1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
11 | * option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
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24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <spells.h> |
26 | #include <spells.h> |
27 | #include <object.h> |
27 | #include <object.h> |
28 | #include <errno.h> |
28 | #include <errno.h> |
29 | #ifndef __CEXTRACT__ |
|
|
30 | # include <sproto.h> |
29 | #include <sproto.h> |
31 | #endif |
|
|
32 | #include <sounds.h> |
30 | #include <sounds.h> |
33 | |
31 | |
34 | extern char *spell_mapping[]; |
32 | extern char *spell_mapping[]; |
35 | |
33 | |
36 | /* This returns a random spell from 'ob'. If skill is set, then |
34 | /* This returns a random spell from 'ob'. If skill is set, then |
37 | * the spell must be of this skill, it can be NULL in which case all |
35 | * the spell must be of this skill, it can be NULL in which case all |
38 | * matching spells are used. |
36 | * matching spells are used. |
39 | */ |
37 | */ |
40 | object * |
38 | object * |
41 | find_random_spell_in_ob (object *ob, const char *skill) |
39 | find_random_spell_in_ob (object *ob, shstr_cmp skill) |
42 | { |
40 | { |
43 | int k = 0, s; |
41 | int k = 0, s; |
44 | object *tmp; |
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|
45 | |
42 | |
46 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
43 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
47 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
48 | k++; |
45 | k++; |
49 | |
46 | |
50 | /* No spells, no need to progess further */ |
47 | /* No spells, no need to progess further */ |
51 | if (!k) |
48 | if (!k) |
52 | return NULL; |
49 | return NULL; |
53 | |
50 | |
54 | s = RANDOM () % k; |
51 | s = rndm (k); |
55 | |
52 | |
56 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
53 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
57 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
58 | { |
|
|
59 | if (!s) |
55 | if (!s) |
60 | return tmp; |
56 | return tmp; |
61 | else |
57 | else |
62 | s--; |
58 | s--; |
63 | } |
59 | |
64 | /* Should never get here, but just in case */ |
60 | /* Should never get here, but just in case */ |
65 | return NULL; |
61 | return 0; |
66 | } |
62 | } |
67 | |
63 | |
68 | /* Relatively simple function that gets used a lot. |
64 | /* Relatively simple function that gets used a lot. |
69 | * Basically, it sets up the skill pointer for the spell being |
65 | * Basically, it sets up the skill pointer for the spell being |
70 | * cast. If op is really casting the spell, then the skill |
66 | * cast. If op is really casting the spell, then the skill |
… | |
… | |
80 | dest->skill = spob->skill; |
76 | dest->skill = spob->skill; |
81 | else |
77 | else |
82 | dest->skill = caster->skill; |
78 | dest->skill = caster->skill; |
83 | } |
79 | } |
84 | |
80 | |
85 | /* init_spells: This should really be called check_spells, as that |
|
|
86 | * is what it does. It goes through the spells looking for any |
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87 | * obvious errors. This was most useful in debugging when re-doing |
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88 | * all the spells to catch simple errors. To use it all the time |
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89 | * will result in it spitting out messages that aren't really errors. |
|
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90 | */ |
|
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91 | void |
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92 | init_spells (void) |
|
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93 | { |
|
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94 | #ifdef SPELL_DEBUG |
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95 | static int init_spells_done = 0; |
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96 | int i; |
|
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97 | archetype *at; |
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98 | |
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99 | if (init_spells_done) |
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100 | return; |
|
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101 | LOG (llevDebug, "Checking spells...\n"); |
|
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102 | |
|
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103 | for (at = first_archetype; at; at = at->next) |
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104 | { |
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105 | if (at->clone.type == SPELL) |
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106 | { |
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107 | if (at->clone.skill) |
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108 | { |
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109 | for (i = 1; i < NUM_SKILLS; i++) |
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110 | if (!strcmp (skill_names[i], at->clone.skill)) |
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111 | break; |
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112 | if (i == NUM_SKILLS) |
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113 | { |
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114 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
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115 | } |
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116 | } |
|
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117 | /* other_arch is already checked for in the loader */ |
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118 | } |
|
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119 | } |
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120 | |
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121 | i = 0; |
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122 | while (spell_mapping[i]) |
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123 | { |
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124 | if (!archetype::find (spell_mapping[i])) |
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125 | { |
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126 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
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127 | } |
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128 | i++; |
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129 | } |
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130 | LOG (llevDebug, "Checking spells completed.\n"); |
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131 | #endif |
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132 | } |
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133 | |
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134 | /* Dumps all the spells - now also dumps skill associated with the spell. |
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135 | * not sure what this would be used for, as the data seems pretty |
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136 | * minimal, but easy enough to keep around. |
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137 | */ |
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138 | void |
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139 | dump_spells (void) |
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140 | { |
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141 | archetype *at; |
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142 | |
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143 | for (at = first_archetype; at; at = at->next) |
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144 | { |
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145 | if (at->clone.type == SPELL) |
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146 | { |
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147 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
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148 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
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149 | } |
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150 | } |
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151 | } |
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152 | |
|
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153 | /* pretty basic function - basically just takes |
81 | /* pretty basic function - basically just takes |
154 | * an object, sets the x,y, and calls insert_ob_in_map |
82 | * an object, sets the x,y, and calls insert_ob_in_map |
155 | */ |
83 | */ |
156 | |
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157 | void |
84 | void |
158 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
85 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
159 | { |
86 | { |
160 | |
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161 | if (spob->other_arch != NULL) |
87 | if (spob->other_arch) |
162 | { |
88 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
163 | object *effect = arch_to_object (spob->other_arch); |
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164 | |
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165 | effect->x = x; |
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166 | effect->y = y; |
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167 | |
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168 | insert_ob_in_map (effect, map, originator, 0); |
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169 | } |
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170 | } |
89 | } |
171 | |
90 | |
172 | /* |
91 | static int |
173 | * This function takes a caster and spell and presents the |
92 | attuned_bonus (object *caster, object *spell, int level) |
174 | * effective level the caster needs to be to cast the spell. |
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175 | * basically, it just adjusts the spell->level with attuned/repelled |
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176 | * spellpaths. Was called path_level_mod |
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177 | * |
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178 | * caster is person casting hte spell. |
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179 | * spell is the spell object. |
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180 | * Returns modified level. |
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181 | */ |
