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1 | |
1 | /* |
2 | /* |
2 | * static char *rcsid_spell_util_c = |
3 | * static char *rcsid_spell_util_c = |
3 | * "$Id: spell_util.C,v 1.10 2006/09/03 00:18:42 root Exp $"; |
4 | * "$Id: spell_util.C,v 1.11 2006/09/10 15:59:58 root Exp $"; |
4 | */ |
5 | */ |
5 | |
6 | |
6 | |
7 | |
7 | /* |
8 | /* |
8 | CrossFire, A Multiplayer game for X-windows |
9 | CrossFire, A Multiplayer game for X-windows |
… | |
… | |
31 | #include <global.h> |
32 | #include <global.h> |
32 | #include <spells.h> |
33 | #include <spells.h> |
33 | #include <object.h> |
34 | #include <object.h> |
34 | #include <errno.h> |
35 | #include <errno.h> |
35 | #ifndef __CEXTRACT__ |
36 | #ifndef __CEXTRACT__ |
36 | #include <sproto.h> |
37 | # include <sproto.h> |
37 | #endif |
38 | #endif |
38 | #include <sounds.h> |
39 | #include <sounds.h> |
39 | |
40 | |
40 | extern char *spell_mapping[]; |
41 | extern char *spell_mapping[]; |
41 | |
42 | |
42 | /* This returns a random spell from 'ob'. If skill is set, then |
43 | /* This returns a random spell from 'ob'. If skill is set, then |
43 | * the spell must be of this skill, it can be NULL in which case all |
44 | * the spell must be of this skill, it can be NULL in which case all |
44 | * matching spells are used. |
45 | * matching spells are used. |
45 | */ |
46 | */ |
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47 | object * |
46 | object *find_random_spell_in_ob(object *ob, const char *skill) |
48 | find_random_spell_in_ob (object *ob, const char *skill) |
47 | { |
49 | { |
48 | int k=0,s; |
50 | int k = 0, s; |
49 | object *tmp; |
51 | object *tmp; |
50 | |
52 | |
51 | for (tmp=ob->inv; tmp; tmp=tmp->below) |
53 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
52 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++; |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
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55 | k++; |
53 | |
56 | |
54 | /* No spells, no need to progess further */ |
57 | /* No spells, no need to progess further */ |
55 | if (!k) return NULL; |
58 | if (!k) |
56 | |
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57 | s = RANDOM() % k; |
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58 | |
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59 | for (tmp=ob->inv; tmp; tmp=tmp->below) |
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60 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) { |
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61 | if (!s) return tmp; |
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62 | else s--; |
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63 | } |
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64 | /* Should never get here, but just in case */ |
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65 | return NULL; |
59 | return NULL; |
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60 | |
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61 | s = RANDOM () % k; |
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62 | |
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63 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
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64 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
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65 | { |
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66 | if (!s) |
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67 | return tmp; |
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68 | else |
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69 | s--; |
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70 | } |
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71 | /* Should never get here, but just in case */ |
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72 | return NULL; |
66 | } |
73 | } |
67 | |
74 | |
68 | /* Relatively simple function that gets used a lot. |
75 | /* Relatively simple function that gets used a lot. |
69 | * Basically, it sets up the skill pointer for the spell being |
76 | * Basically, it sets up the skill pointer for the spell being |
70 | * cast. If op is really casting the spell, then the skill |
77 | * cast. If op is really casting the spell, then the skill |
71 | * is whatever skill the spell requires. |
78 | * is whatever skill the spell requires. |
72 | * if instead caster (rod, horn, wand, etc) is casting the skill, |
79 | * if instead caster (rod, horn, wand, etc) is casting the skill, |
73 | * then they get exp for the skill that you need to use for |
80 | * then they get exp for the skill that you need to use for |
74 | * that object (use magic device). |
81 | * that object (use magic device). |
75 | */ |
82 | */ |
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83 | void |
76 | void set_spell_skill(object *op, object *caster, object *spob, object *dest) |
84 | set_spell_skill (object *op, object *caster, object *spob, object *dest) |
77 | { |
85 | { |
78 | if (caster == op && spob->skill) |
86 | if (caster == op && spob->skill) |
79 | dest->skill = spob->skill; |
87 | dest->skill = spob->skill; |
80 | else |
88 | else |
81 | dest->skill = caster->skill; |
89 | dest->skill = caster->skill; |
… | |
… | |
85 | * is what it does. It goes through the spells looking for any |
93 | * is what it does. It goes through the spells looking for any |
86 | * obvious errors. This was most useful in debugging when re-doing |
94 | * obvious errors. This was most useful in debugging when re-doing |
87 | * all the spells to catch simple errors. To use it all the time |
95 | * all the spells to catch simple errors. To use it all the time |
88 | * will result in it spitting out messages that aren't really errors. |
96 | * will result in it spitting out messages that aren't really errors. |
89 | */ |
97 | */ |
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98 | void |
90 | void init_spells(void) { |
99 | init_spells (void) |
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100 | { |
91 | #ifdef SPELL_DEBUG |
101 | #ifdef SPELL_DEBUG |
92 | static int init_spells_done = 0; |
102 | static int init_spells_done = 0; |
93 | int i; |
103 | int i; |
94 | archetype *at; |
104 | archetype *at; |
95 | |
105 | |
96 | if (init_spells_done) |
106 | if (init_spells_done) |
97 | return; |
107 | return; |
98 | LOG(llevDebug, "Checking spells...\n"); |
108 | LOG (llevDebug, "Checking spells...\n"); |
99 | |
109 | |
100 | for (at=first_archetype; at; at=at->next) { |
110 | for (at = first_archetype; at; at = at->next) |
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111 | { |
101 | if (at->clone.type == SPELL) { |
112 | if (at->clone.type == SPELL) |
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113 | { |
102 | if (at->clone.skill) { |
114 | if (at->clone.skill) |
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115 | { |
103 | for (i=1; i<NUM_SKILLS; i++) |
116 | for (i = 1; i < NUM_SKILLS; i++) |
104 | if (!strcmp(skill_names[i], at->clone.skill)) break; |
117 | if (!strcmp (skill_names[i], at->clone.skill)) |
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118 | break; |
105 | if (i==NUM_SKILLS) { |
119 | if (i == NUM_SKILLS) |
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120 | { |
106 | LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
121 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
107 | } |
122 | } |
108 | } |
123 | } |
109 | /* other_arch is already checked for in the loader */ |
124 | /* other_arch is already checked for in the loader */ |
110 | } |
125 | } |
111 | } |
126 | } |
112 | |
127 | |
113 | i=0; |
128 | i = 0; |
114 | while (spell_mapping[i]) { |
129 | while (spell_mapping[i]) |
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130 | { |
115 | if (!find_archetype(spell_mapping[i])) { |
131 | if (!find_archetype (spell_mapping[i])) |
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132 | { |
116 | LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
133 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
117 | } |
134 | } |
118 | i++; |
135 | i++; |
119 | } |
136 | } |
120 | LOG(llevDebug, "Checking spells completed.\n"); |
137 | LOG (llevDebug, "Checking spells completed.\n"); |
121 | #endif |
138 | #endif |
122 | } |
139 | } |
123 | |
140 | |
124 | /* Dumps all the spells - now also dumps skill associated with the spell. |
141 | /* Dumps all the spells - now also dumps skill associated with the spell. |
125 | * not sure what this would be used for, as the data seems pretty |
142 | * not sure what this would be used for, as the data seems pretty |
126 | * minimal, but easy enough to keep around. |
143 | * minimal, but easy enough to keep around. |
127 | */ |
144 | */ |
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145 | void |
128 | void dump_spells(void) |
146 | dump_spells (void) |
129 | { |
147 | { |
130 | archetype *at; |
148 | archetype *at; |
131 | |
149 | |
132 | for (at=first_archetype; at; at=at->next) { |
150 | for (at = first_archetype; at; at = at->next) |
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151 | { |
133 | if (at->clone.type == SPELL) { |
152 | if (at->clone.type == SPELL) |
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153 | { |
134 | fprintf(stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
154 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
135 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", |
155 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
136 | &at->clone.skill, at->clone.level); |
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137 | } |
156 | } |
138 | } |
157 | } |
139 | } |
158 | } |
140 | |
159 | |
141 | /* pretty basic function - basically just takes |
160 | /* pretty basic function - basically just takes |
142 | * an object, sets the x,y, and calls insert_ob_in_map |
161 | * an object, sets the x,y, and calls insert_ob_in_map |
143 | */ |
162 | */ |
144 | |
163 | |
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164 | void |
145 | void spell_effect (object *spob, int x, int y, mapstruct *map, |
165 | spell_effect (object *spob, int x, int y, mapstruct *map, object *originator) |
146 | object *originator) |
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147 | { |
166 | { |
148 | |
167 | |
149 | if (spob->other_arch != NULL) { |
168 | if (spob->other_arch != NULL) |
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169 | { |
150 | object *effect = arch_to_object(spob->other_arch); |
170 | object *effect = arch_to_object (spob->other_arch); |
151 | |
171 | |
152 | effect->x = x; |
172 | effect->x = x; |
153 | effect->y = y; |
173 | effect->y = y; |
154 | |
174 | |
155 | insert_ob_in_map(effect, map, originator,0); |
175 | insert_ob_in_map (effect, map, originator, 0); |
156 | } |
176 | } |
157 | } |
177 | } |
158 | |
178 | |
159 | /* |
179 | /* |
160 | * This function takes a caster and spell and presents the |
180 | * This function takes a caster and spell and presents the |
… | |
… | |
164 | * |
184 | * |
165 | * caster is person casting hte spell. |
185 | * caster is person casting hte spell. |
166 | * spell is the spell object. |
186 | * spell is the spell object. |
167 | * Returns modified level. |
187 | * Returns modified level. |
168 | */ |
188 | */ |
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189 | int |
169 | int min_casting_level(object *caster, object *spell) |
190 | min_casting_level (object *caster, object *spell) |
170 | { |
191 | { |
171 | int new_level; |
192 | int new_level; |
172 | |
193 | |
173 | if (caster->path_denied & spell->path_attuned) { |
194 | if (caster->path_denied & spell->path_attuned) |
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195 | { |
174 | /* This case is not a bug, just the fact that this function is |
196 | /* This case is not a bug, just the fact that this function is |
175 | * usually called BEFORE checking for path_deny. -AV |
197 | * usually called BEFORE checking for path_deny. -AV |
176 | */ |
198 | */ |
177 | #if 0 |
199 | #if 0 |
178 | LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " |
200 | LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " "spell\n", caster->arch->name, caster->name); |
179 | "spell\n", caster->arch->name, caster->name); |
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180 | #endif |
201 | #endif |
181 | return 1; |
202 | return 1; |
182 | } |
203 | } |
183 | new_level = spell->level |
204 | new_level = spell->level |
184 | + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) |
205 | + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); |
185 | + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); |
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186 | return (new_level < 1) ? 1 : new_level; |
206 | return (new_level < 1) ? 1 : new_level; |
187 | } |
207 | } |
188 | |
208 | |
189 | |
209 | |
190 | /* This function returns the effective level the spell |
210 | /* This function returns the effective level the spell |
191 | * is being cast at. |
211 | * is being cast at. |
192 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
212 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
193 | * This is because the new code compares casting_level against |
213 | * This is because the new code compares casting_level against |
194 | * min_caster_level, so the difference is effectively 4 |
