
|
|
{ |
856 |
|
|
AT_COLD, 4}, |
857 |
|
|
{ |
858 |
|
|
AT_COLD, 4}, /* face=icestorm */ |
859 |
|
|
{ |
860 |
|
|
AT_COLD, 4}, |
861 |
|
|
{ |
862 |
|
|
AT_CONFUSION, 5}, |
863 |
|
|
{ |
864 |
|
|
AT_POISON, 7}, |
865 |
|
|
{ |
866 |
|
|
AT_POISON, 7}, /* face = acid sphere. generator */ |
867 |
|
|
{ |
868 |
|
|
AT_POISON, 7}, /* poisoncloud face */ |
869 |
|
|
{ |
870 |
|
|
AT_SLOW, 8}, |
871 |
|
|
{ |
872 |
|
|
AT_PARALYZE, 9}, |
873 |
|
|
{ |
874 |
|
|
AT_FEAR, 10}}; |
875 |
elmex |
1.1 |
|
876 |
|
|
|
877 |
|
|
|
878 |
|
|
/* shuffle_attack: peterm |
879 |
|
|
* This routine shuffles the attack of op to one of the |
880 |
|
|
* ones in the list. It does this at random. It also |
881 |
|
|
* chooses a face appropriate to the attack that is |
882 |
|
|
* being committed by that square at the moment. |
883 |
|
|
* right now it's being used by color spray and create pool of |
884 |
|
|
* chaos. |
885 |
|
|
* This could really be a better implementation - the |
886 |
|
|
* faces and attacktypes above are hardcoded, which is never |
887 |
|
|
* good. The faces refer to faces in the animation sequence. |
888 |
|
|
* Not sure how to do better - but not having it hardcoded |
889 |
|
|
* would be nice. |
890 |
|
|
* I also fixed a bug here in that attacktype was |= - |
891 |
|
|
* to me, that would be that it would quickly get all |
892 |
|
|
* attacktypes, which probably wasn't the intent. MSW 2003-06-03 |
893 |
|
|
*/ |
894 |
root |
1.11 |
void |
895 |
|
|
shuffle_attack (object *op, int change_face) |
896 |
elmex |
1.1 |
{ |
897 |
root |
1.11 |
int i; |
898 |
elmex |
1.1 |
|
899 |
root |
1.11 |
i = rndm (0, 21); |
900 |
elmex |
1.1 |
|
901 |
root |
1.11 |
op->attacktype = ATTACKS[i].attacktype | AT_MAGIC; |
902 |
|
|
|
903 |
|
|
if (change_face) |
904 |
|
|
{ |
905 |
|
|
SET_ANIMATION (op, ATTACKS[i].face); |
906 |
elmex |
1.1 |
} |
907 |
|
|
} |
908 |
|
|
|
909 |
|
|
|
910 |
|
|
/* prayer_failure: This is called when a player fails |
911 |
|
|
* at casting a prayer. |
912 |
|
|
* op is the player. |
913 |
|
|
* failure is basically how much grace they had. |
914 |
|
|
* power is how much grace the spell would normally take to cast. |
915 |
|
|
*/ |
916 |
|
|
|
917 |
root |
1.11 |
void |
918 |
|
|
prayer_failure (object *op, int failure, int power) |
919 |
|
|
{ |
920 |
|
|
const char *godname; |
921 |
|
|
object *tmp; |
922 |
elmex |
1.1 |
|
923 |
root |
1.11 |
if (!strcmp ((godname = determine_god (op)), "none")) |
924 |
|
|
godname = "Your spirit"; |
925 |
elmex |
1.1 |
|
926 |
root |
1.11 |
if (failure <= -20 && failure > -40) /* wonder */ |
927 |
elmex |
1.1 |
{ |
928 |
root |
1.11 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); |
929 |
|
|
tmp = get_archetype (SPELL_WONDER); |
930 |
|
|
cast_cone (op, op, 0, tmp); |
931 |
root |
1.20 |
tmp->destroy (); |
932 |
elmex |
1.1 |
} |
933 |
|
|
|
934 |
root |
1.11 |
else if (failure <= -40 && failure > -60) /* confusion */ |
935 |
elmex |
1.1 |
{ |
936 |
root |
1.11 |
new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); |
937 |
|
|
confuse_player (op, op, 99); |
938 |
elmex |
1.1 |
} |
939 |
root |
1.11 |
else if (failure <= -60 && failure > -150) /* paralysis */ |
940 |
elmex |
1.1 |
{ |
941 |
root |
1.11 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); |
942 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); |
943 |
|
|
paralyze_player (op, op, 99); |
944 |
elmex |
1.1 |
} |
945 |
root |
1.11 |
else if (failure <= -150) /* blast the immediate area */ |
946 |
|
|
{ |
947 |
|
|
tmp = get_archetype (GOD_POWER); |
948 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); |
949 |
|
|
cast_magic_storm (op, tmp, power); |
950 |
elmex |
1.1 |
} |
951 |
|
|
} |
952 |
|
|
|
953 |
|
|
/* |
954 |
|
|
* spell_failure() handles the various effects for differing degrees |
955 |
|
|
* of failure badness. |
956 |
|
|
* op is the player that failed. |
957 |
|