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182 | int |
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183 | min_casting_level (object *caster, object *spell) |
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184 | { |
93 | { |
185 | int new_level; |
94 | // compute the attuned/repelled bonus |
186 | |
95 | // attuned only increases up to 2 times the original level (i.e. bonus <= level) */ |
187 | if (caster->path_denied & spell->path_attuned) |
96 | // repell has no such quarrels |
188 | return 1; |
97 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
189 | |
98 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
190 | new_level = spell->level |
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191 | + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); |
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192 | |
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193 | return (new_level < 1) ? 1 : new_level; |
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194 | } |
99 | } |
195 | |
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196 | |
100 | |
197 | /* This function returns the effective level the spell |
101 | /* This function returns the effective level the spell |
198 | * is being cast at. |
102 | * is being cast at. |
199 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
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200 | * This is because the new code compares casting_level against |
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201 | * min_caster_level, so the difference is effectively 4 |
|
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202 | */ |
103 | */ |
203 | |
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204 | int |
104 | int |
205 | caster_level (object *caster, object *spell) |
105 | casting_level (object *caster, object *spell) |
206 | { |
106 | { |
207 | int level = caster->level; |
107 | int level = caster->level; |
208 | |
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209 | /* If this is a player, try to find the matching skill */ |
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210 | if (caster->type == PLAYER && spell->skill) |
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211 | for (int i = 0; i < NUM_SKILLS; i++) |
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212 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
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213 | { |
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214 | level = caster->contr->last_skill_ob[i]->level; |
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215 | break; |
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216 | } |
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217 | |
108 | |
218 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
109 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
219 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
110 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
220 | { |
111 | { |
221 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
112 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
222 | int sk_level = skill ? skill->level : 1; |
113 | int sk_level = skill ? skill->level : 1; |
223 | |
114 | |
224 | level = MIN (level, sk_level + level / 10 + 1); |
115 | level = min (level, sk_level + level / 10 + 1); |
225 | } |
116 | } |
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117 | else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */ |
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118 | if (object *skill = caster->contr->find_skill (spell->skill)) |
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119 | level = skill->level; |
226 | |
120 | |
227 | /* Got valid caster level. Now adjust for attunement */ |
121 | int bonus = attuned_bonus (caster, spell, level); |
228 | level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); |
122 | |
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123 | level += bonus; |
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124 | |
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125 | // now scale the effective level from the startinglevel..100 range to 1..100 |
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126 | if (level < 100) |
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127 | level = lerp (level, (int)spell->level, 100, 1, 100); |
229 | |
128 | |
230 | /* Always make this at least 1. If this is zero, we get divide by zero |
129 | /* Always make this at least 1. If this is zero, we get divide by zero |
231 | * errors in various places. |
130 | * errors in various places. |
232 | */ |
131 | */ |
233 | if (level < 1) |
132 | return clamp (level, 1, settings.max_level); |
234 | level = 1; |
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235 | |
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236 | return level; |
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237 | } |
133 | } |
238 | |
134 | |
239 | /* The following function scales the spellpoint cost of |
135 | /* The following function scales the spellpoint cost of |
240 | * a spell by it's increased effectiveness. Some of the |
136 | * a spell by it's increased effectiveness. Some of the |
241 | * lower level spells become incredibly vicious at high |
137 | * lower level spells become incredibly vicious at high |
… | |
… | |
245 | * caster is what is casting the spell, can be op. |
141 | * caster is what is casting the spell, can be op. |
246 | * spell is the spell object. |
142 | * spell is the spell object. |
247 | * Note that it is now possible for a spell to cost both grace and |
143 | * Note that it is now possible for a spell to cost both grace and |
248 | * mana. In that case, we return which ever value is higher. |
144 | * mana. In that case, we return which ever value is higher. |
249 | */ |
145 | */ |
250 | |
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251 | sint16 |
146 | sint16 |
252 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
147 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
253 | { |
148 | { |
254 | int sp, grace, level = caster_level (caster, spell); |
149 | int sp, grace, level = casting_level (caster, spell); |
255 | |
150 | |
256 | if (settings.spellpoint_level_depend == TRUE) |
151 | if (settings.spellpoint_level_depend == TRUE) |
257 | { |
152 | { |
258 | if (spell->stats.sp && spell->stats.maxsp) |
153 | if (spell->stats.sp && spell->stats.maxsp) |
259 | { |
154 | { |
… | |
… | |
280 | else |
175 | else |
281 | { |
176 | { |
282 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
177 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
283 | if (spell->stats.sp && !sp) |
178 | if (spell->stats.sp && !sp) |
284 | sp = 1; |
179 | sp = 1; |
|
|
180 | |
285 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
181 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
286 | if (spell->stats.grace && !grace) |
182 | if (spell->stats.grace && !grace) |
287 | grace = 1; |
183 | grace = 1; |
288 | } |
184 | } |
|
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185 | |
289 | if (flags == SPELL_HIGHEST) |
186 | if (flags == SPELL_HIGHEST) |
290 | return MAX (sp, grace); |
187 | return MAX (sp, grace); |
291 | else if (flags == SPELL_GRACE) |
188 | else if (flags == SPELL_GRACE) |
292 | return grace; |
189 | return grace; |
293 | else if (flags == SPELL_MANA) |
190 | else if (flags == SPELL_MANA) |
… | |
… | |
297 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
194 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
298 | return 0; |
195 | return 0; |
299 | } |
196 | } |
300 | } |
197 | } |
301 | |
198 | |
|
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199 | /* |
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200 | * Return the effective casting level of the spell. |
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201 | * To make spells independent of their starting level, this function |
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202 | * scales the range spellstartlevel .. 100 into the range 1..100 |
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203 | */ |
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204 | static int |
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205 | SP_casting_level (object *caster, object *spell) |
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206 | { |
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207 | return casting_level (caster, spell); |
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208 | } |
302 | |
209 | |
303 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
210 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
304 | * spob is the spell we are adjusting. |
211 | * spob is the spell we are adjusting. |
305 | */ |
212 | */ |
306 | int |
213 | int |
307 | SP_level_dam_adjust (object *caster, object *spob) |
214 | SP_level_dam_adjust (object *caster, object *spob) |
308 | { |
215 | { |
309 | int level = caster_level (caster, spob); |
|
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310 | int adj = level - min_casting_level (caster, spob); |
|
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311 | |
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312 | if (adj < 0) |
|
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313 | adj = 0; |
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314 | if (spob->dam_modifier) |
216 | if (!spob->dam_modifier) |
315 | adj /= spob->dam_modifier; |
|
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316 | else |
|
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317 | adj = 0; |
|
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318 | return adj; |
217 | return 0; |
|
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218 | |
|
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219 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
319 | } |
220 | } |
320 | |
221 | |
321 | /* Adjust the strength of the spell based on level. |
222 | /* Adjust the strength of the spell based on level. |
322 | * This is basically the same as SP_level_dam_adjust above, |
223 | * This is basically the same as SP_level_dam_adjust above, |
323 | * but instead looks at the level_modifier value. |
224 | * but instead looks at the level_modifier value. |
324 | */ |
225 | */ |
325 | int |
226 | int |
326 | SP_level_duration_adjust (object *caster, object *spob) |
227 | SP_level_duration_adjust (object *caster, object *spob) |
327 | { |
228 | { |
328 | int level = caster_level (caster, spob); |
|