214 | * min_caster_level, so the difference is effectively 4 |
195 | */ |
215 | */ |
196 | |
216 | |
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217 | int |
197 | int caster_level(object *caster, object *spell) |
218 | caster_level (object *caster, object *spell) |
198 | { |
219 | { |
199 | int level = caster->level; |
220 | int level = caster->level; |
200 | |
221 | |
201 | /* If this is a player, try to find the matching skill */ |
222 | /* If this is a player, try to find the matching skill */ |
202 | if (caster->type == PLAYER && spell->skill) { |
223 | if (caster->type == PLAYER && spell->skill) |
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224 | { |
203 | int i; |
225 | int i; |
204 | |
226 | |
205 | for (i=0; i < NUM_SKILLS; i++) |
227 | for (i = 0; i < NUM_SKILLS; i++) |
206 | if (caster->contr->last_skill_ob[i] && |
228 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
207 | caster->contr->last_skill_ob[i]->skill == spell->skill) { |
229 | { |
208 | level = caster->contr->last_skill_ob[i]->level; |
230 | level = caster->contr->last_skill_ob[i]->level; |
209 | break; |
231 | break; |
210 | } |
232 | } |
211 | } |
233 | } |
212 | |
234 | |
213 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
235 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
214 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
236 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
215 | { |
237 | { |
216 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
238 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
217 | int sk_level = skill ? skill->level : 1; |
239 | int sk_level = skill ? skill->level : 1; |
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240 | |
218 | level = MIN (level, sk_level + level / 10 + 1); |
241 | level = MIN (level, sk_level + level / 10 + 1); |
219 | } |
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220 | |
242 | } |
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243 | |
221 | /* Got valid caster level. Now adjust for attunement */ |
244 | /* Got valid caster level. Now adjust for attunement */ |
222 | level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) |
245 | level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); |
223 | + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); |
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224 | |
246 | |
225 | /* Always make this at least 1. If this is zero, we get divide by zero |
247 | /* Always make this at least 1. If this is zero, we get divide by zero |
226 | * errors in various places. |
248 | * errors in various places. |
227 | */ |
249 | */ |
228 | if (level < 1) level = 1; |
250 | if (level < 1) |
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251 | level = 1; |
229 | return level; |
252 | return level; |
230 | } |
253 | } |
231 | |
254 | |
232 | /* The following function scales the spellpoint cost of |
255 | /* The following function scales the spellpoint cost of |
233 | * a spell by it's increased effectiveness. Some of the |
256 | * a spell by it's increased effectiveness. Some of the |
234 | * lower level spells become incredibly vicious at high |
257 | * lower level spells become incredibly vicious at high |
… | |
… | |
239 | * spell is the spell object. |
262 | * spell is the spell object. |
240 | * Note that it is now possible for a spell to cost both grace and |
263 | * Note that it is now possible for a spell to cost both grace and |
241 | * mana. In that case, we return which ever value is higher. |
264 | * mana. In that case, we return which ever value is higher. |
242 | */ |
265 | */ |
243 | |
266 | |
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267 | sint16 |
244 | sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags) |
268 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
245 | { |
269 | { |
246 | int sp, grace, level = caster_level(caster, spell); |
270 | int sp, grace, level = caster_level (caster, spell); |
247 | |
271 | |
248 | if (settings.spellpoint_level_depend == TRUE) { |
272 | if (settings.spellpoint_level_depend == TRUE) |
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273 | { |
249 | if (spell->stats.sp && spell->stats.maxsp) { |
274 | if (spell->stats.sp && spell->stats.maxsp) |
250 | sp= (int) (spell->stats.sp * |
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251 | (1.0 + MAX(0, |
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252 | (float)(level-spell->level)/ (float)spell->stats.maxsp))); |
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253 | } |
275 | { |
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276 | sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); |
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277 | } |
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278 | else |
254 | else sp = spell->stats.sp; |
279 | sp = spell->stats.sp; |
255 | |
280 | |
256 | sp *= (int) PATH_SP_MULT(caster,spell); |
281 | sp *= (int) PATH_SP_MULT (caster, spell); |
257 | if (!sp && spell->stats.sp) sp=1; |
282 | if (!sp && spell->stats.sp) |
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283 | sp = 1; |
258 | |
284 | |
259 | if (spell->stats.grace && spell->stats.maxgrace) { |
285 | if (spell->stats.grace && spell->stats.maxgrace) |
260 | grace= (int) (spell->stats.grace * |
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261 | (1.0 + MAX(0, |
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262 | (float)(level-spell->level)/ (float)spell->stats.maxgrace))); |
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263 | } |
286 | { |
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287 | grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); |
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288 | } |
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289 | else |
264 | else grace = spell->stats.grace; |
290 | grace = spell->stats.grace; |
265 | |
291 | |
266 | grace *= (int) PATH_SP_MULT(caster,spell); |
292 | grace *= (int) PATH_SP_MULT (caster, spell); |
267 | if (spell->stats.grace && !grace) grace=1; |
293 | if (spell->stats.grace && !grace) |
268 | } else { |
294 | grace = 1; |
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295 | } |
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296 | else |
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297 | { |
269 | sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell)); |
298 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
270 | if (spell->stats.sp && !sp) sp=1; |
299 | if (spell->stats.sp && !sp) |
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300 | sp = 1; |
271 | grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell)); |
301 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
272 | if (spell->stats.grace && !grace) grace=1; |
302 | if (spell->stats.grace && !grace) |
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303 | grace = 1; |
273 | } |
304 | } |
274 | if (flags == SPELL_HIGHEST) |
305 | if (flags == SPELL_HIGHEST) |
275 | return MAX(sp, grace); |
306 | return MAX (sp, grace); |
276 | else if (flags == SPELL_GRACE) |
307 | else if (flags == SPELL_GRACE) |
277 | return grace; |
308 | return grace; |
278 | else if (flags == SPELL_MANA) |
309 | else if (flags == SPELL_MANA) |
279 | return sp; |
310 | return sp; |
280 | else { |
311 | else |
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312 | { |
281 | LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
313 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
282 | return 0; |
314 | return 0; |
283 | } |
315 | } |
284 | } |
316 | } |
285 | |
317 | |
286 | |
318 | |
287 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
319 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
288 | * spob is the spell we are adjusting. |
320 | * spob is the spell we are adjusting. |
289 | */ |
321 | */ |
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322 | int |
290 | int SP_level_dam_adjust(object *caster, object *spob) |
323 | SP_level_dam_adjust (object *caster, object *spob) |
291 | { |
324 | { |
292 | int level = caster_level (caster, spob); |
325 | int level = caster_level (caster, spob); |
293 | int adj = level - min_casting_level(caster, spob); |
326 | int adj = level - min_casting_level (caster, spob); |
294 | |
327 | |
295 | if(adj < 0) adj=0; |
328 | if (adj < 0) |
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329 | adj = 0; |
296 | if (spob->dam_modifier) |
330 | if (spob->dam_modifier) |
297 | adj/=spob->dam_modifier; |
331 | adj /= spob->dam_modifier; |
298 | else adj=0; |
332 | else |
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333 | adj = 0; |
299 | return adj; |
334 | return adj; |
300 | } |
335 | } |
301 | |
336 | |
302 | /* Adjust the strength of the spell based on level. |
337 | /* Adjust the strength of the spell based on level. |
303 | * This is basically the same as SP_level_dam_adjust above, |
338 | * This is basically the same as SP_level_dam_adjust above, |
304 | * but instead looks at the level_modifier value. |
339 | * but instead looks at the level_modifier value. |
305 | */ |
340 | */ |
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341 | int |
306 | int SP_level_duration_adjust(object *caster, object *spob) |
342 | SP_level_duration_adjust (object *caster, object *spob) |
307 | { |
343 | { |
308 | int level = caster_level (caster, spob); |
344 | int level = caster_level (caster, spob); |
309 | int adj = level - min_casting_level(caster, spob); |
345 | int adj = level - min_casting_level (caster, spob); |
310 | |
346 | |
311 | if(adj < 0) adj=0; |
347 | if (adj < 0) |
|
|
348 | adj = 0; |
312 | if(spob->duration_modifier) |
349 | if (spob->duration_modifier) |
313 | adj/=spob->duration_modifier; |
350 | adj /= spob->duration_modifier; |
314 | else adj=0; |
351 | else |
|
|
352 | adj = 0; |
315 | |
353 | |
316 | return adj; |
354 | return adj; |
317 | } |
355 | } |
318 | |
356 | |
319 | /* Adjust the strength of the spell based on level. |
357 | /* Adjust the strength of the spell based on level. |
320 | * This is basically the same as SP_level_dam_adjust above, |
358 | * This is basically the same as SP_level_dam_adjust above, |
321 | * but instead looks at the level_modifier value. |
359 | * but instead looks at the level_modifier value. |
322 | */ |
360 | */ |
|
|
361 | int |
323 | int SP_level_range_adjust(object *caster, object *spob) |
362 | SP_level_range_adjust (object *caster, object *spob) |
324 | { |
363 | { |
325 | int level = caster_level (caster, spob); |
364 | int level = caster_level (caster, spob); |
326 | int adj = level - min_casting_level(caster, spob); |
365 | int adj = level - min_casting_level (caster, spob); |
327 | |
366 | |
328 | if(adj < 0) adj=0; |
367 | if (adj < 0) |
|
|
368 | adj = 0; |
329 | if(spob->range_modifier) |
369 | if (spob->range_modifier) |
330 | adj/=spob->range_modifier; |
370 | adj /= spob->range_modifier; |
331 | else adj=0; |
371 | else |
|
|
372 | adj = 0; |
332 | |
373 | |
333 | return adj; |
374 | return adj; |
334 | } |
375 | } |
335 | |
376 | |
336 | /* Checks to see if player knows the spell. If the name is the same |
377 | /* Checks to see if player knows the spell. If the name is the same |
337 | * as an existing spell, we presume they know it. |
378 | * as an existing spell, we presume they know it. |
338 | * returns 1 if they know the spell, 0 if they don't. |
379 | * returns 1 if they know the spell, 0 if they don't. |
339 | */ |
380 | */ |
|
|
381 | object * |
340 | object *check_spell_known (object *op, const char *name) |
382 | check_spell_known (object *op, const char *name) |
341 | { |
383 | { |
342 | object *spop; |
384 | object *spop; |
343 | |
385 | |
344 | for (spop=op->inv; spop; spop=spop->below) |
386 | for (spop = op->inv; spop; spop = spop->below) |
345 | if (spop->type == SPELL && !strcmp(spop->name, name)) return spop; |
387 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
|
|
388 | return spop; |
346 | |
389 | |
347 | return NULL; |
390 | return NULL; |
348 | } |
391 | } |
349 | |
392 | |
350 | |
393 | |
351 | /* |
394 | /* |
352 | * Look at object 'op' and see if they know the spell |
395 | * Look at object 'op' and see if they know the spell |
… | |
… | |
355 | * returns the matching spell object, or NULL. |
398 | * returns the matching spell object, or NULL. |
356 | * If we match multiple spells but don't get an |
399 | * If we match multiple spells but don't get an |
357 | * exact match, we also return NULL. |
400 | * exact match, we also return NULL. |
358 | */ |
401 | */ |
359 | |
402 | |
|
|
403 | object * |
360 | object *lookup_spell_by_name(object *op,const char *spname) { |
404 | lookup_spell_by_name (object *op, const char *spname) |
|
|
405 | { |
361 | object *spob1=NULL, *spob2=NULL, *spob; |
406 | object *spob1 = NULL, *spob2 = NULL, *spob; |
362 | int nummatch=0; |
407 | int nummatch = 0; |
363 | |
408 | |
364 | if(spname==NULL) return NULL; |
409 | if (spname == NULL) |
|
|
410 | return NULL; |
365 | |
411 | |
366 | /* Try to find the spell. We store the results in spob1 |
412 | /* Try to find the spell. We store the results in spob1 |
367 | * and spob2 - spob1 is only taking the length of |
413 | * and spob2 - spob1 is only taking the length of |
368 | * the past spname, spob2 uses the length of the spell name. |
414 | * the past spname, spob2 uses the length of the spell name. |