|
* failure is a random value of how badly you failed. |
958 |
|
|
* power is how many spellpoints you'd normally need for the spell. |
959 |
|
|
* skill is the skill you'd need to cast the spell. |
960 |
|
|
*/ |
961 |
|
|
|
962 |
root |
1.11 |
void |
963 |
|
|
spell_failure (object *op, int failure, int power, object *skill) |
964 |
|
|
{ |
965 |
|
|
object *tmp; |
966 |
elmex |
1.1 |
|
967 |
root |
1.11 |
if (settings.spell_failure_effects == FALSE) |
968 |
|
|
return; |
969 |
elmex |
1.1 |
|
970 |
root |
1.11 |
if (failure <= -20 && failure > -40) /* wonder */ |
971 |
elmex |
1.1 |
{ |
972 |
root |
1.11 |
new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); |
973 |
|
|
tmp = get_archetype (SPELL_WONDER); |
974 |
|
|
cast_cone (op, op, 0, tmp); |
975 |
root |
1.20 |
tmp->destroy (); |
976 |
elmex |
1.1 |
} |
977 |
|
|
|
978 |
root |
1.11 |
else if (failure <= -40 && failure > -60) /* confusion */ |
979 |
elmex |
1.1 |
{ |
980 |
root |
1.11 |
new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); |
981 |
|
|
confuse_player (op, op, 99); |
982 |
elmex |
1.1 |
} |
983 |
root |
1.11 |
else if (failure <= -60 && failure > -80) /* paralysis */ |
984 |
elmex |
1.1 |
{ |
985 |
root |
1.11 |
new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); |
986 |
|
|
paralyze_player (op, op, 99); |
987 |
elmex |
1.1 |
} |
988 |
root |
1.11 |
else if (failure <= -80) /* blast the immediate area */ |
989 |
|
|
{ |
990 |
|
|
object *tmp; |
991 |
root |
1.8 |
|
992 |
root |
1.11 |
/* Safety check to make sure we don't get any mana storms in scorn */ |
993 |
|
|
if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) |
994 |
|
|
{ |
995 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); |
996 |
|
|
hit_player (op, 9998, op, AT_INTERNAL, 1); |
997 |
root |
1.8 |
|
998 |
root |
1.11 |
} |
999 |
|
|
else |
1000 |
|
|
{ |
1001 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
1002 |
|
|
tmp = get_archetype (LOOSE_MANA); |
1003 |
|
|
tmp->level = skill->level; |
1004 |
|
|
|
1005 |
|
|
/* increase the area of destruction a little for more powerful spells */ |
1006 |
|
|
tmp->range += isqrt (power); |
1007 |
|
|
|
1008 |
|
|
if (power > 25) |
1009 |
|
|
tmp->stats.dam = 25 + isqrt (power); |
1010 |
|
|
else |
1011 |
|
|
tmp->stats.dam = power; /* nasty recoils! */ |
1012 |
root |
1.8 |
|
1013 |
root |
1.11 |
tmp->stats.maxhp = tmp->count; |
1014 |
root |
1.29 |
|
1015 |
|
|
tmp->insert_at (op); |
1016 |
root |
1.8 |
} |
1017 |
elmex |
1.1 |
} |
1018 |
|
|
} |
1019 |
|
|
|
1020 |
root |
1.11 |
int |
1021 |
|
|
cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1022 |
|
|
{ |
1023 |
|
|
int success; |
1024 |
|
|
player *pl; |
1025 |
|
|
object *spell; |
1026 |
|
|
|
1027 |
|
|
if (!spell_ob->other_arch) |
1028 |
elmex |
1.1 |
{ |
1029 |
root |
1.11 |
LOG (llevError, "cast_party_spell: empty other arch\n"); |
1030 |
|
|
return 0; |
1031 |
|
|
} |
1032 |
|
|
spell = arch_to_object (spell_ob->other_arch); |
1033 |
elmex |
1.1 |
|
1034 |
root |
1.11 |
/* Always cast spell on caster */ |
1035 |
|
|
success = cast_spell (op, caster, dir, spell, stringarg); |
1036 |
elmex |
1.1 |
|
1037 |
root |
1.11 |
if (caster->contr->party == NULL) |
1038 |
|
|
{ |
1039 |
root |
1.19 |
spell->remove (); |
1040 |
root |
1.11 |
return success; |
1041 |
elmex |
1.1 |
} |
1042 |
root |
1.27 |
for_all_players (pl) |
1043 |
root |
1.11 |
if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
1044 |
|
|
{ |
1045 |
|
|
cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
1046 |
|
|
} |
1047 |
root |
1.19 |
spell->remove (); |
1048 |
root |
1.11 |
return success; |
1049 |
|
|
} |
1050 |
elmex |
1.1 |
|
1051 |
|
|
/* This is where the main dispatch when someone casts a spell. |
1052 |
|
|
* |
1053 |
|
|
* op is the creature that is owner of the object that is casting the spell - |
1054 |
|
|
* eg, the player or monster. |
1055 |
|
|
