… | |
… | |
36 | */ |
36 | */ |
37 | object * |
37 | object * |
38 | find_random_spell_in_ob (object *ob, const char *skill) |
38 | find_random_spell_in_ob (object *ob, const char *skill) |
39 | { |
39 | { |
40 | int k = 0, s; |
40 | int k = 0, s; |
41 | object *tmp; |
|
|
42 | |
41 | |
43 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
42 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
43 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
45 | k++; |
44 | k++; |
46 | |
45 | |
47 | /* No spells, no need to progess further */ |
46 | /* No spells, no need to progess further */ |
48 | if (!k) |
47 | if (!k) |
49 | return NULL; |
48 | return NULL; |
50 | |
49 | |
51 | s = RANDOM () % k; |
50 | s = RANDOM () % k; |
52 | |
51 | |
53 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
52 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
53 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
55 | { |
|
|
56 | if (!s) |
54 | if (!s) |
57 | return tmp; |
55 | return tmp; |
58 | else |
56 | else |
59 | s--; |
57 | s--; |
60 | } |
58 | |
61 | /* Should never get here, but just in case */ |
59 | /* Should never get here, but just in case */ |
62 | return NULL; |
60 | return 0; |
63 | } |
61 | } |
64 | |
62 | |
65 | /* Relatively simple function that gets used a lot. |
63 | /* Relatively simple function that gets used a lot. |
66 | * Basically, it sets up the skill pointer for the spell being |
64 | * Basically, it sets up the skill pointer for the spell being |
67 | * cast. If op is really casting the spell, then the skill |
65 | * cast. If op is really casting the spell, then the skill |
… | |
… | |
112 | return max (1, new_level); |
110 | return max (1, new_level); |
113 | } |
111 | } |
114 | |
112 | |
115 | /* This function returns the effective level the spell |
113 | /* This function returns the effective level the spell |
116 | * is being cast at. |
114 | * is being cast at. |
117 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
|
|
118 | * This is because the new code compares casting_level against |
|
|
119 | * min_caster_level, so the difference is effectively 4 |
|
|
120 | */ |
115 | */ |
121 | int |
116 | int |
122 | caster_level (object *caster, object *spell) |
117 | casting_level (object *caster, object *spell) |
123 | { |
118 | { |
124 | int level = caster->level; |
119 | int level = caster->level; |
125 | |
120 | |
126 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
121 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
127 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
122 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
… | |
… | |
129 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
124 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
130 | int sk_level = skill ? skill->level : 1; |
125 | int sk_level = skill ? skill->level : 1; |
131 | |
126 | |
132 | level = min (level, sk_level + level / 10 + 1); |
127 | level = min (level, sk_level + level / 10 + 1); |
133 | } |
128 | } |
134 | else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ |
129 | else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */ |
135 | for (int i = 0; i < NUM_SKILLS; i++) |
130 | if (object *skill = caster->contr->find_skill (spell->skill)) |
136 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
131 | level = skill->level; |
137 | { |
132 | |
138 | level = caster->contr->last_skill_ob[i]->level; |
133 | // now scale the effective level from the startinglevel..100 range to 1..100 |
139 | break; |
134 | if (level < 100) |
140 | } |
135 | level = lerp (level, (int)spell->level, 100, 1, 100); |
141 | |
136 | |
142 | /* Got valid caster level. Now adjust for attunement */ |
137 | /* Got valid caster level. Now adjust for attunement */ |
143 | level += caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0; |
138 | // attuned only increases up to 2 times the original level */ |
144 | level += caster->path_attuned & spell->path_attuned ? +ATTUNE_REPELL : 0; |
139 | if (caster->path_attuned & spell->path_attuned) |