369 | */ |
415 | */ |
370 | for (spob = op->inv; spob; spob=spob->below) { |
416 | for (spob = op->inv; spob; spob = spob->below) |
|
|
417 | { |
371 | if (spob->type == SPELL) { |
418 | if (spob->type == SPELL) |
|
|
419 | { |
372 | if (!strncmp(spob->name, spname, strlen(spname))) { |
420 | if (!strncmp (spob->name, spname, strlen (spname))) |
|
|
421 | { |
373 | nummatch++; |
422 | nummatch++; |
374 | spob1 = spob; |
423 | spob1 = spob; |
375 | } else if (!strncmp(spob->name, spname, strlen(spob->name))) { |
|
|
376 | /* if spells have ambiguous names, it makes matching |
|
|
377 | * really difficult. (eg, fire and fireball would |
|
|
378 | * fall into this category). It shouldn't be hard to |
|
|
379 | * make sure spell names don't overlap in that fashion. |
|
|
380 | */ |
|
|
381 | if (spob2) |
|
|
382 | LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n", |
|
|
383 | &spob2->name, &spob->name); |
|
|
384 | spob2 = spob; |
|
|
385 | } |
424 | } |
|
|
425 | else if (!strncmp (spob->name, spname, strlen (spob->name))) |
|
|
426 | { |
|
|
427 | /* if spells have ambiguous names, it makes matching |
|
|
428 | * really difficult. (eg, fire and fireball would |
|
|
429 | * fall into this category). It shouldn't be hard to |
|
|
430 | * make sure spell names don't overlap in that fashion. |
|
|
431 | */ |
|
|
432 | if (spob2) |
|
|
433 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
|
|
434 | spob2 = spob; |
386 | } |
435 | } |
|
|
436 | } |
387 | } |
437 | } |
388 | /* if we have best match, return it. Otherwise, if we have one match |
438 | /* if we have best match, return it. Otherwise, if we have one match |
389 | * on the loser match, return that, otehrwise null |
439 | * on the loser match, return that, otehrwise null |
390 | */ |
440 | */ |
|
|
441 | if (spob2) |
391 | if (spob2) return spob2; |
442 | return spob2; |
392 | if (spob1 && nummatch == 1) return spob1; |
443 | if (spob1 && nummatch == 1) |
|
|
444 | return spob1; |
393 | return NULL; |
445 | return NULL; |
394 | } |
446 | } |
395 | |
447 | |
396 | /* reflwall - decides weither the (spell-)object sp_op will |
448 | /* reflwall - decides weither the (spell-)object sp_op will |
397 | * be reflected from the given mapsquare. Returns 1 if true. |
449 | * be reflected from the given mapsquare. Returns 1 if true. |
398 | * (Note that for living creatures there is a small chance that |
450 | * (Note that for living creatures there is a small chance that |
399 | * reflect_spell fails.) |
451 | * reflect_spell fails.) |
400 | * Caller should be sure it passes us valid map coordinates |
452 | * Caller should be sure it passes us valid map coordinates |
401 | * eg, updated for tiled maps. |
453 | * eg, updated for tiled maps. |
402 | */ |
454 | */ |
|
|
455 | int |
403 | int reflwall(mapstruct *m,int x,int y, object *sp_op) { |
456 | reflwall (mapstruct *m, int x, int y, object *sp_op) |
|
|
457 | { |
404 | object *op; |
458 | object *op; |
405 | |
459 | |
406 | if(OUT_OF_REAL_MAP(m,x,y)) return 0; |
460 | if (OUT_OF_REAL_MAP (m, x, y)) |
407 | for(op=get_map_ob(m,x,y);op!=NULL;op=op->above) |
|
|
408 | if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) || |
|
|
409 | sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10))) |
|
|
410 | return 1; |
|
|
411 | |
|
|
412 | return 0; |
461 | return 0; |
|
|
462 | for (op = get_map_ob (m, x, y); op != NULL; op = op->above) |
|
|
463 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) || |
|
|
464 | sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
|
|
465 | return 1; |
|
|
466 | |
|
|
467 | return 0; |
413 | } |
468 | } |
414 | |
469 | |
415 | /* cast_create_object: creates object new_op in direction dir |
470 | /* cast_create_object: creates object new_op in direction dir |
416 | * or if that is blocked, beneath the player (op). |
471 | * or if that is blocked, beneath the player (op). |
417 | * we pass 'caster', but don't use it for anything. |
472 | * we pass 'caster', but don't use it for anything. |
418 | * This is really just a simple wrapper function . |
473 | * This is really just a simple wrapper function . |
419 | * returns the direction that the object was actually placed |
474 | * returns the direction that the object was actually placed |
420 | * in. |
475 | * in. |
421 | */ |
476 | */ |
|
|
477 | int |
422 | int cast_create_obj(object *op,object *caster,object *new_op, int dir) |
478 | cast_create_obj (object *op, object *caster, object *new_op, int dir) |
423 | { |
479 | { |
424 | mapstruct *m; |
480 | mapstruct *m; |
425 | sint16 sx, sy; |
481 | sint16 sx, sy; |
426 | |
482 | |
427 | if(dir && |
483 | if (dir && |
428 | ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || |
484 | ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || |
429 | OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) { |
485 | OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) |
|
|
486 | { |
430 | new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
487 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
431 | new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet."); |
488 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
432 | dir = 0; |
489 | dir = 0; |
433 | } |
490 | } |
434 | new_op->x=op->x+freearr_x[dir]; |
491 | new_op->x = op->x + freearr_x[dir]; |
435 | new_op->y=op->y+freearr_y[dir]; |
492 | new_op->y = op->y + freearr_y[dir]; |
436 | if (dir == 0) |
493 | if (dir == 0) |
437 | insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR); |
494 | insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); |
438 | else |
495 | else |
439 | insert_ob_in_map(new_op,op->map,op,0); |
496 | insert_ob_in_map (new_op, op->map, op, 0); |
440 | return dir; |
497 | return dir; |
441 | } |
498 | } |
442 | |
499 | |
443 | /* Returns true if it is ok to put spell *op on the space/may provided. |
500 | /* Returns true if it is ok to put spell *op on the space/may provided. |
444 | * immune_stop is basically the attacktype of the spell (why |
501 | * immune_stop is basically the attacktype of the spell (why |
445 | * passed as a different value, not sure of). If immune_stop |
502 | * passed as a different value, not sure of). If immune_stop |
… | |
… | |
447 | * on the space, the object doesn't get placed. if immune stop |
504 | * on the space, the object doesn't get placed. if immune stop |
448 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
505 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
449 | * |
506 | * |
450 | */ |
507 | */ |
451 | |
508 | |
|
|
509 | int |
452 | int ok_to_put_more(mapstruct *m,sint16 x,sint16 y,object *op,int immune_stop) { |
510 | ok_to_put_more (mapstruct *m, sint16 x, sint16 y, object *op, int immune_stop) |
|
|
511 | { |
453 | object *tmp; |
512 | object *tmp; |
454 | int mflags; |
513 | int mflags; |
455 | mapstruct *mp; |
514 | mapstruct *mp; |
456 | |
515 | |
457 | mp = m; |
516 | mp = m; |
458 | mflags = get_map_flags(m, &mp, x, y, &x, &y); |
517 | mflags = get_map_flags (m, &mp, x, y, &x, &y); |
459 | |
518 | |
460 | if (mflags & P_OUT_OF_MAP) return 0; |
519 | if (mflags & P_OUT_OF_MAP) |
|
|
520 | return 0; |
461 | |
521 | |
462 | if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0; |
522 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) |
|
|
523 | return 0; |
463 | |
524 | |
464 | for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) { |
525 | for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above) |
|
|
526 | { |
465 | /* If there is a counterspell on the space, and this |
527 | /* If there is a counterspell on the space, and this |
466 | * object is using magic, don't progress. I believe we could |
528 | * object is using magic, don't progress. I believe we could |
467 | * leave this out and let in progress, and other areas of the code |
529 | * leave this out and let in progress, and other areas of the code |
468 | * will then remove it, but that would seem to to use more |
530 | * will then remove it, but that would seem to to use more |
469 | * resources, and may not work as well if a player is standing |
531 | * resources, and may not work as well if a player is standing |
470 | * on top of a counterwall spell (may hit the player before being |
532 | * on top of a counterwall spell (may hit the player before being |
471 | * removed.) On the other hand, it may be more dramatic for the |
533 | * removed.) On the other hand, it may be more dramatic for the |
472 | * spell to actually hit the counterwall and be sucked up. |
534 | * spell to actually hit the counterwall and be sucked up. |
473 | */ |
535 | */ |
474 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
536 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
475 | (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) && |
537 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
476 | (tmp->type != WEAPON) && (tmp->type != BOW) && |
538 | (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) |
477 | (tmp->type != ARROW) && (tmp->type != GOLEM) && |
539 | return 0; |
478 | (immune_stop & AT_MAGIC)) return 0; |
|
|
479 | |
540 | |
480 | /* This is to prevent 'out of control' spells. Basically, this |
541 | /* This is to prevent 'out of control' spells. Basically, this |
481 | * limits one spell effect per space per spell. This is definately |
542 | * limits one spell effect per space per spell. This is definately |
482 | * needed for performance reasons, and just for playability I believe. |
543 | * needed for performance reasons, and just for playability I believe. |
483 | * there are no such things as multispaced spells right now, so |
544 | * there are no such things as multispaced spells right now, so |
484 | * we don't need to worry about the head. |
545 | * we don't need to worry about the head. |
485 | */ |
546 | */ |
486 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && |
547 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
487 | (tmp->subtype == op->subtype)) |
|
|
488 | return 0; |
548 | return 0; |
489 | |
549 | |
490 | /* |
550 | /* |
491 | * Combine similar spell effects into one spell effect. Needed for |
551 | * Combine similar spell effects into one spell effect. Needed for |
492 | * performance reasons with meteor swarm and the like, but also for |
552 | * performance reasons with meteor swarm and the like, but also for |
493 | * playability reasons. |
553 | * playability reasons. |
494 | */ |
554 | */ |
495 | if (tmp->arch == op->arch |
555 | if (tmp->arch == op->arch |
496 | && tmp->type == op->type |
556 | && tmp->type == op->type |
497 | && tmp->subtype == op->subtype |
557 | && tmp->subtype == op->subtype |
498 | && tmp->owner == op->owner |
558 | && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
499 | && ((tmp->subtype == SP_EXPLOSION) |
|
|
500 | || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)) |
|
|
501 | ) { |
559 | { |
502 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
560 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
503 | tmp->range = MAX (tmp->range, op->range); |
561 | tmp->range = MAX (tmp->range, op->range); |
504 | tmp->duration = MAX (tmp->duration, op->duration); |
562 | tmp->duration = MAX (tmp->duration, op->duration); |
505 | return 0; |
563 | return 0; |
506 | } |
564 | } |
507 | |
565 | |
508 | /* Perhaps we should also put checks in for no magic and unholy |
566 | /* Perhaps we should also put checks in for no magic and unholy |
509 | * ground to prevent it from moving along? |
567 | * ground to prevent it from moving along? |
510 | */ |
568 | */ |
511 | } |
569 | } |
512 | /* If it passes the above tests, it must be OK */ |
570 | /* If it passes the above tests, it must be OK */ |
513 | return 1; |
571 | return 1; |
514 | } |
572 | } |
515 | |
573 | |
516 | /* fire_arch_from_position: fires an archetype. |
574 | /* fire_arch_from_position: fires an archetype. |
517 | * op: person firing the object. |
575 | * op: person firing the object. |
518 | * caster: object casting the spell. |
576 | * caster: object casting the spell. |
… | |
… | |
521 | * dir: direction to fire in. |
579 | * dir: direction to fire in. |
522 | * spell: spell that is being fired. It uses other_arch for the archetype |
580 | * spell: spell that is being fired. It uses other_arch for the archetype |
523 | * to fire. |
581 | * to fire. |
524 | * returns 0 on failure, 1 on success. |
582 | * returns 0 on failure, 1 on success. |
525 | */ |
583 | */ |
526 | |
584 | |
|
|
585 | int |
527 | int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, |
586 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
528 | int dir, object *spell) |
|
|
529 | { |
587 | { |
530 | object *tmp; |
588 | object *tmp; |
531 | int mflags; |
589 | int mflags; |
532 | mapstruct *m; |
590 | mapstruct *m; |
533 | |
591 | |
534 | if(spell->other_arch==NULL) |
592 | if (spell->other_arch == NULL) |
|
|
593 | return 0; |
|
|
594 | |
|
|
595 | m = op->map; |
|
|
596 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
597 | if (mflags & P_OUT_OF_MAP) |
|
|
598 | { |
|
|
599 | return 0; |
|
|
600 | } |
|
|
601 | |
|
|
602 | tmp = arch_to_object (spell->other_arch); |
|
|
603 | |
|
|
604 | if (tmp == NULL) |
|
|
605 | return 0; |
|
|
606 | |
|
|
607 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
608 | { |
|
|
609 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
