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/* |
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* static char *rcsid_spell_util_c = |
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* "$Id: spell_util.C,v 1.6 2006-08-28 08:38:19 root Exp $"; |
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*/ |
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|
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|
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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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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-devel@real-time.com |
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*/ |
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|
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|
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#include <global.h> |
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#include <spells.h> |
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#include <object.h> |
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#include <errno.h> |
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#ifndef __CEXTRACT__ |
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#include <sproto.h> |
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#endif |
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#include <sounds.h> |
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|
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extern char *spell_mapping[]; |
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|
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/* This returns a random spell from 'ob'. If skill is set, then |
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* the spell must be of this skill, it can be NULL in which case all |
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* matching spells are used. |
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*/ |
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object *find_random_spell_in_ob(object *ob, const char *skill) |
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{ |
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int k=0,s; |
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object *tmp; |
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|
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for (tmp=ob->inv; tmp; tmp=tmp->below) |
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if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++; |
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|
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/* No spells, no need to progess further */ |
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if (!k) return NULL; |
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|
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s = RANDOM() % k; |
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|
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for (tmp=ob->inv; tmp; tmp=tmp->below) |
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if (tmp->type == SPELL && (!skill || tmp->skill == skill)) { |
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if (!s) return tmp; |
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else s--; |
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} |
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/* Should never get here, but just in case */ |
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return NULL; |
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} |
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|
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/* Relatively simple function that gets used a lot. |
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* Basically, it sets up the skill pointer for the spell being |
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* cast. If op is really casting the spell, then the skill |
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* is whatever skill the spell requires. |
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* if instead caster (rod, horn, wand, etc) is casting the skill, |
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* then they get exp for the skill that you need to use for |
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* that object (use magic device). |
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*/ |
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void set_spell_skill(object *op, object *caster, object *spob, object *dest) |
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{ |
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if (dest->skill) FREE_AND_CLEAR_STR(dest->skill); |
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if (caster == op && spob->skill) |
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dest->skill = add_refcount(spob->skill); |
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else if (caster->skill) |
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dest->skill = add_refcount(caster->skill); |
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} |
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|
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/* init_spells: This should really be called check_spells, as that |
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* is what it does. It goes through the spells looking for any |
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* obvious errors. This was most useful in debugging when re-doing |
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* all the spells to catch simple errors. To use it all the time |
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* will result in it spitting out messages that aren't really errors. |
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*/ |
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void init_spells(void) { |
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#ifdef SPELL_DEBUG |
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static int init_spells_done = 0; |
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int i; |
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archetype *at; |
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|
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if (init_spells_done) |
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return; |
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LOG(llevDebug, "Checking spells...\n"); |
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|
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for (at=first_archetype; at; at=at->next) { |
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if (at->clone.type == SPELL) { |
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if (at->clone.skill) { |
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for (i=1; i<NUM_SKILLS; i++) |
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if (!strcmp(skill_names[i], at->clone.skill)) break; |
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if (i==NUM_SKILLS) { |
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LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
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} |
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} |
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/* other_arch is already checked for in the loader */ |
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} |
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} |
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|
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i=0; |
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while (spell_mapping[i]) { |
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if (!find_archetype(spell_mapping[i])) { |
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LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
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} |
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i++; |
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} |
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LOG(llevDebug, "Checking spells completed.\n"); |
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#endif |
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} |
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|
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/* Dumps all the spells - now also dumps skill associated with the spell. |
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* not sure what this would be used for, as the data seems pretty |
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* minimal, but easy enough to keep around. |
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*/ |