|
|
140 | level = min (level * 2, level + ATTUNE_REPELL); |
|
|
141 | |
|
|
142 | // repell has no such quarrels |
|
|
143 | if (caster->path_repelled & spell->path_attuned) |
|
|
144 | level -= ATTUNE_REPELL; |
145 | |
145 | |
146 | /* Always make this at least 1. If this is zero, we get divide by zero |
146 | /* Always make this at least 1. If this is zero, we get divide by zero |
147 | * errors in various places. |
147 | * errors in various places. |
148 | */ |
148 | */ |
149 | return max (level, 1); |
149 | return max (level, 1); |
… | |
… | |
158 | * caster is what is casting the spell, can be op. |
158 | * caster is what is casting the spell, can be op. |
159 | * spell is the spell object. |
159 | * spell is the spell object. |
160 | * Note that it is now possible for a spell to cost both grace and |
160 | * Note that it is now possible for a spell to cost both grace and |
161 | * mana. In that case, we return which ever value is higher. |
161 | * mana. In that case, we return which ever value is higher. |
162 | */ |
162 | */ |
163 | |
|
|
164 | sint16 |
163 | sint16 |
165 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
164 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
166 | { |
165 | { |
167 | int sp, grace, level = caster_level (caster, spell); |
166 | int sp, grace, level = casting_level (caster, spell); |
168 | |
167 | |
169 | if (settings.spellpoint_level_depend == TRUE) |
168 | if (settings.spellpoint_level_depend == TRUE) |
170 | { |
169 | { |
171 | if (spell->stats.sp && spell->stats.maxsp) |
170 | if (spell->stats.sp && spell->stats.maxsp) |
172 | { |
171 | { |
… | |
… | |
214 | } |
213 | } |
215 | } |
214 | } |
216 | |
215 | |
217 | /* |
216 | /* |
218 | * Return the effective casting level of the spell. |
217 | * Return the effective casting level of the spell. |
|
|
218 | * To make spells independent of their starting level, this function |
|
|
219 | * scales the range spellstartlevel .. 100 into the range 1..100 |
219 | */ |
220 | */ |
220 | static int |
221 | static int |
221 | SP_casting_level (object *caster, object *spell) |
222 | SP_casting_level (object *caster, object *spell) |
222 | { |
223 | { |
223 | int level = caster_level (caster, spell); |
|
|
224 | return max (0, level - min_casting_level (caster, spell)); |
224 | return casting_level (caster, spell); |
225 | } |
225 | } |
226 | |
226 | |
227 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
227 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
228 | * spob is the spell we are adjusting. |
228 | * spob is the spell we are adjusting. |
229 | */ |
229 | */ |
… | |
… | |
257 | SP_level_range_adjust (object *caster, object *spob) |
257 | SP_level_range_adjust (object *caster, object *spob) |
258 | { |
258 | { |
259 | if (!spob->range_modifier) |
259 | if (!spob->range_modifier) |
260 | return 0; |
260 | return 0; |
261 | |
261 | |
262 | int level = caster_level (caster, spob); |
|
|
263 | return SP_casting_level (caster, spob) / spob->range_modifier; |
262 | return SP_casting_level (caster, spob) / spob->range_modifier; |
264 | } |
263 | } |
265 | |
264 | |
266 | /* Checks to see if player knows the spell. If the name is the same |
265 | /* Checks to see if player knows the spell. If the name is the same |
267 | * as an existing spell, we presume they know it. |
266 | * as an existing spell, we presume they know it. |
… | |
… | |
343 | * eg, updated for tiled maps. |
342 | * eg, updated for tiled maps. |
344 | */ |
343 | */ |
345 | int |
344 | int |
346 | reflwall (maptile *m, int x, int y, object *sp_op) |
345 | reflwall (maptile *m, int x, int y, object *sp_op) |
347 | { |
346 | { |
348 | object *op; |
|
|
349 | |
|
|
350 | if (OUT_OF_REAL_MAP (m, x, y)) |
347 | if (OUT_OF_REAL_MAP (m, x, y)) |
351 | return 0; |
348 | return 0; |
|
|
349 | |
352 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
350 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
353 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