610 | free_object (tmp); |
|
|
611 | return 0; |
|
|
612 | } |
|
|
613 | |
|
|
614 | |
|
|
615 | |
|
|
616 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
|
|
617 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
|
|
618 | /* code in time.c uses food for some things, duration for others */ |
|
|
619 | tmp->stats.food = tmp->duration; |
|
|
620 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
|
|
621 | tmp->attacktype = spell->attacktype; |
|
|
622 | tmp->x = x; |
|
|
623 | tmp->y = y; |
|
|
624 | tmp->direction = dir; |
|
|
625 | if (get_owner (op) != NULL) |
|
|
626 | copy_owner (tmp, op); |
|
|
627 | else |
|
|
628 | set_owner (tmp, op); |
|
|
629 | tmp->level = caster_level (caster, spell); |
|
|
630 | set_spell_skill (op, caster, spell, tmp); |
|
|
631 | |
|
|
632 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
|
|
633 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
|
|
634 | { |
|
|
635 | if (!tailor_god_spell (tmp, op)) |
535 | return 0; |
636 | return 0; |
536 | |
|
|
537 | m = op->map; |
|
|
538 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
|
|
539 | if (mflags & P_OUT_OF_MAP) { |
|
|
540 | return 0; |
|
|
541 | } |
637 | } |
542 | |
|
|
543 | tmp=arch_to_object(spell->other_arch); |
|
|
544 | |
|
|
545 | if(tmp==NULL) |
|
|
546 | return 0; |
|
|
547 | |
|
|
548 | if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) { |
|
|
549 | new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
550 | free_object(tmp); |
|
|
551 | return 0; |
|
|
552 | } |
|
|
553 | |
|
|
554 | |
|
|
555 | |
|
|
556 | tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell); |
|
|
557 | tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell); |
|
|
558 | /* code in time.c uses food for some things, duration for others */ |
|
|
559 | tmp->stats.food = tmp->duration; |
|
|
560 | tmp->range=spell->range+SP_level_range_adjust(caster,spell); |
|
|
561 | tmp->attacktype = spell->attacktype; |
|
|
562 | tmp->x=x; |
|
|
563 | tmp->y=y; |
|
|
564 | tmp->direction=dir; |
|
|
565 | if (get_owner (op) != NULL) |
|
|
566 | copy_owner (tmp, op); |
|
|
567 | else |
|
|
568 | set_owner (tmp, op); |
|
|
569 | tmp->level = caster_level (caster, spell); |
|
|
570 | set_spell_skill(op, caster, spell, tmp); |
|
|
571 | |
|
|
572 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
|
|
573 | if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) { |
|
|
574 | if(!tailor_god_spell(tmp,op)) return 0; |
|
|
575 | } |
|
|
576 | if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) |
638 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
577 | SET_ANIMATION(tmp, dir); |
639 | SET_ANIMATION (tmp, dir); |
578 | |
640 | |
579 | if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) |
641 | if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) |
580 | return 1; |
|
|
581 | |
|
|
582 | move_spell_effect(tmp); |
|
|
583 | |
|
|
584 | return 1; |
642 | return 1; |
|
|
643 | |
|
|
644 | move_spell_effect (tmp); |
|
|
645 | |
|
|
646 | return 1; |
585 | } |
647 | } |
586 | |
648 | |
587 | |
649 | |
588 | |
650 | |
589 | /***************************************************************************** |
651 | /***************************************************************************** |
590 | * |
652 | * |
591 | * Code related to rods - perhaps better located in another file? |
653 | * Code related to rods - perhaps better located in another file? |
592 | * |
654 | * |
593 | ****************************************************************************/ |
655 | ****************************************************************************/ |
594 | |
656 | |
|
|
657 | void |
595 | void regenerate_rod(object *rod) { |
658 | regenerate_rod (object *rod) |
|
|
659 | { |
596 | if (rod->stats.hp < rod->stats.maxhp) { |
660 | if (rod->stats.hp < rod->stats.maxhp) |
|
|
661 | { |
597 | rod->stats.hp+= 1 + rod->stats.maxhp/10; |
662 | rod->stats.hp += 1 + rod->stats.maxhp / 10; |
598 | |
663 | |
599 | if (rod->stats.hp > rod->stats.maxhp) |
664 | if (rod->stats.hp > rod->stats.maxhp) |
600 | rod->stats.hp = rod->stats.maxhp; |
665 | rod->stats.hp = rod->stats.maxhp; |
601 | } |
666 | } |
602 | } |
667 | } |
603 | |
668 | |
604 | |
669 | |
|
|
670 | void |
605 | void drain_rod_charge(object *rod) { |
671 | drain_rod_charge (object *rod) |
|
|
672 | { |
606 | rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST); |
673 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
607 | } |
674 | } |
608 | |
675 | |
609 | |
676 | |
610 | |
677 | |
611 | |
678 | |
… | |
… | |
614 | * op is what is looking for the target (which can be a player), |
681 | * op is what is looking for the target (which can be a player), |
615 | * dir is the direction we are looking in. Return object found, or |
682 | * dir is the direction we are looking in. Return object found, or |
616 | * NULL if no good object. |
683 | * NULL if no good object. |
617 | */ |
684 | */ |
618 | |
685 | |
|
|
686 | object * |
619 | object *find_target_for_friendly_spell(object *op,int dir) { |
687 | find_target_for_friendly_spell (object *op, int dir) |
|
|
688 | { |
620 | object *tmp; |
689 | object *tmp; |
621 | mapstruct *m; |
690 | mapstruct *m; |
622 | sint16 x, y; |
691 | sint16 x, y; |
623 | int mflags; |
692 | int mflags; |
624 | |
693 | |
625 | /* I don't really get this block - if op isn't a player or rune, |
694 | /* I don't really get this block - if op isn't a player or rune, |
626 | * we then make the owner of this object the target. |
695 | * we then make the owner of this object the target. |
627 | * The owner could very well be no where near op. |
696 | * The owner could very well be no where near op. |
628 | */ |
697 | */ |
629 | if(op->type!=PLAYER && op->type!=RUNE) { |
698 | if (op->type != PLAYER && op->type != RUNE) |
|
|
699 | { |
630 | tmp=get_owner(op); |
700 | tmp = get_owner (op); |
631 | /* If the owner does not exist, or is not a monster, than apply the spell |
701 | /* If the owner does not exist, or is not a monster, than apply the spell |
632 | * to the caster. |
702 | * to the caster. |
633 | */ |
703 | */ |
634 | if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; |
704 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
705 | tmp = op; |
|
|
706 | } |
|
|
707 | else |
635 | } |
708 | { |
636 | else { |
|
|
637 | m = op->map; |
709 | m = op->map; |
638 | x = op->x+freearr_x[dir]; |
710 | x = op->x + freearr_x[dir]; |
639 | y = op->y+freearr_y[dir]; |
711 | y = op->y + freearr_y[dir]; |
640 | |
712 | |
641 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
713 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
642 | |
714 | |
643 | if (mflags & P_OUT_OF_MAP) |
715 | if (mflags & P_OUT_OF_MAP) |
644 | tmp=NULL; |
716 | tmp = NULL; |
645 | else { |
717 | else |
646 | for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) |
|
|
647 | if(tmp->type==PLAYER) |
|
|
648 | break; |
|
|
649 | } |
|
|
650 | } |
|
|
651 | /* didn't find a player there, look in current square for a player */ |
|
|
652 | if(tmp==NULL) |
|
|
653 | for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) |
|
|
654 | { |
718 | { |
|
|
719 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
655 | if(tmp->type==PLAYER) |
720 | if (tmp->type == PLAYER) |
656 | break; |
721 | break; |
657 | } |
722 | } |
|
|
723 | } |
|
|
724 | /* didn't find a player there, look in current square for a player */ |
|
|
725 | if (tmp == NULL) |
|
|
726 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
|
|
727 | { |
|
|
728 | if (tmp->type == PLAYER) |
|
|
729 | break; |
|
|
730 | } |
658 | |
731 | |
659 | return tmp; |
732 | return tmp; |
660 | } |
733 | } |
661 | |
734 | |
662 | |
735 | |
663 | |
736 | |
664 | /* raytrace: |
737 | /* raytrace: |
… | |
… | |
671 | * It returns the direction toward the first/closest live object if it finds |
744 | * It returns the direction toward the first/closest live object if it finds |
672 | * any, otherwise -1. |
745 | * any, otherwise -1. |
673 | * note that exclude can be NULL, in which case all bets are off. |
746 | * note that exclude can be NULL, in which case all bets are off. |
674 | */ |
747 | */ |
675 | |
748 | |
|
|
749 | int |
676 | int spell_find_dir(mapstruct *m, int x, int y, object *exclude) { |
750 | spell_find_dir (mapstruct *m, int x, int y, object *exclude) |
|
|
751 | { |
677 | int i,max=SIZEOFFREE; |
752 | int i, max = SIZEOFFREE; |
678 | sint16 nx,ny; |
753 | sint16 nx, ny; |
679 | int owner_type=0, mflags; |
754 | int owner_type = 0, mflags; |
680 | object *tmp; |
755 | object *tmp; |
681 | mapstruct *mp; |
756 | mapstruct *mp; |
682 | |
757 | |
683 | if (exclude && exclude->head) |
758 | if (exclude && exclude->head) |
684 | exclude = exclude->head; |
759 | exclude = exclude->head; |
685 | if (exclude && exclude->type) |
760 | if (exclude && exclude->type) |
686 | owner_type = exclude->type; |
761 | owner_type = exclude->type; |
687 | |
762 | |
688 | for(i=rndm(1, 8);i<max;i++) { |
763 | for (i = rndm (1, 8); i < max; i++) |
|
|
764 | { |
689 | nx = x + freearr_x[i]; |
765 | nx = x + freearr_x[i]; |
690 | ny = y + freearr_y[i]; |
766 | ny = y + freearr_y[i]; |
691 | mp = m; |
767 | mp = m; |
692 | mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); |
768 | mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
693 | if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; |
769 | if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
|
|
770 | continue; |
694 | |
771 | |
695 | tmp=get_map_ob(mp,nx,ny); |
772 | tmp = get_map_ob (mp, nx, ny); |
696 | |
773 | |
697 | while(tmp!=NULL && (((owner_type==PLAYER && |
774 | while (tmp != NULL && (((owner_type == PLAYER && |
698 | !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) || |
775 | !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
699 | (owner_type!=PLAYER && tmp->type!=PLAYER)) || |
776 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
700 | (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
|
|
701 | tmp=tmp->above; |
777 | tmp = tmp->above; |
702 | |
778 | |
703 | if(tmp!=NULL && can_see_monsterP(m,x,y,i)) |
779 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
704 | return freedir[i]; |
780 | return freedir[i]; |
705 | } |
781 | } |
706 | return -1; /* flag for "keep going the way you were" */ |
782 | return -1; /* flag for "keep going the way you were" */ |
707 | } |
783 | } |
708 | |
784 | |
709 | |
785 | |
710 | |
786 | |
711 | /* put_a_monster: puts a monster named monstername near by |
787 | /* put_a_monster: puts a monster named monstername near by |
712 | * op. This creates the treasures for the monsters, and |
788 | * op. This creates the treasures for the monsters, and |
713 | * also deals with multipart monsters properly. |
789 | * also deals with multipart monsters properly. |
714 | */ |
790 | */ |
715 | |
791 | |
|
|
792 | void |
716 | void put_a_monster(object *op,const char *monstername) { |
793 | put_a_monster (object *op, const char *monstername) |
|
|
794 | { |
717 | object *tmp,*head=NULL,*prev=NULL; |
795 | object *tmp, *head = NULL, *prev = NULL; |
718 | archetype *at; |
796 | archetype *at; |
719 | int dir; |
797 | int dir; |
720 | |
798 | |
721 | /* Handle cases where we are passed a bogus mosntername */ |
799 | /* Handle cases where we are passed a bogus mosntername */ |
722 | |
800 | |
723 | if((at=find_archetype(monstername))==NULL) return; |
801 | if ((at = find_archetype (monstername)) == NULL) |
|
|
802 | return; |
724 | |
803 | |
725 | /* find a free square nearby |
804 | /* find a free square nearby |
726 | * first we check the closest square for free squares |
805 | * first we check the closest square for free squares |
727 | */ |
806 | */ |
728 | |
807 | |
729 | dir=find_first_free_spot(&at->clone,op->map,op->x,op->y); |
808 | dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); |
730 | if(dir!=-1) { |
809 | if (dir != -1) |
|
|
810 | { |
731 | /* This is basically grabbed for generate monster. Fixed 971225 to |
811 | /* This is basically grabbed for generate monster. Fixed 971225 to |
732 | * insert multipart monsters properly |
812 | * insert multipart monsters properly |
733 | */ |
813 | */ |
734 | while (at!=NULL) { |
814 | while (at != NULL) |
|
|
815 | { |
735 | tmp=arch_to_object(at); |
816 | tmp = arch_to_object (at); |
736 | tmp->x=op->x+freearr_x[dir]+at->clone.x; |
817 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
737 | tmp->y=op->y+freearr_y[dir]+at->clone.y; |
818 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
738 | tmp->map = op->map; |
819 | tmp->map = op->map; |
739 | if (head) { |
820 | if (head) |
|
|
821 | { |
740 | tmp->head=head; |
822 | tmp->head = head; |
741 | prev->more=tmp; |
823 | prev->more = tmp; |
742 | } |
824 | } |
743 | if (!head) head=tmp; |
825 | if (!head) |
|
|
826 | head = tmp; |
744 | prev=tmp; |
827 | prev = tmp; |
745 | at=at->more; |
828 | at = at->more; |
746 | } |
829 | } |
747 | |
830 | |
748 | if (head->randomitems) |
831 | if (head->randomitems) |
749 | create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); |
832 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
750 | |
833 | |
751 | insert_ob_in_map(head,op->map,op,0); |
834 | insert_ob_in_map (head, op->map, op, 0); |
752 | |
835 | |
753 | /* thought it'd be cool to insert a burnout, too.*/ |
836 | /* thought it'd be cool to insert a burnout, too. */ |