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void dump_spells(void) |
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{ |
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archetype *at; |
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|
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for (at=first_archetype; at; at=at->next) { |
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if (at->clone.type == SPELL) { |
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fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name?at->clone.name:"null", |
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at->name, at->clone.other_arch?at->clone.other_arch->name:"null", |
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at->clone.skill?at->clone.skill:"null", at->clone.level); |
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} |
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} |
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} |
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|
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/* pretty basic function - basically just takes |
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* an object, sets the x,y, and calls insert_ob_in_map |
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*/ |
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|
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void spell_effect (object *spob, int x, int y, mapstruct *map, |
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object *originator) |
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{ |
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|
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if (spob->other_arch != NULL) { |
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object *effect = arch_to_object(spob->other_arch); |
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|
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effect->x = x; |
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effect->y = y; |
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|
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insert_ob_in_map(effect, map, originator,0); |
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} |
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} |
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|
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/* |
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* This function takes a caster and spell and presents the |
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* effective level the caster needs to be to cast the spell. |
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* basically, it just adjusts the spell->level with attuned/repelled |
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* spellpaths. Was called path_level_mod |
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* |
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* caster is person casting hte spell. |
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* spell is the spell object. |
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* Returns modified level. |
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*/ |
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int min_casting_level(object *caster, object *spell) |
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{ |
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int new_level; |
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|
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if (caster->path_denied & spell->path_attuned) { |
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/* This case is not a bug, just the fact that this function is |
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* usually called BEFORE checking for path_deny. -AV |
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*/ |
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#if 0 |
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LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " |
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"spell\n", caster->arch->name, caster->name); |
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#endif |
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return 1; |
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} |
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new_level = spell->level |
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+ ((caster->path_repelled & spell->path_attuned) ? +2 : 0) |
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+ ((caster->path_attuned & spell->path_attuned) ? -2 : 0); |
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return (new_level < 1) ? 1 : new_level; |
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} |
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|
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|
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/* This function returns the effective level the spell |
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* is being cast at. |
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* Note that I changed the repelled/attuned bonus to 2 from 5. |
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* This is because the new code compares casting_level against |
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* min_caster_level, so the difference is effectively 4 |
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*/ |
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|
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int caster_level(object *caster, object *spell) |
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{ |
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int level = caster->level; |
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|
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/* If this is a player, try to find the matching skill */ |
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if (caster->type == PLAYER && spell->skill) { |
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int i; |
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|
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for (i=0; i < NUM_SKILLS; i++) |
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if (caster->contr->last_skill_ob[i] && |
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caster->contr->last_skill_ob[i]->skill == spell->skill) { |
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level = caster->contr->last_skill_ob[i]->level; |
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break; |
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} |
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} |
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|
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/* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
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if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
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{ |
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object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
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int sk_level = skill ? skill->level : 1; |
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level = MIN (level, sk_level + level / 10 + 1); |
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} |
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|
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/* Got valid caster level. Now adjust for attunement */ |
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level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) |
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+ ((caster->path_attuned & spell->path_attuned) ? 2 : 0); |
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|
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/* Always make this at least 1. If this is zero, we get divide by zero |
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* errors in various places. |
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*/ |
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if (level < 1) level = 1; |
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return level; |
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} |
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|
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/* The following function scales the spellpoint cost of |
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* a spell by it's increased effectiveness. Some of the |
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* lower level spells become incredibly vicious at high |
