1 |
elmex |
1.1 |
/* |
2 |
root |
1.63 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
pippijn |
1.34 |
* |
4 |
root |
1.72 |
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
root |
1.49 |
* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 |
|
|
* Copyright (©) 1992,2007 Frank Tore Johansen |
7 |
pippijn |
1.34 |
* |
8 |
root |
1.63 |
* Deliantra is free software: you can redistribute it and/or modify |
9 |
root |
1.54 |
* 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 |
11 |
|
|
* (at your option) any later version. |
12 |
pippijn |
1.34 |
* |
13 |
root |
1.54 |
* This program is distributed in the hope that it will be useful, |
14 |
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 |
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 |
|
|
* GNU General Public License for more details. |
17 |
pippijn |
1.34 |
* |
18 |
root |
1.54 |
* 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/>. |
20 |
root |
1.49 |
* |
21 |
root |
1.63 |
* The authors can be reached via e-mail to <support@deliantra.net> |
22 |
pippijn |
1.34 |
*/ |
23 |
elmex |
1.1 |
|
24 |
|
|
#include <global.h> |
25 |
|
|
#include <spells.h> |
26 |
|
|
#include <object.h> |
27 |
|
|
#include <errno.h> |
28 |
root |
1.28 |
#include <sproto.h> |
29 |
elmex |
1.1 |
#include <sounds.h> |
30 |
|
|
|
31 |
|
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extern char *spell_mapping[]; |
32 |
|
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|
33 |
|
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/* This returns a random spell from 'ob'. If skill is set, then |
34 |
|
|
* the spell must be of this skill, it can be NULL in which case all |
35 |
|
|
* matching spells are used. |
36 |
|
|
*/ |
37 |
root |
1.11 |
object * |
38 |
|
|
find_random_spell_in_ob (object *ob, const char *skill) |
39 |
elmex |
1.1 |
{ |
40 |
root |
1.11 |
int k = 0, s; |
41 |
|
|
object *tmp; |
42 |
elmex |
1.1 |
|
43 |
root |
1.11 |
for (tmp = ob->inv; tmp; tmp = tmp->below) |
44 |
|
|
if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
45 |
|
|
k++; |
46 |
elmex |
1.1 |
|
47 |
root |
1.11 |
/* No spells, no need to progess further */ |
48 |
|
|
if (!k) |
49 |
|
|
return NULL; |
50 |
elmex |
1.1 |
|
51 |
root |
1.11 |
s = RANDOM () % k; |
52 |
elmex |
1.1 |
|
53 |
root |
1.11 |
for (tmp = ob->inv; tmp; tmp = tmp->below) |
54 |
|
|
if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
55 |
|
|
{ |
56 |
|
|
if (!s) |
57 |
|
|
return tmp; |
58 |
|
|
else |
59 |
|
|
s--; |
60 |
|
|
} |
61 |
|
|
/* Should never get here, but just in case */ |
62 |
|
|
return NULL; |
63 |
elmex |
1.1 |
} |
64 |
|
|
|
65 |
|
|
/* Relatively simple function that gets used a lot. |
66 |
|
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* Basically, it sets up the skill pointer for the spell being |
67 |
|
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* cast. If op is really casting the spell, then the skill |
68 |
|
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* is whatever skill the spell requires. |
69 |
|
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* if instead caster (rod, horn, wand, etc) is casting the skill, |
70 |
|
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* then they get exp for the skill that you need to use for |
71 |
|
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* that object (use magic device). |
72 |
|
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*/ |
73 |
root |
1.11 |
void |
74 |
|
|
set_spell_skill (object *op, object *caster, object *spob, object *dest) |
75 |
elmex |
1.1 |
{ |
76 |
root |
1.10 |
if (caster == op && spob->skill) |
77 |
|
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dest->skill = spob->skill; |
78 |
|
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else |
79 |
|
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dest->skill = caster->skill; |
80 |
elmex |
1.1 |
} |
81 |
|
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|
82 |
|
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/* pretty basic function - basically just takes |
83 |
|
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* an object, sets the x,y, and calls insert_ob_in_map |
84 |
|
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*/ |
85 |
root |
1.11 |
void |
86 |
root |
1.17 |
spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
87 |
elmex |
1.1 |
{ |
88 |
root |
1.29 |
if (spob->other_arch) |
89 |
|
|
map->insert (arch_to_object (spob->other_arch), x, y, originator); |
90 |
elmex |
1.1 |
} |
91 |
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|
92 |
|
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/* |
93 |
|
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* This function takes a caster and spell and presents the |
94 |
|
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* effective level the caster needs to be to cast the spell. |
95 |
|
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* basically, it just adjusts the spell->level with attuned/repelled |
96 |
root |
1.30 |
* spellpaths. Was called path_level_mod. |
97 |
elmex |
1.1 |
* |
98 |
root |
1.30 |
* caster is person casting the spell. |
99 |
elmex |
1.1 |
* spell is the spell object. |
100 |
|
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* Returns modified level. |
101 |
|
|
*/ |
102 |
root |
1.11 |
int |
103 |
|
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min_casting_level (object *caster, object *spell) |
104 |
elmex |
1.1 |
{ |
105 |
root |
1.11 |
if (caster->path_denied & spell->path_attuned) |
106 |
root |
1.18 |
return 1; |
107 |
|
|
|
108 |
root |
1.64 |
int new_level = spell->level |
109 |
|
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+ (caster->path_repelled & spell->path_attuned ? +8 : 0) |
110 |
|
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+ (caster->path_attuned & spell->path_attuned ? -8 : 0); |
111 |
root |
1.18 |
|
112 |
root |
1.30 |
return max (1, new_level); |
113 |
elmex |
1.1 |
} |
114 |
|
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|
115 |
|
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/* This function returns the effective level the spell |
116 |
|
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* is being cast at. |
117 |
|
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* Note that I changed the repelled/attuned bonus to 2 from 5. |
118 |
|
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* This is because the new code compares casting_level against |
119 |
|
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* min_caster_level, so the difference is effectively 4 |
120 |
|
|
*/ |
121 |
root |
1.11 |
int |
122 |
|
|
caster_level (object *caster, object *spell) |
123 |
elmex |
1.1 |
{ |
124 |
root |
1.11 |
int level = caster->level; |
125 |
|
|
|
126 |
|
|
/* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
127 |
|
|
if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
128 |
|
|
{ |
129 |
|
|
object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
130 |
|
|
int sk_level = skill ? skill->level : 1; |
131 |
|
|
|
132 |
root |
1.66 |
level = min (level, sk_level + level / 10 + 1); |
133 |
elmex |
1.1 |
} |
134 |
root |
1.65 |
else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ |
135 |
|
|
for (int i = 0; i < NUM_SKILLS; i++) |
136 |
|
|
if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
137 |
|
|
{ |
138 |
|
|
level = caster->contr->last_skill_ob[i]->level; |
139 |
|
|
break; |
140 |
|
|
} |
141 |
elmex |
1.1 |
|
142 |
root |
1.11 |
/* Got valid caster level. Now adjust for attunement */ |
143 |
root |
1.64 |
level += caster->path_repelled & spell->path_attuned ? -8 : 0; |