754 | tmp=get_archetype("burnout"); |
837 | tmp = get_archetype ("burnout"); |
755 | tmp->map = op->map; |
838 | tmp->map = op->map; |
756 | tmp->x=op->x+freearr_x[dir]; |
839 | tmp->x = op->x + freearr_x[dir]; |
757 | tmp->y=op->y+freearr_y[dir]; |
840 | tmp->y = op->y + freearr_y[dir]; |
758 | insert_ob_in_map(tmp,op->map,op,0); |
841 | insert_ob_in_map (tmp, op->map, op, 0); |
759 | } |
842 | } |
760 | } |
843 | } |
761 | |
844 | |
762 | /* peterm: function which summons hostile monsters and |
845 | /* peterm: function which summons hostile monsters and |
763 | * places them in nearby squares. |
846 | * places them in nearby squares. |
… | |
… | |
771 | * use to call this, but best I can tell, that spell/ability was |
854 | * use to call this, but best I can tell, that spell/ability was |
772 | * never used. This is however used by various failures on the |
855 | * never used. This is however used by various failures on the |
773 | * players part (alchemy, reincarnation, etc) |
856 | * players part (alchemy, reincarnation, etc) |
774 | */ |
857 | */ |
775 | |
858 | |
|
|
859 | int |
776 | int summon_hostile_monsters(object *op,int n,const char *monstername){ |
860 | summon_hostile_monsters (object *op, int n, const char *monstername) |
|
|
861 | { |
777 | int i; |
862 | int i; |
|
|
863 | |
778 | for(i=0;i<n;i++) |
864 | for (i = 0; i < n; i++) |
779 | put_a_monster(op,monstername); |
865 | put_a_monster (op, monstername); |
780 | |
866 | |
781 | return n; |
867 | return n; |
782 | } |
868 | } |
783 | |
869 | |
784 | |
870 | |
785 | /* Some local definitions for shuffle-attack */ |
871 | /* Some local definitions for shuffle-attack */ |
786 | struct attacktype_shuffle { |
872 | struct attacktype_shuffle |
|
|
873 | { |
787 | int attacktype; |
874 | int attacktype; |
788 | int face; |
875 | int face; |
789 | } ATTACKS[22] = { |
876 | } ATTACKS[22] = |
|
|
877 | { |
|
|
878 | { |
790 | {AT_PHYSICAL,0}, |
879 | AT_PHYSICAL, 0}, |
|
|
880 | { |
791 | {AT_PHYSICAL,0}, /*face = explosion*/ |
881 | AT_PHYSICAL, 0}, /*face = explosion */ |
|
|
882 | { |
792 | {AT_PHYSICAL,0}, |
883 | AT_PHYSICAL, 0}, |
|
|
884 | { |
793 | {AT_MAGIC,1}, |
885 | AT_MAGIC, 1}, |
|
|
886 | { |
794 | {AT_MAGIC,1}, /* face = last-burnout */ |
887 | AT_MAGIC, 1}, /* face = last-burnout */ |
|
|
888 | { |
795 | {AT_MAGIC,1}, |
889 | AT_MAGIC, 1}, |
|
|
890 | { |
796 | {AT_FIRE,2}, |
891 | AT_FIRE, 2}, |
|
|
892 | { |
797 | {AT_FIRE,2}, /* face = fire.... */ |
893 | AT_FIRE, 2}, /* face = fire.... */ |
|
|
894 | { |
798 | {AT_FIRE,2}, |
895 | AT_FIRE, 2}, |
|
|
896 | { |
799 | {AT_ELECTRICITY,3}, |
897 | AT_ELECTRICITY, 3}, |
|
|
898 | { |
800 | {AT_ELECTRICITY,3}, /* ball_lightning */ |
899 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
|
|
900 | { |
801 | {AT_ELECTRICITY,3}, |
901 | AT_ELECTRICITY, 3}, |
802 | {AT_COLD,4}, |
902 | { |
803 | {AT_COLD,4}, /* face=icestorm*/ |
|
|
804 | {AT_COLD,4}, |
903 | AT_COLD, 4}, |
|
|
904 | { |
|
|
905 | AT_COLD, 4}, /* face=icestorm */ |
|
|
906 | { |
|
|
907 | AT_COLD, 4}, |
|
|
908 | { |
805 | {AT_CONFUSION,5}, |
909 | AT_CONFUSION, 5}, |
|
|
910 | { |
806 | {AT_POISON,7}, |
911 | AT_POISON, 7}, |
|
|
912 | { |
807 | {AT_POISON,7}, /* face = acid sphere. generator */ |
913 | AT_POISON, 7}, /* face = acid sphere. generator */ |
|
|
914 | { |
808 | {AT_POISON,7}, /* poisoncloud face */ |
915 | AT_POISON, 7}, /* poisoncloud face */ |
|
|
916 | { |
809 | {AT_SLOW,8}, |
917 | AT_SLOW, 8}, |
|
|
918 | { |
810 | {AT_PARALYZE,9}, |
919 | AT_PARALYZE, 9}, |
811 | {AT_FEAR,10} }; |
920 | { |
|
|
921 | AT_FEAR, 10}}; |
812 | |
922 | |
813 | |
923 | |
814 | |
924 | |
815 | /* shuffle_attack: peterm |
925 | /* shuffle_attack: peterm |
816 | * This routine shuffles the attack of op to one of the |
926 | * This routine shuffles the attack of op to one of the |
… | |
… | |
826 | * would be nice. |
936 | * would be nice. |
827 | * I also fixed a bug here in that attacktype was |= - |
937 | * I also fixed a bug here in that attacktype was |= - |
828 | * to me, that would be that it would quickly get all |
938 | * to me, that would be that it would quickly get all |
829 | * attacktypes, which probably wasn't the intent. MSW 2003-06-03 |
939 | * attacktypes, which probably wasn't the intent. MSW 2003-06-03 |
830 | */ |
940 | */ |
|
|
941 | void |
831 | void shuffle_attack(object *op,int change_face) |
942 | shuffle_attack (object *op, int change_face) |
832 | { |
943 | { |
833 | int i; |
944 | int i; |
|
|
945 | |
834 | i=rndm(0, 21); |
946 | i = rndm (0, 21); |
835 | |
947 | |
836 | op->attacktype=ATTACKS[i].attacktype|AT_MAGIC; |
948 | op->attacktype = ATTACKS[i].attacktype | AT_MAGIC; |
837 | |
949 | |
838 | if(change_face) { |
950 | if (change_face) |
|
|
951 | { |
839 | SET_ANIMATION(op, ATTACKS[i].face); |
952 | SET_ANIMATION (op, ATTACKS[i].face); |
840 | } |
953 | } |
841 | } |
954 | } |
842 | |
955 | |
843 | |
956 | |
844 | /* prayer_failure: This is called when a player fails |
957 | /* prayer_failure: This is called when a player fails |
… | |
… | |
846 | * op is the player. |
959 | * op is the player. |
847 | * failure is basically how much grace they had. |
960 | * failure is basically how much grace they had. |
848 | * power is how much grace the spell would normally take to cast. |
961 | * power is how much grace the spell would normally take to cast. |
849 | */ |
962 | */ |
850 | |
963 | |
|
|
964 | void |
851 | void prayer_failure(object *op, int failure,int power) |
965 | prayer_failure (object *op, int failure, int power) |
852 | { |
966 | { |
853 | const char *godname; |
967 | const char *godname; |
854 | object *tmp; |
968 | object *tmp; |
855 | |
969 | |
856 | if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; |
970 | if (!strcmp ((godname = determine_god (op)), "none")) |
|
|
971 | godname = "Your spirit"; |
857 | |
972 | |
858 | if(failure<= -20 && failure > -40) /* wonder */ |
973 | if (failure <= -20 && failure > -40) /* wonder */ |
859 | { |
974 | { |
860 | new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname); |
975 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); |
861 | tmp = get_archetype(SPELL_WONDER); |
976 | tmp = get_archetype (SPELL_WONDER); |
862 | cast_cone(op,op,0,tmp); |
977 | cast_cone (op, op, 0, tmp); |
863 | free_object(tmp); |
978 | free_object (tmp); |
864 | } |
979 | } |
865 | |
980 | |
866 | else if (failure <= -40 && failure > -60) /* confusion */ |
981 | else if (failure <= -40 && failure > -60) /* confusion */ |
867 | { |
982 | { |
868 | new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!"); |
983 | new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); |
869 | confuse_player(op,op,99); |
984 | confuse_player (op, op, 99); |
870 | } |
985 | } |
871 | else if (failure <= -60 && failure> -150) /* paralysis */ |
986 | else if (failure <= -60 && failure > -150) /* paralysis */ |
872 | { |
987 | { |
873 | new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname); |
988 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); |
874 | new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else."); |
989 | new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); |
875 | paralyze_player(op,op,99); |
990 | paralyze_player (op, op, 99); |
876 | } |
991 | } |
877 | else if (failure <= -150) /* blast the immediate area */ |
992 | else if (failure <= -150) /* blast the immediate area */ |
878 | { |
993 | { |
879 | tmp = get_archetype(GOD_POWER); |
994 | tmp = get_archetype (GOD_POWER); |
880 | new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname); |
995 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); |
881 | cast_magic_storm(op,tmp, power); |
996 | cast_magic_storm (op, tmp, power); |
882 | } |
997 | } |
883 | } |
998 | } |
884 | |
999 | |
885 | /* |
1000 | /* |
886 | * spell_failure() handles the various effects for differing degrees |
1001 | * spell_failure() handles the various effects for differing degrees |
… | |
… | |
889 | * failure is a random value of how badly you failed. |
1004 | * failure is a random value of how badly you failed. |
890 | * power is how many spellpoints you'd normally need for the spell. |
1005 | * power is how many spellpoints you'd normally need for the spell. |
891 | * skill is the skill you'd need to cast the spell. |
1006 | * skill is the skill you'd need to cast the spell. |
892 | */ |
1007 | */ |
893 | |
1008 | |
|
|
1009 | void |
894 | void spell_failure(object *op, int failure,int power, object *skill) |
1010 | spell_failure (object *op, int failure, int power, object *skill) |
895 | { |
1011 | { |
896 | object *tmp; |
1012 | object *tmp; |
897 | |
1013 | |
898 | if (settings.spell_failure_effects == FALSE) |
1014 | if (settings.spell_failure_effects == FALSE) |
899 | return; |
1015 | return; |
900 | |
1016 | |
901 | if (failure<=-20 && failure > -40) /* wonder */ |
1017 | if (failure <= -20 && failure > -40) /* wonder */ |
902 | { |
1018 | { |
903 | new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect."); |
1019 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); |
904 | tmp = get_archetype(SPELL_WONDER); |
1020 | tmp = get_archetype (SPELL_WONDER); |
905 | cast_cone(op,op,0,tmp); |
1021 | cast_cone (op, op, 0, tmp); |
906 | free_object(tmp); |
1022 | free_object (tmp); |
907 | } |
1023 | } |
908 | |
1024 | |
909 | else if (failure <= -40 && failure > -60) /* confusion */ |
1025 | else if (failure <= -40 && failure > -60) /* confusion */ |
910 | { |
1026 | { |
911 | new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!"); |
1027 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); |
912 | confuse_player(op,op,99); |
1028 | confuse_player (op, op, 99); |
913 | } |
1029 | } |
914 | else if (failure <= -60 && failure> -80) /* paralysis */ |
1030 | else if (failure <= -60 && failure > -80) /* paralysis */ |
915 | { |
1031 | { |
916 | new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); |
1032 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); |
917 | paralyze_player(op,op,99); |
1033 | paralyze_player (op, op, 99); |
918 | } |
1034 | } |
919 | else if (failure <= -80) /* blast the immediate area */ |
1035 | else if (failure <= -80) /* blast the immediate area */ |
920 | { |
1036 | { |
921 | object *tmp; |
1037 | object *tmp; |
|
|
1038 | |
922 | /* Safety check to make sure we don't get any mana storms in scorn */ |
1039 | /* Safety check to make sure we don't get any mana storms in scorn */ |
923 | if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) { |
1040 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) |
924 | new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); |
|
|
925 | hit_player(op,9998,op,AT_INTERNAL,1); |
|
|
926 | |
|
|
927 | } else { |
|
|
928 | new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!"); |
|
|
929 | tmp=get_archetype(LOOSE_MANA); |
|
|
930 | tmp->level=skill->level; |
|
|
931 | tmp->x=op->x; |
|
|
932 | tmp->y=op->y; |
|
|
933 | |
|
|
934 | /* increase the area of destruction a little for more powerful spells */ |
|
|
935 | tmp->range+=isqrt(power); |
|
|
936 | |
|
|
937 | if (power>25) tmp->stats.dam = 25 + isqrt(power); |
|
|
938 | else tmp->stats.dam=power; /* nasty recoils! */ |
|
|
939 | |
|
|
940 | tmp->stats.maxhp=tmp->count; |
|
|
941 | insert_ob_in_map(tmp,op->map,NULL,0); |
|
|
942 | } |
|
|
943 | } |
|
|
944 | } |
|
|
945 | |
|
|
946 | int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) |
|
|
947 | { |
|
|
948 | int success; |
|
|
949 | player *pl; |
|
|
950 | object *spell; |
|
|
951 | |
|
|
952 | if ( !spell_ob->other_arch ) |
|
|
953 | { |
1041 | { |
954 | LOG( llevError, "cast_party_spell: empty other arch\n" ); |
1042 | new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); |
955 | return 0; |
1043 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
956 | } |
|
|
957 | spell = arch_to_object( spell_ob->other_arch ); |
|
|
958 | |
1044 | |
959 | /* Always cast spell on caster */ |
1045 | } |
960 | success = cast_spell( op, caster, dir, spell, stringarg ); |
1046 | else |
961 | |
|
|
962 | if ( caster->contr->party == NULL ) |
|
|
963 | { |
1047 | { |
|
|
1048 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
|
|
1049 | tmp = get_archetype (LOOSE_MANA); |
|
|
1050 | tmp->level = skill->level; |
|
|
1051 | tmp->x = op->x; |
|
|
1052 | tmp->y = op->y; |
|
|
1053 | |
|
|
1054 | /* increase the area of destruction a little for more powerful spells */ |
|
|
1055 | tmp->range += isqrt (power); |
|
|
1056 | |
|
|
1057 | if (power > 25) |
|
|
1058 | tmp->stats.dam = 25 + isqrt (power); |
|
|
1059 | else |
|
|
1060 | tmp->stats.dam = power; /* nasty recoils! */ |
|
|
1061 | |
|
|
1062 | tmp->stats.maxhp = tmp->count; |
|
|
1063 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
1064 | } |
|
|
1065 | } |
|
|
1066 | } |
|
|
1067 | |
|
|
1068 | int |
|
|
1069 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
|
|
1070 | { |
|
|
1071 | int success; |
|
|
1072 | player *pl; |
|
|
1073 | object *spell; |
|
|
1074 | |
|
|
1075 | if (!spell_ob->other_arch) |
|
|
1076 | { |
|
|
1077 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
|
|
1078 | return 0; |
|
|
1079 | } |
|
|
1080 | spell = arch_to_object (spell_ob->other_arch); |
|
|
1081 | |
|
|
1082 | /* Always cast spell on caster */ |
|
|
1083 | success = cast_spell (op, caster, dir, spell, stringarg); |
|
|
1084 | |