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329 | int adj = level - min_casting_level (caster, spob); |
|
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330 | |
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331 | if (adj < 0) |
|
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332 | adj = 0; |
|
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333 | if (spob->duration_modifier) |
229 | if (!spob->duration_modifier) |
334 | adj /= spob->duration_modifier; |
|
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335 | else |
|
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336 | adj = 0; |
|
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337 | |
|
|
338 | return adj; |
230 | return 0; |
|
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231 | |
|
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232 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
339 | } |
233 | } |
340 | |
234 | |
341 | /* Adjust the strength of the spell based on level. |
235 | /* Adjust the strength of the spell based on level. |
342 | * This is basically the same as SP_level_dam_adjust above, |
236 | * This is basically the same as SP_level_dam_adjust above, |
343 | * but instead looks at the level_modifier value. |
237 | * but instead looks at the level_modifier value. |
344 | */ |
238 | */ |
345 | int |
239 | int |
346 | SP_level_range_adjust (object *caster, object *spob) |
240 | SP_level_range_adjust (object *caster, object *spob) |
347 | { |
241 | { |
348 | int level = caster_level (caster, spob); |
|
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349 | int adj = level - min_casting_level (caster, spob); |
|
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350 | |
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351 | if (adj < 0) |
|
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352 | adj = 0; |
|
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353 | if (spob->range_modifier) |
242 | if (!spob->range_modifier) |
354 | adj /= spob->range_modifier; |
|
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355 | else |
|
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356 | adj = 0; |
|
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357 | |
|
|
358 | return adj; |
243 | return 0; |
|
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244 | |
|
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245 | return SP_casting_level (caster, spob) / spob->range_modifier; |
359 | } |
246 | } |
360 | |
247 | |
361 | /* Checks to see if player knows the spell. If the name is the same |
248 | /* Checks to see if player knows the spell. If the name is the same |
362 | * as an existing spell, we presume they know it. |
249 | * as an existing spell, we presume they know it. |
363 | * returns 1 if they know the spell, 0 if they don't. |
250 | * returns 1 if they know the spell, 0 if they don't. |
364 | */ |
251 | */ |
365 | object * |
252 | object * |
366 | check_spell_known (object *op, const char *name) |
253 | check_spell_known (object *op, shstr_cmp name) |
367 | { |
254 | { |
368 | object *spop; |
255 | object *spop; |
369 | |
256 | |
370 | for (spop = op->inv; spop; spop = spop->below) |
257 | for (spop = op->inv; spop; spop = spop->below) |
371 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
258 | if (spop->type == SPELL && spop->name == name) |
372 | return spop; |
259 | return spop; |
373 | |
260 | |
374 | return NULL; |
261 | return 0; |
375 | } |
262 | } |
376 | |
|
|
377 | |
263 | |
378 | /* |
264 | /* |
379 | * Look at object 'op' and see if they know the spell |
265 | * Look at object 'op' and see if they know the spell |
380 | * spname. This is pretty close to check_spell_known |
266 | * spname. This is pretty close to check_spell_known |
381 | * above, but it uses a looser matching mechanism. |
267 | * above, but it uses a looser matching mechanism. |
382 | * returns the matching spell object, or NULL. |
268 | * returns the matching spell object, or NULL. |
383 | * If we match multiple spells but don't get an |
269 | * If we match multiple spells but don't get an |
384 | * exact match, we also return NULL. |
270 | * exact match, we also return NULL. |
385 | */ |
271 | */ |
386 | |
|
|
387 | object * |
272 | object * |
388 | lookup_spell_by_name (object *op, const char *spname) |
273 | lookup_spell_by_name (object *op, const char *spname) |
389 | { |
274 | { |
390 | object *spob1 = NULL, *spob2 = NULL, *spob; |
275 | object *spob1 = 0, *spob2 = 0; |
391 | int nummatch = 0; |
276 | int nummatch = 0; |
392 | |
277 | |
393 | if (spname == NULL) |
278 | if (!spname) |
394 | return NULL; |
279 | return 0; |
395 | |
280 | |
396 | /* Try to find the spell. We store the results in spob1 |
281 | /* Try to find the spell. We store the results in spob1 |
397 | * and spob2 - spob1 is only taking the length of |
282 | * and spob2 - spob1 is only taking the length of |
398 | * the past spname, spob2 uses the length of the spell name. |
283 | * the past spname, spob2 uses the length of the spell name. |
399 | */ |
284 | */ |
400 | for (spob = op->inv; spob; spob = spob->below) |
285 | for (object *spob = op->inv; spob; spob = spob->below) |
401 | { |
286 | { |
402 | if (spob->type == SPELL) |
287 | if (spob->type == SPELL) |
403 | { |
288 | { |
|
|
289 | // TODO: WTF? |
404 | if (!strncmp (spob->name, spname, strlen (spname))) |
290 | if (!strncmp (spob->name, spname, strlen (spname))) |
405 | { |
291 | { |
406 | nummatch++; |
292 | nummatch++; |
407 | spob1 = spob; |
293 | spob1 = spob; |
408 | } |
294 | } |
… | |
… | |
413 | * fall into this category). It shouldn't be hard to |
299 | * fall into this category). It shouldn't be hard to |
414 | * make sure spell names don't overlap in that fashion. |
300 | * make sure spell names don't overlap in that fashion. |
415 | */ |
301 | */ |
416 | if (spob2) |
302 | if (spob2) |
417 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
303 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
|
|
304 | |
418 | spob2 = spob; |
305 | spob2 = spob; |
419 | } |
306 | } |
420 | } |
307 | } |
421 | } |
308 | } |
422 | /* if we have best match, return it. Otherwise, if we have one match |
309 | /* if we have best match, return it. Otherwise, if we have one match |
423 | * on the loser match, return that, otehrwise null |
310 | * on the loser match, return that, otehrwise null |
424 | */ |
311 | */ |
425 | if (spob2) |
312 | if (spob2) |
426 | return spob2; |
313 | return spob2; |
|
|
314 | |
427 | if (spob1 && nummatch == 1) |
315 | if (spob1 && nummatch == 1) |
428 | return spob1; |
316 | return spob1; |
|
|
317 | |
429 | return NULL; |
318 | return NULL; |
430 | } |
319 | } |
431 | |
320 | |
432 | /* reflwall - decides weither the (spell-)object sp_op will |
321 | /* reflwall - decides weither the (spell-)object sp_op will |
433 | * be reflected from the given mapsquare. Returns 1 if true. |
322 | * be reflected from the given mapsquare. Returns 1 if true. |
… | |
… | |
437 | * eg, updated for tiled maps. |
326 | * eg, updated for tiled maps. |
438 | */ |
327 | */ |
439 | int |
328 | int |
440 | reflwall (maptile *m, int x, int y, object *sp_op) |
329 | reflwall (maptile *m, int x, int y, object *sp_op) |
441 | { |
330 | { |
442 | object *op; |
|
|
443 | |
|
|
444 | if (OUT_OF_REAL_MAP (m, x, y)) |
331 | if (OUT_OF_REAL_MAP (m, x, y)) |
445 | return 0; |
332 | return 0; |
|
|
333 | |
446 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
334 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
447 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
335 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
448 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
336 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
449 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
337 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
450 | return 1; |
338 | return 1; |
451 | |
339 | |
… | |
… | |
471 | { |
359 | { |
472 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
360 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
473 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
361 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
474 | dir = 0; |
362 | dir = 0; |
475 | } |
363 | } |
476 | new_op->x = op->x + freearr_x[dir]; |
364 | |
477 | new_op->y = op->y + freearr_y[dir]; |
365 | SET_FLAG (new_op, FLAG_IDENTIFIED); |
478 | if (dir == 0) |
366 | op->map->insert (new_op, |
479 | insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); |
367 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
480 | else |
368 | op, |
481 | insert_ob_in_map (new_op, op->map, op, 0); |
369 | dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
370 | |
482 | return dir; |
371 | return dir; |
|
|
372 | } |
|
|
373 | |
|
|
374 | static bool |
|
|
375 | mergable_owner (object *o1, object *o2) |
|
|
376 | { |
|
|
377 | if (o1 == o2) |
|
|
378 | return 1; |
|
|
379 | |
|
|
380 | if (!o1 || !o2) |
|
|
381 | return 0; |
|
|
382 | |
|
|
383 | if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY]) |
|
|
384 | return 0; |
|
|
385 | |
|
|
386 | if (o1->is_player () || o2->is_player ()) |
|
|
387 | return 0; |
|
|
388 | |
|
|
389 | return 1; |
483 | } |
390 | } |
484 | |
391 | |
485 | /* Returns true if it is ok to put spell *op on the space/may provided. |
392 | /* Returns true if it is ok to put spell *op on the space/may provided. |
486 | * immune_stop is basically the attacktype of the spell (why |
393 | * immune_stop is basically the attacktype of the spell (why |
487 | * passed as a different value, not sure of). If immune_stop |
394 | * passed as a different value, not sure of). If immune_stop |
488 | * has the AT_MAGIC bit set, and there is a counterwall |
395 | * has the AT_MAGIC bit set, and there is a counterwall |
489 | * on the space, the object doesn't get placed. if immune stop |
396 | * on the space, the object doesn't get placed. if immune stop |
490 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
397 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
491 | * |
398 | */ |
492 | */ |
|
|
493 | |
|
|
494 | int |
399 | int |
495 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
400 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
496 | { |
401 | { |
497 | object *tmp; |
402 | if (!xy_normalise (m, x, y)) |
498 | int mflags; |
|
|
499 | maptile *mp; |
|
|
500 | |
|
|
501 | mp = m; |
|
|
502 | mflags = get_map_flags (m, &mp, x, y, &x, &y); |
|
|
503 | |
|
|
504 | if (mflags & P_OUT_OF_MAP) |
|
|
505 | return 0; |