* caster is the actual object (wand, potion) casting the spell. can be |
1056 |
|
|
* same as op. |
1057 |
|
|
* dir is the direction to cast in. Note in some cases, if the spell |
1058 |
|
|
* is self only, dir really doesn't make a difference. |
1059 |
|
|
* spell_ob is the spell object that is being cast. From that, |
1060 |
|
|
* we can determine what to do. |
1061 |
|
|
* stringarg is any options that are being used. It can be NULL. Almost |
1062 |
|
|
* certainly, only players will set it. It is basically used as optional |
1063 |
|
|
* parameters to a spell (eg, item to create, information for marking runes, |
1064 |
|
|
* etc. |
1065 |
|
|
* returns 1 on successful cast, or 0 on error. These values should really |
1066 |
|
|
* be swapped, so that 0 is successful, and non zero is failure, with a code |
1067 |
|
|
* of what it failed. |
1068 |
|
|
* |
1069 |
|
|
* Note that this function is really a dispatch routine that calls other |
1070 |
|
|
* functions - it just blindly returns what ever value those functions |
1071 |
|
|
* return. So if your writing a new function that is called from this, |
1072 |
|
|
* it shoudl also return 1 on success, 0 on failure. |
1073 |
|
|
* |
1074 |
|
|
* if it is a player casting the spell (op->type == PLAYER, op == caster), |
1075 |
|
|
* this function will decrease the mana/grace appropriately. For other |
1076 |
|
|
* objects, the caller should do what it considers appropriate. |
1077 |
|
|
*/ |
1078 |
|
|
|
1079 |
root |
1.11 |
int |
1080 |
|
|
cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1081 |
|
|
{ |
1082 |
|
|
const char *godname; |
1083 |
|
|
int success = 0, mflags, cast_level = 0, old_shoottype; |
1084 |
|
|
object *skill = NULL; |
1085 |
elmex |
1.1 |
|
1086 |
root |
1.11 |
old_shoottype = op->contr ? op->contr->shoottype : 0; |
1087 |
elmex |
1.1 |
|
1088 |
root |
1.11 |
if (!spell_ob) |
1089 |
|
|
{ |
1090 |
|
|
LOG (llevError, "cast_spell: null spell object passed\n"); |
1091 |
|
|
return 0; |
1092 |
elmex |
1.1 |
} |
1093 |
root |
1.13 |
|
1094 |
root |
1.11 |
if (!strcmp ((godname = determine_god (op)), "none")) |
1095 |
|
|
godname = "A random spirit"; |
1096 |
elmex |
1.1 |
|
1097 |
root |
1.11 |
/* the caller should set caster to op if appropriate */ |
1098 |
|
|
if (!caster) |
1099 |
|
|
{ |
1100 |
|
|
LOG (llevError, "cast_spell: null caster object passed\n"); |
1101 |
|
|
return 0; |
1102 |
elmex |
1.1 |
} |
1103 |
|
|
|
1104 |
root |
1.11 |
/* if caster is a spell casting object, this normally shouldn't be |
1105 |
|
|
* an issue, because they don't have any spellpaths set up. |
1106 |
|
|
*/ |
1107 |
root |
1.18 |
if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) |
1108 |
root |
1.11 |
{ |
1109 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); |
1110 |
|
|
return 0; |
1111 |
elmex |
1.1 |
} |
1112 |
|
|
|
1113 |
root |
1.11 |
/* if it is a player casting the spell, and they are really casting it |
1114 |
|
|
* (vs it coming from a wand, scroll, or whatever else), do some |
1115 |
|
|
* checks. We let monsters do special things - eg, they |
1116 |
|
|
* don't need the skill, bypass level checks, etc. The monster function |
1117 |
|
|
* should take care of that. |
1118 |
|
|
* Remove the wiz check here and move it further down - some spells |
1119 |
|
|
* need to have the right skill pointer passed, so we need to |
1120 |
|
|
* at least process that code. |
1121 |
|
|
*/ |
1122 |
|
|
if (op->type == PLAYER && op == caster) |
1123 |
|
|
{ |
1124 |
|
|
cast_level = caster_level (caster, spell_ob); |
1125 |
|
|
if (spell_ob->skill) |
1126 |
|
|
{ |
1127 |
|
|
skill = find_skill_by_name (op, spell_ob->skill); |
1128 |
|
|
if (!skill) |
1129 |
|
|
{ |
1130 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
1131 |
|
|
return 0; |
1132 |
root |
1.8 |
} |
1133 |
root |
1.11 |
if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1134 |
|
|
{ |