|
|
1085 | if (caster->contr->party == NULL) |
|
|
1086 | { |
964 | remove_ob( spell ); |
1087 | remove_ob (spell); |
965 | return success; |
1088 | return success; |
966 | } |
1089 | } |
967 | for( pl=first_player; pl!=NULL; pl=pl->next ) |
1090 | for (pl = first_player; pl != NULL; pl = pl->next) |
968 | if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) ) |
1091 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
969 | { |
1092 | { |
970 | cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg ); |
1093 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
971 | } |
1094 | } |
972 | remove_ob( spell ); |
1095 | remove_ob (spell); |
973 | return success; |
1096 | return success; |
974 | } |
1097 | } |
975 | |
1098 | |
976 | /* This is where the main dispatch when someone casts a spell. |
1099 | /* This is where the main dispatch when someone casts a spell. |
977 | * |
1100 | * |
978 | * op is the creature that is owner of the object that is casting the spell - |
1101 | * op is the creature that is owner of the object that is casting the spell - |
979 | * eg, the player or monster. |
1102 | * eg, the player or monster. |
… | |
… | |
999 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1122 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1000 | * this function will decrease the mana/grace appropriately. For other |
1123 | * this function will decrease the mana/grace appropriately. For other |
1001 | * objects, the caller should do what it considers appropriate. |
1124 | * objects, the caller should do what it considers appropriate. |
1002 | */ |
1125 | */ |
1003 | |
1126 | |
|
|
1127 | int |
1004 | int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) { |
1128 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
|
|
1129 | { |
1005 | |
1130 | |
1006 | const char *godname; |
1131 | const char *godname; |
1007 | int success=0,mflags, cast_level=0, old_shoottype; |
1132 | int success = 0, mflags, cast_level = 0, old_shoottype; |
1008 | object *skill=NULL; |
1133 | object *skill = NULL; |
1009 | |
1134 | |
1010 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
1135 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
1011 | |
1136 | |
1012 | if (!spell_ob) { |
1137 | if (!spell_ob) |
|
|
1138 | { |
1013 | LOG(llevError,"cast_spell: null spell object passed\n"); |
1139 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1014 | return 0; |
1140 | return 0; |
1015 | } |
1141 | } |
1016 | if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit"; |
1142 | if (!strcmp ((godname = determine_god (op)), "none")) |
|
|
1143 | godname = "A random spirit"; |
1017 | |
1144 | |
1018 | /* the caller should set caster to op if appropriate */ |
1145 | /* the caller should set caster to op if appropriate */ |
1019 | if (!caster) { |
1146 | if (!caster) |
|
|
1147 | { |
1020 | LOG(llevError,"cast_spell: null caster object passed\n"); |
1148 | LOG (llevError, "cast_spell: null caster object passed\n"); |
1021 | return 0; |
1149 | return 0; |
1022 | } |
1150 | } |
1023 | |
1151 | |
1024 | /* if caster is a spell casting object, this normally shouldn't be |
1152 | /* if caster is a spell casting object, this normally shouldn't be |
1025 | * an issue, because they don't have any spellpaths set up. |
1153 | * an issue, because they don't have any spellpaths set up. |
1026 | */ |
1154 | */ |
1027 | if (caster->path_denied & spell_ob->path_attuned) { |
1155 | if (caster->path_denied & spell_ob->path_attuned) |
|
|
1156 | { |
1028 | new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you."); |
1157 | new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); |
1029 | return 0; |
1158 | return 0; |
1030 | } |
1159 | } |
1031 | |
1160 | |
1032 | /* if it is a player casting the spell, and they are really casting it |
1161 | /* if it is a player casting the spell, and they are really casting it |
1033 | * (vs it coming from a wand, scroll, or whatever else), do some |
1162 | * (vs it coming from a wand, scroll, or whatever else), do some |
1034 | * checks. We let monsters do special things - eg, they |
1163 | * checks. We let monsters do special things - eg, they |
1035 | * don't need the skill, bypass level checks, etc. The monster function |
1164 | * don't need the skill, bypass level checks, etc. The monster function |
1036 | * should take care of that. |
1165 | * should take care of that. |
1037 | * Remove the wiz check here and move it further down - some spells |
1166 | * Remove the wiz check here and move it further down - some spells |
1038 | * need to have the right skill pointer passed, so we need to |
1167 | * need to have the right skill pointer passed, so we need to |
1039 | * at least process that code. |
1168 | * at least process that code. |
1040 | */ |
1169 | */ |
1041 | if (op->type == PLAYER && op == caster) { |
1170 | if (op->type == PLAYER && op == caster) |
|
|
1171 | { |
1042 | cast_level = caster_level(caster, spell_ob); |
1172 | cast_level = caster_level (caster, spell_ob); |
1043 | if (spell_ob->skill) { |
1173 | if (spell_ob->skill) |
|
|
1174 | { |
1044 | skill = find_skill_by_name(op, spell_ob->skill); |
1175 | skill = find_skill_by_name (op, spell_ob->skill); |
1045 | if (!skill) { |
1176 | if (!skill) |
|
|
1177 | { |
1046 | new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.", |
1178 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
1047 | &spell_ob->skill, &spell_ob->name); |
|
|
1048 | return 0; |
1179 | return 0; |
1049 | } |
1180 | } |
1050 | if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) { |
1181 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1182 | { |
1051 | new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell."); |
1183 | new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); |
1052 | return 0; |
1184 | return 0; |
1053 | } |
1185 | } |
1054 | } |
1186 | } |
1055 | /* If the caster is the wiz, they don't ever fail, and don't have |
1187 | /* If the caster is the wiz, they don't ever fail, and don't have |
1056 | * to have sufficient grace/mana. |
1188 | * to have sufficient grace/mana. |
1057 | */ |
1189 | */ |
1058 | if (!QUERY_FLAG(op, FLAG_WIZ)) { |
1190 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1191 | { |
1059 | if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) && |
1192 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1060 | SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) { |
1193 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
|
|
1194 | { |
1061 | new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana."); |
1195 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1062 | return 0; |
1196 | return 0; |
1063 | } |
1197 | } |
1064 | if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) && |
1198 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1065 | SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) { |
1199 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
|
|
1200 | { |
1066 | if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace - |
1201 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1067 | 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) { |
1202 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1068 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1203 | { |
1069 | "%s grants your prayer, though you are unworthy.",godname); |
1204 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); |
1070 | } |
1205 | } |
1071 | else { |
1206 | else |
1072 | prayer_failure(op,op->stats.grace, |
1207 | { |
1073 | SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace); |
1208 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1074 | new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname); |
1209 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1075 | return 0; |
1210 | return 0; |
1076 | } |
1211 | } |
1077 | } |
1212 | } |
1078 | |
1213 | |
1079 | /* player/monster is trying to cast the spell. might fumble it */ |
1214 | /* player/monster is trying to cast the spell. might fumble it */ |
1080 | if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) < |
1215 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1081 | (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) { |
1216 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
|
|
1217 | { |
1082 | play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); |
1218 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1083 | new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell."); |
1219 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1084 | if (settings.casting_time == TRUE) { |
1220 | if (settings.casting_time == TRUE) |
|
|
1221 | { |
1085 | op->casting_time = -1; |
1222 | op->casting_time = -1; |
1086 | } |
1223 | } |
1087 | op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1224 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1088 | return 0; |
1225 | return 0; |
|
|
1226 | } |
1089 | } else if (spell_ob->stats.sp) { |
1227 | else if (spell_ob->stats.sp) |
1090 | int failure = random_roll(0, 199, op, PREFER_HIGH) - |
1228 | { |
1091 | op->contr->encumbrance +op->level - spell_ob->level +35; |
1229 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1092 | |
1230 | |
1093 | if( failure < 0) { |
1231 | if (failure < 0) |
|
|
1232 | { |
1094 | new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use."); |
1233 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1095 | if (settings.spell_failure_effects == TRUE) |
1234 | if (settings.spell_failure_effects == TRUE) |
1096 | spell_failure(op,failure, |
|
|
1097 | SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), |
1235 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1098 | skill); |
|
|
1099 | op->contr->shoottype = (rangetype) old_shoottype; |
1236 | op->contr->shoottype = (rangetype) old_shoottype; |
1100 | op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW); |
1237 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1101 | return 0; |
1238 | return 0; |
1102 | } |
1239 | } |
1103 | } |
1240 | } |
1104 | } |
1241 | } |
1105 | } |
1242 | } |
1106 | |
1243 | |
1107 | mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL); |
1244 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1108 | |
1245 | |
1109 | /* See if we can cast a spell here. If the caster and op are |
1246 | /* See if we can cast a spell here. If the caster and op are |
1110 | * not alive, then this would mean that the mapmaker put the |
1247 | * not alive, then this would mean that the mapmaker put the |
1111 | * objects on the space - presume that they know what they are |
1248 | * objects on the space - presume that they know what they are |
1112 | * doing. |
1249 | * doing. |
1113 | */ |
1250 | */ |
1114 | |
1251 | |
1115 | if ((mflags & P_SAFE) && !QUERY_FLAG(op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1252 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1116 | { |
1253 | { |
1117 | new_draw_info(NDI_UNIQUE, 0,op, |
|
|
1118 | "This ground is sacred! The gods prevent any magical effects done by you here!."); |
1254 | new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); |
|
|
1255 | return 0; |
|
|
1256 | } |
|
|
1257 | |
|
|
1258 | if ((spell_ob->type == SPELL) |
|
|
1259 | && (caster->type != POTION) |
|
|
1260 | && !QUERY_FLAG (op, FLAG_WIZCAST) |
|
|
1261 | && (QUERY_FLAG (caster, FLAG_ALIVE) |
|
|
1262 | || QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1263 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
|
|
1264 | { |
|
|
1265 | if (op->type != PLAYER) |
1119 | return 0; |
1266 | return 0; |
1120 | } |
|
|
1121 | |
1267 | |
1122 | if ((spell_ob->type == SPELL) |
|
|
1123 | && (caster->type != POTION) |
|
|
1124 | && !QUERY_FLAG(op, FLAG_WIZCAST) |
|
|
1125 | && (QUERY_FLAG(caster, FLAG_ALIVE) |
|
|
1126 | || QUERY_FLAG(op, FLAG_ALIVE)) |
|
|
1127 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) |
|
|
1128 | || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
|
|
1129 | { |
|
|
1130 | if (op->type!=PLAYER) |
|
|
1131 | return 0; |
|
|
1132 | |
|
|
1133 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1268 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1134 | new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname); |
1269 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1135 | else |
1270 | else |
1136 | switch(op->contr->shoottype) |
1271 | switch (op->contr->shoottype) |
|
|
1272 | { |
|
|
1273 | case range_magic: |
|
|
1274 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
|
|
1275 | break; |
|
|
1276 | case range_misc: |
|
|
1277 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1278 | break; |
|
|
1279 | case range_golem: |
|
|
1280 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
|
|
1281 | break; |
|
|
1282 | default: |
|
|
1283 | break; |
|
|
1284 | } |
|
|
1285 | return 0; |
|
|
1286 | } |
|
|
1287 | |
|
|
1288 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
|
|
1289 | { |
|
|
1290 | if (op->casting_time == -1) |
|
|
1291 | { /* begin the casting */ |
|
|
1292 | op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
|
|
1293 | op->spell = spell_ob; |
|
|
1294 | /* put the stringarg into the object struct so that when the |
|
|
1295 | * spell is actually cast, it knows about the stringarg. |
|
|
1296 | * necessary for the invoke command spells. |
|
|
1297 | */ |
|
|
1298 | if (stringarg) |
1137 | { |
1299 | { |