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* levels. Very cheap mass destruction. This function is |
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* intended to keep the sp cost related to the effectiveness. |
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* op is the player/monster |
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* caster is what is casting the spell, can be op. |
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* spell is the spell object. |
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* Note that it is now possible for a spell to cost both grace and |
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* mana. In that case, we return which ever value is higher. |
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*/ |
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|
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sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags) |
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{ |
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int sp, grace, level = caster_level(caster, spell); |
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|
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if (settings.spellpoint_level_depend == TRUE) { |
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if (spell->stats.sp && spell->stats.maxsp) { |
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sp= (int) (spell->stats.sp * |
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(1.0 + MAX(0, |
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(float)(level-spell->level)/ (float)spell->stats.maxsp))); |
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} |
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else sp = spell->stats.sp; |
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|
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sp *= (int) PATH_SP_MULT(caster,spell); |
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if (!sp && spell->stats.sp) sp=1; |
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|
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if (spell->stats.grace && spell->stats.maxgrace) { |
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grace= (int) (spell->stats.grace * |
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(1.0 + MAX(0, |
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(float)(level-spell->level)/ (float)spell->stats.maxgrace))); |
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} |
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else grace = spell->stats.grace; |
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|
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grace *= (int) PATH_SP_MULT(caster,spell); |
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if (spell->stats.grace && !grace) grace=1; |
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} else { |
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sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell)); |
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if (spell->stats.sp && !sp) sp=1; |
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grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell)); |
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if (spell->stats.grace && !grace) grace=1; |
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} |
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if (flags == SPELL_HIGHEST) |
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return MAX(sp, grace); |
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else if (flags == SPELL_GRACE) |
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return grace; |
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else if (flags == SPELL_MANA) |
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return sp; |
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else { |
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LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
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return 0; |
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} |
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} |
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|
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|
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/* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
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* spob is the spell we are adjusting. |
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*/ |
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int SP_level_dam_adjust(object *caster, object *spob) |
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{ |
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int level = caster_level (caster, spob); |
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int adj = level - min_casting_level(caster, spob); |
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|
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if(adj < 0) adj=0; |
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if (spob->dam_modifier) |
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adj/=spob->dam_modifier; |
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else adj=0; |
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return adj; |
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} |
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|
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/* Adjust the strength of the spell based on level. |
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* This is basically the same as SP_level_dam_adjust above, |
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* but instead looks at the level_modifier value. |
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*/ |
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int SP_level_duration_adjust(object *caster, object *spob) |
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{ |
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int level = caster_level (caster, spob); |
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int adj = level - min_casting_level(caster, spob); |
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|
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if(adj < 0) adj=0; |
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if(spob->duration_modifier) |
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adj/=spob->duration_modifier; |
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else adj=0; |
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|
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return adj; |
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} |
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|
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/* Adjust the strength of the spell based on level. |
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* This is basically the same as SP_level_dam_adjust above, |
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* but instead looks at the level_modifier value. |
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*/ |
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int SP_level_range_adjust(object *caster, object *spob) |
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{ |
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int level = caster_level (caster, spob); |
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int adj = level - min_casting_level(caster, spob); |
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|
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if(adj < 0) adj=0; |
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if(spob->range_modifier) |
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adj/=spob->range_modifier; |
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else adj=0; |
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|
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return adj; |
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} |
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|
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/* Checks to see if player knows the spell. If the name is the same |
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* as an existing spell, we presume they know it. |
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* returns 1 if they know the spell, 0 if they don't. |
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*/ |
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object *check_spell_known (object *op, const char *name) |
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{ |
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object *spop; |
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|