1135 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); |
1136 |
|
|
return 0; |
1137 |
root |
1.8 |
} |
1138 |
|
|
} |
1139 |
root |
1.11 |
/* If the caster is the wiz, they don't ever fail, and don't have |
1140 |
|
|
* to have sufficient grace/mana. |
1141 |
|
|
*/ |
1142 |
|
|
if (!QUERY_FLAG (op, FLAG_WIZ)) |
1143 |
|
|
{ |
1144 |
|
|
if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1145 |
|
|
SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1146 |
|
|
{ |
1147 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1148 |
|
|
return 0; |
1149 |
root |
1.8 |
} |
1150 |
root |
1.30 |
|
1151 |
root |
1.11 |
if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1152 |
|
|
SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1153 |
|
|
{ |
1154 |
|
|
if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1155 |
|
|
10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1156 |
|
|
{ |
1157 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); |
1158 |
root |
1.8 |
} |
1159 |
root |
1.11 |
else |
1160 |
|
|
{ |
1161 |
|
|
prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1162 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1163 |
|
|
return 0; |
1164 |
root |
1.8 |
} |
1165 |
|
|
} |
1166 |
|
|
|
1167 |
root |
1.11 |
/* player/monster is trying to cast the spell. might fumble it */ |
1168 |
|
|
if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1169 |
|
|
(spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1170 |
|
|
{ |
1171 |
|
|
play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1172 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1173 |
root |
1.35 |
|
1174 |
root |
1.11 |
if (settings.casting_time == TRUE) |
1175 |
root |
1.35 |
op->casting_time = -1; |
1176 |
|
|
|
1177 |
root |
1.11 |
op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1178 |
|
|
return 0; |
1179 |
|
|
} |
1180 |
|
|
else if (spell_ob->stats.sp) |
1181 |
|
|
{ |
1182 |
|
|
int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1183 |
|
|
|
1184 |
|
|
if (failure < 0) |
1185 |
|
|
{ |
1186 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1187 |
|
|
if (settings.spell_failure_effects == TRUE) |
1188 |
|
|
spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1189 |
|
|
op->contr->shoottype = (rangetype) old_shoottype; |
1190 |
|
|
op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1191 |
|
|
return 0; |
1192 |
root |
1.8 |
} |
1193 |
|
|
} |
1194 |
|
|
} |
1195 |
elmex |
1.1 |
} |
1196 |
|
|
|
1197 |
root |
1.11 |
mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1198 |
|
|
|
1199 |
|
|
/* See if we can cast a spell here. If the caster and op are |
1200 |
|
|
* not alive, then this would mean that the mapmaker put the |
1201 |
|
|
* objects on the space - presume that they know what they are |
1202 |
|
|
* doing. |
1203 |
|
|
*/ |
1204 |
elmex |
1.9 |
|
1205 |
root |
1.11 |
if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1206 |
|
|
{ |
1207 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); |
1208 |
|
|
return 0; |
1209 |
|
|
} |
1210 |
|
|
|
1211 |
|
|
if ((spell_ob->type == SPELL) |
1212 |
|
|
&& (caster->type != POTION) |
1213 |
|
|
&& !QUERY_FLAG (op, FLAG_WIZCAST) |
1214 |
|
|
&& (QUERY_FLAG (caster, FLAG_ALIVE) |
1215 |
|
|
|| QUERY_FLAG (op, FLAG_ALIVE)) |
1216 |
|
|
&& (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1217 |
|
|
{ |
1218 |
|
|
if (op->type != PLAYER) |
1219 |
elmex |
1.9 |
return 0; |
1220 |
|
|
|
1221 |
root |
1.11 |
if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1222 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1223 |
|
|
else |
1224 |
|
|
switch (op->contr->shoottype) |
1225 |
|
|
{ |
1226 |
root |
1.12 |
case range_magic: |
1227 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1228 |
|
|
break; |
1229 |
|
|
case range_misc: |
1230 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
1231 |
|
|
break; |
1232 |
|
|
case range_golem: |