403 | return 0; |
506 | |
404 | |
507 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) |
405 | mapspace &ms = m->at (x, y); |
|
|
406 | ms.update (); |
|
|
407 | |
|
|
408 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
508 | return 0; |
409 | return 0; |
509 | |
410 | |
510 | for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) |
411 | int max_effects = 5; // max. number of similar spells per mapspace |
|
|
412 | |
|
|
413 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
511 | { |
414 | { |
512 | /* If there is a counterspell on the space, and this |
415 | /* If there is a counterspell on the space, and this |
513 | * object is using magic, don't progress. I believe we could |
416 | * object is using magic, don't progress. I believe we could |
514 | * leave this out and let in progress, and other areas of the code |
417 | * leave this out and let in progress, and other areas of the code |
515 | * will then remove it, but that would seem to to use more |
418 | * will then remove it, but that would seem to to use more |
516 | * resources, and may not work as well if a player is standing |
419 | * resources, and may not work as well if a player is standing |
517 | * on top of a counterwall spell (may hit the player before being |
420 | * on top of a counterwall spell (may hit the player before being |
518 | * removed.) On the other hand, it may be more dramatic for the |
421 | * removed.) On the other hand, it may be more dramatic for the |
519 | * spell to actually hit the counterwall and be sucked up. |
422 | * spell to actually hit the counterwall and be sucked up. |
520 | */ |
423 | */ |
521 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
424 | if ((tmp->attacktype & AT_COUNTERSPELL) |
522 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
425 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
523 | (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) |
426 | && (tmp->type != PLAYER) |
|
|
427 | && (tmp->type != WEAPON) |
|
|
428 | && (tmp->type != BOW) |
|
|
429 | && (tmp->type != ARROW) |
|
|
430 | && (tmp->type != GOLEM) |
|
|
431 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
|
|
432 | // we special case floor here because there |
|
|
433 | // are sometimes spell effect floors |
|
|
434 | // which are used to inflict damage |
|
|
435 | // (and those shouldn't go away from |
|
|
436 | // sanctuary) see also: permanent lava |
|
|
437 | && (immune_stop & AT_MAGIC)) |
524 | return 0; |
438 | return 0; |
525 | |
439 | |
526 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
527 | * limits one spell effect per space per spell. This is definately |
|
|
528 | * needed for performance reasons, and just for playability I believe. |
|
|
529 | * there are no such things as multispaced spells right now, so |
|
|
530 | * we don't need to worry about the head. |
|
|
531 | */ |
|
|
532 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
|
|
533 | return 0; |
|
|
534 | |
|
|
535 | /* |
|
|
536 | * Combine similar spell effects into one spell effect. Needed for |
|
|
537 | * performance reasons with meteor swarm and the like, but also for |
|
|
538 | * playability reasons. |
|
|
539 | */ |
|
|
540 | if (tmp->arch == op->arch |
|
|
541 | && tmp->type == op->type |
440 | if (tmp->type == op->type) |
542 | && tmp->subtype == op->subtype |
|
|
543 | && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
544 | { |
441 | { |
545 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
442 | if (tmp->subtype == op->subtype |
546 | tmp->range = MAX (tmp->range, op->range); |
443 | && tmp->arch == op->arch /* no harm if not comparing by name here */) |
547 | tmp->duration = MAX (tmp->duration, op->duration); |
444 | { |
|
|
445 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
446 | * limits one spell effect per space per spell. This is definately |
|
|
447 | * needed for performance reasons, and just for playability I believe. |
|
|
448 | * there are no such things as multispaced spells right now, so |
|
|
449 | * we don't need to worry about the head. |
|
|
450 | */ |
|
|
451 | if (tmp->stats.maxhp == op->stats.maxhp) |
|
|
452 | return 0; |
|
|
453 | |
|
|
454 | /* |
|
|
455 | * Combine similar spell effects into one spell effect. Needed for |
|
|
456 | * performance reasons with meteor swarm and the like, but also for |
|
|
457 | * playability reasons. |
|
|
458 | */ |
|
|
459 | if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
460 | if (mergable_owner (tmp, op)) |
|
|
461 | { |
|
|
462 | // if same owner, then combine, but reduce advantage of multiple spells |
|
|
463 | max_it (tmp->stats.dam, op->stats.dam); |
|
|
464 | max_it (tmp->range , op->range); |
|
|
465 | max_it (tmp->duration , op->duration); |
|
|
466 | return 0; |
|
|
467 | } |
|
|
468 | } |
|
|
469 | |
|
|
470 | // if there are too many spell effects on this space, |
|
|
471 | // then don't allow more of them, for performance reasons. |
|
|
472 | if (tmp->type == SPELL_EFFECT |
|
|
473 | && !--max_effects) |
548 | return 0; |
474 | return 0; |
549 | } |
475 | } |
550 | |
476 | |
551 | /* Perhaps we should also put checks in for no magic and unholy |
477 | /* Perhaps we should also put checks in for no magic and unholy |
552 | * ground to prevent it from moving along? |
478 | * ground to prevent it from moving along? |
553 | */ |
479 | */ |
554 | } |
480 | } |
|
|
481 | |
555 | /* If it passes the above tests, it must be OK */ |
482 | /* If it passes the above tests, it must be OK */ |
556 | return 1; |
483 | return 1; |
557 | } |
484 | } |
558 | |
485 | |
559 | /* fire_arch_from_position: fires an archetype. |
486 | /* fire_arch_from_position: fires an archetype. |
… | |
… | |
564 | * dir: direction to fire in. |
491 | * dir: direction to fire in. |
565 | * spell: spell that is being fired. It uses other_arch for the archetype |
492 | * spell: spell that is being fired. It uses other_arch for the archetype |
566 | * to fire. |
493 | * to fire. |
567 | * returns 0 on failure, 1 on success. |
494 | * returns 0 on failure, 1 on success. |
568 | */ |
495 | */ |
569 | |
|
|
570 | int |
496 | int |
571 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
497 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
572 | { |
498 | { |
573 | object *tmp; |
|
|
574 | int mflags; |
|
|
575 | maptile *m; |
|
|
576 | |
|
|
577 | if (spell->other_arch == NULL) |
499 | if (!spell->other_arch) |
578 | return 0; |
500 | return 0; |
579 | |
501 | |
580 | m = op->map; |
502 | object *tmp = spell->other_arch->instance (); |
581 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
582 | if (mflags & P_OUT_OF_MAP) |
|
|
583 | { |
|
|
584 | return 0; |
|
|
585 | } |
|
|
586 | |
503 | |
587 | tmp = arch_to_object (spell->other_arch); |
504 | if (!tmp) |
588 | |
|
|
589 | if (tmp == NULL) |
|
|
590 | return 0; |
505 | return 0; |
591 | |
|
|
592 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
593 | { |
|
|
594 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
595 | tmp->destroy (); |
|
|
596 | return 0; |
|
|
597 | } |
|
|
598 | |
506 | |
599 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
507 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
600 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
508 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
601 | /* code in time.c uses food for some things, duration for others */ |
509 | /* code in time.c uses food for some things, duration for others */ |
602 | tmp->stats.food = tmp->duration; |
510 | tmp->stats.food = tmp->duration; |
603 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
511 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
604 | tmp->attacktype = spell->attacktype; |
512 | tmp->attacktype = spell->attacktype; |
605 | tmp->x = x; |
|
|
606 | tmp->y = y; |
|
|
607 | tmp->direction = dir; |
513 | tmp->direction = dir; |
608 | if (op->owner != NULL) |
|
|
609 | tmp->set_owner (op); |
514 | tmp->set_owner (op); |
610 | else |
|
|
611 | tmp->set_owner (op); |
|
|
612 | tmp->level = caster_level (caster, spell); |
515 | tmp->level = casting_level (caster, spell); |
613 | set_spell_skill (op, caster, spell, tmp); |
516 | set_spell_skill (op, caster, spell, tmp); |
614 | |
517 | |
615 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
518 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
616 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
519 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
617 | { |
|
|
618 | if (!tailor_god_spell (tmp, op)) |
520 | if (!tailor_god_spell (tmp, op)) |
619 | return 0; |
521 | return 0; |
620 | } |
522 | |
621 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
523 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
622 | SET_ANIMATION (tmp, dir); |
524 | SET_ANIMATION (tmp, dir); |
623 | |
525 | |
624 | if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) |
526 | if ((tmp = op->map->insert (tmp, x, y, op))) |
625 | return 1; |
|
|
626 | |
|
|
627 | move_spell_effect (tmp); |
527 | move_spell_effect (tmp); |
628 | |
528 | |
629 | return 1; |
529 | return 1; |
630 | } |
530 | } |
631 | |
|
|
632 | |
|
|
633 | |
531 | |
634 | /***************************************************************************** |
532 | /***************************************************************************** |
635 | * |
533 | * |
636 | * Code related to rods - perhaps better located in another file? |
534 | * Code related to rods - perhaps better located in another file? |
637 | * |
535 | * |
638 | ****************************************************************************/ |
536 | ****************************************************************************/ |
639 | |
|
|
640 | void |
537 | void |
641 | regenerate_rod (object *rod) |
538 | regenerate_rod (object *rod) |
642 | { |
539 | { |
643 | if (rod->stats.hp < rod->stats.maxhp) |
540 | if (rod->stats.hp < rod->stats.maxhp) |
644 | { |
541 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
645 | rod->stats.hp += 1 + rod->stats.maxhp / 10; |
|
|
646 | |
|
|
647 | if (rod->stats.hp > rod->stats.maxhp) |
|
|
648 | rod->stats.hp = rod->stats.maxhp; |
|
|
649 | } |
|
|
650 | } |
542 | } |
651 | |
|
|
652 | |
543 | |
653 | void |
544 | void |
654 | drain_rod_charge (object *rod) |
545 | drain_rod_charge (object *rod) |
655 | { |
546 | { |
656 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
547 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
657 | } |
548 | } |
658 | |
|
|
659 | |
|
|
660 | |
|
|
661 | |
549 | |
662 | /* this function is commonly used to find a friendly target for |