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for (spop=op->inv; spop; spop=spop->below) |
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if (spop->type == SPELL && !strcmp(spop->name, name)) return spop; |
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|
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return NULL; |
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} |
350 |
|
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|
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/* |
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* Look at object 'op' and see if they know the spell |
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* spname. This is pretty close to check_spell_known |
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* above, but it uses a looser matching mechanism. |
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* returns the matching spell object, or NULL. |
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* If we match multiple spells but don't get an |
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* exact match, we also return NULL. |
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*/ |
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|
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object *lookup_spell_by_name(object *op,const char *spname) { |
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object *spob1=NULL, *spob2=NULL, *spob; |
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int nummatch=0; |
364 |
|
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if(spname==NULL) return NULL; |
366 |
|
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/* Try to find the spell. We store the results in spob1 |
368 |
* and spob2 - spob1 is only taking the length of |
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* the past spname, spob2 uses the length of the spell name. |
370 |
*/ |
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for (spob = op->inv; spob; spob=spob->below) { |
372 |
if (spob->type == SPELL) { |
373 |
if (!strncmp(spob->name, spname, strlen(spname))) { |
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nummatch++; |
375 |
spob1 = spob; |
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} else if (!strncmp(spob->name, spname, strlen(spob->name))) { |
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/* if spells have ambiguous names, it makes matching |
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* really difficult. (eg, fire and fireball would |
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* fall into this category). It shouldn't be hard to |
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* make sure spell names don't overlap in that fashion. |
381 |
*/ |
382 |
if (spob2) |
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LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n", |
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spob2->name, spob->name); |
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spob2 = spob; |
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} |
387 |
} |
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} |
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/* if we have best match, return it. Otherwise, if we have one match |
390 |
* on the loser match, return that, otehrwise null |
391 |
*/ |
392 |
if (spob2) return spob2; |
393 |
if (spob1 && nummatch == 1) return spob1; |
394 |
return NULL; |
395 |
} |
396 |
|
397 |
/* reflwall - decides weither the (spell-)object sp_op will |
398 |
* be reflected from the given mapsquare. Returns 1 if true. |
399 |
* (Note that for living creatures there is a small chance that |
400 |
* reflect_spell fails.) |
401 |
* Caller should be sure it passes us valid map coordinates |
402 |
* eg, updated for tiled maps. |
403 |
*/ |
404 |
int reflwall(mapstruct *m,int x,int y, object *sp_op) { |
405 |
object *op; |
406 |
|
407 |
if(OUT_OF_REAL_MAP(m,x,y)) return 0; |
408 |
for(op=get_map_ob(m,x,y);op!=NULL;op=op->above) |
409 |
if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) || |
410 |
sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10))) |
411 |
return 1; |
412 |
|
413 |
return 0; |
414 |
} |
415 |
|
416 |
/* cast_create_object: creates object new_op in direction dir |
417 |
* or if that is blocked, beneath the player (op). |
418 |
* we pass 'caster', but don't use it for anything. |
419 |
* This is really just a simple wrapper function . |
420 |
* returns the direction that the object was actually placed |
421 |
* in. |
422 |
*/ |
423 |
int cast_create_obj(object *op,object *caster,object *new_op, int dir) |
424 |
{ |
425 |
mapstruct *m; |
426 |
sint16 sx, sy; |
427 |
|
428 |
if(dir && |
429 |
((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || |
430 |
OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) { |
431 |
new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
432 |
new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet."); |
433 |
dir = 0; |
434 |
} |
435 |
new_op->x=op->x+freearr_x[dir]; |
436 |
new_op->y=op->y+freearr_y[dir]; |
437 |
if (dir == 0) |
438 |
insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR); |
439 |
else |
440 |
insert_ob_in_map(new_op,op->map,op,0); |
441 |
return dir; |
442 |
} |
443 |
|
444 |
/* Returns true if it is ok to put spell *op on the space/may provided. |
445 |
* immune_stop is basically the attacktype of the spell (why |
446 |
* passed as a different value, not sure of). If immune_stop |
447 |
* has the AT_MAGIC bit set, and there is a counterwall |
448 |
* on the space, the object doesn't get placed. if immune stop |
449 |
* does not have AT_MAGIC, then counterwalls do not effect the spell. |
450 |
* |
451 |
*/ |
452 |
|
453 |
int ok_to_put_more(mapstruct *m,sint16 x,sint16 y,object *op,int immune_stop) { |
454 |
object *tmp; |
455 |
int mflags; |
456 |
mapstruct *mp; |
457 |
|
458 |
mp = m; |
459 |
mflags = get_map_flags(m, &mp, x, y, &x, &y); |
460 |
|
461 |
if (mflags & P_OUT_OF_MAP) return 0; |
462 |
|
463 |
if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0; |
464 |
|
465 |
for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) { |
466 |
/* If there is a counterspell on the space, and this |
467 |
* object is using magic, don't progress. I believe we could |
468 |
* leave this out and let in progress, and other areas of the code |
469 |
* will then remove it, but that would seem to to use more |
470 |
* resources, and may not work as well if a player is standing |
471 |
* on top of a counterwall spell (may hit the player before being |
472 |
* removed.) On the other hand, it may be more dramatic for the |
473 |
* spell to actually hit the counterwall and be sucked up. |
474 |
*/ |
475 |
if ((tmp->attacktype & AT_COUNTERSPELL) && |
476 |
(tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) && |
477 |
(tmp->type != WEAPON) && (tmp->type != BOW) && |
478 |
(tmp->type != ARROW) && (tmp->type != GOLEM) && |
479 |
(immune_stop & AT_MAGIC)) return 0; |
480 |
|
481 |
/* This is to prevent 'out of control' spells. Basically, this |
482 |
* limits one spell effect per space per spell. This is definately |
483 |
* needed for performance reasons, and just for playability I believe. |
484 |
* there are no such things as multispaced spells right now, so |
485 |
* we don't need to worry about the head. |
486 |
*/ |
487 |
if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && |
488 |
(tmp->subtype == op->subtype)) |
489 |
return 0; |
490 |
|
491 |
/* |
492 |
* Combine similar spell effects into one spell effect. Needed for |
493 |
* performance reasons with meteor swarm and the like, but also for |
494 |
* playability reasons. |
495 |
*/ |
496 |
if (tmp->arch == op->arch |
497 |
&& tmp->type == op->type |
498 |
&& tmp->subtype == op->subtype |
499 |
&& tmp->owner == op->owner |
500 |
&& ((tmp->subtype == SP_EXPLOSION) |
501 |
|| (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)) |
502 |
) { |
503 |
tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
504 |
tmp->range = MAX (tmp->range, op->range); |
505 |
tmp->duration = MAX (tmp->duration, op->duration); |
506 |
return 0; |
507 |
} |
508 |
|
509 |
/* Perhaps we should also put checks in for no magic and unholy |
510 |
* ground to prevent it from moving along? |
511 |
*/ |
512 |
} |
513 |
/* If it passes the above tests, it must be OK */ |
514 |
return 1; |
515 |
} |
516 |
|
517 |
/* fire_arch_from_position: fires an archetype. |
518 |
* op: person firing the object. |
519 |
* caster: object casting the spell. |
520 |
* x, y: where to fire the spell (note, it then uses op->map for the map |
521 |
* for these coordinates, which is probably a really bad idea. |
522 |
* dir: direction to fire in. |
523 |
* spell: spell that is being fired. It uses other_arch for the archetype |
524 |
* to fire. |
525 |
* returns 0 on failure, 1 on success. |