144 |
|
|
level += caster->path_attuned & spell->path_attuned ? +8 : 0; |
145 |
root |
1.11 |
|
146 |
|
|
/* Always make this at least 1. If this is zero, we get divide by zero |
147 |
|
|
* errors in various places. |
148 |
|
|
*/ |
149 |
root |
1.38 |
return max (level, 1); |
150 |
elmex |
1.1 |
} |
151 |
|
|
|
152 |
|
|
/* The following function scales the spellpoint cost of |
153 |
|
|
* a spell by it's increased effectiveness. Some of the |
154 |
|
|
* lower level spells become incredibly vicious at high |
155 |
|
|
* levels. Very cheap mass destruction. This function is |
156 |
|
|
* intended to keep the sp cost related to the effectiveness. |
157 |
|
|
* op is the player/monster |
158 |
|
|
* caster is what is casting the spell, can be op. |
159 |
|
|
* spell is the spell object. |
160 |
|
|
* Note that it is now possible for a spell to cost both grace and |
161 |
|
|
* mana. In that case, we return which ever value is higher. |
162 |
|
|
*/ |
163 |
|
|
|
164 |
root |
1.11 |
sint16 |
165 |
|
|
SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
166 |
elmex |
1.1 |
{ |
167 |
root |
1.11 |
int sp, grace, level = caster_level (caster, spell); |
168 |
elmex |
1.1 |
|
169 |
root |
1.11 |
if (settings.spellpoint_level_depend == TRUE) |
170 |
|
|
{ |
171 |
|
|
if (spell->stats.sp && spell->stats.maxsp) |
172 |
|
|
{ |
173 |
|
|
sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); |
174 |
root |
1.8 |
} |
175 |
root |
1.11 |
else |
176 |
|
|
sp = spell->stats.sp; |
177 |
root |
1.8 |
|
178 |
root |
1.11 |
sp *= (int) PATH_SP_MULT (caster, spell); |
179 |
|
|
if (!sp && spell->stats.sp) |
180 |
|
|
sp = 1; |
181 |
root |
1.8 |
|
182 |
root |
1.11 |
if (spell->stats.grace && spell->stats.maxgrace) |
183 |
|
|
{ |
184 |
|
|
grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); |
185 |
root |
1.8 |
} |
186 |
root |
1.11 |
else |
187 |
|
|
grace = spell->stats.grace; |
188 |
elmex |
1.1 |
|
189 |
root |
1.11 |
grace *= (int) PATH_SP_MULT (caster, spell); |
190 |
|
|
if (spell->stats.grace && !grace) |
191 |
|
|
grace = 1; |
192 |
|
|
} |
193 |
|
|
else |
194 |
|
|
{ |
195 |
|
|
sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
196 |
|
|
if (spell->stats.sp && !sp) |
197 |
|
|
sp = 1; |
198 |
root |
1.65 |
|
199 |
root |
1.11 |
grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
200 |
|
|
if (spell->stats.grace && !grace) |
201 |
|
|
grace = 1; |
202 |
|
|
} |
203 |
root |
1.62 |
|
204 |
root |
1.11 |
if (flags == SPELL_HIGHEST) |
205 |
|
|
return MAX (sp, grace); |
206 |
|
|
else if (flags == SPELL_GRACE) |
207 |
|
|
return grace; |
208 |
|
|
else if (flags == SPELL_MANA) |
209 |
|
|
return sp; |
210 |
|
|
else |
211 |
|
|
{ |
212 |
|
|
LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
213 |
|
|
return 0; |
214 |
elmex |
1.1 |
} |
215 |
|
|
} |
216 |
|
|
|
217 |
|
|
/* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
218 |
|
|
* spob is the spell we are adjusting. |
219 |
|
|
*/ |
220 |
root |
1.11 |
int |
221 |
|
|
SP_level_dam_adjust (object *caster, object *spob) |
222 |
elmex |
1.1 |
{ |
223 |
root |
1.62 |
if (!spob->dam_modifier) |
224 |
|
|
return 0; |
225 |
|
|
|
226 |
root |
1.11 |
int level = caster_level (caster, spob); |
227 |
root |
1.62 |
return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; |
228 |
elmex |
1.1 |
} |
229 |
|
|
|
230 |
|
|
/* Adjust the strength of the spell based on level. |
231 |
|
|
* This is basically the same as SP_level_dam_adjust above, |
232 |
|
|
* but instead looks at the level_modifier value. |
233 |
|
|
*/ |
234 |
root |
1.11 |
int |
235 |
|
|
SP_level_duration_adjust (object *caster, object *spob) |
236 |
elmex |
1.1 |
{ |
237 |
root |
1.62 |
if (!spob->duration_modifier) |
238 |
|
|
return 0; |
239 |
|
|
|
240 |
root |
1.11 |
int level = caster_level (caster, spob); |
241 |
root |
1.62 |
return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; |
242 |
elmex |
1.1 |
} |
243 |
|
|
|
244 |
|
|
/* Adjust the strength of the spell based on level. |
245 |
|
|
* This is basically the same as SP_level_dam_adjust above, |
246 |
|
|
* but instead looks at the level_modifier value. |
247 |
|
|
*/ |
248 |
root |
1.11 |
int |
249 |
|
|
SP_level_range_adjust (object *caster, object *spob) |
250 |
elmex |
1.1 |
{ |
251 |
root |
1.62 |
if (!spob->range_modifier) |
252 |
|
|
return 0; |
253 |
|
|
|
254 |
root |
1.11 |
int level = caster_level (caster, spob); |
255 |
root |
1.62 |
return (level - min_casting_level (caster, spob)) / spob->range_modifier; |
256 |
elmex |
1.1 |
} |
257 |
|
|
|
258 |
|
|
/* Checks to see if player knows the spell. If the name is the same |
259 |
|
|
* as an existing spell, we presume they know it. |
260 |
|
|
* returns 1 if they know the spell, 0 if they don't. |
261 |
|
|
*/ |
262 |
root |
1.11 |
object * |
263 |
|
|
check_spell_known (object *op, const char *name) |
264 |
elmex |
1.1 |
{ |
265 |
root |
1.11 |
object *spop; |
266 |
root |
1.71 |
shstr_cmp name_ (name); |
267 |
elmex |
1.1 |
|
268 |
root |
1.11 |
for (spop = op->inv; spop; spop = spop->below) |
269 |
root |
1.71 |
if (spop->type == SPELL && spop->name == name) |
270 |
root |
1.11 |
return spop; |
271 |
elmex |
1.1 |
|
272 |
root |
1.71 |
return 0; |
273 |
elmex |
1.1 |
} |
274 |
|
|
|
275 |
|
|
|
276 |
|
|
/* |
277 |
|
|
* Look at object 'op' and see if they know the spell |
278 |
|
|
* spname. This is pretty close to check_spell_known |
279 |
|
|
* above, but it uses a looser matching mechanism. |
280 |
|
|
* returns the matching spell object, or NULL. |
281 |
|
|
* If we match multiple spells but don't get an |
282 |
|
|
* exact match, we also return NULL. |
283 |
|
|
*/ |
284 |
|
|
|
285 |
root |
1.11 |
object * |
286 |
|
|
lookup_spell_by_name (object *op, const char *spname) |
287 |
|
|
{ |
288 |
|
|
object *spob1 = NULL, *spob2 = NULL, *spob; |
289 |
|
|
int nummatch = 0; |
290 |
|
|
|
291 |
|
|
if (spname == NULL) |
292 |
|
|
return NULL; |
293 |
|
|
|
294 |
|
|
/* Try to find the spell. We store the results in spob1 |
295 |
|
|
* and spob2 - spob1 is only taking the length of |
296 |
|
|
* the past spname, spob2 uses the length of the spell name. |
297 |
|
|
*/ |
298 |
|
|
for (spob = op->inv; spob; spob = spob->below) |
299 |
|
|
{ |
300 |
|
|
if (spob->type == SPELL) |
301 |
|
|
{ |
302 |
|
|
if (!strncmp (spob->name, spname, strlen (spname))) |
303 |
|
|
{ |
304 |
|
|
nummatch++; |
305 |
|
|
spob1 = spob; |
306 |
|
|
} |
307 |
|
|
else if (!strncmp (spob->name, spname, strlen (spob->name))) |
308 |
|
|
{ |
309 |
|
|
/* if spells have ambiguous names, it makes matching |
310 |
|
|
* really difficult. (eg, fire and fireball would |
311 |
|
|
* fall into this category). It shouldn't be hard to |
312 |
|
|
* make sure spell names don't overlap in that fashion. |
313 |
|
|
*/ |
314 |
|
|
if (spob2) |
315 |
|
|
LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
316 |
|
|
spob2 = spob; |
317 |
root |
1.8 |
} |
318 |
|
|
} |
319 |
elmex |
1.1 |
} |
320 |
root |
1.11 |
/* if we have best match, return it. Otherwise, if we have one match |
321 |
|
|
* on the loser match, return that, otehrwise null |
322 |
|
|
*/ |
323 |
|
|
if (spob2) |
324 |
|
|
return spob2; |
325 |
|
|
if (spob1 && nummatch == 1) |
326 |
|
|
return spob1; |
327 |
|
|
return NULL; |
328 |
elmex |
1.1 |
} |
329 |
|
|
|
330 |
|
|
/* reflwall - decides weither the (spell-)object sp_op will |
331 |
|
|
* be reflected from the given mapsquare. Returns 1 if true. |
332 |
|
|
* (Note that for living creatures there is a small chance that |
333 |
|
|
* reflect_spell fails.) |
334 |
|
|
* Caller should be sure it passes us valid map coordinates |
335 |