550 | /* this function is commonly used to find a friendly target for |
663 | * spells such as heal or protection or armour |
551 | * spells such as heal or protection or armour |
664 | * op is what is looking for the target (which can be a player), |
552 | * op is what is looking for the target (which can be a player), |
665 | * dir is the direction we are looking in. Return object found, or |
553 | * dir is the direction we are looking in. Return object found, or |
666 | * NULL if no good object. |
554 | * NULL if no good object. |
667 | */ |
555 | */ |
668 | |
|
|
669 | object * |
556 | object * |
670 | find_target_for_friendly_spell (object *op, int dir) |
557 | find_target_for_friendly_spell (object *op, int dir) |
671 | { |
558 | { |
672 | object *tmp; |
559 | object *tmp; |
673 | maptile *m; |
|
|
674 | sint16 x, y; |
|
|
675 | int mflags; |
|
|
676 | |
560 | |
677 | /* I don't really get this block - if op isn't a player or rune, |
561 | /* I don't really get this block - if op isn't a player or rune, |
678 | * we then make the owner of this object the target. |
562 | * we then make the owner of this object the target. |
679 | * The owner could very well be no where near op. |
563 | * The owner could very well be no where near op. |
680 | */ |
564 | */ |
… | |
… | |
687 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
571 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
688 | tmp = op; |
572 | tmp = op; |
689 | } |
573 | } |
690 | else |
574 | else |
691 | { |
575 | { |
692 | m = op->map; |
576 | maptile *m = op->map; |
693 | x = op->x + freearr_x[dir]; |
577 | sint16 x = op->x + freearr_x[dir]; |
694 | y = op->y + freearr_y[dir]; |
578 | sint16 y = op->y + freearr_y[dir]; |
695 | |
|
|
696 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
697 | |
|
|
698 | if (mflags & P_OUT_OF_MAP) |
|
|
699 | tmp = 0; |
|
|
700 | else |
579 | |
|
|
580 | tmp = xy_normalise (m, x, y) |
701 | tmp = m->at (x, y).player (); |
581 | ? m->at (x, y).player () |
|
|
582 | : 0; |
702 | } |
583 | } |
703 | |
584 | |
704 | /* didn't find a player there, look in current square for a player */ |
585 | /* didn't find a player there, look in current square for a player */ |
705 | if (!tmp) |
586 | if (!tmp) |
706 | tmp = op->ms ().player (); |
587 | tmp = op->ms ().player (); |
707 | |
588 | |
708 | return tmp; |
589 | return tmp; |
709 | } |
590 | } |
710 | |
|
|
711 | |
|
|
712 | |
591 | |
713 | /* raytrace: |
592 | /* raytrace: |
714 | * spell_find_dir(map, x, y, exclude) will search first the center square |
593 | * spell_find_dir(map, x, y, exclude) will search first the center square |
715 | * then some close squares in the given map at the given coordinates for |
594 | * then some close squares in the given map at the given coordinates for |
716 | * live objects. |
595 | * live objects. |
… | |
… | |
719 | * monsters/generators only. If not, the spell will hunt players only. |
598 | * monsters/generators only. If not, the spell will hunt players only. |
720 | * It returns the direction toward the first/closest live object if it finds |
599 | * It returns the direction toward the first/closest live object if it finds |
721 | * any, otherwise -1. |
600 | * any, otherwise -1. |
722 | * note that exclude can be NULL, in which case all bets are off. |
601 | * note that exclude can be NULL, in which case all bets are off. |
723 | */ |
602 | */ |
724 | |
|
|
725 | int |
603 | int |
726 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
604 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
727 | { |
605 | { |
728 | int i, max = SIZEOFFREE; |
606 | int i, max = SIZEOFFREE; |
729 | sint16 nx, ny; |
607 | sint16 nx, ny; |
… | |
… | |
756 | return freedir[i]; |
634 | return freedir[i]; |
757 | } |
635 | } |
758 | return -1; /* flag for "keep going the way you were" */ |
636 | return -1; /* flag for "keep going the way you were" */ |
759 | } |
637 | } |
760 | |
638 | |
761 | |
|
|
762 | |
|
|
763 | /* put_a_monster: puts a monster named monstername near by |
639 | /* put_a_monster: puts a monster named monstername near by |
764 | * op. This creates the treasures for the monsters, and |
640 | * op. This creates the treasures for the monsters, and |
765 | * also deals with multipart monsters properly. |
641 | * also deals with multipart monsters properly. |
766 | */ |
642 | */ |
767 | |
643 | static void |
768 | void |
|
|
769 | put_a_monster (object *op, const char *monstername) |
644 | put_a_monster (object *op, const char *monstername) |
770 | { |
645 | { |
771 | object *tmp, *head = NULL, *prev = NULL; |
646 | object *tmp, *head = NULL, *prev = NULL; |
772 | archetype *at; |
647 | archetype *at; |
773 | int dir; |
648 | int dir; |
… | |
… | |
779 | |
654 | |
780 | /* find a free square nearby |
655 | /* find a free square nearby |
781 | * first we check the closest square for free squares |
656 | * first we check the closest square for free squares |
782 | */ |
657 | */ |
783 | |
658 | |
784 | dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); |
659 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
785 | if (dir != -1) |
660 | if (dir != -1) |
786 | { |
661 | { |
787 | /* This is basically grabbed for generate monster. Fixed 971225 to |
662 | /* This is basically grabbed for generate monster. Fixed 971225 to |
788 | * insert multipart monsters properly |
663 | * insert multipart monsters properly |
789 | */ |
664 | */ |
|
|
665 | //TODO: use expand_tail + ... |
790 | while (at != NULL) |
666 | while (at != NULL) |
791 | { |
667 | { |
792 | tmp = arch_to_object (at); |
668 | tmp = arch_to_object (at); |
793 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
669 | tmp->x = op->x + freearr_x[dir] + at->x; |
794 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
670 | tmp->y = op->y + freearr_y[dir] + at->y; |
795 | tmp->map = op->map; |
671 | tmp->map = op->map; |
796 | if (head) |
672 | if (head) |
797 | { |
673 | { |
798 | tmp->head = head; |
674 | tmp->head = head; |
799 | prev->more = tmp; |
675 | prev->more = tmp; |
800 | } |
676 | } |
|
|
677 | |
801 | if (!head) |
678 | if (!head) |
802 | head = tmp; |
679 | head = tmp; |
|
|
680 | |
803 | prev = tmp; |
681 | prev = tmp; |
|
|
682 | |
804 | at = at->more; |
683 | at = (archetype *)at->more; |
805 | } |
684 | } |
806 | |
685 | |
807 | if (head->randomitems) |
686 | if (head->randomitems) |
808 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
687 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
809 | |
688 | |
810 | insert_ob_in_map (head, op->map, op, 0); |
689 | insert_ob_in_map (head, op->map, op, 0); |
811 | |
690 | |
812 | /* thought it'd be cool to insert a burnout, too. */ |
691 | /* thought it'd be cool to insert a burnout, too. */ |
813 | tmp = get_archetype ("burnout"); |
692 | op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
814 | tmp->map = op->map; |
|
|
815 | tmp->x = op->x + freearr_x[dir]; |
|
|
816 | tmp->y = op->y + freearr_y[dir]; |
|
|
817 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
818 | } |
693 | } |
819 | } |
694 | } |
820 | |
695 | |
821 | /* peterm: function which summons hostile monsters and |
696 | /* peterm: function which summons hostile monsters and |
822 | * places them in nearby squares. |
697 | * places them in nearby squares. |
… | |
… | |
829 | * Note that this is not used by any spells (summon evil monsters |
704 | * Note that this is not used by any spells (summon evil monsters |
830 | * use to call this, but best I can tell, that spell/ability was |
705 | * use to call this, but best I can tell, that spell/ability was |
831 | * never used. This is however used by various failures on the |
706 | * never used. This is however used by various failures on the |
832 | * players part (alchemy, reincarnation, etc) |
707 | * players part (alchemy, reincarnation, etc) |
833 | */ |
708 | */ |
834 | |
|
|
835 | int |
709 | int |
836 | summon_hostile_monsters (object *op, int n, const char *monstername) |
710 | summon_hostile_monsters (object *op, int n, const char *monstername) |
837 | { |
711 | { |
838 | int i; |
712 | int i; |
839 | |
713 | |
… | |
… | |
849 | { |
723 | { |
850 | int attacktype; |
724 | int attacktype; |
851 | int face; |
725 | int face; |
852 | } ATTACKS[22] = |
726 | } ATTACKS[22] = |
853 | { |
727 | { |
854 | { |
|
|
855 | AT_PHYSICAL, 0}, |
728 | { AT_PHYSICAL, 0}, |
856 | { |
|
|
857 | AT_PHYSICAL, 0}, /*face = explosion */ |
729 | { AT_PHYSICAL, 0}, /*face = explosion */ |
858 | { |
|
|
859 | AT_PHYSICAL, 0}, |
730 | { AT_PHYSICAL, 0}, |
860 | { |
|
|
861 | AT_MAGIC, 1}, |
731 | { AT_MAGIC, 1}, |
862 | { |
|
|
863 | AT_MAGIC, 1}, /* face = last-burnout */ |
732 | { AT_MAGIC, 1}, /* face = last-burnout */ |
864 | { |
|
|
865 | AT_MAGIC, 1}, |
733 | { AT_MAGIC, 1}, |
866 | { |
|
|
867 | AT_FIRE, 2}, |
734 | { AT_FIRE, 2}, |
868 | { |
|
|
869 | AT_FIRE, 2}, /* face = fire.... */ |
735 | { AT_FIRE, 2}, /* face = fire.... */ |
870 | { |
|
|
871 | AT_FIRE, 2}, |
736 | { AT_FIRE, 2}, |
872 | { |
|
|
873 | AT_ELECTRICITY, 3}, |
737 | { AT_ELECTRICITY, 3}, |
874 | { |
|
|
875 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
738 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
876 | { |
|
|
877 | AT_ELECTRICITY, 3}, |
739 | { AT_ELECTRICITY, 3}, |
878 | { |
|
|
879 | AT_COLD, 4}, |
740 | { AT_COLD, 4}, |
880 | { |
|
|
881 | AT_COLD, 4}, /* face=icestorm */ |
741 | { AT_COLD, 4}, /* face=icestorm */ |
882 | { |
|
|
883 | AT_COLD, 4}, |
742 | { AT_COLD, 4}, |
884 | { |
|
|
885 | AT_CONFUSION, 5}, |
743 | { AT_CONFUSION, 5}, |
886 | { |
|
|
887 | AT_POISON, 7}, |
744 | { AT_POISON, 7}, |
888 | { |
|
|
889 | AT_POISON, 7}, /* face = acid sphere. generator */ |
745 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
890 | { |
|
|
891 | AT_POISON, 7}, /* poisoncloud face */ |
746 | { AT_POISON, 7}, /* poisoncloud face */ |
892 | { |
|
|
893 | AT_SLOW, 8}, |
747 | { AT_SLOW, 8}, |
894 | { |
|
|
895 | AT_PARALYZE, 9}, |
748 | { AT_PARALYZE, 9}, |
896 | { |
|
|
897 | AT_FEAR, 10}}; |
749 | { AT_FEAR, 10}, |
898 | |
750 | }; |
899 | |
|
|
900 | |
751 | |
901 | /* shuffle_attack: peterm |
752 | /* shuffle_attack: peterm |
902 | * This routine shuffles the attack of op to one of the |
753 | * This routine shuffles the attack of op to one of the |
903 | * ones in the list. It does this at random. It also |
754 | * ones in the list. It does this at random. It also |
904 | * chooses a face appropriate to the attack that is |
755 | * chooses a face appropriate to the attack that is |
… | |