526 |
*/ |
527 |
|
528 |
int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, |
529 |
int dir, object *spell) |
530 |
{ |
531 |
object *tmp; |
532 |
int mflags; |
533 |
mapstruct *m; |
534 |
|
535 |
if(spell->other_arch==NULL) |
536 |
return 0; |
537 |
|
538 |
m = op->map; |
539 |
mflags = get_map_flags(m, &m, x, y, &x, &y); |
540 |
if (mflags & P_OUT_OF_MAP) { |
541 |
return 0; |
542 |
} |
543 |
|
544 |
tmp=arch_to_object(spell->other_arch); |
545 |
|
546 |
if(tmp==NULL) |
547 |
return 0; |
548 |
|
549 |
if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) { |
550 |
new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
551 |
free_object(tmp); |
552 |
return 0; |
553 |
} |
554 |
|
555 |
|
556 |
|
557 |
tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell); |
558 |
tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell); |
559 |
/* code in time.c uses food for some things, duration for others */ |
560 |
tmp->stats.food = tmp->duration; |
561 |
tmp->range=spell->range+SP_level_range_adjust(caster,spell); |
562 |
tmp->attacktype = spell->attacktype; |
563 |
tmp->x=x; |
564 |
tmp->y=y; |
565 |
tmp->direction=dir; |
566 |
if (get_owner (op) != NULL) |
567 |
copy_owner (tmp, op); |
568 |
else |
569 |
set_owner (tmp, op); |
570 |
tmp->level = caster_level (caster, spell); |
571 |
set_spell_skill(op, caster, spell, tmp); |
572 |
|
573 |
/* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
574 |
if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) { |
575 |
if(!tailor_god_spell(tmp,op)) return 0; |
576 |
} |
577 |
if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) |
578 |
SET_ANIMATION(tmp, dir); |
579 |
|
580 |
if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) |
581 |
return 1; |
582 |
|
583 |
move_spell_effect(tmp); |
584 |
|
585 |
return 1; |
586 |
} |
587 |
|
588 |
|
589 |
|
590 |
/***************************************************************************** |
591 |
* |
592 |
* Code related to rods - perhaps better located in another file? |
593 |
* |
594 |
****************************************************************************/ |
595 |
|
596 |
void regenerate_rod(object *rod) { |
597 |
if (rod->stats.hp < rod->stats.maxhp) { |
598 |
rod->stats.hp+= 1 + rod->stats.maxhp/10; |
599 |
|
600 |
if (rod->stats.hp > rod->stats.maxhp) |
601 |
rod->stats.hp = rod->stats.maxhp; |
602 |
} |
603 |
} |
604 |
|
605 |
|
606 |
void drain_rod_charge(object *rod) { |
607 |
rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST); |
608 |
} |
609 |
|
610 |
|
611 |
|
612 |
|
613 |
/* this function is commonly used to find a friendly target for |
614 |
* spells such as heal or protection or armour |
615 |
* op is what is looking for the target (which can be a player), |
616 |
* dir is the direction we are looking in. Return object found, or |
617 |
* NULL if no good object. |
618 |
*/ |
619 |
|
620 |
object *find_target_for_friendly_spell(object *op,int dir) { |
621 |
object *tmp; |
622 |
mapstruct *m; |
623 |
sint16 x, y; |
624 |
int mflags; |
625 |
|
626 |
/* I don't really get this block - if op isn't a player or rune, |
627 |
* we then make the owner of this object the target. |
628 |
* The owner could very well be no where near op. |
629 |
*/ |
630 |
if(op->type!=PLAYER && op->type!=RUNE) { |
631 |
tmp=get_owner(op); |
632 |
/* If the owner does not exist, or is not a monster, than apply the spell |
633 |
* to the caster. |
634 |
*/ |
635 |
if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; |
636 |
} |
637 |
else { |
638 |
m = op->map; |
639 |
x = op->x+freearr_x[dir]; |
640 |
y = op->y+freearr_y[dir]; |
641 |
|
642 |
mflags = get_map_flags(m, &m, x, y, &x, &y); |
643 |
|
644 |
if (mflags & P_OUT_OF_MAP) |
645 |
tmp=NULL; |
646 |
else { |
647 |
for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) |
648 |
if(tmp->type==PLAYER) |
649 |
break; |
650 |
} |
651 |
} |
652 |
/* didn't find a player there, look in current square for a player */ |
653 |
if(tmp==NULL) |
654 |
for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) |
655 |
{ |
656 |
if(tmp->type==PLAYER) |
657 |
break; |
658 |
} |
659 |
|
660 |
return tmp; |
661 |
} |
662 |
|
663 |
|
664 |
|
665 |
/* raytrace: |
666 |
* spell_find_dir(map, x, y, exclude) will search first the center square |
667 |
* then some close squares in the given map at the given coordinates for |
668 |
* live objects. |
669 |
* It will not consider the object given as exclude (= caster) among possible |
670 |
* live objects. If the caster is a player, the spell will go after |
671 |
* monsters/generators only. If not, the spell will hunt players only. |
672 |
* It returns the direction toward the first/closest live object if it finds |
673 |
* any, otherwise -1. |
674 |
* note that exclude can be NULL, in which case all bets are off. |
675 |
*/ |
676 |
|
677 |
int spell_find_dir(mapstruct *m, int x, int y, object *exclude) { |
678 |
int i,max=SIZEOFFREE; |
679 |
sint16 nx,ny; |
680 |
int owner_type=0, mflags; |
681 |
object *tmp; |
682 |
mapstruct *mp; |
683 |
|
684 |
if (exclude && exclude->head) |
685 |
exclude = exclude->head; |
686 |
if (exclude && exclude->type) |
687 |
owner_type = exclude->type; |
688 |
|
689 |
for(i=rndm(1, 8);i<max;i++) { |
690 |
nx = x + freearr_x[i]; |
691 |
ny = y + freearr_y[i]; |
692 |
mp = m; |
693 |
mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); |
694 |
if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; |
695 |
|
696 |
tmp=get_map_ob(mp,nx,ny); |
697 |
|
698 |
while(tmp!=NULL && (((owner_type==PLAYER && |
699 |
!QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) || |
700 |
(owner_type!=PLAYER && tmp->type!=PLAYER)) || |
701 |
(tmp == exclude || (tmp->head && tmp->head == exclude)))) |
702 |
tmp=tmp->above; |
703 |
|
704 |
if(tmp!=NULL && can_see_monsterP(m,x,y,i)) |
705 |
return freedir[i]; |
706 |
} |
707 |
return -1; /* flag for "keep going the way you were" */ |
708 |
} |
709 |
|
710 |
|
711 |
|
712 |
/* put_a_monster: puts a monster named monstername near by |
713 |
* op. This creates the treasures for the monsters, and |
714 |
* also deals with multipart monsters properly. |
715 |
*/ |
716 |
|
717 |
void put_a_monster(object *op,const char *monstername) { |
718 |
object *tmp,*head=NULL,*prev=NULL; |
719 |
archetype *at; |
720 |
int dir; |
721 |
|
722 |
/* Handle cases where we are passed a bogus mosntername */ |
723 |
|
724 |
if((at=find_archetype(monstername))==NULL) return; |
725 |
|
726 |
/* find a free square nearby |
727 |
* first we check the closest square for free squares |
728 |
*/ |
729 |
|
730 |
dir=find_first_free_spot(&at->clone,op->map,op->x,op->y); |
731 |
if(dir!=-1) { |
732 |
/* This is basically grabbed for generate monster. Fixed 971225 to |
733 |
* insert multipart monsters properly |
734 |
*/ |
735 |
while (at!=NULL) { |
736 |
tmp=arch_to_object(at); |
737 |
tmp->x=op->x+freearr_x[dir]+at->clone.x; |
738 |
tmp->y=op->y+freearr_y[dir]+at->clone.y; |
739 |
tmp->map = op->map; |
740 |
if (head) { |
741 |
tmp->head=head; |
742 |
prev->more=tmp; |
743 |
} |
744 |
if (!head) head=tmp; |
745 |
prev=tmp; |
746 |
at=at->more; |
747 |
} |
748 |
|
749 |
if (head->randomitems) |
750 |
create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); |
751 |
|
752 |
insert_ob_in_map(head,op->map,op,0); |
753 |
|
754 |
/* thought it'd be cool to insert a burnout, too.*/ |
755 |
tmp=get_archetype("burnout"); |
756 |
tmp->map = op->map; |
757 |
tmp->x=op->x+freearr_x[dir]; |
758 |
tmp->y=op->y+freearr_y[dir]; |
759 |
insert_ob_in_map(tmp,op->map,op,0); |
760 |
} |
761 |
} |
762 |
|
763 |
/* peterm: function which summons hostile monsters and |
764 |
* places them in nearby squares. |
765 |
* op is the summoner. |
766 |
* n is the number of monsters. |
767 |
* monstername is the name of the monster. |
768 |
* returns the number of monsters, which is basically n. |
769 |
* it should really see how many it successfully replaced and |
770 |
* return that instead. |
771 |
* Note that this is not used by any spells (summon evil monsters |
772 |
* use to call this, but best I can tell, that spell/ability was |
773 |
* never used. This is however used by various failures on the |
774 |
* players part (alchemy, reincarnation, etc) |
775 |
*/ |
776 |
|
777 |
int summon_hostile_monsters(object *op,int n,const char *monstername){ |
778 |
int i; |
779 |
for(i=0;i<n;i++) |
780 |
put_a_monster(op,monstername); |
781 |
|
782 |
return n; |
783 |
} |
784 |
|
785 |
|
786 |
/* Some local definitions for shuffle-attack */ |
787 |
struct attacktype_shuffle { |
788 |
int attacktype; |
789 |
int face; |
790 |
} ATTACKS[22] = { |
791 |
{AT_PHYSICAL,0}, |
792 |
{AT_PHYSICAL,0}, /*face = explosion*/ |
793 |
{AT_PHYSICAL,0}, |
794 |
{AT_MAGIC,1}, |
795 |
{AT_MAGIC,1}, /* face = last-burnout */ |
796 |
{AT_MAGIC,1}, |
797 |
{AT_FIRE,2}, |
798 |
{AT_FIRE,2}, /* face = fire.... */ |