|
|
* eg, updated for tiled maps. |
336 |
|
|
*/ |
337 |
root |
1.11 |
int |
338 |
root |
1.17 |
reflwall (maptile *m, int x, int y, object *sp_op) |
339 |
root |
1.11 |
{ |
340 |
|
|
object *op; |
341 |
elmex |
1.1 |
|
342 |
root |
1.11 |
if (OUT_OF_REAL_MAP (m, x, y)) |
343 |
|
|
return 0; |
344 |
root |
1.24 |
for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
345 |
elmex |
1.23 |
if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
346 |
|
|
&& (!QUERY_FLAG (op, FLAG_ALIVE) |
347 |
|
|
|| (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
348 |
root |
1.11 |
return 1; |
349 |
elmex |
1.1 |
|
350 |
root |
1.11 |
return 0; |
351 |
elmex |
1.1 |
} |
352 |
|
|
|
353 |
|
|
/* cast_create_object: creates object new_op in direction dir |
354 |
|
|
* or if that is blocked, beneath the player (op). |
355 |
|
|
* we pass 'caster', but don't use it for anything. |
356 |
|
|
* This is really just a simple wrapper function . |
357 |
|
|
* returns the direction that the object was actually placed |
358 |
|
|
* in. |
359 |
|
|
*/ |
360 |
root |
1.11 |
int |
361 |
|
|
cast_create_obj (object *op, object *caster, object *new_op, int dir) |
362 |
elmex |
1.1 |
{ |
363 |
root |
1.17 |
maptile *m; |
364 |
root |
1.11 |
sint16 sx, sy; |
365 |
elmex |
1.1 |
|
366 |
root |
1.11 |
if (dir && |
367 |
|
|
((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || |
368 |
|
|
OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) |
369 |
|
|
{ |
370 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
371 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
372 |
|
|
dir = 0; |
373 |
|
|
} |
374 |
root |
1.29 |
|
375 |
elmex |
1.56 |
SET_FLAG (new_op, FLAG_IDENTIFIED); |
376 |
root |
1.29 |
op->map->insert (new_op, |
377 |
|
|
op->x + freearr_x[dir], op->y + freearr_y[dir], |
378 |
|
|
op, |
379 |
|
|
dir ? 0 : INS_BELOW_ORIGINATOR); |
380 |
|
|
|
381 |
root |
1.11 |
return dir; |
382 |
elmex |
1.1 |
} |
383 |
|
|
|
384 |
|
|
/* Returns true if it is ok to put spell *op on the space/may provided. |
385 |
|
|
* immune_stop is basically the attacktype of the spell (why |
386 |
|
|
* passed as a different value, not sure of). If immune_stop |
387 |
|
|
* has the AT_MAGIC bit set, and there is a counterwall |
388 |
|
|
* on the space, the object doesn't get placed. if immune stop |
389 |
|
|
* does not have AT_MAGIC, then counterwalls do not effect the spell. |
390 |
|
|
* |
391 |
|
|
*/ |
392 |
root |
1.11 |
int |
393 |
root |
1.17 |
ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
394 |
root |
1.11 |
{ |
395 |
root |
1.32 |
if (!xy_normalise (m, x, y)) |
396 |
|
|
return 0; |
397 |
root |
1.11 |
|
398 |
root |
1.32 |
mapspace &ms = m->at (x, y); |
399 |
root |
1.11 |
|
400 |
root |
1.32 |
if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
401 |
root |
1.11 |
return 0; |
402 |
|
|
|
403 |
root |
1.32 |
for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
404 |
root |
1.11 |
{ |
405 |
|
|
/* If there is a counterspell on the space, and this |
406 |
|
|
* object is using magic, don't progress. I believe we could |
407 |
|
|
* leave this out and let in progress, and other areas of the code |
408 |
|
|
* will then remove it, but that would seem to to use more |
409 |
|
|
* resources, and may not work as well if a player is standing |
410 |
|
|
* on top of a counterwall spell (may hit the player before being |
411 |
|
|
* removed.) On the other hand, it may be more dramatic for the |
412 |
|
|
* spell to actually hit the counterwall and be sucked up. |
413 |
|
|
*/ |
414 |
elmex |
1.40 |
if ((tmp->attacktype & AT_COUNTERSPELL) |
415 |
|
|
&& !QUERY_FLAG (tmp, FLAG_MONSTER) |
416 |
|
|
&& (tmp->type != PLAYER) |
417 |
|
|
&& (tmp->type != WEAPON) |
418 |
|
|
&& (tmp->type != BOW) |
419 |
|
|
&& (tmp->type != ARROW) |
420 |
|
|
&& (tmp->type != GOLEM) |
421 |
|
|
&& !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
422 |
|
|
// we special case floor here because there |
423 |
|
|
// are sometimes spell effect floors |
424 |
|
|
// which are used to inflict damage |
425 |
|
|
// (and those shouldn't go away from |
426 |
|
|
// sanctuary) see also: permanent lava |
427 |
|
|
&& (immune_stop & AT_MAGIC)) |
428 |
root |
1.11 |
return 0; |
429 |
|
|
|
430 |
|
|
/* This is to prevent 'out of control' spells. Basically, this |
431 |
|
|
* limits one spell effect per space per spell. This is definately |
432 |
|
|
* needed for performance reasons, and just for playability I believe. |
433 |
|
|
* there are no such things as multispaced spells right now, so |
434 |
|
|
* we don't need to worry about the head. |
435 |
|
|
*/ |
436 |
|
|
if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
437 |
|
|
return 0; |
438 |
|
|
|
439 |
|
|
/* |
440 |
|
|
* Combine similar spell effects into one spell effect. Needed for |
441 |
|
|
* performance reasons with meteor swarm and the like, but also for |
442 |
|
|
* playability reasons. |
443 |
|
|
*/ |
444 |
root |
1.69 |
if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
445 |
root |
1.11 |
&& tmp->type == op->type |
446 |
|
|
&& tmp->subtype == op->subtype |
447 |
root |
1.33 |
&& tmp->owner == op->owner |
448 |
|
|
&& ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
449 |
root |
1.11 |
{ |
450 |
|
|
tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
451 |
|
|
tmp->range = MAX (tmp->range, op->range); |
452 |
|
|
tmp->duration = MAX (tmp->duration, op->duration); |
453 |
|
|
return 0; |
454 |
elmex |
1.1 |
} |
455 |
|
|
|
456 |
root |
1.11 |
/* Perhaps we should also put checks in for no magic and unholy |
457 |
|
|
* ground to prevent it from moving along? |
458 |
|
|
*/ |
459 |
elmex |
1.1 |
} |
460 |
root |
1.32 |
|
461 |
root |
1.11 |
/* If it passes the above tests, it must be OK */ |
462 |
|
|
return 1; |
463 |
elmex |
1.1 |
} |
464 |
|
|
|
465 |
|
|
/* fire_arch_from_position: fires an archetype. |
466 |
|
|
* op: person firing the object. |
467 |
|
|
* caster: object casting the spell. |
468 |
|
|
* x, y: where to fire the spell (note, it then uses op->map for the map |
469 |
|
|
* for these coordinates, which is probably a really bad idea. |
470 |
|
|
* dir: direction to fire in. |
471 |
|
|
* spell: spell that is being fired. It uses other_arch for the archetype |
472 |
|
|
* to fire. |
473 |
|
|
* returns 0 on failure, 1 on success. |
474 |
|
|
*/ |
475 |
root |
1.11 |
int |
476 |
|
|
fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
477 |
|
|
{ |
478 |
root |
1.73 |
if (!spell->other_arch) |
479 |
|
|
return 0; |
480 |
|
|
|
481 |
|
|
object *tmp = spell->other_arch->instance (); |
482 |
elmex |
1.1 |
|
483 |
root |
1.73 |
if (!tmp) |
484 |
root |
1.11 |
return 0; |
485 |
elmex |
1.1 |
|
486 |
root |
1.11 |
tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
487 |
|
|
tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
488 |
|
|
/* code in time.c uses food for some things, duration for others */ |
489 |
|
|
tmp->stats.food = tmp->duration; |
490 |
|
|
tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
491 |
|
|
tmp->attacktype = spell->attacktype; |
492 |
|
|
tmp->direction = dir; |
493 |
root |
1.73 |
tmp->set_owner (op); |
494 |
root |
1.11 |
tmp->level = caster_level (caster, spell); |
495 |
|
|
set_spell_skill (op, caster, spell, tmp); |
496 |
|
|
|
497 |
|
|
/* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
498 |
|
|
if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
499 |
root |
1.73 |
if (!tailor_god_spell (tmp, op)) |
500 |
|
|
return 0; |
501 |
|
|
|
502 |
root |
1.11 |
if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
503 |
|
|
SET_ANIMATION (tmp, dir); |
504 |
elmex |
1.1 |
|
505 |
root |