… | |
927 | { |
778 | { |
928 | SET_ANIMATION (op, ATTACKS[i].face); |
779 | SET_ANIMATION (op, ATTACKS[i].face); |
929 | } |
780 | } |
930 | } |
781 | } |
931 | |
782 | |
932 | |
|
|
933 | /* prayer_failure: This is called when a player fails |
783 | /* prayer_failure: This is called when a player fails |
934 | * at casting a prayer. |
784 | * at casting a prayer. |
935 | * op is the player. |
785 | * op is the player. |
936 | * failure is basically how much grace they had. |
786 | * failure is basically how much grace they had. |
937 | * power is how much grace the spell would normally take to cast. |
787 | * power is how much grace the spell would normally take to cast. |
938 | */ |
788 | */ |
939 | |
789 | static void |
940 | void |
|
|
941 | prayer_failure (object *op, int failure, int power) |
790 | prayer_failure (object *op, int failure, int power) |
942 | { |
791 | { |
943 | const char *godname; |
792 | const char *godname; |
944 | object *tmp; |
793 | object *tmp; |
945 | |
794 | |
… | |
… | |
1022 | else |
871 | else |
1023 | { |
872 | { |
1024 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
873 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
1025 | tmp = get_archetype (LOOSE_MANA); |
874 | tmp = get_archetype (LOOSE_MANA); |
1026 | tmp->level = skill->level; |
875 | tmp->level = skill->level; |
1027 | tmp->x = op->x; |
|
|
1028 | tmp->y = op->y; |
|
|
1029 | |
876 | |
1030 | /* increase the area of destruction a little for more powerful spells */ |
877 | /* increase the area of destruction a little for more powerful spells */ |
1031 | tmp->range += isqrt (power); |
878 | tmp->range += isqrt (power); |
1032 | |
879 | |
1033 | if (power > 25) |
880 | if (power > 25) |
1034 | tmp->stats.dam = 25 + isqrt (power); |
881 | tmp->stats.dam = 25 + isqrt (power); |
1035 | else |
882 | else |
1036 | tmp->stats.dam = power; /* nasty recoils! */ |
883 | tmp->stats.dam = power; /* nasty recoils! */ |
1037 | |
884 | |
1038 | tmp->stats.maxhp = tmp->count; |
885 | tmp->stats.maxhp = tmp->count; |
1039 | insert_ob_in_map (tmp, op->map, NULL, 0); |
886 | |
|
|
887 | tmp->insert_at (op); |
1040 | } |
888 | } |
1041 | } |
889 | } |
1042 | } |
890 | } |
1043 | |
891 | |
1044 | int |
892 | static int |
1045 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
893 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
1046 | { |
894 | { |
1047 | int success; |
|
|
1048 | player *pl; |
|
|
1049 | object *spell; |
|
|
1050 | |
|
|
1051 | if (!spell_ob->other_arch) |
895 | if (!spell_ob->other_arch) |
1052 | { |
896 | { |
1053 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
897 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
1054 | return 0; |
898 | return 0; |
1055 | } |
899 | } |
|
|
900 | |
1056 | spell = arch_to_object (spell_ob->other_arch); |
901 | object *spell = arch_to_object (spell_ob->other_arch); |
1057 | |
902 | |
1058 | /* Always cast spell on caster */ |
903 | /* Always cast spell on caster */ |
1059 | success = cast_spell (op, caster, dir, spell, stringarg); |
904 | int success = cast_spell (op, caster, dir, spell, spellparam); |
1060 | |
905 | |
1061 | if (caster->contr->party == NULL) |
906 | if (!op->contr || !op->contr->party) |
1062 | { |
907 | { |
1063 | spell->remove (); |
908 | spell->remove (); |
1064 | return success; |
909 | return success; |
1065 | } |
910 | } |
1066 | for (pl = first_player; pl != NULL; pl = pl->next) |
911 | |
1067 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
912 | for_all_players (pl) |
1068 | { |
913 | if ((pl->ob->contr->party == op->contr->party) |
|
|
914 | && on_same_map (pl->ob, op) |
|
|
915 | && pl->ob != op) |
1069 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
916 | cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam); |
1070 | } |
917 | |
1071 | spell->remove (); |
918 | spell->remove (); |
1072 | return success; |
919 | return success; |
1073 | } |
920 | } |
1074 | |
921 | |
1075 | /* This is where the main dispatch when someone casts a spell. |
922 | /* This is where the main dispatch when someone casts a spell. |
… | |
… | |
1080 | * same as op. |
927 | * same as op. |
1081 | * dir is the direction to cast in. Note in some cases, if the spell |
928 | * dir is the direction to cast in. Note in some cases, if the spell |
1082 | * is self only, dir really doesn't make a difference. |
929 | * is self only, dir really doesn't make a difference. |
1083 | * spell_ob is the spell object that is being cast. From that, |
930 | * spell_ob is the spell object that is being cast. From that, |
1084 | * we can determine what to do. |
931 | * we can determine what to do. |
1085 | * stringarg is any options that are being used. It can be NULL. Almost |
932 | * spellparam is any options that are being used. It can be NULL. Almost |
1086 | * certainly, only players will set it. It is basically used as optional |
933 | * certainly, only players will set it. It is basically used as optional |
1087 | * parameters to a spell (eg, item to create, information for marking runes, |
934 | * parameters to a spell (eg, item to create, information for marking runes, |
1088 | * etc. |
935 | * etc. |
1089 | * returns 1 on successful cast, or 0 on error. These values should really |
936 | * returns 1 on successful cast, or 0 on error. These values should really |
1090 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
937 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
… | |
… | |
1097 | * |
944 | * |
1098 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
945 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1099 | * this function will decrease the mana/grace appropriately. For other |
946 | * this function will decrease the mana/grace appropriately. For other |
1100 | * objects, the caller should do what it considers appropriate. |
947 | * objects, the caller should do what it considers appropriate. |
1101 | */ |
948 | */ |
1102 | |
|
|
1103 | int |
949 | int |
1104 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
950 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
1105 | { |
951 | { |
1106 | const char *godname; |
952 | const char *godname; |
1107 | int success = 0, mflags, cast_level = 0, old_shoottype; |
953 | int success = 0; |
1108 | object *skill = NULL; |
954 | object *skill = NULL; |
1109 | |
|
|
1110 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
|
|
1111 | |
955 | |
1112 | if (!spell_ob) |
956 | if (!spell_ob) |
1113 | { |
957 | { |
1114 | LOG (llevError, "cast_spell: null spell object passed\n"); |
958 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1115 | return 0; |
959 | return 0; |
… | |
… | |
1143 | * need to have the right skill pointer passed, so we need to |
987 | * need to have the right skill pointer passed, so we need to |
1144 | * at least process that code. |
988 | * at least process that code. |
1145 | */ |
989 | */ |
1146 | if (op->type == PLAYER && op == caster) |
990 | if (op->type == PLAYER && op == caster) |
1147 | { |
991 | { |
1148 | cast_level = caster_level (caster, spell_ob); |
|
|
1149 | if (spell_ob->skill) |
992 | if (spell_ob->skill) |
1150 | { |
993 | { |
1151 | skill = find_skill_by_name (op, spell_ob->skill); |
994 | skill = find_skill_by_name (op, spell_ob->skill); |
|
|
995 | |
1152 | if (!skill) |
996 | if (!skill) |
1153 | { |
997 | { |
1154 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
998 | op->failmsg (format ("You need the skill %s to cast %s! " |
|
|
999 | "H<You either need to learn the skill via a skill scroll " |
|
|
1000 | "or you need to wear a talisman or holy symbol.>", |
|
|
1001 | &spell_ob->skill, &spell_ob->name)); |
1155 | return 0; |
1002 | return 0; |
1156 | } |
1003 | } |
1157 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1004 | |
|
|
1005 | const char *msg = ""; |
|
|
1006 | |
|
|
1007 | int caster_level = skill->level; |
|
|
1008 | |
|
|
1009 | if (op->path_attuned & spell_ob->path_attuned) |
1158 | { |
1010 | { |
1159 | new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); |
1011 | caster_level += min (caster_level, ATTUNE_REPELL); |
|
|
1012 | msg = " (attuned)"; |
|
|
1013 | } |
|
|
1014 | |
|
|
1015 | if (op->path_repelled & spell_ob->path_attuned) |
|
|
1016 | { |
|
|
1017 | caster_level -= ATTUNE_REPELL; // negative is ok |
|
|
1018 | msg = " (repelled)"; |
|
|
1019 | } |
|
|
1020 | |
|
|
1021 | if (spell_ob->level > caster_level) |
|
|
1022 | { |
|
|
1023 | op->failmsg (format ("You lack enough skill to cast that spell! " |
|
|
1024 | "H<Your effective cast level is %d%s, but level %d is required.>", |
|
|
1025 | caster_level, msg, spell_ob->level)); |
|
|
1026 | if (!op->is_wiz ()) |
1160 | return 0; |
1027 | return 0; |
1161 | } |
1028 | } |
1162 | } |
1029 | } |
|
|
1030 | |
1163 | /* If the caster is the wiz, they don't ever fail, and don't have |
1031 | /* If the caster is the wiz, they don't ever fail, and don't have |
1164 | * to have sufficient grace/mana. |
1032 | * to have sufficient grace/mana. |
1165 | */ |
1033 | */ |
1166 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1034 | if (!QUERY_FLAG (op, FLAG_WIZCAST)) |
1167 | { |
1035 | { |
1168 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1036 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1169 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1037 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1170 | { |
1038 | { |
1171 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1039 | op->failmsg ("You don't have enough mana!"); |
1172 | return 0; |
1040 | return 0; |
1173 | } |
1041 | } |
|
|
1042 | |
1174 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1043 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1175 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1044 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1176 | { |
1045 | { |
1177 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1046 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1178 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1047 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1179 | { |
|
|
1180 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); |
1048 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1181 | } |
|
|
1182 | else |
1049 | else |
1183 | { |
1050 | { |
1184 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1051 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1185 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1052 | op->failmsg (format ("%s ignores your prayer.", godname)); |
1186 | return 0; |
1053 | return 0; |
1187 | } |