799 |
{AT_FIRE,2}, |
800 |
{AT_ELECTRICITY,3}, |
801 |
{AT_ELECTRICITY,3}, /* ball_lightning */ |
802 |
{AT_ELECTRICITY,3}, |
803 |
{AT_COLD,4}, |
804 |
{AT_COLD,4}, /* face=icestorm*/ |
805 |
{AT_COLD,4}, |
806 |
{AT_CONFUSION,5}, |
807 |
{AT_POISON,7}, |
808 |
{AT_POISON,7}, /* face = acid sphere. generator */ |
809 |
{AT_POISON,7}, /* poisoncloud face */ |
810 |
{AT_SLOW,8}, |
811 |
{AT_PARALYZE,9}, |
812 |
{AT_FEAR,10} }; |
813 |
|
814 |
|
815 |
|
816 |
/* shuffle_attack: peterm |
817 |
* This routine shuffles the attack of op to one of the |
818 |
* ones in the list. It does this at random. It also |
819 |
* chooses a face appropriate to the attack that is |
820 |
* being committed by that square at the moment. |
821 |
* right now it's being used by color spray and create pool of |
822 |
* chaos. |
823 |
* This could really be a better implementation - the |
824 |
* faces and attacktypes above are hardcoded, which is never |
825 |
* good. The faces refer to faces in the animation sequence. |
826 |
* Not sure how to do better - but not having it hardcoded |
827 |
* would be nice. |
828 |
* I also fixed a bug here in that attacktype was |= - |
829 |
* to me, that would be that it would quickly get all |
830 |
* attacktypes, which probably wasn't the intent. MSW 2003-06-03 |
831 |
*/ |
832 |
void shuffle_attack(object *op,int change_face) |
833 |
{ |
834 |
int i; |
835 |
i=rndm(0, 21); |
836 |
|
837 |
op->attacktype=ATTACKS[i].attacktype|AT_MAGIC; |
838 |
|
839 |
if(change_face) { |
840 |
SET_ANIMATION(op, ATTACKS[i].face); |
841 |
} |
842 |
} |
843 |
|
844 |
|
845 |
/* prayer_failure: This is called when a player fails |
846 |
* at casting a prayer. |
847 |
* op is the player. |
848 |
* failure is basically how much grace they had. |
849 |
* power is how much grace the spell would normally take to cast. |
850 |
*/ |
851 |
|
852 |
void prayer_failure(object *op, int failure,int power) |
853 |
{ |
854 |
const char *godname; |
855 |
object *tmp; |
856 |
|
857 |
if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; |
858 |
|
859 |
if(failure<= -20 && failure > -40) /* wonder */ |
860 |
{ |
861 |
new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname); |
862 |
tmp = get_archetype(SPELL_WONDER); |
863 |
cast_cone(op,op,0,tmp); |
864 |
free_object(tmp); |
865 |
} |
866 |
|
867 |
else if (failure <= -40 && failure > -60) /* confusion */ |
868 |
{ |
869 |
new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!"); |
870 |
confuse_player(op,op,99); |
871 |
} |
872 |
else if (failure <= -60 && failure> -150) /* paralysis */ |
873 |
{ |
874 |
new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname); |
875 |
new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else."); |
876 |
paralyze_player(op,op,99); |
877 |
} |
878 |
else if (failure <= -150) /* blast the immediate area */ |
879 |
{ |
880 |
tmp = get_archetype(GOD_POWER); |
881 |
new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname); |
882 |
cast_magic_storm(op,tmp, power); |
883 |
} |
884 |
} |
885 |
|
886 |
/* |
887 |
* spell_failure() handles the various effects for differing degrees |
888 |
* of failure badness. |
889 |
* op is the player that failed. |
890 |
* failure is a random value of how badly you failed. |
891 |
* power is how many spellpoints you'd normally need for the spell. |
892 |
* skill is the skill you'd need to cast the spell. |
893 |
*/ |
894 |
|
895 |
void spell_failure(object *op, int failure,int power, object *skill) |
896 |
{ |
897 |
object *tmp; |
898 |
|
899 |
if (settings.spell_failure_effects == FALSE) |
900 |
return; |
901 |
|
902 |
if (failure<=-20 && failure > -40) /* wonder */ |
903 |
{ |
904 |
new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect."); |
905 |
tmp = get_archetype(SPELL_WONDER); |
906 |
cast_cone(op,op,0,tmp); |
907 |
free_object(tmp); |
908 |
} |
909 |
|
910 |
else if (failure <= -40 && failure > -60) /* confusion */ |
911 |
{ |
912 |
new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!"); |
913 |
confuse_player(op,op,99); |
914 |
} |
915 |
else if (failure <= -60 && failure> -80) /* paralysis */ |
916 |
{ |
917 |
new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); |
918 |
paralyze_player(op,op,99); |
919 |
} |
920 |
else if (failure <= -80) /* blast the immediate area */ |
921 |
{ |
922 |
object *tmp; |
923 |
/* Safety check to make sure we don't get any mana storms in scorn */ |
924 |
if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) { |
925 |
new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); |
926 |
hit_player(op,9998,op,AT_INTERNAL,1); |
927 |
|
928 |
} else { |
929 |
new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!"); |
930 |
tmp=get_archetype(LOOSE_MANA); |
931 |
tmp->level=skill->level; |
932 |
tmp->x=op->x; |
933 |
tmp->y=op->y; |
934 |
|
935 |
/* increase the area of destruction a little for more powerful spells */ |
936 |
tmp->range+=isqrt(power); |
937 |
|
938 |
if (power>25) tmp->stats.dam = 25 + isqrt(power); |
939 |
else tmp->stats.dam=power; /* nasty recoils! */ |
940 |
|
941 |
tmp->stats.maxhp=tmp->count; |
942 |
insert_ob_in_map(tmp,op->map,NULL,0); |
943 |
} |
944 |
} |
945 |
} |
946 |
|
947 |
int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) |
948 |
{ |
949 |
int success; |
950 |
player *pl; |
951 |
object *spell; |
952 |
|
953 |
if ( !spell_ob->other_arch ) |
954 |
{ |
955 |
LOG( llevError, "cast_party_spell: empty other arch\n" ); |
956 |
return 0; |
957 |
} |
958 |
spell = arch_to_object( spell_ob->other_arch ); |
959 |
|
960 |
/* Always cast spell on caster */ |
961 |
success = cast_spell( op, caster, dir, spell, stringarg ); |
962 |
|
963 |
if ( caster->contr->party == NULL ) |
964 |
{ |
965 |
remove_ob( spell ); |
966 |
return success; |
967 |
} |
968 |
for( pl=first_player; pl!=NULL; pl=pl->next ) |
969 |
if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) ) |
970 |
{ |
971 |
cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg ); |
972 |
} |
973 |
remove_ob( spell ); |
974 |
return success; |
975 |
} |
976 |
|
977 |
/* This is where the main dispatch when someone casts a spell. |
978 |
* |
979 |
* op is the creature that is owner of the object that is casting the spell - |
980 |
* eg, the player or monster. |
981 |
* caster is the actual object (wand, potion) casting the spell. can be |
982 |
* same as op. |
983 |
* dir is the direction to cast in. Note in some cases, if the spell |
984 |
* is self only, dir really doesn't make a difference. |
985 |
* spell_ob is the spell object that is being cast. From that, |
986 |
* we can determine what to do. |
987 |
* stringarg is any options that are being used. It can be NULL. Almost |
988 |
* certainly, only players will set it. It is basically used as optional |
989 |
* parameters to a spell (eg, item to create, information for marking runes, |
990 |
* etc. |
991 |
* returns 1 on successful cast, or 0 on error. These values should really |
992 |
* be swapped, so that 0 is successful, and non zero is failure, with a code |
993 |
* of what it failed. |
994 |
* |
995 |
* Note that this function is really a dispatch routine that calls other |
996 |
* functions - it just blindly returns what ever value those functions |
997 |
* return. So if your writing a new function that is called from this, |
998 |
* it shoudl also return 1 on success, 0 on failure. |
999 |
* |
1000 |
* if it is a player casting the spell (op->type == PLAYER, op == caster), |
1001 |
* this function will decrease the mana/grace appropriately. For other |
1002 |
* objects, the caller should do what it considers appropriate. |
1003 |
*/ |
1004 |
|
1005 |
int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) { |
1006 |
|
1007 |
const char *godname; |
1008 |
int success=0,mflags, cast_level=0, old_shoottype; |
1009 |
object *skill=NULL; |
1010 |
|
1011 |
old_shoottype = op->contr ? op->contr->shoottype : 0; |
1012 |
|
1013 |
if (!spell_ob) { |
1014 |
LOG(llevError,"cast_spell: null spell object passed\n"); |
1015 |
return 0; |
1016 |
} |
1017 |
if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit"; |
1018 |
|
1019 |
/* the caller should set caster to op if appropriate */ |
1020 |
if (!caster) { |
1021 |
LOG(llevError,"cast_spell: null caster object passed\n"); |
1022 |
return 0; |
1023 |
} |
1024 |
|
1025 |
/* if caster is a spell casting object, this normally shouldn't be |
1026 |
* an issue, because they don't have any spellpaths set up. |
1027 |
*/ |
1028 |
if (caster->path_denied & spell_ob->path_attuned) { |
1029 |
new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you."); |
1030 |
return 0; |
1031 |
} |
1032 |
|
1033 |
/* if it is a player casting the spell, and they are really casting it |
1034 |
* (vs it coming from a wand, scroll, or whatever else), do some |
1035 |
* checks. We let monsters do special things - eg, they |
1036 |