1.73 |
if ((tmp = op->map->insert (tmp, x, y, op))) |
506 |
root |
1.29 |
move_spell_effect (tmp); |
507 |
elmex |
1.1 |
|
508 |
root |
1.11 |
return 1; |
509 |
elmex |
1.1 |
} |
510 |
|
|
|
511 |
|
|
/***************************************************************************** |
512 |
|
|
* |
513 |
|
|
* Code related to rods - perhaps better located in another file? |
514 |
|
|
* |
515 |
|
|
****************************************************************************/ |
516 |
root |
1.11 |
void |
517 |
|
|
regenerate_rod (object *rod) |
518 |
|
|
{ |
519 |
|
|
if (rod->stats.hp < rod->stats.maxhp) |
520 |
root |
1.44 |
rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
521 |
elmex |
1.1 |
} |
522 |
|
|
|
523 |
root |
1.11 |
void |
524 |
|
|
drain_rod_charge (object *rod) |
525 |
|
|
{ |
526 |
|
|
rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
527 |
elmex |
1.1 |
} |
528 |
|
|
|
529 |
|
|
/* this function is commonly used to find a friendly target for |
530 |
|
|
* spells such as heal or protection or armour |
531 |
|
|
* op is what is looking for the target (which can be a player), |
532 |
|
|
* dir is the direction we are looking in. Return object found, or |
533 |
|
|
* NULL if no good object. |
534 |
|
|
*/ |
535 |
root |
1.11 |
object * |
536 |
|
|
find_target_for_friendly_spell (object *op, int dir) |
537 |
|
|
{ |
538 |
|
|
object *tmp; |
539 |
|
|
|
540 |
|
|
/* I don't really get this block - if op isn't a player or rune, |
541 |
|
|
* we then make the owner of this object the target. |
542 |
|
|
* The owner could very well be no where near op. |
543 |
|
|
*/ |
544 |
|
|
if (op->type != PLAYER && op->type != RUNE) |
545 |
|
|
{ |
546 |
root |
1.21 |
tmp = op->owner; |
547 |
root |
1.11 |
/* If the owner does not exist, or is not a monster, than apply the spell |
548 |
|
|
* to the caster. |
549 |
|
|
*/ |
550 |
|
|
if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
551 |
|
|
tmp = op; |
552 |
elmex |
1.1 |
} |
553 |
root |
1.11 |
else |
554 |
|
|
{ |
555 |
root |
1.37 |
maptile *m = op->map; |
556 |
|
|
sint16 x = op->x + freearr_x[dir]; |
557 |
|
|
sint16 y = op->y + freearr_y[dir]; |
558 |
|
|
|
559 |
|
|
tmp = xy_normalise (m, x, y) |
560 |
|
|
? m->at (x, y).player () |
561 |
|
|
: 0; |
562 |
root |
1.11 |
} |
563 |
root |
1.26 |
|
564 |
root |
1.11 |
/* didn't find a player there, look in current square for a player */ |
565 |
root |
1.26 |
if (!tmp) |
566 |
|
|
tmp = op->ms ().player (); |
567 |
elmex |
1.1 |
|
568 |
root |
1.11 |
return tmp; |
569 |
elmex |
1.1 |
} |
570 |
|
|
|
571 |
|
|
/* raytrace: |
572 |
|
|
* spell_find_dir(map, x, y, exclude) will search first the center square |
573 |
|
|
* then some close squares in the given map at the given coordinates for |
574 |
|
|
* live objects. |
575 |
|
|
* It will not consider the object given as exclude (= caster) among possible |
576 |
|
|
* live objects. If the caster is a player, the spell will go after |
577 |
|
|
* monsters/generators only. If not, the spell will hunt players only. |
578 |
|
|
* It returns the direction toward the first/closest live object if it finds |
579 |
|
|
* any, otherwise -1. |
580 |
|
|
* note that exclude can be NULL, in which case all bets are off. |
581 |
|
|
*/ |
582 |
root |
1.11 |
int |
583 |
root |
1.17 |
spell_find_dir (maptile *m, int x, int y, object *exclude) |
584 |
root |
1.11 |
{ |
585 |
|
|
int i, max = SIZEOFFREE; |
586 |
|
|
sint16 nx, ny; |
587 |
|
|
int owner_type = 0, mflags; |
588 |
|
|
object *tmp; |
589 |
root |
1.17 |
maptile *mp; |
590 |
root |
1.11 |
|
591 |
|
|
if (exclude && exclude->head) |
592 |
|
|
exclude = exclude->head; |
593 |
|
|
if (exclude && exclude->type) |
594 |
|
|
owner_type = exclude->type; |
595 |
|
|
|
596 |
|
|
for (i = rndm (1, 8); i < max; i++) |
597 |
|
|
{ |
598 |
|
|
nx = x + freearr_x[i]; |
599 |
|
|
ny = y + freearr_y[i]; |
600 |
|
|
mp = m; |
601 |
|
|
mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
602 |
|
|
if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
603 |
|
|
continue; |
604 |
|
|
|
605 |
root |
1.24 |
tmp = GET_MAP_OB (mp, nx, ny); |
606 |
root |
1.11 |
|
607 |
|
|
while (tmp != NULL && (((owner_type == PLAYER && |
608 |
|
|
!QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
609 |
|
|
(owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
610 |
|
|
tmp = tmp->above; |
611 |
elmex |
1.1 |
|
612 |
root |
1.11 |
if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
613 |
|
|
return freedir[i]; |
614 |
elmex |
1.1 |
} |
615 |
root |
1.11 |
return -1; /* flag for "keep going the way you were" */ |
616 |
elmex |
1.1 |
} |
617 |
|
|
|
618 |
|
|
/* put_a_monster: puts a monster named monstername near by |
619 |
|
|
* op. This creates the treasures for the monsters, and |
620 |
|
|
* also deals with multipart monsters properly. |
621 |
|
|
*/ |
622 |
root |
1.11 |
void |
623 |
|
|
put_a_monster (object *op, const char *monstername) |
624 |
|
|
{ |
625 |
|
|
object *tmp, *head = NULL, *prev = NULL; |
626 |
|
|
archetype *at; |
627 |
|
|
int dir; |
628 |
|
|
|
629 |
|
|
/* Handle cases where we are passed a bogus mosntername */ |
630 |
|
|
|
631 |
root |
1.14 |
if ((at = archetype::find (monstername)) == NULL) |
632 |
root |
1.11 |
return; |
633 |
|
|
|
634 |
|
|
/* find a free square nearby |
635 |
|
|
* first we check the closest square for free squares |
636 |
|
|
*/ |
637 |
|
|
|
638 |
root |
1.51 |
dir = find_first_free_spot (at, op->map, op->x, op->y); |
639 |
root |
1.11 |
if (dir != -1) |
640 |
|
|
{ |
641 |
|
|
/* This is basically grabbed for generate monster. Fixed 971225 to |
642 |
|
|
* insert multipart monsters properly |
643 |
|
|
*/ |
644 |
root |
1.52 |
//TODO: use expand_tail + ... |
645 |
root |
1.11 |
while (at != NULL) |
646 |
|
|
{ |
647 |
|
|
tmp = arch_to_object (at); |
648 |
root |
1.51 |
tmp->x = op->x + freearr_x[dir] + at->x; |
649 |
|
|
tmp->y = op->y + freearr_y[dir] + at->y; |
650 |
root |
1.11 |
tmp->map = op->map; |
651 |
|
|
if (head) |
652 |
|
|
{ |
653 |
|
|
tmp->head = head; |
654 |
|
|
prev->more = tmp; |
655 |
root |
1.8 |
} |
656 |
root |
1.52 |
|
657 |
root |
1.11 |
if (!head) |
658 |
|
|
head = tmp; |
659 |
root |
1.52 |
|
660 |
root |
1.11 |
prev = tmp; |
661 |
root |
1.52 |
|
662 |
|
|
at = (archetype *)at->more; |
663 |
root |
1.8 |
} |
664 |
|
|
|
665 |
root |
1.11 |
if (head->randomitems) |
666 |
|
|
create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
667 |
root |
1.8 |
|
668 |
root |
1.11 |
insert_ob_in_map (head, op->map, op, 0); |
669 |
root |
1.8 |
|
670 |
root |
1.11 |
/* thought it'd be cool to insert a burnout, too. */ |
671 |
root |
1.70 |
op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
672 |
elmex |
1.1 |
} |
673 |
|
|
} |
674 |
|
|
|
675 |
|
|
/* peterm: function which summons hostile monsters and |
676 |
|
|
* places them in nearby squares. |
677 |
|
|
* op is the summoner. |
678 |
|
|
* n is the number of monsters. |
679 |
|
|
* monstername is the name of the monster. |
680 |
|
|
* returns the number of monsters, which is basically n. |
681 |
|
|
* it should really see how many it successfully replaced and |
682 |
|
|
* return that instead. |
683 |
|
|
* Note that this is not used by any spells (summon evil monsters |
684 |
|
|
* use to call this, but best I can tell, that spell/ability was |
685 |
|
|
* never used. This is however used by various failures on the |
686 |
|
|
* players part (alchemy, reincarnation, etc) |
687 |
|
|
*/ |
688 |
|
|
|
689 |
root |
1.11 |
int |
690 |
|
|
summon_hostile_monsters (object *op, int n, const char *monstername) |
691 |
|
|
{ |
692 |
|
|
int i; |
693 |
|
|
|
694 |
|
|
for (i = 0; i < n; i++) |