351 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
354 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
352 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
355 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
353 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
356 | return 1; |
354 | return 1; |
357 | |
355 | |
… | |
… | |
498 | tmp->stats.food = tmp->duration; |
496 | tmp->stats.food = tmp->duration; |
499 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
497 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
500 | tmp->attacktype = spell->attacktype; |
498 | tmp->attacktype = spell->attacktype; |
501 | tmp->direction = dir; |
499 | tmp->direction = dir; |
502 | tmp->set_owner (op); |
500 | tmp->set_owner (op); |
503 | tmp->level = caster_level (caster, spell); |
501 | tmp->level = casting_level (caster, spell); |
504 | set_spell_skill (op, caster, spell, tmp); |
502 | set_spell_skill (op, caster, spell, tmp); |
505 | |
503 | |
506 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
504 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
507 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
505 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
508 | if (!tailor_god_spell (tmp, op)) |
506 | if (!tailor_god_spell (tmp, op)) |
… | |
… | |
979 | * need to have the right skill pointer passed, so we need to |
977 | * need to have the right skill pointer passed, so we need to |
980 | * at least process that code. |
978 | * at least process that code. |
981 | */ |
979 | */ |
982 | if (op->type == PLAYER && op == caster) |
980 | if (op->type == PLAYER && op == caster) |
983 | { |
981 | { |
984 | cast_level = caster_level (caster, spell_ob); |
|
|
985 | |
|
|
986 | if (spell_ob->skill) |
982 | if (spell_ob->skill) |
987 | { |
983 | { |
988 | skill = find_skill_by_name (op, spell_ob->skill); |
984 | skill = find_skill_by_name (op, spell_ob->skill); |
989 | |
985 | |
990 | if (!skill) |
986 | if (!skill) |
991 | { |
987 | { |
992 | op->failmsg (format ("You need the skill %s to cast %s! " |
988 | op->failmsg (format ("You need the skill %s to cast %s! " |
993 | "H<You either need to learn the skill via a skill scroll " |
989 | "H<You either need to learn the skill via a skill scroll " |
994 | "or you need to wear a talisman or holy symbol.>", |
990 | "or you need to wear a talisman or holy symbol.>", |
995 | &spell_ob->skill, &spell_ob->name)); |
991 | &spell_ob->skill, &spell_ob->name)); |
996 | return 0; |
992 | return 0; |
997 | } |
993 | } |
998 | |
994 | |
|
|
995 | const char *msg = ""; |
|
|
996 | |
|
|
997 | int caster_level = skill->level; |
|
|
998 | |
|
|
999 | if (op->path_attuned & spell_ob->path_attuned) |
|
|
1000 | { |
|
|
1001 | caster_level += ATTUNE_REPELL; |
|
|
1002 | msg = " (attuned)"; |
|
|
1003 | } |
|
|
1004 | |
|
|
1005 | if (op->path_repelled & spell_ob->path_attuned) |
|
|
1006 | { |
|
|
1007 | caster_level = ATTUNE_REPELL; // negative is ok |
|
|
1008 | msg = " (repelled)"; |
|
|
1009 | } |
|
|
1010 | |
999 | int casting_level = min_casting_level (op, spell_ob); |
1011 | int casting_level = min_casting_level (op, spell_ob); |
1000 | |
1012 | |
1001 | if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1013 | if (casting_level > caster_level) |
1002 | { |
1014 | { |
1003 | op->failmsg (format ("You lack enough skill to cast that spell! " |
1015 | op->failmsg (format ("You lack enough skill to cast that spell! " |
1004 | "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", |
1016 | "H<Your effective cast level is %d%s, but level %d is required.>", |
1005 | cast_level, casting_level)); |
1017 | caster_level, msg, casting_level)); |
|
|
1018 | if (!op->is_wiz ()) |
1006 | return 0; |
1019 | return 0; |
1007 | } |
1020 | } |
1008 | } |
1021 | } |
1009 | |
1022 | |
1010 | /* If the caster is the wiz, they don't ever fail, and don't have |
1023 | /* If the caster is the wiz, they don't ever fail, and don't have |
1011 | * to have sufficient grace/mana. |
1024 | * to have sufficient grace/mana. |