1138 | case range_magic: |
1300 | op->spellarg = strdup_local (stringarg); |
1139 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting."); |
|
|
1140 | break; |
|
|
1141 | case range_misc: |
|
|
1142 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item."); |
|
|
1143 | break; |
|
|
1144 | case range_golem: |
|
|
1145 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll."); |
|
|
1146 | break; |
|
|
1147 | default: |
|
|
1148 | break; |
|
|
1149 | } |
1301 | } |
|
|
1302 | else |
|
|
1303 | op->spellarg = NULL; |
1150 | return 0; |
1304 | return 0; |
1151 | } |
1305 | } |
1152 | |
1306 | else if (op->casting_time != 0) |
1153 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { |
1307 | { |
1154 | if (op->casting_time==-1) { /* begin the casting */ |
1308 | if (op->type == PLAYER) |
1155 | op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob)); |
1309 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
1156 | op->spell = spell_ob; |
1310 | return 0; |
1157 | /* put the stringarg into the object struct so that when the |
1311 | } |
1158 | * spell is actually cast, it knows about the stringarg. |
1312 | else |
1159 | * necessary for the invoke command spells. |
1313 | { /* casting_time == 0 */ |
|
|
1314 | op->casting_time = -1; |
|
|
1315 | spell_ob = op->spell; |
|
|
1316 | stringarg = op->spellarg; |
|
|
1317 | } |
|
|
1318 | } |
|
|
1319 | else |
|
|
1320 | { |
|
|
1321 | /* Take into account how long it takes to cast the spell. |
|
|
1322 | * if the player is casting it, then we use the time in |
|
|
1323 | * the spell object. If it is a spell object, have it |
|
|
1324 | * take two ticks. Things that cast spells on the players |
|
|
1325 | * behalf (eg, altars, and whatever else) shouldn't cost |
|
|
1326 | * the player any time. |
|
|
1327 | * Ignore casting time for firewalls |
|
|
1328 | */ |
|
|
1329 | if (caster == op && caster->type != FIREWALL) |
|
|
1330 | { |
|
|
1331 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1332 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1333 | * put a lower limit so that the player isn't stuck here too long |
1160 | */ |
1334 | */ |
1161 | if(stringarg) { |
1335 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1162 | op->spellarg = strdup_local(stringarg); |
1336 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1337 | } |
|
|
1338 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
|
|
1339 | { |
|
|
1340 | op->speed_left -= 2 * FABS (op->speed); |
|
|
1341 | } |
|
|
1342 | } |
|
|
1343 | |
|
|
1344 | if (op->type == PLAYER && op == caster) |
|
|
1345 | { |
|
|
1346 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
|
|
1347 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
|
|
1348 | } |
|
|
1349 | |
|
|
1350 | /* We want to try to find the skill to properly credit exp. |
|
|
1351 | * for spell casting objects, the exp goes to the skill the casting |
|
|
1352 | * object requires. |
|
|
1353 | */ |
|
|
1354 | if (op != caster && !skill && caster->skill) |
|
|
1355 | { |
|
|
1356 | skill = find_skill_by_name (op, caster->skill); |
|
|
1357 | if (!skill) |
|
|
1358 | { |
|
|
1359 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
|
|
1360 | return 0; |
|
|
1361 | } |
|
|
1362 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
|
|
1363 | } |
|
|
1364 | |
|
|
1365 | switch (spell_ob->subtype) |
|
|
1366 | { |
|
|
1367 | /* The order of case statements is same as the order they show up |
|
|
1368 | * in in spells.h. |
|
|
1369 | */ |
|
|
1370 | case SP_RAISE_DEAD: |
|
|
1371 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
|
|
1372 | break; |
|
|
1373 | |
|
|
1374 | case SP_RUNE: |
|
|
1375 | success = write_rune (op, caster, spell_ob, dir, stringarg); |
|
|
1376 | break; |
|
|
1377 | |
|
|
1378 | case SP_MAKE_MARK: |
|
|
1379 | success = write_mark (op, spell_ob, stringarg); |
|
|
1380 | break; |
|
|
1381 | |
|
|
1382 | case SP_BOLT: |
|
|
1383 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
|
|
1384 | break; |
|
|
1385 | |
|
|
1386 | case SP_BULLET: |
|
|
1387 | success = fire_bullet (op, caster, dir, spell_ob); |
|
|
1388 | break; |
|
|
1389 | |
|
|
1390 | case SP_CONE: |
|
|
1391 | success = cast_cone (op, caster, dir, spell_ob); |
|
|
1392 | break; |
|
|
1393 | |
|
|
1394 | case SP_BOMB: |
|
|
1395 | success = create_bomb (op, caster, dir, spell_ob); |
|
|
1396 | break; |
|
|
1397 | |
|
|
1398 | case SP_WONDER: |
|
|
1399 | success = cast_wonder (op, caster, dir, spell_ob); |
|
|
1400 | break; |
|
|
1401 | |
|
|
1402 | case SP_SMITE: |
|
|
1403 | success = cast_smite_spell (op, caster, dir, spell_ob); |
|
|
1404 | break; |
|
|
1405 | |
|
|
1406 | case SP_MAGIC_MISSILE: |
|
|
1407 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
|
|
1408 | break; |
|
|
1409 | |
|
|
1410 | case SP_SUMMON_GOLEM: |
|
|
1411 | success = summon_golem (op, caster, dir, spell_ob); |
|
|
1412 | old_shoottype = range_golem; |
|
|
1413 | break; |
|
|
1414 | |
|
|
1415 | case SP_DIMENSION_DOOR: |
|
|
1416 | /* dimension door needs the actual caster, because that is what is |
|
|
1417 | * moved. |
|
|
1418 | */ |
|
|
1419 | success = dimension_door (op, caster, spell_ob, dir); |
|
|
1420 | break; |
|
|
1421 | |
|
|
1422 | case SP_MAGIC_MAPPING: |
|
|
1423 | if (op->type == PLAYER) |
|
|
1424 | { |
|
|
1425 | spell_effect (spell_ob, op->x, op->y, op->map, op); |
|
|
1426 | draw_magic_map (op); |
|
|
1427 | success = 1; |
1163 | } |
1428 | } |
1164 | else op->spellarg=NULL; |
1429 | else |
1165 | return 0; |
1430 | success = 0; |
1166 | } |
|
|
1167 | else if (op->casting_time != 0) { |
|
|
1168 | if (op->type == PLAYER ) |
|
|
1169 | new_draw_info(NDI_UNIQUE, 0,op,"You are casting!"); |
|
|
1170 | return 0; |
|
|
1171 | } else { /* casting_time == 0 */ |
|
|
1172 | op->casting_time = -1; |
|
|
1173 | spell_ob = op->spell; |
|
|
1174 | stringarg = op->spellarg; |
|
|
1175 | } |
|
|
1176 | } else { |
|
|
1177 | /* Take into account how long it takes to cast the spell. |
|
|
1178 | * if the player is casting it, then we use the time in |
|
|
1179 | * the spell object. If it is a spell object, have it |
|
|
1180 | * take two ticks. Things that cast spells on the players |
|
|
1181 | * behalf (eg, altars, and whatever else) shouldn't cost |
|
|
1182 | * the player any time. |
|
|
1183 | * Ignore casting time for firewalls |
|
|
1184 | */ |
|
|
1185 | if (caster == op && caster->type != FIREWALL) { |
|
|
1186 | op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); |
|
|
1187 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1188 | * put a lower limit so that the player isn't stuck here too long |
|
|
1189 | */ |
|
|
1190 | if ((spell_ob->casting_time > 0) && |
|
|
1191 | op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed)) |
|
|
1192 | op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); |
|
|
1193 | } else if (caster->type == WAND || caster->type == HORN || |
|
|
1194 | caster->type == ROD || caster->type == POTION || |
|
|
1195 | caster->type == SCROLL) { |
|
|
1196 | op->speed_left -= 2 * FABS(op->speed); |
|
|
1197 | } |
|
|
1198 | } |
|
|
1199 | |
|
|
1200 | if (op->type == PLAYER && op == caster) { |
|
|
1201 | op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE); |
|
|
1202 | op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA); |
|
|
1203 | } |
|
|
1204 | |
|
|
1205 | /* We want to try to find the skill to properly credit exp. |
|
|
1206 | * for spell casting objects, the exp goes to the skill the casting |
|
|
1207 | * object requires. |
|
|
1208 | */ |
|
|
1209 | if (op != caster && !skill && caster->skill) { |
|
|
1210 | skill = find_skill_by_name(op, caster->skill); |
|
|
1211 | if (!skill) { |
|
|
1212 | new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s", |
|
|
1213 | &caster->skill, query_name(caster)); |
|
|
1214 | return 0; |
|
|
1215 | } |
|
|
1216 | change_skill(op, skill, 0); /* needed for proper exp credit */ |
|
|
1217 | } |
|
|
1218 | |
|
|
1219 | switch(spell_ob->subtype) { |
|
|
1220 | /* The order of case statements is same as the order they show up |
|
|
1221 | * in in spells.h. |
|
|
1222 | */ |
|
|
1223 | case SP_RAISE_DEAD: |
|
|
1224 | success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg); |
|
|
1225 | break; |
1431 | break; |
1226 | |
|
|
1227 | case SP_RUNE: |
|
|
1228 | success = write_rune(op,caster, spell_ob, dir,stringarg); |
|
|
1229 | break; |
|
|
1230 | |
|
|
1231 | case SP_MAKE_MARK: |
|
|
1232 | success = write_mark(op, spell_ob, stringarg); |
|
|
1233 | break; |
|
|
1234 | |
|
|
1235 | case SP_BOLT: |
|
|
1236 | success = fire_bolt(op,caster,dir,spell_ob,skill); |
|
|
1237 | break; |
|
|
1238 | |
|
|
1239 | case SP_BULLET: |
|
|
1240 | success = fire_bullet(op, caster, dir, spell_ob); |
|
|
1241 | break; |
|
|
1242 | |
|
|
1243 | case SP_CONE: |
|
|
1244 | success = cast_cone(op, caster, dir, spell_ob); |
|
|
1245 | break; |
|
|
1246 | |
|
|
1247 | case SP_BOMB: |
|
|
1248 | success = create_bomb(op,caster,dir, spell_ob); |
|
|
1249 | break; |
|
|
1250 | |
|
|
1251 | case SP_WONDER: |
|
|
1252 | success = cast_wonder(op,caster, dir,spell_ob); |
|
|
1253 | break; |
|
|
1254 | |
|
|
1255 | case SP_SMITE: |
|
|
1256 | success = cast_smite_spell(op,caster, dir,spell_ob); |
|
|
1257 | break; |
|
|
1258 | |
|
|
1259 | case SP_MAGIC_MISSILE: |
|
|
1260 | success = fire_arch_from_position(op, caster, op->x + freearr_x[dir], |
|
|
1261 | op->y + freearr_y[dir], dir, spell_ob); |
|
|
1262 | break; |
|
|
1263 | |
|
|
1264 | case SP_SUMMON_GOLEM: |
|
|
1265 | success = summon_golem(op, caster, dir, spell_ob); |
|
|
1266 | old_shoottype = range_golem; |
|
|
1267 | break; |
|
|
1268 | |
|
|
1269 | case SP_DIMENSION_DOOR: |
|
|
1270 | /* dimension door needs the actual caster, because that is what is |
|
|
1271 | * moved. |
|
|
1272 | */ |
|
|
1273 | success = dimension_door(op,caster, spell_ob, dir); |
|
|
1274 | break; |
|
|
1275 | |
|
|
1276 | case SP_MAGIC_MAPPING: |
|
|
1277 | if(op->type==PLAYER) { |
|
|
1278 | spell_effect(spell_ob, op->x, op->y, op->map, op); |
|
|
1279 | draw_magic_map(op); |
|
|
1280 | success=1; |
|
|
1281 | } |
|
|
1282 | else success=0; |
|
|
1283 | break; |
|
|
1284 | |
1432 | |
1285 | case SP_MAGIC_WALL: |
1433 | case SP_MAGIC_WALL: |
1286 | success = magic_wall(op,caster,dir,spell_ob); |
1434 | success = magic_wall (op, caster, dir, spell_ob); |
1287 | break; |
1435 | break; |
1288 | |
1436 | |
1289 | case SP_DESTRUCTION: |
1437 | case SP_DESTRUCTION: |
1290 | success = cast_destruction(op,caster,spell_ob); |
1438 | success = cast_destruction (op, caster, spell_ob); |
1291 | break; |
1439 | break; |
1292 | |
1440 | |
1293 | case SP_PERCEIVE_SELF: |
1441 | case SP_PERCEIVE_SELF: |
1294 | success = perceive_self(op); |
1442 | success = perceive_self (op); |
1295 | break; |
1443 | break; |
1296 | |
1444 | |
1297 | case SP_WORD_OF_RECALL: |
1445 | case SP_WORD_OF_RECALL: |
1298 | success = cast_word_of_recall(op,caster,spell_ob); |
1446 | success = cast_word_of_recall (op, caster, spell_ob); |
1299 | break; |
1447 | break; |
1300 | |
1448 | |
1301 | case SP_INVISIBLE: |
1449 | case SP_INVISIBLE: |
1302 | success = cast_invisible(op,caster,spell_ob); |
1450 | success = cast_invisible (op, caster, spell_ob); |
1303 | break; |
1451 | break; |
1304 | |
1452 | |
1305 | case SP_PROBE: |
1453 | case SP_PROBE: |
1306 | success = probe(op,caster, spell_ob, dir); |
1454 | success = probe (op, caster, spell_ob, dir); |
1307 | break; |
1455 | break; |
1308 | |
1456 | |
1309 | case SP_HEALING: |
1457 | case SP_HEALING: |
1310 | success = cast_heal(op,caster, spell_ob, dir); |
1458 | success = cast_heal (op, caster, spell_ob, dir); |
1311 | break; |
1459 | break; |
1312 | |
1460 | |
1313 | case SP_CREATE_FOOD: |
1461 | case SP_CREATE_FOOD: |
1314 | success = cast_create_food(op,caster,spell_ob, dir,stringarg); |
1462 | success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1315 | break; |
1463 | break; |
1316 | |
1464 | |
1317 | case SP_EARTH_TO_DUST: |
1465 | case SP_EARTH_TO_DUST: |
1318 | success = cast_earth_to_dust(op,caster,spell_ob); |
1466 | success = cast_earth_to_dust (op, caster, spell_ob); |
1319 | break; |
1467 | break; |
1320 | |
1468 | |
1321 | case SP_CHANGE_ABILITY: |
1469 | case SP_CHANGE_ABILITY: |
1322 | success = cast_change_ability(op,caster,spell_ob, dir, 0); |
1470 | success = cast_change_ability (op, caster, spell_ob, dir, 0); |
1323 | break; |
1471 | break; |
1324 | |
1472 | |
1325 | case SP_BLESS: |
1473 | case SP_BLESS: |
1326 | success = cast_bless(op,caster,spell_ob, dir); |
1474 | success = cast_bless (op, caster, spell_ob, dir); |
1327 | break; |
1475 | break; |
1328 | |
1476 | |
1329 | case SP_CURSE: |
1477 | case SP_CURSE: |
1330 | success = cast_curse(op,caster,spell_ob, dir); |
1478 | success = cast_curse (op, caster, spell_ob, dir); |
1331 | break; |
1479 | break; |
1332 | |
1480 | |
1333 | case SP_SUMMON_MONSTER: |
1481 | case SP_SUMMON_MONSTER: |
1334 | success = summon_object(op,caster,spell_ob, dir,stringarg); |
1482 | success = summon_object (op, caster, spell_ob, dir, stringarg); |
1335 | break; |
1483 | break; |
1336 | |
1484 | |
1337 | case SP_CHARGING: |
1485 | case SP_CHARGING: |
1338 | success = recharge(op, caster, spell_ob); |
1486 | success = recharge (op, caster, spell_ob); |
1339 | break; |
1487 | break; |
1340 | |
1488 | |
1341 | case SP_POLYMORPH: |
1489 | case SP_POLYMORPH: |