1233 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
1234 |
|
|
break; |
1235 |
|
|
default: |
1236 |
|
|
break; |
1237 |
root |
1.11 |
} |
1238 |
|
|
return 0; |
1239 |
|
|
} |
1240 |
elmex |
1.1 |
|
1241 |
root |
1.11 |
if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
1242 |
|
|
{ |
1243 |
|
|
if (op->casting_time == -1) |
1244 |
|
|
{ /* begin the casting */ |
1245 |
|
|
op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
1246 |
|
|
op->spell = spell_ob; |
1247 |
|
|
/* put the stringarg into the object struct so that when the |
1248 |
|
|
* spell is actually cast, it knows about the stringarg. |
1249 |
|
|
* necessary for the invoke command spells. |
1250 |
|
|
*/ |
1251 |
|
|
if (stringarg) |
1252 |
elmex |
1.2 |
{ |
1253 |
root |
1.22 |
op->spellarg = strdup (stringarg); |
1254 |
root |
1.8 |
} |
1255 |
root |
1.11 |
else |
1256 |
|
|
op->spellarg = NULL; |
1257 |
|
|
return 0; |
1258 |
root |
1.8 |
} |
1259 |
root |
1.11 |
else if (op->casting_time != 0) |
1260 |
|
|
{ |
1261 |
|
|
if (op->type == PLAYER) |
1262 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
1263 |
|
|
return 0; |
1264 |
root |
1.8 |
} |
1265 |
root |
1.11 |
else |
1266 |
|
|
{ /* casting_time == 0 */ |
1267 |
|
|
op->casting_time = -1; |
1268 |
|
|
spell_ob = op->spell; |
1269 |
|
|
stringarg = op->spellarg; |
1270 |
|
|
} |
1271 |
|
|
} |
1272 |
|
|
else |
1273 |
|
|
{ |
1274 |
|
|
/* Take into account how long it takes to cast the spell. |
1275 |
|
|
* if the player is casting it, then we use the time in |
1276 |
|
|
* the spell object. If it is a spell object, have it |
1277 |
|
|
* take two ticks. Things that cast spells on the players |
1278 |
|
|
* behalf (eg, altars, and whatever else) shouldn't cost |
1279 |
|
|
* the player any time. |
1280 |
|
|
* Ignore casting time for firewalls |
1281 |
|
|
*/ |
1282 |
|
|
if (caster == op && caster->type != FIREWALL) |
1283 |
|
|
{ |
1284 |
|
|
op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1285 |
|
|
/* Other portions of the code may also decrement the speed of the player, so |
1286 |
|
|
* put a lower limit so that the player isn't stuck here too long |
1287 |
|
|
*/ |
1288 |
|
|
if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1289 |
|
|
op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1290 |
|
|
} |
1291 |
|
|
else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1292 |
|
|
{ |
1293 |
|
|
op->speed_left -= 2 * FABS (op->speed); |
1294 |
root |
1.8 |
} |
1295 |
elmex |
1.1 |
} |
1296 |
|
|
|
1297 |
root |
1.11 |
if (op->type == PLAYER && op == caster) |
1298 |
|
|
{ |
1299 |
|
|
op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1300 |
|
|
op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1301 |
elmex |
1.1 |
} |
1302 |
|
|
|
1303 |
root |
1.11 |
/* We want to try to find the skill to properly credit exp. |
1304 |
|
|
* for spell casting objects, the exp goes to the skill the casting |
1305 |
|
|
* object requires. |
1306 |
|
|
*/ |
1307 |
|
|
if (op != caster && !skill && caster->skill) |
1308 |
|
|
{ |
1309 |
|
|
skill = find_skill_by_name (op, caster->skill); |
1310 |
|
|
if (!skill) |
1311 |
|
|
{ |
1312 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1313 |
|
|
return 0; |
1314 |
root |
1.8 |
} |
1315 |
root |
1.11 |
change_skill (op, skill, 0); /* needed for proper exp credit */ |
1316 |
elmex |
1.1 |
} |
1317 |
|
|
|
1318 |
root |
1.11 |
switch (spell_ob->subtype) |
1319 |
|
|
{ |
1320 |
root |
1.12 |
/* The order of case statements is same as the order they show up |
1321 |
|
|
* in in spells.h. |
1322 |
|
|
*/ |
1323 |
|
|
case SP_RAISE_DEAD: |
1324 |
|
|
success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1325 |
|
|
break; |
1326 |
|
|
|
1327 |
|
|
case SP_RUNE: |
1328 |
|
|
success = write_rune (op, caster, spell_ob, dir, stringarg); |
1329 |
|
|
break; |
1330 |
|
|
|
1331 |
|
|
case SP_MAKE_MARK: |
1332 |
|
|