1054 | } |
1188 | } |
1055 | } |
1189 | |
1056 | |
1190 | /* player/monster is trying to cast the spell. might fumble it */ |
1057 | /* player/monster is trying to cast the spell. might fumble it */ |
1191 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1058 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1192 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1059 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1193 | { |
1060 | { |
1194 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1061 | op->contr->play_sound (sound_find ("fumble_spell")); |
1195 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1062 | op->failmsg ("You fumble the prayer."); |
1196 | if (settings.casting_time == TRUE) |
1063 | |
1197 | { |
|
|
1198 | op->casting_time = -1; |
|
|
1199 | } |
|
|
1200 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1064 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1201 | return 0; |
1065 | return 0; |
1202 | } |
1066 | } |
1203 | else if (spell_ob->stats.sp) |
1067 | else if (spell_ob->stats.sp) |
1204 | { |
1068 | { |
1205 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1069 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1206 | |
1070 | |
1207 | if (failure < 0) |
1071 | if (failure < 0) |
1208 | { |
1072 | { |
1209 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1073 | op->failmsg ("You bungle the spell because you have too much heavy equipment in use."); |
1210 | if (settings.spell_failure_effects == TRUE) |
1074 | if (settings.spell_failure_effects == TRUE) |
1211 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1075 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1212 | op->contr->shoottype = (rangetype) old_shoottype; |
1076 | |
1213 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1077 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1214 | return 0; |
1078 | return 0; |
1215 | } |
1079 | } |
1216 | } |
1080 | } |
1217 | } |
1081 | } |
1218 | } |
1082 | } |
1219 | |
1083 | |
1220 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1084 | int mflags = op->ms ().flags (); |
1221 | |
1085 | |
1222 | /* See if we can cast a spell here. If the caster and op are |
1086 | /* See if we can cast a spell here. If the caster and op are |
1223 | * not alive, then this would mean that the mapmaker put the |
1087 | * not alive, then this would mean that the mapmaker put the |
1224 | * objects on the space - presume that they know what they are |
1088 | * objects on the space - presume that they know what they are |
1225 | * doing. |
1089 | * doing. |
1226 | */ |
1090 | */ |
1227 | |
1091 | |
1228 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1092 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1229 | { |
1093 | { |
1230 | new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); |
1094 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1231 | return 0; |
1095 | return 0; |
1232 | } |
1096 | } |
1233 | |
1097 | |
1234 | if ((spell_ob->type == SPELL) |
1098 | if ((spell_ob->type == SPELL) |
1235 | && (caster->type != POTION) |
1099 | && (caster->type != POTION) |
… | |
… | |
1240 | { |
1104 | { |
1241 | if (op->type != PLAYER) |
1105 | if (op->type != PLAYER) |
1242 | return 0; |
1106 | return 0; |
1243 | |
1107 | |
1244 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1108 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1245 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1109 | op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); |
1246 | else |
1110 | else if (object *item = op->contr->ranged_ob) |
1247 | switch (op->contr->shoottype) |
|
|
1248 | { |
1111 | { |
1249 | case range_magic: |
1112 | if (item->type == SPELL) |
1250 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1113 | op->failmsg ("Something blocks your spellcasting."); |
1251 | break; |
1114 | else if (item->type == SCROLL) |
1252 | case range_misc: |
1115 | op->failmsg ("Something blocks the magic of your scroll."); |
1253 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1254 | break; |
|
|
1255 | case range_golem: |
|
|
1256 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
|
|
1257 | break; |
|
|
1258 | default: |
|
|
1259 | break; |
|
|
1260 | } |
|
|
1261 | return 0; |
|
|
1262 | } |
|
|
1263 | |
|
|
1264 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
|
|
1265 | { |
|
|
1266 | if (op->casting_time == -1) |
|
|
1267 | { /* begin the casting */ |
|
|
1268 | op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
|
|
1269 | op->spell = spell_ob; |
|
|
1270 | /* put the stringarg into the object struct so that when the |
|
|
1271 | * spell is actually cast, it knows about the stringarg. |
|
|
1272 | * necessary for the invoke command spells. |
|
|
1273 | */ |
|
|
1274 | if (stringarg) |
|
|
1275 | { |
|
|
1276 | op->spellarg = strdup (stringarg); |
|
|
1277 | } |
|
|
1278 | else |
1116 | else |
1279 | op->spellarg = NULL; |
1117 | op->failmsg ("Something blocks the magic of your item."); |
1280 | return 0; |
|
|
1281 | } |
|
|
1282 | else if (op->casting_time != 0) |
|
|
1283 | { |
|
|
1284 | if (op->type == PLAYER) |
|
|
1285 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
|
|
1286 | return 0; |
|
|
1287 | } |
1118 | } |
1288 | else |
1119 | else |
1289 | { /* casting_time == 0 */ |
1120 | op->failmsg ("Something blocks the spell!"); |
1290 | op->casting_time = -1; |
1121 | |
1291 | spell_ob = op->spell; |
1122 | return 0; |
1292 | stringarg = op->spellarg; |
|
|
1293 | } |
|
|
1294 | } |
|
|
1295 | else |
|
|
1296 | { |
1123 | } |
|
|
1124 | |
1297 | /* Take into account how long it takes to cast the spell. |
1125 | /* Take into account how long it takes to cast the spell. |
1298 | * if the player is casting it, then we use the time in |
1126 | * if the player is casting it, then we use the time in |
1299 | * the spell object. If it is a spell object, have it |
1127 | * the spell object. If it is a spell object, have it |
1300 | * take two ticks. Things that cast spells on the players |
1128 | * take two ticks. Things that cast spells on the players |
1301 | * behalf (eg, altars, and whatever else) shouldn't cost |
1129 | * behalf (eg, altars, and whatever else) shouldn't cost |
1302 | * the player any time. |
1130 | * the player any time. |
1303 | * Ignore casting time for firewalls |
1131 | * Ignore casting time for firewalls |
|
|
1132 | */ |
|
|
1133 | if (caster == op && caster->type != FIREWALL) |
|
|
1134 | { |
|
|
1135 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1136 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1137 | * put a lower limit so that the player isn't stuck here too long |
1304 | */ |
1138 | */ |
1305 | if (caster == op && caster->type != FIREWALL) |
|
|
1306 | { |
|
|
1307 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1308 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1309 | * put a lower limit so that the player isn't stuck here too long |
|
|
1310 | */ |
|
|
1311 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1139 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1312 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1140 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1313 | } |
1141 | } |
1314 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1142 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1315 | { |
|
|
1316 | op->speed_left -= 2 * FABS (op->speed); |
1143 | op->speed_left -= 2 * FABS (op->speed); |
1317 | } |
|
|
1318 | } |
|
|
1319 | |
1144 | |
1320 | if (op->type == PLAYER && op == caster) |
1145 | if (op->type == PLAYER && op == caster) |
1321 | { |
1146 | { |
1322 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1147 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1323 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1148 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1330 | if (op != caster && !skill && caster->skill) |
1155 | if (op != caster && !skill && caster->skill) |
1331 | { |
1156 | { |
1332 | skill = find_skill_by_name (op, caster->skill); |
1157 | skill = find_skill_by_name (op, caster->skill); |
1333 | if (!skill) |
1158 | if (!skill) |
1334 | { |
1159 | { |
1335 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1160 | op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); |
1336 | return 0; |
1161 | return 0; |
1337 | } |
1162 | } |
|
|
1163 | |
1338 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
1164 | op->change_skill (skill); /* needed for proper exp credit */ |
1339 | } |
1165 | } |
|
|
1166 | |
|
|
1167 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) |
|
|
1168 | return RESULT_INT (0); |
1340 | |
1169 | |
1341 | switch (spell_ob->subtype) |
1170 | switch (spell_ob->subtype) |
1342 | { |
1171 | { |
1343 | /* The order of case statements is same as the order they show up |
1172 | /* The order of case statements is same as the order they show up |
1344 | * in in spells.h. |
1173 | * in spells.h. |
1345 | */ |
1174 | */ |
1346 | case SP_RAISE_DEAD: |
1175 | case SP_RAISE_DEAD: |
1347 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1176 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam); |
1348 | break; |
1177 | break; |
1349 | |
1178 | |
1350 | case SP_RUNE: |
1179 | case SP_RUNE: |
1351 | success = write_rune (op, caster, spell_ob, dir, stringarg); |
1180 | success = write_rune (op, caster, spell_ob, dir, spellparam); |
1352 | break; |
1181 | break; |
1353 | |
1182 | |
1354 | case SP_MAKE_MARK: |
1183 | case SP_MAKE_MARK: |
1355 | success = write_mark (op, spell_ob, stringarg); |
1184 | success = write_mark (op, spell_ob, spellparam); |
1356 | break; |
1185 | break; |
1357 | |
1186 | |
1358 | case SP_BOLT: |
1187 | case SP_BOLT: |
1359 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1188 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1360 | break; |
1189 | break; |
… | |
… | |
1378 | case SP_SMITE: |
1207 | case SP_SMITE: |
1379 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1208 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1380 | break; |
1209 | break; |
1381 | |
1210 | |
1382 | case SP_MAGIC_MISSILE: |
1211 | case SP_MAGIC_MISSILE: |
1383 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1212 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1384 | break; |
1213 | break; |
1385 | |
1214 | |
1386 | case SP_SUMMON_GOLEM: |
1215 | case SP_SUMMON_GOLEM: |
1387 | success = summon_golem (op, caster, dir, spell_ob); |
1216 | success = summon_golem (op, caster, dir, spell_ob); |
1388 | old_shoottype = range_golem; |
|
|
1389 | break; |
1217 | break; |
1390 | |