1342 | #ifdef NO_POLYMORPH |
1490 | #ifdef NO_POLYMORPH |
1343 | /* Not great, but at least provide feedback so if players do have |
1491 | /* Not great, but at least provide feedback so if players do have |
1344 | * polymorph (ie, find it as a preset item or left over from before |
1492 | * polymorph (ie, find it as a preset item or left over from before |
1345 | * it was disabled), they get some feedback. |
1493 | * it was disabled), they get some feedback. |
1346 | */ |
1494 | */ |
1347 | new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); |
1495 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1348 | success = 0; |
1496 | success = 0; |
1349 | #else |
1497 | #else |
1350 | success = cast_polymorph(op,caster,spell_ob, dir); |
1498 | success = cast_polymorph (op, caster, spell_ob, dir); |
1351 | #endif |
1499 | #endif |
1352 | break; |
1500 | break; |
1353 | |
1501 | |
1354 | case SP_ALCHEMY: |
1502 | case SP_ALCHEMY: |
1355 | success = alchemy(op, caster, spell_ob); |
1503 | success = alchemy (op, caster, spell_ob); |
1356 | break; |
1504 | break; |
1357 | |
1505 | |
1358 | case SP_REMOVE_CURSE: |
1506 | case SP_REMOVE_CURSE: |
1359 | success = remove_curse(op, caster, spell_ob); |
1507 | success = remove_curse (op, caster, spell_ob); |
1360 | break; |
1508 | break; |
1361 | |
1509 | |
1362 | case SP_IDENTIFY: |
1510 | case SP_IDENTIFY: |
1363 | success = cast_identify(op, caster, spell_ob); |
1511 | success = cast_identify (op, caster, spell_ob); |
1364 | break; |
1512 | break; |
1365 | |
1513 | |
1366 | case SP_DETECTION: |
1514 | case SP_DETECTION: |
1367 | success = cast_detection(op, caster, spell_ob, skill); |
1515 | success = cast_detection (op, caster, spell_ob, skill); |
1368 | break; |
1516 | break; |
1369 | |
1517 | |
1370 | case SP_MOOD_CHANGE: |
1518 | case SP_MOOD_CHANGE: |
1371 | success = mood_change(op, caster, spell_ob); |
1519 | success = mood_change (op, caster, spell_ob); |
1372 | break; |
1520 | break; |
1373 | |
1521 | |
1374 | case SP_MOVING_BALL: |
1522 | case SP_MOVING_BALL: |
1375 | if (spell_ob->path_repelled && |
|
|
1376 | (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) { |
1523 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1377 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1524 | { |
1378 | "You lack the proper attunement to cast %s", &spell_ob->name); |
1525 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); |
1379 | success = 0; |
1526 | success = 0; |
|
|
1527 | } |
1380 | } else |
1528 | else |
1381 | success = fire_arch_from_position(op,caster, |
1529 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1382 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
|
|
1383 | dir, spell_ob); |
|
|
1384 | break; |
1530 | break; |
1385 | |
1531 | |
1386 | case SP_SWARM: |
1532 | case SP_SWARM: |
1387 | success = fire_swarm(op, caster, spell_ob, dir); |
1533 | success = fire_swarm (op, caster, spell_ob, dir); |
1388 | break; |
1534 | break; |
1389 | |
1535 | |
1390 | case SP_CHANGE_MANA: |
1536 | case SP_CHANGE_MANA: |
1391 | success = cast_transfer(op,caster, spell_ob, dir); |
1537 | success = cast_transfer (op, caster, spell_ob, dir); |
1392 | break; |
1538 | break; |
1393 | |
1539 | |
1394 | case SP_DISPEL_RUNE: |
1540 | case SP_DISPEL_RUNE: |
1395 | /* in rune.c */ |
1541 | /* in rune.c */ |
1396 | success = dispel_rune(op,caster, spell_ob, skill, dir); |
1542 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1397 | break; |
1543 | break; |
1398 | |
1544 | |
1399 | case SP_CREATE_MISSILE: |
1545 | case SP_CREATE_MISSILE: |
1400 | success = cast_create_missile(op,caster,spell_ob, dir,stringarg); |
1546 | success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1401 | break; |
1547 | break; |
1402 | |
1548 | |
1403 | case SP_CONSECRATE: |
1549 | case SP_CONSECRATE: |
1404 | success = cast_consecrate(op, caster, spell_ob); |
1550 | success = cast_consecrate (op, caster, spell_ob); |
1405 | break; |
1551 | break; |
1406 | |
1552 | |
1407 | case SP_ANIMATE_WEAPON: |
1553 | case SP_ANIMATE_WEAPON: |
1408 | success = animate_weapon(op, caster, spell_ob, dir); |
1554 | success = animate_weapon (op, caster, spell_ob, dir); |
1409 | old_shoottype = range_golem; |
1555 | old_shoottype = range_golem; |
1410 | break; |
1556 | break; |
1411 | |
1557 | |
1412 | case SP_LIGHT: |
1558 | case SP_LIGHT: |
1413 | success = cast_light(op, caster, spell_ob, dir); |
1559 | success = cast_light (op, caster, spell_ob, dir); |
1414 | break; |
1560 | break; |
1415 | |
1561 | |
1416 | case SP_CHANGE_MAP_LIGHT: |
1562 | case SP_CHANGE_MAP_LIGHT: |
1417 | success = cast_change_map_lightlevel(op, caster, spell_ob); |
1563 | success = cast_change_map_lightlevel (op, caster, spell_ob); |
1418 | break; |
1564 | break; |
1419 | |
1565 | |
1420 | case SP_FAERY_FIRE: |
1566 | case SP_FAERY_FIRE: |
1421 | success = cast_destruction(op,caster,spell_ob); |
1567 | success = cast_destruction (op, caster, spell_ob); |
1422 | break; |
1568 | break; |
1423 | |
1569 | |
1424 | case SP_CAUSE_DISEASE: |
1570 | case SP_CAUSE_DISEASE: |
1425 | success = cast_cause_disease(op, caster, spell_ob, dir); |
1571 | success = cast_cause_disease (op, caster, spell_ob, dir); |
1426 | break; |
1572 | break; |
1427 | |
1573 | |
1428 | case SP_AURA: |
1574 | case SP_AURA: |
1429 | success = create_aura(op, caster, spell_ob); |
1575 | success = create_aura (op, caster, spell_ob); |
1430 | break; |
1576 | break; |
1431 | |
1577 | |
1432 | case SP_TOWN_PORTAL: |
1578 | case SP_TOWN_PORTAL: |
1433 | success= cast_create_town_portal (op,caster,spell_ob, dir); |
1579 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
1434 | break; |
1580 | break; |
1435 | |
1581 | |
1436 | case SP_PARTY_SPELL: |
1582 | case SP_PARTY_SPELL: |
1437 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1583 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1438 | break; |
1584 | break; |
1439 | |
1585 | |
1440 | default: |
1586 | default: |
1441 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
1587 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
1442 | LOG (llevError,"cast_spell: Unhandled spell subtype %d\n", |
1588 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1443 | spell_ob->subtype); |
|
|
1444 | |
1589 | |
1445 | |
1590 | |
1446 | } |
1591 | } |
1447 | |
1592 | |
1448 | /* FIXME - we need some better sound suppport */ |
1593 | /* FIXME - we need some better sound suppport */ |
1449 | // yes, for example, augment map info with the spell effect |
1594 | // yes, for example, augment map info with the spell effect |
1450 | // so clients can calculate the sounds themselves |
1595 | // so clients can calculate the sounds themselves |
1451 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
1596 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
1452 | |
1597 | |
1453 | /* free the spell arg */ |
1598 | /* free the spell arg */ |
1454 | if(settings.casting_time == TRUE && stringarg) { |
1599 | if (settings.casting_time == TRUE && stringarg) |
|
|
1600 | { |
1455 | free(stringarg); |
1601 | free (stringarg); |
1456 | stringarg=NULL; |
1602 | stringarg = NULL; |
1457 | } |
1603 | } |
1458 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
1604 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
1459 | * to something like use_magic_item, but you really want to be able to fire |
1605 | * to something like use_magic_item, but you really want to be able to fire |
1460 | * it again. |
1606 | * it again. |
1461 | */ |
1607 | */ |
|
|
1608 | if (op->contr) |
1462 | if (op->contr) op->contr->shoottype = (rangetype) old_shoottype; |
1609 | op->contr->shoottype = (rangetype) old_shoottype; |
1463 | |
1610 | |
1464 | return success; |
1611 | return success; |
1465 | } |
1612 | } |
1466 | |
1613 | |
1467 | |
1614 | |
1468 | /* This is called from time.c/process_object(). That function |
1615 | /* This is called from time.c/process_object(). That function |
1469 | * calls this for any SPELL_EFFECT type objects. This function |
1616 | * calls this for any SPELL_EFFECT type objects. This function |
1470 | * then dispatches them to the appropriate specific routines. |
1617 | * then dispatches them to the appropriate specific routines. |
1471 | */ |
1618 | */ |
|
|
1619 | void |
1472 | void move_spell_effect(object *op) { |
1620 | move_spell_effect (object *op) |
|
|
1621 | { |
1473 | |
1622 | |
1474 | switch (op->subtype) { |
1623 | switch (op->subtype) |
|
|
1624 | { |
1475 | case SP_BOLT: |
1625 | case SP_BOLT: |
1476 | move_bolt(op); |
1626 | move_bolt (op); |
1477 | break; |
1627 | break; |
1478 | |
1628 | |
1479 | case SP_BULLET: |
1629 | case SP_BULLET: |
1480 | move_bullet(op); |
1630 | move_bullet (op); |
1481 | break; |
1631 | break; |
1482 | |
1632 | |
1483 | case SP_EXPLOSION: |
1633 | case SP_EXPLOSION: |
1484 | explosion(op); |
1634 | explosion (op); |
1485 | break; |
1635 | break; |
1486 | |
1636 | |
1487 | case SP_CONE: |
1637 | case SP_CONE: |
1488 | move_cone(op); |
1638 | move_cone (op); |
1489 | break; |
1639 | break; |
1490 | |
1640 | |
1491 | case SP_BOMB: |
1641 | case SP_BOMB: |
1492 | animate_bomb(op); |
1642 | animate_bomb (op); |
1493 | break; |
1643 | break; |
1494 | |
1644 | |
1495 | case SP_MAGIC_MISSILE: |
1645 | case SP_MAGIC_MISSILE: |
1496 | move_missile(op); |
1646 | move_missile (op); |
1497 | break; |
1647 | break; |
1498 | |
1648 | |
1499 | case SP_WORD_OF_RECALL: |
1649 | case SP_WORD_OF_RECALL: |
1500 | execute_word_of_recall(op); |
1650 | execute_word_of_recall (op); |
1501 | break; |
1651 | break; |
1502 | |
1652 | |
1503 | case SP_MOVING_BALL: |
1653 | case SP_MOVING_BALL: |
1504 | move_ball_spell(op); |
1654 | move_ball_spell (op); |
1505 | break; |
1655 | break; |
1506 | |
1656 | |
1507 | case SP_SWARM: |
1657 | case SP_SWARM: |
1508 | move_swarm_spell(op); |
1658 | move_swarm_spell (op); |
1509 | break; |
1659 | break; |
1510 | |
1660 | |
1511 | case SP_AURA: |
1661 | case SP_AURA: |
1512 | move_aura(op); |
1662 | move_aura (op); |
1513 | break; |
1663 | break; |
1514 | |
1664 | |
1515 | } |
1665 | } |
1516 | } |
1666 | } |
1517 | |
1667 | |
1518 | /* this checks to see if something special should happen if |
1668 | /* this checks to see if something special should happen if |
1519 | * something runs into the object. |
1669 | * something runs into the object. |
1520 | */ |
1670 | */ |
|
|
1671 | void |
1521 | void check_spell_effect(object *op) { |
1672 | check_spell_effect (object *op) |
|
|
1673 | { |
1522 | |
1674 | |
1523 | switch (op->subtype) { |
1675 | switch (op->subtype) |
|
|
1676 | { |
1524 | case SP_BOLT: |
1677 | case SP_BOLT: |
1525 | move_bolt(op); |
1678 | move_bolt (op); |
1526 | return; |
1679 | return; |
1527 | |
1680 | |
1528 | case SP_BULLET: |
1681 | case SP_BULLET: |
1529 | check_bullet(op); |
1682 | check_bullet (op); |
1530 | return; |
1683 | return; |
1531 | } |
1684 | } |
1532 | |
1685 | |
1533 | } |
1686 | } |
1534 | |
1687 | |
1535 | /* This is called by move_apply. Basically, if someone |
1688 | /* This is called by move_apply. Basically, if someone |
1536 | * moves onto a spell effect and the walk_on or fly_on flags |
1689 | * moves onto a spell effect and the walk_on or fly_on flags |
1537 | * are set, this is called. This should only be called for |
1690 | * are set, this is called. This should only be called for |
1538 | * objects of the appropraite type. |
1691 | * objects of the appropraite type. |
1539 | */ |
1692 | */ |
|
|
1693 | void |
1540 | void apply_spell_effect(object *spell, object *victim) |
1694 | apply_spell_effect (object *spell, object *victim) |
1541 | { |
1695 | { |
1542 | switch (spell->subtype) { |
1696 | switch (spell->subtype) |
|
|
1697 | { |
1543 | case SP_CONE: |
1698 | case SP_CONE: |
1544 | if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1699 | if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1545 | hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); |
1700 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1546 | break; |
1701 | break; |
1547 | |
1702 | |
1548 | case SP_MAGIC_MISSILE: |
1703 | case SP_MAGIC_MISSILE: |
1549 | if (QUERY_FLAG (victim, FLAG_ALIVE)) { |
1704 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
|
|
1705 | { |
1550 | tag_t spell_tag = spell->count; |
1706 | tag_t spell_tag = spell->count; |
|
|
1707 | |
1551 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1708 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1552 | if ( ! was_destroyed (spell, spell_tag)) { |
1709 | if (!was_destroyed (spell, spell_tag)) |
|
|
1710 | { |
1553 | remove_ob (spell); |
1711 | remove_ob (spell); |
1554 | free_object (spell); |
1712 | free_object (spell); |
1555 | } |
1713 | } |
1556 | } |
1714 | } |
1557 | break; |
1715 | break; |
1558 | |
1716 | |
1559 | case SP_MOVING_BALL: |
1717 | case SP_MOVING_BALL: |
1560 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1718 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1561 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1719 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1562 | else if (victim->material || victim->materialname) |
1720 | else if (victim->material || victim->materialname) |
1563 | save_throw_object (victim, spell->attacktype, spell); |
1721 | save_throw_object (victim, spell->attacktype, spell); |
1564 | break; |
1722 | break; |
1565 | } |
1723 | } |
1566 | } |
1724 | } |