success = write_mark (op, spell_ob, stringarg); |
1333 |
|
|
break; |
1334 |
|
|
|
1335 |
|
|
case SP_BOLT: |
1336 |
|
|
success = fire_bolt (op, caster, dir, spell_ob, skill); |
1337 |
|
|
break; |
1338 |
|
|
|
1339 |
|
|
case SP_BULLET: |
1340 |
|
|
success = fire_bullet (op, caster, dir, spell_ob); |
1341 |
|
|
break; |
1342 |
|
|
|
1343 |
|
|
case SP_CONE: |
1344 |
|
|
success = cast_cone (op, caster, dir, spell_ob); |
1345 |
|
|
break; |
1346 |
|
|
|
1347 |
|
|
case SP_BOMB: |
1348 |
|
|
success = create_bomb (op, caster, dir, spell_ob); |
1349 |
|
|
break; |
1350 |
|
|
|
1351 |
|
|
case SP_WONDER: |
1352 |
|
|
success = cast_wonder (op, caster, dir, spell_ob); |
1353 |
|
|
break; |
1354 |
|
|
|
1355 |
|
|
case SP_SMITE: |
1356 |
|
|
success = cast_smite_spell (op, caster, dir, spell_ob); |
1357 |
|
|
break; |
1358 |
|
|
|
1359 |
|
|
case SP_MAGIC_MISSILE: |
1360 |
|
|
success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1361 |
|
|
break; |
1362 |
|
|
|
1363 |
|
|
case SP_SUMMON_GOLEM: |
1364 |
|
|
success = summon_golem (op, caster, dir, spell_ob); |
1365 |
|
|
old_shoottype = range_golem; |
1366 |
|
|
break; |
1367 |
|
|
|
1368 |
|
|
case SP_DIMENSION_DOOR: |
1369 |
|
|
/* dimension door needs the actual caster, because that is what is |
1370 |
|
|
* moved. |
1371 |
|
|
*/ |
1372 |
|
|
success = dimension_door (op, caster, spell_ob, dir); |
1373 |
|
|
break; |
1374 |
root |
1.8 |
|
1375 |
root |
1.12 |
case SP_MAGIC_MAPPING: |
1376 |
|
|
if (op->type == PLAYER) |
1377 |
|
|
{ |
1378 |
|
|
spell_effect (spell_ob, op->x, op->y, op->map, op); |
1379 |
|
|
draw_magic_map (op); |
1380 |
|
|
success = 1; |
1381 |
|
|
} |
1382 |
|
|
else |
1383 |
|
|
success = 0; |
1384 |
|
|
break; |
1385 |
elmex |
1.1 |
|
1386 |
root |
1.12 |
case SP_MAGIC_WALL: |
1387 |
|
|
success = magic_wall (op, caster, dir, spell_ob); |
1388 |
|
|
break; |
1389 |
root |
1.8 |
|
1390 |
root |
1.12 |
case SP_DESTRUCTION: |
1391 |
|
|
success = cast_destruction (op, caster, spell_ob); |
1392 |
|
|
break; |
1393 |
root |
1.8 |
|
1394 |
root |
1.12 |
case SP_PERCEIVE_SELF: |
1395 |
|
|
success = perceive_self (op); |
1396 |
|
|
break; |
1397 |
root |
1.8 |
|
1398 |
root |
1.12 |
case SP_WORD_OF_RECALL: |
1399 |
|
|
success = cast_word_of_recall (op, caster, spell_ob); |
1400 |
|
|
break; |
1401 |
root |
1.8 |
|
1402 |
root |
1.12 |
case SP_INVISIBLE: |
1403 |
|
|
success = cast_invisible (op, caster, spell_ob); |
1404 |
|
|
break; |
1405 |
root |
1.8 |
|
1406 |
root |
1.12 |
case SP_PROBE: |
1407 |
|
|
success = probe (op, caster, spell_ob, dir); |
1408 |
|
|
break; |
1409 |
root |
1.8 |
|
1410 |
root |
1.12 |
case SP_HEALING: |
1411 |
|
|
success = cast_heal (op, caster, spell_ob, dir); |
1412 |
|
|
break; |
1413 |
root |
1.8 |
|
1414 |
root |
1.12 |
case SP_CREATE_FOOD: |
1415 |
|
|
success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1416 |
|
|
break; |
1417 |
root |
1.8 |
|
1418 |
root |
1.12 |
case SP_EARTH_TO_DUST: |
1419 |
|
|
success = cast_earth_to_dust (op, caster, spell_ob); |
1420 |
|
|
break; |
1421 |
root |
1.8 |
|
1422 |
root |
1.12 |
case SP_CHANGE_ABILITY: |
1423 |
|
|
success = cast_change_ability (op, caster, spell_ob, dir, 0); |
1424 |
|
|
break; |
1425 |
root |
1.8 |
|
1426 |
root |
1.12 |
case SP_BLESS: |
1427 |
|
|
success = cast_bless (op, caster, spell_ob, dir); |
1428 |
|
|
break; |
1429 |
root |
1.8 |
|
1430 |
root |
1.12 |
case SP_CURSE: |
1431 |
|
|
success = cast_curse (op, caster, spell_ob, dir); |
1432 |
|
|
break; |
1433 |
root |
1.8 |
|
1434 |
root |
1.12 |
case SP_SUMMON_MONSTER: |
1435 |
|
|
success = summon_object (op, caster, spell_ob, dir, stringarg); |
1436 |
|
|
break; |
1437 |
root |
1.8 |
|
1438 |
root |
1.12 |
case SP_CHARGING: |
1439 |
|
|
success = recharge (op, caster, spell_ob); |
1440 |
|
|
break; |
1441 |
root |
1.8 |
|
1442 |
root |
1.12 |
case SP_POLYMORPH: |
1443 |
elmex |
1.1 |
#ifdef NO_POLYMORPH |