695 |
|
|
put_a_monster (op, monstername); |
696 |
elmex |
1.1 |
|
697 |
root |
1.11 |
return n; |
698 |
elmex |
1.1 |
} |
699 |
|
|
|
700 |
|
|
|
701 |
|
|
/* Some local definitions for shuffle-attack */ |
702 |
root |
1.11 |
struct attacktype_shuffle |
703 |
|
|
{ |
704 |
|
|
int attacktype; |
705 |
|
|
int face; |
706 |
|
|
} ATTACKS[22] = |
707 |
|
|
{ |
708 |
root |
1.41 |
{ AT_PHYSICAL, 0}, |
709 |
|
|
{ AT_PHYSICAL, 0}, /*face = explosion */ |
710 |
|
|
{ AT_PHYSICAL, 0}, |
711 |
|
|
{ AT_MAGIC, 1}, |
712 |
|
|
{ AT_MAGIC, 1}, /* face = last-burnout */ |
713 |
|
|
{ AT_MAGIC, 1}, |
714 |
|
|
{ AT_FIRE, 2}, |
715 |
|
|
{ AT_FIRE, 2}, /* face = fire.... */ |
716 |
|
|
{ AT_FIRE, 2}, |
717 |
|
|
{ AT_ELECTRICITY, 3}, |
718 |
|
|
{ AT_ELECTRICITY, 3}, /* ball_lightning */ |
719 |
|
|
{ AT_ELECTRICITY, 3}, |
720 |
|
|
{ AT_COLD, 4}, |
721 |
|
|
{ AT_COLD, 4}, /* face=icestorm */ |
722 |
|
|
{ AT_COLD, 4}, |
723 |
|
|
{ AT_CONFUSION, 5}, |
724 |
|
|
{ AT_POISON, 7}, |
725 |
|
|
{ AT_POISON, 7}, /* face = acid sphere. generator */ |
726 |
|
|
{ AT_POISON, 7}, /* poisoncloud face */ |
727 |
|
|
{ AT_SLOW, 8}, |
728 |
|
|
{ AT_PARALYZE, 9}, |
729 |
|
|
{ AT_FEAR, 10}, |
730 |
|
|
}; |
731 |
elmex |
1.1 |
|
732 |
|
|
/* shuffle_attack: peterm |
733 |
|
|
* This routine shuffles the attack of op to one of the |
734 |
|
|
* ones in the list. It does this at random. It also |
735 |
|
|
* chooses a face appropriate to the attack that is |
736 |
|
|
* being committed by that square at the moment. |
737 |
|
|
* right now it's being used by color spray and create pool of |
738 |
|
|
* chaos. |
739 |
|
|
* This could really be a better implementation - the |
740 |
|
|
* faces and attacktypes above are hardcoded, which is never |
741 |
|
|
* good. The faces refer to faces in the animation sequence. |
742 |
|
|
* Not sure how to do better - but not having it hardcoded |
743 |
|
|
* would be nice. |
744 |
|
|
* I also fixed a bug here in that attacktype was |= - |
745 |
|
|
* to me, that would be that it would quickly get all |
746 |
|
|
* attacktypes, which probably wasn't the intent. MSW 2003-06-03 |
747 |
|
|
*/ |
748 |
root |
1.11 |
void |
749 |
|
|
shuffle_attack (object *op, int change_face) |
750 |
elmex |
1.1 |
{ |
751 |
root |
1.11 |
int i; |
752 |
elmex |
1.1 |
|
753 |
root |
1.11 |
i = rndm (0, 21); |
754 |
elmex |
1.1 |
|
755 |
root |
1.11 |
op->attacktype = ATTACKS[i].attacktype | AT_MAGIC; |
756 |
|
|
|
757 |
|
|
if (change_face) |
758 |
|
|
{ |
759 |
|
|
SET_ANIMATION (op, ATTACKS[i].face); |
760 |
elmex |
1.1 |
} |
761 |
|
|
} |
762 |
|
|
|
763 |
|
|
|
764 |
|
|
/* prayer_failure: This is called when a player fails |
765 |
|
|
* at casting a prayer. |
766 |
|
|
* op is the player. |
767 |
|
|
* failure is basically how much grace they had. |
768 |
|
|
* power is how much grace the spell would normally take to cast. |
769 |
|
|
*/ |
770 |
|
|
|
771 |
root |
1.11 |
void |
772 |
|
|
prayer_failure (object *op, int failure, int power) |
773 |
|
|
{ |
774 |
|
|
const char *godname; |
775 |
|
|
object *tmp; |
776 |
elmex |
1.1 |
|
777 |
root |
1.11 |
if (!strcmp ((godname = determine_god (op)), "none")) |
778 |
|
|
godname = "Your spirit"; |
779 |
elmex |
1.1 |
|
780 |
root |
1.11 |
if (failure <= -20 && failure > -40) /* wonder */ |
781 |
elmex |
1.1 |
{ |
782 |
root |
1.11 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); |
783 |
|
|
tmp = get_archetype (SPELL_WONDER); |
784 |
|
|
cast_cone (op, op, 0, tmp); |
785 |
root |
1.20 |
tmp->destroy (); |
786 |
elmex |
1.1 |
} |
787 |
|
|
|
788 |
root |
1.11 |
else if (failure <= -40 && failure > -60) /* confusion */ |
789 |
elmex |
1.1 |
{ |
790 |
root |
1.11 |
new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); |
791 |
|
|
confuse_player (op, op, 99); |
792 |
elmex |
1.1 |
} |
793 |
root |
1.11 |
else if (failure <= -60 && failure > -150) /* paralysis */ |
794 |
elmex |
1.1 |
{ |
795 |
root |
1.11 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); |
796 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); |
797 |
|
|
paralyze_player (op, op, 99); |
798 |
elmex |
1.1 |
} |
799 |
root |
1.11 |
else if (failure <= -150) /* blast the immediate area */ |
800 |
|
|
{ |
801 |
|
|
tmp = get_archetype (GOD_POWER); |
802 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); |
803 |
|
|
cast_magic_storm (op, tmp, power); |
804 |
elmex |
1.1 |
} |
805 |
|
|
} |
806 |
|
|
|
807 |
|
|
/* |
808 |
|
|
* spell_failure() handles the various effects for differing degrees |
809 |
|
|
* of failure badness. |
810 |
|
|
* op is the player that failed. |
811 |
|
|
* failure is a random value of how badly you failed. |
812 |
|
|
* power is how many spellpoints you'd normally need for the spell. |
813 |
|
|
* skill is the skill you'd need to cast the spell. |
814 |
|
|
*/ |
815 |
|
|
|
816 |
root |
1.11 |
void |
817 |
|
|
spell_failure (object *op, int failure, int power, object *skill) |
818 |
|
|
{ |
819 |
|
|
object *tmp; |
820 |
elmex |
1.1 |
|
821 |
root |
1.11 |
if (settings.spell_failure_effects == FALSE) |
822 |
|
|
return; |
823 |
elmex |
1.1 |
|
824 |
root |
1.11 |
if (failure <= -20 && failure > -40) /* wonder */ |
825 |
elmex |
1.1 |
{ |
826 |
root |
1.11 |
new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); |
827 |
|
|
tmp = get_archetype (SPELL_WONDER); |
828 |
|
|
cast_cone (op, op, 0, tmp); |
829 |
root |
1.20 |
tmp->destroy (); |
830 |
elmex |
1.1 |
} |
831 |
|
|
|
832 |
root |
1.11 |
else if (failure <= -40 && failure > -60) /* confusion */ |
833 |
elmex |
1.1 |
{ |
834 |
root |
1.11 |
new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); |
835 |
|
|
confuse_player (op, op, 99); |
836 |
elmex |
1.1 |
} |
837 |
root |
1.11 |
else if (failure <= -60 && failure > -80) /* paralysis */ |
838 |
elmex |
1.1 |
{ |
839 |
root |
1.11 |
new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); |
840 |
|
|
paralyze_player (op, op, 99); |
841 |
elmex |
1.1 |
} |
842 |
root |
1.11 |
else if (failure <= -80) /* blast the immediate area */ |
843 |
|
|
{ |
844 |
|
|
object *tmp; |
845 |
root |
1.8 |
|
846 |
root |
1.11 |
/* Safety check to make sure we don't get any mana storms in scorn */ |
847 |
|
|
if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) |
848 |
|
|
{ |
849 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); |
850 |
|
|
hit_player (op, 9998, op, AT_INTERNAL, 1); |
851 |
root |
1.8 |
|
852 |
root |
1.11 |
} |
853 |
|
|
else |
854 |
|
|
{ |
855 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
856 |
|
|
tmp = get_archetype (LOOSE_MANA); |
857 |
|
|
tmp->level = skill->level; |
858 |
|
|
|
859 |
|
|
/* increase the area of destruction a little for more powerful spells */ |
860 |
|
|
tmp->range += isqrt (power); |
861 |
|
|
|
862 |
|
|
if (power > 25) |
863 |
|
|
tmp->stats.dam = 25 + isqrt (power); |
864 |
|
|
else |
865 |
|
|
tmp->stats.dam = power; /* nasty recoils! */ |
866 |
root |
1.8 |
|
867 |
root |
1.11 |
tmp->stats.maxhp = tmp->count; |
868 |
root |
1.29 |
|
869 |
|
|
tmp->insert_at (op); |
870 |
root |
1.8 |
} |
871 |
elmex |
1.1 |
} |
872 |
|
|
} |
873 |
|
|
|
874 |
root |
1.11 |
int |
875 |
|
|
cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
876 |
|
|
{ |
877 |
|
|
int success; |
878 |
|
|
object *spell; |
879 |
|
|
|
880 |
|
|
if (!spell_ob->other_arch) |
881 |
elmex |
1.1 |
{ |
882 |
root |
1.11 |
LOG (llevError, "cast_party_spell: empty other arch\n"); |
883 |
|
|
return 0; |
884 |
|
|
} |
885 |
root |
1.57 |
|
886 |
root |
1.11 |
spell = arch_to_object (spell_ob->other_arch); |
887 |
elmex |
1.1 |
|
888 |
root |
1.11 |
/* Always cast spell on caster */ |
889 |
|
|