1218 | |
1391 | case SP_DIMENSION_DOOR: |
1219 | case SP_DIMENSION_DOOR: |
1392 | /* dimension door needs the actual caster, because that is what is |
1220 | /* dimension door needs the actual caster, because that is what is |
1393 | * moved. |
1221 | * moved. |
1394 | */ |
1222 | */ |
1395 | success = dimension_door (op, caster, spell_ob, dir); |
1223 | success = dimension_door (op, caster, spell_ob, dir, spellparam); |
1396 | break; |
1224 | break; |
1397 | |
1225 | |
1398 | case SP_MAGIC_MAPPING: |
1226 | case SP_MAGIC_MAPPING: |
1399 | if (op->type == PLAYER) |
1227 | if (op->type == PLAYER) |
1400 | { |
1228 | { |
… | |
… | |
1433 | case SP_HEALING: |
1261 | case SP_HEALING: |
1434 | success = cast_heal (op, caster, spell_ob, dir); |
1262 | success = cast_heal (op, caster, spell_ob, dir); |
1435 | break; |
1263 | break; |
1436 | |
1264 | |
1437 | case SP_CREATE_FOOD: |
1265 | case SP_CREATE_FOOD: |
1438 | success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1266 | success = cast_create_food (op, caster, spell_ob, dir, spellparam); |
1439 | break; |
1267 | break; |
1440 | |
1268 | |
1441 | case SP_EARTH_TO_DUST: |
1269 | case SP_EARTH_TO_DUST: |
1442 | success = cast_earth_to_dust (op, caster, spell_ob); |
1270 | success = cast_earth_to_dust (op, caster, spell_ob); |
1443 | break; |
1271 | break; |
… | |
… | |
1453 | case SP_CURSE: |
1281 | case SP_CURSE: |
1454 | success = cast_curse (op, caster, spell_ob, dir); |
1282 | success = cast_curse (op, caster, spell_ob, dir); |
1455 | break; |
1283 | break; |
1456 | |
1284 | |
1457 | case SP_SUMMON_MONSTER: |
1285 | case SP_SUMMON_MONSTER: |
1458 | success = summon_object (op, caster, spell_ob, dir, stringarg); |
1286 | success = summon_object (op, caster, spell_ob, dir, spellparam); |
1459 | break; |
1287 | break; |
1460 | |
1288 | |
1461 | case SP_CHARGING: |
1289 | case SP_CHARGING: |
1462 | success = recharge (op, caster, spell_ob); |
1290 | success = recharge (op, caster, spell_ob); |
1463 | break; |
1291 | break; |
… | |
… | |
1466 | #ifdef NO_POLYMORPH |
1294 | #ifdef NO_POLYMORPH |
1467 | /* Not great, but at least provide feedback so if players do have |
1295 | /* Not great, but at least provide feedback so if players do have |
1468 | * polymorph (ie, find it as a preset item or left over from before |
1296 | * polymorph (ie, find it as a preset item or left over from before |
1469 | * it was disabled), they get some feedback. |
1297 | * it was disabled), they get some feedback. |
1470 | */ |
1298 | */ |
1471 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1299 | op->failmsg ("The spell fizzles!"); |
1472 | success = 0; |
1300 | success = 0; |
1473 | #else |
1301 | #else |
1474 | success = cast_polymorph (op, caster, spell_ob, dir); |
1302 | success = cast_polymorph (op, caster, spell_ob, dir); |
1475 | #endif |
1303 | #endif |
1476 | break; |
1304 | break; |
… | |
… | |
1496 | break; |
1324 | break; |
1497 | |
1325 | |
1498 | case SP_MOVING_BALL: |
1326 | case SP_MOVING_BALL: |
1499 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1327 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1500 | { |
1328 | { |
1501 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); |
1329 | op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); |
1502 | success = 0; |
1330 | success = 0; |
1503 | } |
1331 | } |
1504 | else |
1332 | else |
1505 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1333 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1506 | break; |
1334 | break; |
1507 | |
1335 | |
1508 | case SP_SWARM: |
1336 | case SP_SWARM: |
1509 | success = fire_swarm (op, caster, spell_ob, dir); |
1337 | success = fire_swarm (op, caster, spell_ob, dir); |
1510 | break; |
1338 | break; |
… | |
… | |
1517 | /* in rune.c */ |
1345 | /* in rune.c */ |
1518 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1346 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1519 | break; |
1347 | break; |
1520 | |
1348 | |
1521 | case SP_CREATE_MISSILE: |
1349 | case SP_CREATE_MISSILE: |
1522 | success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1350 | success = cast_create_missile (op, caster, spell_ob, dir, spellparam); |
1523 | break; |
1351 | break; |
1524 | |
1352 | |
1525 | case SP_CONSECRATE: |
1353 | case SP_CONSECRATE: |
1526 | success = cast_consecrate (op, caster, spell_ob); |
1354 | success = cast_consecrate (op, caster, spell_ob); |
1527 | break; |
1355 | break; |
1528 | |
1356 | |
1529 | case SP_ANIMATE_WEAPON: |
1357 | case SP_ANIMATE_WEAPON: |
1530 | success = animate_weapon (op, caster, spell_ob, dir); |
1358 | success = animate_weapon (op, caster, spell_ob, dir); |
1531 | old_shoottype = range_golem; |
|
|
1532 | break; |
1359 | break; |
1533 | |
1360 | |
1534 | case SP_LIGHT: |
1361 | case SP_LIGHT: |
1535 | success = cast_light (op, caster, spell_ob, dir); |
1362 | success = cast_light (op, caster, spell_ob, dir); |
1536 | break; |
1363 | break; |
… | |
… | |
1549 | |
1376 | |
1550 | case SP_AURA: |
1377 | case SP_AURA: |
1551 | success = create_aura (op, caster, spell_ob); |
1378 | success = create_aura (op, caster, spell_ob); |
1552 | break; |
1379 | break; |
1553 | |
1380 | |
1554 | case SP_TOWN_PORTAL: |
|
|
1555 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1556 | break; |
|
|
1557 | |
|
|
1558 | case SP_PARTY_SPELL: |
1381 | case SP_PARTY_SPELL: |
1559 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1382 | success = cast_party_spell (op, caster, dir, spell_ob, spellparam); |
1560 | break; |
1383 | break; |
1561 | |
1384 | |
1562 | default: |
1385 | default: |
1563 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1564 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1386 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1565 | } |
|
|
1566 | |
|
|
1567 | /* FIXME - we need some better sound suppport */ |
|
|
1568 | // yes, for example, augment map info with the spell effect |
|
|
1569 | // so clients can calculate the sounds themselves |
|
|
1570 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
|
|
1571 | |
|
|
1572 | /* free the spell arg */ |
|
|
1573 | if (settings.casting_time == TRUE && stringarg) |
|
|
1574 | { |
1387 | } |
1575 | free (stringarg); |
1388 | |
1576 | stringarg = NULL; |
1389 | op->play_sound ( |
1577 | } |
1390 | success |
1578 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
1391 | ? spell_ob->sound |
1579 | * to something like use_magic_item, but you really want to be able to fire |
1392 | ? spell_ob->sound |
1580 | * it again. |
1393 | : sound_find ("spell_success") |
1581 | */ |
1394 | : sound_find ("fumble_spell") |
1582 | if (op->contr) |
1395 | ); |
1583 | op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1584 | |
1396 | |
1585 | return success; |
1397 | return success; |
1586 | } |
1398 | } |
1587 | |
1399 | |
1588 | |
|
|
1589 | /* This is called from time.c/process_object(). That function |
1400 | /* This is called from time.c/process_object(). That function |
1590 | * calls this for any SPELL_EFFECT type objects. This function |
1401 | * calls this for any SPELL_EFFECT type objects. This function |
1591 | * then dispatches them to the appropriate specific routines. |
1402 | * then dispatches them to the appropriate specific routines. |
1592 | */ |
1403 | */ |
1593 | void |
1404 | void |
1594 | move_spell_effect (object *op) |
1405 | move_spell_effect (object *op) |
1595 | { |
1406 | { |
… | |
… | |
1638 | } |
1449 | } |
1639 | |
1450 | |
1640 | /* this checks to see if something special should happen if |
1451 | /* this checks to see if something special should happen if |
1641 | * something runs into the object. |
1452 | * something runs into the object. |
1642 | */ |
1453 | */ |
1643 | void |
1454 | static void |
1644 | check_spell_effect (object *op) |
1455 | check_spell_effect (object *op) |
1645 | { |
1456 | { |
1646 | switch (op->subtype) |
1457 | switch (op->subtype) |
1647 | { |
1458 | { |
1648 | case SP_BOLT: |
1459 | case SP_BOLT: |
… | |
… | |
1653 | check_bullet (op); |
1464 | check_bullet (op); |
1654 | return; |
1465 | return; |
1655 | } |
1466 | } |
1656 | } |
1467 | } |
1657 | |
1468 | |
1658 | /* This is called by move_apply. Basically, if someone |
1469 | /* This is called by move_apply. Basically, if someone |
1659 | * moves onto a spell effect and the walk_on or fly_on flags |
1470 | * moves onto a spell effect and the walk_on or fly_on flags |
1660 | * are set, this is called. This should only be called for |
1471 | * are set, this is called. This should only be called for |
1661 | * objects of the appropraite type. |
1472 | * objects of the appropriate type. |
1662 | */ |
1473 | */ |
1663 | void |
1474 | void |
1664 | apply_spell_effect (object *spell, object *victim) |
1475 | apply_spell_effect (object *spell, object *victim) |
1665 | { |
1476 | { |
1666 | switch (spell->subtype) |
1477 | switch (spell->subtype) |
… | |
… | |
1672 | |
1483 | |
1673 | case SP_MAGIC_MISSILE: |
1484 | case SP_MAGIC_MISSILE: |
1674 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1485 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1675 | { |
1486 | { |
1676 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1487 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1677 | |
|
|
1678 | if (!spell->destroyed ()) |
|
|
1679 | spell->destroy (); |
1488 | spell->destroy (); |
1680 | } |
1489 | } |
1681 | break; |
1490 | break; |
1682 | |
1491 | |
1683 | case SP_MOVING_BALL: |
1492 | case SP_MOVING_BALL: |
1684 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1493 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1685 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1494 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1686 | else if (victim->material || victim->materialname) |
1495 | else if (victim->materialname) |
1687 | save_throw_object (victim, spell->attacktype, spell); |
1496 | save_throw_object (victim, spell->attacktype, spell); |
|
|
1497 | |
1688 | break; |
1498 | break; |
1689 | } |
1499 | } |
1690 | } |
1500 | } |
|
|
1501 | |
|
|
1502 | /** |
|
|
1503 | * This function will let a fireball explode at the position of |
|
|
1504 | * the victim with a specific maximum level. |
|
|
1505 | */ |
|
|
1506 | void |
|
|
1507 | create_exploding_ball_at (object *victim, int level) |
|
|
1508 | { |
|
|
1509 | object *ball = get_archetype (EXPLODING_FIREBALL); |
|
|
1510 | ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; |
|
|
1511 | ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2; |
|
|
1512 | ball->insert_at (victim); |
|
|
1513 | } |