1444 |
root |
1.12 |
/* Not great, but at least provide feedback so if players do have |
1445 |
|
|
* polymorph (ie, find it as a preset item or left over from before |
1446 |
|
|
* it was disabled), they get some feedback. |
1447 |
|
|
*/ |
1448 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1449 |
|
|
success = 0; |
1450 |
elmex |
1.1 |
#else |
1451 |
root |
1.12 |
success = cast_polymorph (op, caster, spell_ob, dir); |
1452 |
elmex |
1.1 |
#endif |
1453 |
root |
1.12 |
break; |
1454 |
root |
1.8 |
|
1455 |
root |
1.12 |
case SP_ALCHEMY: |
1456 |
|
|
success = alchemy (op, caster, spell_ob); |
1457 |
|
|
break; |
1458 |
|
|
|
1459 |
|
|
case SP_REMOVE_CURSE: |
1460 |
|
|
success = remove_curse (op, caster, spell_ob); |
1461 |
|
|
break; |
1462 |
|
|
|
1463 |
|
|
case SP_IDENTIFY: |
1464 |
|
|
success = cast_identify (op, caster, spell_ob); |
1465 |
|
|
break; |
1466 |
|
|
|
1467 |
|
|
case SP_DETECTION: |
1468 |
|
|
success = cast_detection (op, caster, spell_ob, skill); |
1469 |
|
|
break; |
1470 |
|
|
|
1471 |
|
|
case SP_MOOD_CHANGE: |
1472 |
|
|
success = mood_change (op, caster, spell_ob); |
1473 |
|
|
break; |
1474 |
elmex |
1.1 |
|
1475 |
root |
1.12 |
case SP_MOVING_BALL: |
1476 |
|
|
if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1477 |
|
|
{ |
1478 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); |
1479 |
|
|
success = 0; |
1480 |
|
|
} |
1481 |
|
|
else |
1482 |
|
|
success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1483 |
|
|
break; |
1484 |
elmex |
1.1 |
|
1485 |
root |
1.12 |
case SP_SWARM: |
1486 |
|
|
success = fire_swarm (op, caster, spell_ob, dir); |
1487 |
|
|
break; |
1488 |
|
|
|
1489 |
|
|
case SP_CHANGE_MANA: |
1490 |
|
|
success = cast_transfer (op, caster, spell_ob, dir); |
1491 |
|
|
break; |
1492 |
|
|
|
1493 |
|
|
case SP_DISPEL_RUNE: |
1494 |
|
|
/* in rune.c */ |
1495 |
|
|
success = dispel_rune (op, caster, spell_ob, skill, dir); |
1496 |
|
|
break; |
1497 |
|
|
|
1498 |
|
|
case SP_CREATE_MISSILE: |
1499 |
|
|
success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1500 |
|
|
break; |
1501 |
|
|
|
1502 |
|
|
case SP_CONSECRATE: |
1503 |
|
|
success = cast_consecrate (op, caster, spell_ob); |
1504 |
|
|
break; |
1505 |
|
|
|
1506 |
|
|
case SP_ANIMATE_WEAPON: |
1507 |
|
|
success = animate_weapon (op, caster, spell_ob, dir); |
1508 |
|
|
old_shoottype = range_golem; |
1509 |
|
|
break; |
1510 |
|
|
|
1511 |
|
|
case SP_LIGHT: |
1512 |
|
|
success = cast_light (op, caster, spell_ob, dir); |
1513 |
|
|
break; |
1514 |
|
|
|
1515 |
|
|
case SP_CHANGE_MAP_LIGHT: |
1516 |
|
|
success = cast_change_map_lightlevel (op, caster, spell_ob); |
1517 |
|
|
break; |
1518 |
|
|
|
1519 |
|
|
case SP_FAERY_FIRE: |
1520 |
|
|
success = cast_destruction (op, caster, spell_ob); |
1521 |
|
|
break; |
1522 |
|
|
|
1523 |
|
|
case SP_CAUSE_DISEASE: |
1524 |
|
|
success = cast_cause_disease (op, caster, spell_ob, dir); |
1525 |
|
|
break; |
1526 |
|
|
|
1527 |
|
|
case SP_AURA: |
1528 |
|
|
success = create_aura (op, caster, spell_ob); |
1529 |
|
|
break; |
1530 |
|
|
|
1531 |
|
|
case SP_TOWN_PORTAL: |
1532 |
|
|
success = cast_create_town_portal (op, caster, spell_ob, dir); |
1533 |
|
|
break; |
1534 |
|
|
|
1535 |
|
|
case SP_PARTY_SPELL: |
1536 |
|
|
success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1537 |
|
|
break; |
1538 |
|
|
|
1539 |
|
|
default: |
1540 |
|
|
if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
1541 |
|
|
LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1542 |
elmex |
1.1 |
} |
1543 |
|
|
|
1544 |
root |
1.11 |
/* FIXME - we need some better sound suppport */ |
1545 |
|
|
// yes, for example, augment map info with the spell effect |
1546 |
|
|
// so clients can calculate the sounds themselves |
1547 |
|
|
//play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
1548 |
elmex |
1.1 |
|
1549 |
root |
1.11 |
/* free the spell arg */ |
1550 |