success = cast_spell (op, caster, dir, spell, stringarg); |
890 |
elmex |
1.1 |
|
891 |
root |
1.11 |
if (caster->contr->party == NULL) |
892 |
|
|
{ |
893 |
root |
1.19 |
spell->remove (); |
894 |
root |
1.11 |
return success; |
895 |
elmex |
1.1 |
} |
896 |
root |
1.57 |
|
897 |
root |
1.27 |
for_all_players (pl) |
898 |
root |
1.11 |
if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
899 |
root |
1.57 |
cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
900 |
|
|
|
901 |
root |
1.19 |
spell->remove (); |
902 |
root |
1.11 |
return success; |
903 |
|
|
} |
904 |
elmex |
1.1 |
|
905 |
|
|
/* This is where the main dispatch when someone casts a spell. |
906 |
|
|
* |
907 |
|
|
* op is the creature that is owner of the object that is casting the spell - |
908 |
|
|
* eg, the player or monster. |
909 |
|
|
* caster is the actual object (wand, potion) casting the spell. can be |
910 |
|
|
* same as op. |
911 |
|
|
* dir is the direction to cast in. Note in some cases, if the spell |
912 |
|
|
* is self only, dir really doesn't make a difference. |
913 |
|
|
* spell_ob is the spell object that is being cast. From that, |
914 |
|
|
* we can determine what to do. |
915 |
|
|
* stringarg is any options that are being used. It can be NULL. Almost |
916 |
|
|
* certainly, only players will set it. It is basically used as optional |
917 |
|
|
* parameters to a spell (eg, item to create, information for marking runes, |
918 |
|
|
* etc. |
919 |
|
|
* returns 1 on successful cast, or 0 on error. These values should really |
920 |
|
|
* be swapped, so that 0 is successful, and non zero is failure, with a code |
921 |
|
|
* of what it failed. |
922 |
|
|
* |
923 |
|
|
* Note that this function is really a dispatch routine that calls other |
924 |
|
|
* functions - it just blindly returns what ever value those functions |
925 |
|
|
* return. So if your writing a new function that is called from this, |
926 |
|
|
* it shoudl also return 1 on success, 0 on failure. |
927 |
|
|
* |
928 |
|
|
* if it is a player casting the spell (op->type == PLAYER, op == caster), |
929 |
|
|
* this function will decrease the mana/grace appropriately. For other |
930 |
|
|
* objects, the caller should do what it considers appropriate. |
931 |
|
|
*/ |
932 |
root |
1.11 |
int |
933 |
|
|
cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
934 |
|
|
{ |
935 |
|
|
const char *godname; |
936 |
root |
1.60 |
int success = 0, cast_level = 0; |
937 |
root |
1.11 |
object *skill = NULL; |
938 |
elmex |
1.1 |
|
939 |
root |
1.11 |
if (!spell_ob) |
940 |
|
|
{ |
941 |
|
|
LOG (llevError, "cast_spell: null spell object passed\n"); |
942 |
|
|
return 0; |
943 |
elmex |
1.1 |
} |
944 |
root |
1.13 |
|
945 |
root |
1.11 |
if (!strcmp ((godname = determine_god (op)), "none")) |
946 |
|
|
godname = "A random spirit"; |
947 |
elmex |
1.1 |
|
948 |
root |
1.11 |
/* the caller should set caster to op if appropriate */ |
949 |
|
|
if (!caster) |
950 |
|
|
{ |
951 |
|
|
LOG (llevError, "cast_spell: null caster object passed\n"); |
952 |
|
|
return 0; |
953 |
elmex |
1.1 |
} |
954 |
|
|
|
955 |
root |
1.11 |
/* if caster is a spell casting object, this normally shouldn't be |
956 |
|
|
* an issue, because they don't have any spellpaths set up. |
957 |
|
|
*/ |
958 |
root |
1.18 |
if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) |
959 |
root |
1.11 |
{ |
960 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); |
961 |
|
|
return 0; |
962 |
elmex |
1.1 |
} |
963 |
|
|
|
964 |
root |
1.11 |
/* if it is a player casting the spell, and they are really casting it |
965 |
|
|
* (vs it coming from a wand, scroll, or whatever else), do some |
966 |
|
|
* checks. We let monsters do special things - eg, they |
967 |
|
|
* don't need the skill, bypass level checks, etc. The monster function |
968 |
|
|
* should take care of that. |
969 |
|
|
* Remove the wiz check here and move it further down - some spells |
970 |
|
|
* need to have the right skill pointer passed, so we need to |
971 |
|
|
* at least process that code. |
972 |
|
|
*/ |
973 |
|
|
if (op->type == PLAYER && op == caster) |
974 |
|
|
{ |
975 |
|
|
cast_level = caster_level (caster, spell_ob); |
976 |
root |
1.45 |
|
977 |
root |
1.11 |
if (spell_ob->skill) |
978 |
|
|
{ |
979 |
|
|
skill = find_skill_by_name (op, spell_ob->skill); |
980 |
root |
1.45 |
|
981 |
root |
1.11 |
if (!skill) |
982 |
|
|
{ |
983 |
root |
1.68 |
op->failmsg (format ("You need the skill %s to cast %s! " |
984 |
|
|
"H<You either need to learn the skill via a skill scroll " |
985 |
|
|
"or you need to wear a talisman or holy symbol.>", |
986 |
|
|
&spell_ob->skill, &spell_ob->name)); |
987 |
root |
1.11 |
return 0; |
988 |
root |
1.8 |
} |
989 |
root |
1.45 |
|
990 |
root |
1.68 |
int casting_level = min_casting_level (op, spell_ob); |
991 |
|
|
|
992 |
|
|
if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
993 |
root |
1.11 |
{ |
994 |
root |
1.68 |
op->failmsg (format ("You lack enough skill to cast that spell! " |
995 |
|
|
"H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", |
996 |
|
|
cast_level, casting_level)); |
997 |
root |
1.11 |
return 0; |
998 |
root |
1.8 |
} |
999 |
|
|
} |
1000 |
root |
1.45 |
|
1001 |
root |
1.11 |
/* If the caster is the wiz, they don't ever fail, and don't have |
1002 |
|
|
* to have sufficient grace/mana. |
1003 |
|
|
*/ |
1004 |
|
|
if (!QUERY_FLAG (op, FLAG_WIZ)) |
1005 |
|
|
{ |
1006 |
|
|
if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1007 |
|
|
SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1008 |
|
|
{ |
1009 |
root |
1.60 |
op->failmsg ("You don't have enough mana!"); |
1010 |
root |
1.11 |
return 0; |
1011 |
root |
1.8 |
} |
1012 |
root |
1.30 |
|
1013 |
root |
1.11 |
if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1014 |
|
|
SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1015 |
|
|
{ |
1016 |
|
|
if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1017 |
|
|
10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1018 |
root |
1.60 |
op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1019 |
root |
1.11 |
else |
1020 |
|
|
{ |
1021 |
|
|
prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1022 |
root |
1.60 |
op->failmsg (format ("%s ignores your prayer.", godname)); |
1023 |
root |
1.11 |
return 0; |
1024 |
root |
1.8 |
} |
1025 |
|
|
} |
1026 |
|
|
|
1027 |
root |
1.11 |
/* player/monster is trying to cast the spell. might fumble it */ |
1028 |
|
|
if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1029 |
|
|
(spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1030 |
|
|
{ |
1031 |
root |
1.55 |
op->contr->play_sound (sound_find ("fumble_spell")); |
1032 |
root |
1.60 |
op->failmsg ("You fumble the prayer."); |
1033 |
root |
1.35 |
|
1034 |
root |
1.11 |
op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1035 |
|
|
return 0; |
1036 |
|
|
} |
1037 |
|
|
else if (spell_ob->stats.sp) |
1038 |
|
|
{ |
1039 |
|
|
int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1040 |
|
|
|
1041 |
|
|
if (failure < 0) |
1042 |
|
|
{ |
1043 |
root |
1.60 |
op->failmsg ("You bungle the spell because you have too much heavy equipment in use."); |
1044 |
root |
1.11 |
if (settings.spell_failure_effects == TRUE) |
1045 |
|
|
spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1046 |
root |
1.42 |
|
1047 |
root |
1.11 |
op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1048 |
|
|
return 0; |
1049 |
root |
1.8 |
} |
1050 |
|
|
} |
1051 |
|
|
} |
1052 |
elmex |
1.1 |
} |
1053 |
|
|
|
1054 |
root |
1.60 |
int mflags = op->ms ().flags (); |
1055 |
root |
1.11 |
|
1056 |
|
|
/* See if we can cast a spell here. If the caster and op are |