* don't need the skill, bypass level checks, etc. The monster function |
1037 |
* should take care of that. |
1038 |
* Remove the wiz check here and move it further down - some spells |
1039 |
* need to have the right skill pointer passed, so we need to |
1040 |
* at least process that code. |
1041 |
*/ |
1042 |
if (op->type == PLAYER && op == caster) { |
1043 |
cast_level = caster_level(caster, spell_ob); |
1044 |
if (spell_ob->skill) { |
1045 |
skill = find_skill_by_name(op, spell_ob->skill); |
1046 |
if (!skill) { |
1047 |
new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.", |
1048 |
spell_ob->skill, spell_ob->name); |
1049 |
return 0; |
1050 |
} |
1051 |
if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) { |
1052 |
new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell."); |
1053 |
return 0; |
1054 |
} |
1055 |
} |
1056 |
/* If the caster is the wiz, they don't ever fail, and don't have |
1057 |
* to have sufficient grace/mana. |
1058 |
*/ |
1059 |
if (!QUERY_FLAG(op, FLAG_WIZ)) { |
1060 |
if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) && |
1061 |
SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) { |
1062 |
new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana."); |
1063 |
return 0; |
1064 |
} |
1065 |
if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) && |
1066 |
SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) { |
1067 |
if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace - |
1068 |
10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) { |
1069 |
new_draw_info_format(NDI_UNIQUE, 0,op, |
1070 |
"%s grants your prayer, though you are unworthy.",godname); |
1071 |
} |
1072 |
else { |
1073 |
prayer_failure(op,op->stats.grace, |
1074 |
SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace); |
1075 |
new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname); |
1076 |
return 0; |
1077 |
} |
1078 |
} |
1079 |
|
1080 |
/* player/monster is trying to cast the spell. might fumble it */ |
1081 |
if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) < |
1082 |
(spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) { |
1083 |
play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); |
1084 |
new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell."); |
1085 |
if (settings.casting_time == TRUE) { |
1086 |
op->casting_time = -1; |
1087 |
} |
1088 |
op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1089 |
return 0; |
1090 |
} else if (spell_ob->stats.sp) { |
1091 |
int failure = random_roll(0, 199, op, PREFER_HIGH) - |
1092 |
op->contr->encumbrance +op->level - spell_ob->level +35; |
1093 |
|
1094 |
if( failure < 0) { |
1095 |
new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use."); |
1096 |
if (settings.spell_failure_effects == TRUE) |
1097 |
spell_failure(op,failure, |
1098 |
SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), |
1099 |
skill); |
1100 |
op->contr->shoottype = (rangetype) old_shoottype; |
1101 |
op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW); |
1102 |
return 0; |
1103 |
} |
1104 |
} |
1105 |
} |
1106 |
} |
1107 |
|
1108 |
mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL); |
1109 |
|
1110 |
/* See if we can cast a spell here. If the caster and op are |
1111 |
* not alive, then this would mean that the mapmaker put the |
1112 |
* objects on the space - presume that they know what they are |
1113 |
* doing. |
1114 |
*/ |
1115 |
if (spell_ob->type == SPELL |
1116 |
&& (mflags & P_SAFE || caster->type != POTION) // elmex: prevent potions from casting on safe maps |
1117 |
&& !QUERY_FLAG(op, FLAG_WIZCAST) |
1118 |
&& (QUERY_FLAG(caster, FLAG_ALIVE) |
1119 |
|| QUERY_FLAG(op, FLAG_ALIVE)) |
1120 |
&& (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) |
1121 |
|| ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1122 |
{ |
1123 |
if (op->type!=PLAYER) |
1124 |
return 0; |
1125 |
|
1126 |
if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1127 |
new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname); |
1128 |
else if (mflags & P_SAFE) |
1129 |
new_draw_info(NDI_UNIQUE, 0,op, |
1130 |
"This ground is sacred! The gods prevent any magical effects done by you here!."); |
1131 |
else |
1132 |
switch(op->contr->shoottype) |
1133 |
{ |
1134 |
case range_magic: |
1135 |
new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting."); |
1136 |
break; |
1137 |
case range_misc: |
1138 |
new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item."); |
1139 |
break; |
1140 |
case range_golem: |
1141 |
new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll."); |
1142 |
break; |
1143 |
default: |
1144 |
break; |
1145 |
} |
1146 |
return 0; |
1147 |
} |
1148 |
|
1149 |
if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { |
1150 |
if (op->casting_time==-1) { /* begin the casting */ |
1151 |
op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob)); |
1152 |
op->spell = spell_ob; |
1153 |
/* put the stringarg into the object struct so that when the |
1154 |
* spell is actually cast, it knows about the stringarg. |
1155 |
* necessary for the invoke command spells. |
1156 |
*/ |
1157 |
if(stringarg) { |
1158 |
op->spellarg = strdup_local(stringarg); |
1159 |
} |
1160 |
else op->spellarg=NULL; |
1161 |
return 0; |
1162 |
} |
1163 |
else if (op->casting_time != 0) { |
1164 |
if (op->type == PLAYER ) |
1165 |
new_draw_info(NDI_UNIQUE, 0,op,"You are casting!"); |
1166 |
return 0; |
1167 |
} else { /* casting_time == 0 */ |
1168 |
op->casting_time = -1; |
1169 |
spell_ob = op->spell; |
1170 |
stringarg = op->spellarg; |
1171 |
} |
1172 |
} else { |
1173 |
/* Take into account how long it takes to cast the spell. |
1174 |
* if the player is casting it, then we use the time in |
1175 |
* the spell object. If it is a spell object, have it |
1176 |
* take two ticks. Things that cast spells on the players |
1177 |
* behalf (eg, altars, and whatever else) shouldn't cost |
1178 |
* the player any time. |
1179 |
* Ignore casting time for firewalls |
1180 |
*/ |
1181 |
if (caster == op && caster->type != FIREWALL) { |
1182 |
op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); |
1183 |
/* Other portions of the code may also decrement the speed of the player, so |
1184 |
* put a lower limit so that the player isn't stuck here too long |
1185 |
*/ |
1186 |
if ((spell_ob->casting_time > 0) && |
1187 |
op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed)) |
1188 |
op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); |
1189 |
} else if (caster->type == WAND || caster->type == HORN || |
1190 |
caster->type == ROD || caster->type == POTION || |
1191 |
caster->type == SCROLL) { |
1192 |
op->speed_left -= 2 * FABS(op->speed); |
1193 |
} |
1194 |
} |
1195 |
|
1196 |
if (op->type == PLAYER && op == caster) { |
1197 |
op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE); |
1198 |
op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA); |
1199 |
} |
1200 |
|
1201 |
/* We want to try to find the skill to properly credit exp. |
1202 |
* for spell casting objects, the exp goes to the skill the casting |
1203 |
* object requires. |
1204 |
*/ |
1205 |
if (op != caster && !skill && caster->skill) { |
1206 |
skill = find_skill_by_name(op, caster->skill); |
1207 |
if (!skill) { |
1208 |
new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s", |
1209 |
caster->skill, query_name(caster)); |
1210 |
return 0; |
1211 |
} |
1212 |
change_skill(op, skill, 0); /* needed for proper exp credit */ |
1213 |
} |
1214 |
|
1215 |
switch(spell_ob->subtype) { |
1216 |
/* The order of case statements is same as the order they show up |
1217 |
* in in spells.h. |
1218 |
*/ |
1219 |
case SP_RAISE_DEAD: |
1220 |
success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg); |
1221 |
break; |
1222 |
|
1223 |
case SP_RUNE: |
1224 |
success = write_rune(op,caster, spell_ob, dir,stringarg); |
1225 |
break; |
1226 |
|
1227 |
case SP_MAKE_MARK: |
1228 |
success = write_mark(op, spell_ob, stringarg); |
1229 |
break; |
1230 |
|
1231 |
case SP_BOLT: |
1232 |
success = fire_bolt(op,caster,dir,spell_ob,skill); |
1233 |
break; |
1234 |
|
1235 |
case SP_BULLET: |
1236 |
success = fire_bullet(op, caster, dir, spell_ob); |
1237 |
break; |
1238 |
|
1239 |
case SP_CONE: |
1240 |
success = cast_cone(op, caster, dir, spell_ob); |
1241 |
break; |
1242 |
|
1243 |
case SP_BOMB: |
1244 |
success = create_bomb(op,caster,dir, spell_ob); |
1245 |
break; |
1246 |
|
1247 |
case SP_WONDER: |
1248 |
success = cast_wonder(op,caster, dir,spell_ob); |
1249 |
break; |
1250 |
|
1251 |
case SP_SMITE: |
1252 |
success = cast_smite_spell(op,caster, dir,spell_ob); |
1253 |
break; |
1254 |
|
1255 |
case SP_MAGIC_MISSILE: |
1256 |
success = fire_arch_from_position(op, caster, op->x + freearr_x[dir], |
1257 |
op->y + freearr_y[dir], dir, spell_ob); |
1258 |
break; |
1259 |
|
1260 |
case SP_SUMMON_GOLEM: |
1261 |
success = summon_golem(op, caster, dir, spell_ob); |