|
|
if (settings.casting_time == TRUE && stringarg) |
1551 |
|
|
{ |
1552 |
|
|
free (stringarg); |
1553 |
|
|
stringarg = NULL; |
1554 |
elmex |
1.1 |
} |
1555 |
root |
1.11 |
/* perhaps a bit of a hack, but if using a wand, it has to change the skill |
1556 |
|
|
* to something like use_magic_item, but you really want to be able to fire |
1557 |
|
|
* it again. |
1558 |
|
|
*/ |
1559 |
|
|
if (op->contr) |
1560 |
|
|
op->contr->shoottype = (rangetype) old_shoottype; |
1561 |
elmex |
1.1 |
|
1562 |
root |
1.11 |
return success; |
1563 |
elmex |
1.1 |
} |
1564 |
|
|
|
1565 |
|
|
|
1566 |
|
|
/* This is called from time.c/process_object(). That function |
1567 |
|
|
* calls this for any SPELL_EFFECT type objects. This function |
1568 |
|
|
* then dispatches them to the appropriate specific routines. |
1569 |
|
|
*/ |
1570 |
root |
1.11 |
void |
1571 |
|
|
move_spell_effect (object *op) |
1572 |
|
|
{ |
1573 |
|
|
switch (op->subtype) |
1574 |
|
|
{ |
1575 |
root |
1.12 |
case SP_BOLT: |
1576 |
|
|
move_bolt (op); |
1577 |
|
|
break; |
1578 |
|
|
|
1579 |
|
|
case SP_BULLET: |
1580 |
|
|
move_bullet (op); |
1581 |
|
|
break; |
1582 |
|
|
|
1583 |
|
|
case SP_EXPLOSION: |
1584 |
|
|
explosion (op); |
1585 |
|
|
break; |
1586 |
|
|
|
1587 |
|
|
case SP_CONE: |
1588 |
|
|
move_cone (op); |
1589 |
|
|
break; |
1590 |
|
|
|
1591 |
|
|
case SP_BOMB: |
1592 |
|
|
animate_bomb (op); |
1593 |
|
|
break; |
1594 |
|
|
|
1595 |
|
|
case SP_MAGIC_MISSILE: |
1596 |
|
|
move_missile (op); |
1597 |
|
|
break; |
1598 |
|
|
|
1599 |
|
|
case SP_WORD_OF_RECALL: |
1600 |
|
|
execute_word_of_recall (op); |
1601 |
|
|
break; |
1602 |
|
|
|
1603 |
|
|
case SP_MOVING_BALL: |
1604 |
|
|
move_ball_spell (op); |
1605 |
|
|
break; |
1606 |
|
|
|
1607 |
|
|
case SP_SWARM: |
1608 |
|
|
move_swarm_spell (op); |
1609 |
|
|
break; |
1610 |
|
|
|
1611 |
|
|
case SP_AURA: |
1612 |
|
|
move_aura (op); |
1613 |
|
|
break; |
1614 |
elmex |
1.1 |
} |
1615 |
|
|
} |
1616 |
|
|
|
1617 |
|
|
/* this checks to see if something special should happen if |
1618 |
|
|
* something runs into the object. |
1619 |
|
|
*/ |
1620 |
root |
1.11 |
void |
1621 |
|
|
check_spell_effect (object *op) |
1622 |
|
|
{ |
1623 |
|
|
switch (op->subtype) |
1624 |
|
|
{ |
1625 |
root |
1.12 |
case SP_BOLT: |
1626 |
|
|
move_bolt (op); |
1627 |
|
|
return; |
1628 |
|
|
|
1629 |
|
|
case SP_BULLET: |
1630 |
|
|
check_bullet (op); |
1631 |
|
|
return; |
1632 |
elmex |
1.1 |
} |
1633 |
|
|
} |
1634 |
|
|
|
1635 |
|
|
/* This is called by move_apply. Basically, if someone |
1636 |
|
|
* moves onto a spell effect and the walk_on or fly_on flags |
1637 |
|
|
* are set, this is called. This should only be called for |
1638 |
|
|
* objects of the appropraite type. |
1639 |
|
|
*/ |
1640 |
root |
1.11 |
void |
1641 |
|
|
apply_spell_effect (object *spell, object *victim) |
1642 |
elmex |
1.1 |
{ |
1643 |
root |
1.11 |
switch (spell->subtype) |
1644 |
|
|
{ |
1645 |
root |
1.12 |
case SP_CONE: |
1646 |
|
|
if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1647 |
|
|
hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1648 |
|
|
break; |
1649 |
root |
1.8 |
|
1650 |
root |
1.12 |
case SP_MAGIC_MISSILE: |
1651 |
|
|
if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1652 |
|
|
{ |
1653 |
root |
1.16 |
hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1654 |
root |
1.11 |
|
1655 |
root |
1.16 |
if (!spell->destroyed ()) |
1656 |
root |
1.20 |
spell->destroy (); |
1657 |
root |
1.12 |
} |
1658 |
|
|
break; |
1659 |
root |
1.8 |
|
1660 |
root |
1.12 |
case SP_MOVING_BALL: |
1661 |
|
|
if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1662 |
|
|
hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1663 |
|
|
else if (victim->material || victim->materialname) |
1664 |
|
|
save_throw_object (victim, spell->attacktype, spell); |
1665 |
|
|
break; |
1666 |
elmex |
1.1 |
} |
1667 |
|
|
} |