1057 |
|
|
* not alive, then this would mean that the mapmaker put the |
1058 |
|
|
* objects on the space - presume that they know what they are |
1059 |
|
|
* doing. |
1060 |
|
|
*/ |
1061 |
elmex |
1.9 |
|
1062 |
root |
1.11 |
if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1063 |
|
|
{ |
1064 |
root |
1.58 |
op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1065 |
root |
1.11 |
return 0; |
1066 |
|
|
} |
1067 |
|
|
|
1068 |
|
|
if ((spell_ob->type == SPELL) |
1069 |
|
|
&& (caster->type != POTION) |
1070 |
|
|
&& !QUERY_FLAG (op, FLAG_WIZCAST) |
1071 |
|
|
&& (QUERY_FLAG (caster, FLAG_ALIVE) |
1072 |
|
|
|| QUERY_FLAG (op, FLAG_ALIVE)) |
1073 |
|
|
&& (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1074 |
|
|
{ |
1075 |
|
|
if (op->type != PLAYER) |
1076 |
elmex |
1.9 |
return 0; |
1077 |
|
|
|
1078 |
root |
1.11 |
if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1079 |
root |
1.58 |
op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); |
1080 |
root |
1.43 |
else if (object *item = op->contr->ranged_ob) |
1081 |
|
|
{ |
1082 |
|
|
if (item->type == SPELL) |
1083 |
root |
1.60 |
op->failmsg ("Something blocks your spellcasting."); |
1084 |
root |
1.43 |
else if (item->type == SCROLL) |
1085 |
root |
1.60 |
op->failmsg ("Something blocks the magic of your scroll."); |
1086 |
root |
1.43 |
else |
1087 |
root |
1.60 |
op->failmsg ("Something blocks the magic of your item."); |
1088 |
root |
1.43 |
} |
1089 |
root |
1.11 |
else |
1090 |
root |
1.60 |
op->failmsg ("Something blocks the spell!"); |
1091 |
root |
1.42 |
|
1092 |
root |
1.11 |
return 0; |
1093 |
|
|
} |
1094 |
elmex |
1.1 |
|
1095 |
root |
1.46 |
/* Take into account how long it takes to cast the spell. |
1096 |
|
|
* if the player is casting it, then we use the time in |
1097 |
|
|
* the spell object. If it is a spell object, have it |
1098 |
|
|
* take two ticks. Things that cast spells on the players |
1099 |
|
|
* behalf (eg, altars, and whatever else) shouldn't cost |
1100 |
|
|
* the player any time. |
1101 |
|
|
* Ignore casting time for firewalls |
1102 |
|
|
*/ |
1103 |
|
|
if (caster == op && caster->type != FIREWALL) |
1104 |
root |
1.11 |
{ |
1105 |
root |
1.46 |
op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1106 |
|
|
/* Other portions of the code may also decrement the speed of the player, so |
1107 |
|
|
* put a lower limit so that the player isn't stuck here too long |
1108 |
root |
1.11 |
*/ |
1109 |
root |
1.46 |
if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1110 |
|
|
op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1111 |
elmex |
1.1 |
} |
1112 |
root |
1.46 |
else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1113 |
|
|
op->speed_left -= 2 * FABS (op->speed); |
1114 |
elmex |
1.1 |
|
1115 |
root |
1.11 |
if (op->type == PLAYER && op == caster) |
1116 |
|
|
{ |
1117 |
|
|
op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1118 |
|
|
op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1119 |
elmex |
1.1 |
} |
1120 |
|
|
|
1121 |
root |
1.11 |
/* We want to try to find the skill to properly credit exp. |
1122 |
|
|
* for spell casting objects, the exp goes to the skill the casting |
1123 |
|
|
* object requires. |
1124 |
|
|
*/ |
1125 |
|
|
if (op != caster && !skill && caster->skill) |
1126 |
|
|
{ |
1127 |
|
|
skill = find_skill_by_name (op, caster->skill); |
1128 |
|
|
if (!skill) |
1129 |
|
|
{ |
1130 |
root |
1.60 |
op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); |
1131 |
root |
1.11 |
return 0; |
1132 |
root |
1.8 |
} |
1133 |
root |
1.45 |
|
1134 |
root |
1.47 |
op->change_skill (skill); /* needed for proper exp credit */ |
1135 |
elmex |
1.1 |
} |
1136 |
|
|
|
1137 |
root |
1.48 |
if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
1138 |
|
|
return RESULT_INT (0); |
1139 |
|
|
|
1140 |
root |
1.11 |
switch (spell_ob->subtype) |
1141 |
|
|
{ |
1142 |
root |
1.45 |
/* The order of case statements is same as the order they show up |
1143 |
|
|
* in in spells.h. |
1144 |
|
|
*/ |
1145 |
root |
1.12 |
case SP_RAISE_DEAD: |
1146 |
|
|
success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1147 |
|
|
break; |
1148 |
|
|
|
1149 |
|
|
case SP_RUNE: |
1150 |
|
|
success = write_rune (op, caster, spell_ob, dir, stringarg); |
1151 |
|
|
break; |
1152 |
|
|
|
1153 |
|
|
case SP_MAKE_MARK: |
1154 |
|
|
success = write_mark (op, spell_ob, stringarg); |
1155 |
|
|
break; |
1156 |
|
|
|
1157 |
|
|
case SP_BOLT: |
1158 |
|
|
success = fire_bolt (op, caster, dir, spell_ob, skill); |
1159 |
|
|
break; |
1160 |
|
|
|
1161 |
|
|
case SP_BULLET: |
1162 |
|
|
success = fire_bullet (op, caster, dir, spell_ob); |
1163 |
|
|
break; |
1164 |
|
|
|
1165 |
|
|
case SP_CONE: |
1166 |
|
|
success = cast_cone (op, caster, dir, spell_ob); |
1167 |
|
|
break; |
1168 |
|
|
|
1169 |
|
|
case SP_BOMB: |
1170 |
|
|
success = create_bomb (op, caster, dir, spell_ob); |
1171 |
|
|
break; |
1172 |
|
|
|
1173 |
|
|
case SP_WONDER: |
1174 |
|
|
success = cast_wonder (op, caster, dir, spell_ob); |
1175 |
|
|
break; |
1176 |
|
|
|
1177 |
|
|
case SP_SMITE: |
1178 |
|
|
success = cast_smite_spell (op, caster, dir, spell_ob); |
1179 |
|
|
break; |
1180 |
|
|
|
1181 |
|
|
case SP_MAGIC_MISSILE: |
1182 |
root |
1.73 |
success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1183 |
root |
1.12 |
break; |
1184 |
|
|
|
1185 |
|
|
case SP_SUMMON_GOLEM: |
1186 |
|
|
success = summon_golem (op, caster, dir, spell_ob); |
1187 |
|
|
break; |
1188 |
|
|
|
1189 |
|
|
case SP_DIMENSION_DOOR: |
1190 |
|
|
/* dimension door needs the actual caster, because that is what is |
1191 |
|
|
* moved. |
1192 |
|
|
*/ |
1193 |
|
|
success = dimension_door (op, caster, spell_ob, dir); |
1194 |
|
|
break; |
1195 |
root |
1.8 |
|
1196 |
root |
1.12 |
case SP_MAGIC_MAPPING: |
1197 |
|
|
if (op->type == PLAYER) |
1198 |
|
|
{ |
1199 |
|
|
spell_effect (spell_ob, op->x, op->y, op->map, op); |
1200 |
|
|
draw_magic_map (op); |
1201 |
|
|
success = 1; |
1202 |
|
|
} |
1203 |
|
|
else |
1204 |
|
|
success = 0; |
1205 |
|
|
break; |
1206 |
elmex |
1.1 |
|
1207 |
root |
1.12 |
case SP_MAGIC_WALL: |
1208 |
|
|
success = magic_wall (op, caster, dir, spell_ob); |
1209 |
|
|
break; |
1210 |
root |
1.8 |
|
1211 |
root |
1.12 |
case SP_DESTRUCTION: |
1212 |
|
|
success = cast_destruction (op, caster, spell_ob); |
1213 |
|
|
break; |
1214 |
root |
1.8 |
|
1215 |
root |
1.12 |
case SP_PERCEIVE_SELF: |
1216 |
|
|
success = perceive_self (op); |
1217 |
|
|
break; |
1218 |
root |
1.8 |
|
1219 |
root |
1.12 |
case SP_WORD_OF_RECALL: |
1220 |
|
|
success = cast_word_of_recall (op, caster, spell_ob); |
1221 |
|
|
break; |
1222 |
root |
1.8 |
|
1223 |
root |
1.12 |
case SP_INVISIBLE: |
1224 |
|
|
success = cast_invisible (op, caster, spell_ob); |
1225 |
|
|
break; |
1226 |
root |
1.8 |
|
1227 |
root |
1.12 |
case SP_PROBE: |
1228 |
|
|
success = probe (op, caster, spell_ob, dir); |
1229 |
|
|
break; |
1230 |
root |
1.8 |
|
1231 |
root |
1.12 |
case SP_HEALING: |
1232 |
|
|
success = cast_heal (op, caster, spell_ob, dir); |
1233 |
|
|
break; |
1234 |
root |
1.8 |
|
1235 |
root |
1.12 |
case SP_CREATE_FOOD: |
1236 |
|
|
success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1237 |
|
|
break; |
1238 |
root |
1.8 |
|
1239 |
root |
1.12 |
case SP_EARTH_TO_DUST: |
1240 |
|
|
success = cast_earth_to_dust (op, caster, spell_ob); |
1241 |
|
|
break; |
1242 |
root |
1.8 |
|
1243 |
root |
1.12 |
case SP_CHANGE_ABILITY: |
1244 |
|
|
success = cast_change_ability (op, caster, spell_ob, dir, 0); |
1245 |
|
|
break; |
1246 |
root |
1.8 |
|
1247 |
root |
1.12 |
case SP_BLESS: |
1248 |
|
|