1262 |
old_shoottype = range_golem; |
1263 |
break; |
1264 |
|
1265 |
case SP_DIMENSION_DOOR: |
1266 |
/* dimension door needs the actual caster, because that is what is |
1267 |
* moved. |
1268 |
*/ |
1269 |
success = dimension_door(op,caster, spell_ob, dir); |
1270 |
break; |
1271 |
|
1272 |
case SP_MAGIC_MAPPING: |
1273 |
if(op->type==PLAYER) { |
1274 |
spell_effect(spell_ob, op->x, op->y, op->map, op); |
1275 |
draw_magic_map(op); |
1276 |
success=1; |
1277 |
} |
1278 |
else success=0; |
1279 |
break; |
1280 |
|
1281 |
case SP_MAGIC_WALL: |
1282 |
success = magic_wall(op,caster,dir,spell_ob); |
1283 |
break; |
1284 |
|
1285 |
case SP_DESTRUCTION: |
1286 |
success = cast_destruction(op,caster,spell_ob); |
1287 |
break; |
1288 |
|
1289 |
case SP_PERCEIVE_SELF: |
1290 |
success = perceive_self(op); |
1291 |
break; |
1292 |
|
1293 |
case SP_WORD_OF_RECALL: |
1294 |
success = cast_word_of_recall(op,caster,spell_ob); |
1295 |
break; |
1296 |
|
1297 |
case SP_INVISIBLE: |
1298 |
success = cast_invisible(op,caster,spell_ob); |
1299 |
break; |
1300 |
|
1301 |
case SP_PROBE: |
1302 |
success = probe(op,caster, spell_ob, dir); |
1303 |
break; |
1304 |
|
1305 |
case SP_HEALING: |
1306 |
success = cast_heal(op,caster, spell_ob, dir); |
1307 |
break; |
1308 |
|
1309 |
case SP_CREATE_FOOD: |
1310 |
success = cast_create_food(op,caster,spell_ob, dir,stringarg); |
1311 |
break; |
1312 |
|
1313 |
case SP_EARTH_TO_DUST: |
1314 |
success = cast_earth_to_dust(op,caster,spell_ob); |
1315 |
break; |
1316 |
|
1317 |
case SP_CHANGE_ABILITY: |
1318 |
success = cast_change_ability(op,caster,spell_ob, dir, 0); |
1319 |
break; |
1320 |
|
1321 |
case SP_BLESS: |
1322 |
success = cast_bless(op,caster,spell_ob, dir); |
1323 |
break; |
1324 |
|
1325 |
case SP_CURSE: |
1326 |
success = cast_curse(op,caster,spell_ob, dir); |
1327 |
break; |
1328 |
|
1329 |
case SP_SUMMON_MONSTER: |
1330 |
success = summon_object(op,caster,spell_ob, dir,stringarg); |
1331 |
break; |
1332 |
|
1333 |
case SP_CHARGING: |
1334 |
success = recharge(op, caster, spell_ob); |
1335 |
break; |
1336 |
|
1337 |
case SP_POLYMORPH: |
1338 |
#ifdef NO_POLYMORPH |
1339 |
/* Not great, but at least provide feedback so if players do have |
1340 |
* polymorph (ie, find it as a preset item or left over from before |
1341 |
* it was disabled), they get some feedback. |
1342 |
*/ |
1343 |
new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); |
1344 |
success = 0; |
1345 |
#else |
1346 |
success = cast_polymorph(op,caster,spell_ob, dir); |
1347 |
#endif |
1348 |
break; |
1349 |
|
1350 |
case SP_ALCHEMY: |
1351 |
success = alchemy(op, caster, spell_ob); |
1352 |
break; |
1353 |
|
1354 |
case SP_REMOVE_CURSE: |
1355 |
success = remove_curse(op, caster, spell_ob); |
1356 |
break; |
1357 |
|
1358 |
case SP_IDENTIFY: |
1359 |
success = cast_identify(op, caster, spell_ob); |
1360 |
break; |
1361 |
|
1362 |
case SP_DETECTION: |
1363 |
success = cast_detection(op, caster, spell_ob, skill); |
1364 |
break; |
1365 |
|
1366 |
case SP_MOOD_CHANGE: |
1367 |
success = mood_change(op, caster, spell_ob); |
1368 |
break; |
1369 |
|
1370 |
case SP_MOVING_BALL: |
1371 |
if (spell_ob->path_repelled && |
1372 |
(spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) { |
1373 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
1374 |
"You lack the proper attunement to cast %s", spell_ob->name); |
1375 |
success = 0; |
1376 |
} else |
1377 |
success = fire_arch_from_position(op,caster, |
1378 |
op->x + freearr_x[dir], op->y + freearr_y[dir], |
1379 |
dir, spell_ob); |
1380 |
break; |
1381 |
|
1382 |
case SP_SWARM: |
1383 |
success = fire_swarm(op, caster, spell_ob, dir); |
1384 |
break; |
1385 |
|
1386 |
case SP_CHANGE_MANA: |
1387 |
success = cast_transfer(op,caster, spell_ob, dir); |
1388 |
break; |
1389 |
|
1390 |
case SP_DISPEL_RUNE: |
1391 |
/* in rune.c */ |
1392 |
success = dispel_rune(op,caster, spell_ob, skill, dir); |
1393 |
break; |
1394 |
|
1395 |
case SP_CREATE_MISSILE: |
1396 |
success = cast_create_missile(op,caster,spell_ob, dir,stringarg); |
1397 |
break; |
1398 |
|
1399 |
case SP_CONSECRATE: |
1400 |
success = cast_consecrate(op, caster, spell_ob); |
1401 |
break; |
1402 |
|
1403 |
case SP_ANIMATE_WEAPON: |
1404 |
success = animate_weapon(op, caster, spell_ob, dir); |
1405 |
old_shoottype = range_golem; |
1406 |
break; |
1407 |
|
1408 |
case SP_LIGHT: |
1409 |
success = cast_light(op, caster, spell_ob, dir); |
1410 |
break; |
1411 |
|
1412 |
case SP_CHANGE_MAP_LIGHT: |
1413 |
success = cast_change_map_lightlevel(op, caster, spell_ob); |
1414 |
break; |
1415 |
|
1416 |
case SP_FAERY_FIRE: |
1417 |
success = cast_destruction(op,caster,spell_ob); |
1418 |
break; |
1419 |
|
1420 |
case SP_CAUSE_DISEASE: |
1421 |
success = cast_cause_disease(op, caster, spell_ob, dir); |
1422 |
break; |
1423 |
|
1424 |
case SP_AURA: |
1425 |
success = create_aura(op, caster, spell_ob); |
1426 |
break; |
1427 |
|
1428 |
case SP_TOWN_PORTAL: |
1429 |
success= cast_create_town_portal (op,caster,spell_ob, dir); |
1430 |
break; |
1431 |
|
1432 |
case SP_PARTY_SPELL: |
1433 |
success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1434 |
break; |
1435 |
|
1436 |
default: |
1437 |
if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
1438 |
LOG (llevError,"cast_spell: Unhandled spell subtype %d\n", |
1439 |
spell_ob->subtype); |
1440 |
|
1441 |
|
1442 |
} |
1443 |
|
1444 |
/* FIXME - we need some better sound suppport */ |
1445 |
// yes, for example, augment map info with the spell effect |
1446 |
// so clients can calculate the sounds themselves |
1447 |
//play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
1448 |
|
1449 |
/* free the spell arg */ |
1450 |
if(settings.casting_time == TRUE && stringarg) { |
1451 |
free(stringarg); |
1452 |
stringarg=NULL; |
1453 |
} |
1454 |
/* perhaps a bit of a hack, but if using a wand, it has to change the skill |
1455 |
* to something like use_magic_item, but you really want to be able to fire |
1456 |
* it again. |
1457 |
*/ |
1458 |
if (op->contr) op->contr->shoottype = (rangetype) old_shoottype; |
1459 |
|
1460 |
return success; |
1461 |
} |
1462 |
|
1463 |
|
1464 |
/* This is called from time.c/process_object(). That function |
1465 |
* calls this for any SPELL_EFFECT type objects. This function |
1466 |
* then dispatches them to the appropriate specific routines. |
1467 |
*/ |
1468 |
void move_spell_effect(object *op) { |
1469 |
|
1470 |
switch (op->subtype) { |
1471 |
case SP_BOLT: |
1472 |
move_bolt(op); |
1473 |
break; |
1474 |
|
1475 |
case SP_BULLET: |
1476 |
move_bullet(op); |
1477 |
break; |
1478 |
|
1479 |
case SP_EXPLOSION: |
1480 |
explosion(op); |
1481 |
break; |
1482 |
|
1483 |
case SP_CONE: |
1484 |
move_cone(op); |
1485 |
break; |
1486 |
|
1487 |
case SP_BOMB: |
1488 |
animate_bomb(op); |
1489 |
break; |
1490 |
|
1491 |
case SP_MAGIC_MISSILE: |
1492 |
move_missile(op); |
1493 |
break; |
1494 |
|
1495 |
case SP_WORD_OF_RECALL: |
1496 |
execute_word_of_recall(op); |
1497 |
break; |
1498 |
|
1499 |
case SP_MOVING_BALL: |
1500 |
move_ball_spell(op); |
1501 |
break; |
1502 |
|
1503 |
case SP_SWARM: |
1504 |
move_swarm_spell(op); |
1505 |
break; |
1506 |
|
1507 |
case SP_AURA: |
1508 |
move_aura(op); |
1509 |
break; |
1510 |
|
1511 |
} |
1512 |
} |
1513 |
|
1514 |
/* this checks to see if something special should happen if |
1515 |
* something runs into the object. |
1516 |
*/ |
1517 |
void check_spell_effect(object *op) { |
1518 |
|
1519 |
switch (op->subtype) { |
1520 |
case SP_BOLT: |
1521 |
move_bolt(op); |
1522 |
return; |
1523 |
|
1524 |
case SP_BULLET: |
1525 |
check_bullet(op); |
1526 |
return; |
1527 |
} |
1528 |
|
1529 |
} |
1530 |
|
1531 |
/* This is called by move_apply. Basically, if someone |
1532 |
* moves onto a spell effect and the walk_on or fly_on flags |
1533 |
* are set, this is called. This should only be called for |
1534 |
* objects of the appropraite type. |
1535 |
*/ |
1536 |
void apply_spell_effect(object *spell, object *victim) |
1537 |
{ |
1538 |
switch (spell->subtype) { |
1539 |
case SP_CONE: |
1540 |
if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1541 |
hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); |
1542 |
break; |
1543 |
|
1544 |
case SP_MAGIC_MISSILE: |
1545 |
if (QUERY_FLAG (victim, FLAG_ALIVE)) { |
1546 |
tag_t spell_tag = spell->count; |
1547 |
hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1548 |
if ( ! was_destroyed (spell, spell_tag)) { |
1549 |
remove_ob (spell); |
1550 |
free_object (spell); |
1551 |
} |
1552 |
} |
1553 |
break; |
1554 |
|
1555 |
case SP_MOVING_BALL: |
1556 |
if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1557 |
hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1558 |
else if (victim->material || victim->materialname) |
1559 |
save_throw_object (victim, spell->attacktype, spell); |
1560 |
break; |
1561 |
} |
1562 |
} |