success = cast_bless (op, caster, spell_ob, dir); |
1249 |
|
|
break; |
1250 |
root |
1.8 |
|
1251 |
root |
1.12 |
case SP_CURSE: |
1252 |
|
|
success = cast_curse (op, caster, spell_ob, dir); |
1253 |
|
|
break; |
1254 |
root |
1.8 |
|
1255 |
root |
1.12 |
case SP_SUMMON_MONSTER: |
1256 |
|
|
success = summon_object (op, caster, spell_ob, dir, stringarg); |
1257 |
|
|
break; |
1258 |
root |
1.8 |
|
1259 |
root |
1.12 |
case SP_CHARGING: |
1260 |
|
|
success = recharge (op, caster, spell_ob); |
1261 |
|
|
break; |
1262 |
root |
1.8 |
|
1263 |
root |
1.12 |
case SP_POLYMORPH: |
1264 |
elmex |
1.1 |
#ifdef NO_POLYMORPH |
1265 |
root |
1.12 |
/* Not great, but at least provide feedback so if players do have |
1266 |
|
|
* polymorph (ie, find it as a preset item or left over from before |
1267 |
|
|
* it was disabled), they get some feedback. |
1268 |
|
|
*/ |
1269 |
root |
1.60 |
op->failmsg ("The spell fizzles!"); |
1270 |
root |
1.12 |
success = 0; |
1271 |
elmex |
1.1 |
#else |
1272 |
root |
1.12 |
success = cast_polymorph (op, caster, spell_ob, dir); |
1273 |
elmex |
1.1 |
#endif |
1274 |
root |
1.12 |
break; |
1275 |
root |
1.8 |
|
1276 |
root |
1.12 |
case SP_ALCHEMY: |
1277 |
|
|
success = alchemy (op, caster, spell_ob); |
1278 |
|
|
break; |
1279 |
|
|
|
1280 |
|
|
case SP_REMOVE_CURSE: |
1281 |
|
|
success = remove_curse (op, caster, spell_ob); |
1282 |
|
|
break; |
1283 |
|
|
|
1284 |
|
|
case SP_IDENTIFY: |
1285 |
|
|
success = cast_identify (op, caster, spell_ob); |
1286 |
|
|
break; |
1287 |
|
|
|
1288 |
|
|
case SP_DETECTION: |
1289 |
|
|
success = cast_detection (op, caster, spell_ob, skill); |
1290 |
|
|
break; |
1291 |
|
|
|
1292 |
|
|
case SP_MOOD_CHANGE: |
1293 |
|
|
success = mood_change (op, caster, spell_ob); |
1294 |
|
|
break; |
1295 |
elmex |
1.1 |
|
1296 |
root |
1.12 |
case SP_MOVING_BALL: |
1297 |
|
|
if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1298 |
|
|
{ |
1299 |
root |
1.60 |
op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); |
1300 |
root |
1.12 |
success = 0; |
1301 |
|
|
} |
1302 |
|
|
else |
1303 |
root |
1.73 |
success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1304 |
root |
1.12 |
break; |
1305 |
elmex |
1.1 |
|
1306 |
root |
1.12 |
case SP_SWARM: |
1307 |
|
|
success = fire_swarm (op, caster, spell_ob, dir); |
1308 |
|
|
break; |
1309 |
|
|
|
1310 |
|
|
case SP_CHANGE_MANA: |
1311 |
|
|
success = cast_transfer (op, caster, spell_ob, dir); |
1312 |
|
|
break; |
1313 |
|
|
|
1314 |
|
|
case SP_DISPEL_RUNE: |
1315 |
|
|
/* in rune.c */ |
1316 |
|
|
success = dispel_rune (op, caster, spell_ob, skill, dir); |
1317 |
|
|
break; |
1318 |
|
|
|
1319 |
|
|
case SP_CREATE_MISSILE: |
1320 |
|
|
success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1321 |
|
|
break; |
1322 |
|
|
|
1323 |
|
|
case SP_CONSECRATE: |
1324 |
|
|
success = cast_consecrate (op, caster, spell_ob); |
1325 |
|
|
break; |
1326 |
|
|
|
1327 |
|
|
case SP_ANIMATE_WEAPON: |
1328 |
|
|
success = animate_weapon (op, caster, spell_ob, dir); |
1329 |
|
|
break; |
1330 |
|
|
|
1331 |
|
|
case SP_LIGHT: |
1332 |
|
|
success = cast_light (op, caster, spell_ob, dir); |
1333 |
|
|
break; |
1334 |
|
|
|
1335 |
|
|
case SP_CHANGE_MAP_LIGHT: |
1336 |
|
|
success = cast_change_map_lightlevel (op, caster, spell_ob); |
1337 |
|
|
break; |
1338 |
|
|
|
1339 |
|
|
case SP_FAERY_FIRE: |
1340 |
|
|
success = cast_destruction (op, caster, spell_ob); |
1341 |
|
|
break; |
1342 |
|
|
|
1343 |
|
|
case SP_CAUSE_DISEASE: |
1344 |
|
|
success = cast_cause_disease (op, caster, spell_ob, dir); |
1345 |
|
|
break; |
1346 |
|
|
|
1347 |
|
|
case SP_AURA: |
1348 |
|
|
success = create_aura (op, caster, spell_ob); |
1349 |
|
|
break; |
1350 |
|
|
|
1351 |
|
|
case SP_PARTY_SPELL: |
1352 |
|
|
success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1353 |
|
|
break; |
1354 |
|
|
|
1355 |
|
|
default: |
1356 |
root |
1.48 |
LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1357 |
elmex |
1.1 |
} |
1358 |
|
|
|
1359 |
root |
1.61 |
op->play_sound ( |
1360 |
|
|
success |
1361 |
|
|
? spell_ob->sound |
1362 |
|
|
? spell_ob->sound |
1363 |
|
|
: sound_find ("spell_success") |
1364 |
|
|
: sound_find ("fumble_spell") |
1365 |
|
|
); |
1366 |
elmex |
1.1 |
|
1367 |
root |
1.11 |
return success; |
1368 |
elmex |
1.1 |
} |
1369 |
|
|
|
1370 |
root |
1.60 |
/* This is called from time.c/process_object(). That function |
1371 |
|
|
* calls this for any SPELL_EFFECT type objects. This function |
1372 |
elmex |
1.1 |
* then dispatches them to the appropriate specific routines. |
1373 |
|
|
*/ |
1374 |
root |
1.11 |
void |
1375 |
|
|
move_spell_effect (object *op) |
1376 |
|
|
{ |
1377 |
|
|
switch (op->subtype) |
1378 |
|
|
{ |
1379 |
root |
1.12 |
case SP_BOLT: |
1380 |
|
|
move_bolt (op); |
1381 |
|
|
break; |
1382 |
|
|
|
1383 |
|
|
case SP_BULLET: |
1384 |
|
|
move_bullet (op); |
1385 |
|
|
break; |
1386 |
|
|
|
1387 |
|
|
case SP_EXPLOSION: |
1388 |
|
|
explosion (op); |
1389 |
|
|
break; |
1390 |
|
|
|
1391 |
|
|
case SP_CONE: |
1392 |
|
|
move_cone (op); |
1393 |
|
|
break; |
1394 |
|
|
|
1395 |
|
|
case SP_BOMB: |
1396 |
|
|
animate_bomb (op); |
1397 |
|
|
break; |
1398 |
|
|
|
1399 |
|
|
case SP_MAGIC_MISSILE: |
1400 |
|
|
move_missile (op); |
1401 |
|
|
break; |
1402 |
|
|
|
1403 |
|
|
case SP_WORD_OF_RECALL: |
1404 |
|
|
execute_word_of_recall (op); |
1405 |
|
|
break; |
1406 |
|
|
|
1407 |
|
|
case SP_MOVING_BALL: |
1408 |
|
|
move_ball_spell (op); |
1409 |
|
|
break; |
1410 |
|
|
|
1411 |
|
|
case SP_SWARM: |
1412 |
|
|
move_swarm_spell (op); |
1413 |
|
|
break; |
1414 |
|
|
|
1415 |
|
|
case SP_AURA: |
1416 |
|
|
move_aura (op); |
1417 |
|
|
break; |
1418 |
elmex |
1.1 |
} |
1419 |
|
|
} |
1420 |
|
|
|
1421 |
|
|
/* this checks to see if something special should happen if |
1422 |
|
|
* something runs into the object. |
1423 |
|
|
*/ |
1424 |
root |
1.11 |
void |
1425 |
|
|
check_spell_effect (object *op) |
1426 |
|
|
{ |
1427 |
|
|
switch (op->subtype) |
1428 |
|
|
{ |
1429 |
root |
1.12 |
case SP_BOLT: |
1430 |
|
|
move_bolt (op); |
1431 |
|
|
return; |
1432 |
|
|
|
1433 |
|
|
case SP_BULLET: |
1434 |
|
|
check_bullet (op); |
1435 |
|
|
return; |
1436 |
elmex |
1.1 |
} |
1437 |
|
|
} |
1438 |
|
|
|
1439 |
|
|
/* This is called by move_apply. Basically, if someone |
1440 |
|
|
* moves onto a spell effect and the walk_on or fly_on flags |
1441 |
|
|
* are set, this is called. This should only be called for |
1442 |
|
|
* objects of the appropraite type. |
1443 |
|
|
*/ |
1444 |
root |
1.11 |
void |
1445 |
|
|
apply_spell_effect (object *spell, object *victim) |
1446 |
elmex |
1.1 |
{ |
1447 |
root |
1.11 |
switch (spell->subtype) |
1448 |
|
|
{ |
1449 |
root |
1.12 |
case SP_CONE: |
1450 |
|
|
if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1451 |
|
|
hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1452 |
|
|
break; |
1453 |
root |
1.8 |
|
1454 |
root |
1.12 |
case SP_MAGIC_MISSILE: |
1455 |
|
|
if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1456 |
|
|
{ |
1457 |
root |
1.16 |
hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1458 |
root |
1.11 |
|
1459 |
root |
1.16 |
if (!spell->destroyed ()) |
1460 |
root |
1.20 |
spell->destroy (); |
1461 |
root |
1.12 |
} |
1462 |
|
|
break; |
1463 |
root |
1.8 |
|
1464 |
root |
1.12 |
case SP_MOVING_BALL: |
1465 |
|
|
if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1466 |
|
|
hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1467 |
root |
1.36 |
else if (victim->materialname) |
1468 |
root |
1.12 |
save_throw_object (victim, spell->attacktype, spell); |
1469 |
|
|
break; |
1470 |
elmex |
1.1 |
} |
1471 |
|
|
} |
1472 |
root |
1.60 |
|