1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * 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 |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * 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 |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
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|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <spells.h> |
26 | #include <spells.h> |
26 | #include <object.h> |
27 | #include <object.h> |
… | |
… | |
33 | /* 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 |
34 | * 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 |
35 | * matching spells are used. |
36 | * matching spells are used. |
36 | */ |
37 | */ |
37 | object * |
38 | object * |
38 | find_random_spell_in_ob (object *ob, const char *skill) |
39 | find_random_spell_in_ob (object *ob, shstr_cmp skill) |
39 | { |
40 | { |
40 | int k = 0, s; |
41 | int k = 0, s; |
41 | object *tmp; |
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42 | |
42 | |
43 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
43 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
45 | k++; |
45 | k++; |
46 | |
46 | |
47 | /* No spells, no need to progess further */ |
47 | /* No spells, no need to progess further */ |
48 | if (!k) |
48 | if (!k) |
49 | return NULL; |
49 | return NULL; |
50 | |
50 | |
51 | s = RANDOM () % k; |
51 | s = rndm (k); |
52 | |
52 | |
53 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
53 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
55 | { |
|
|
56 | if (!s) |
55 | if (!s) |
57 | return tmp; |
56 | return tmp; |
58 | else |
57 | else |
59 | s--; |
58 | s--; |
60 | } |
59 | |
61 | /* Should never get here, but just in case */ |
60 | /* Should never get here, but just in case */ |
62 | return NULL; |
61 | return 0; |
63 | } |
62 | } |
64 | |
63 | |
65 | /* Relatively simple function that gets used a lot. |
64 | /* Relatively simple function that gets used a lot. |
66 | * Basically, it sets up the skill pointer for the spell being |
65 | * Basically, it sets up the skill pointer for the spell being |
67 | * cast. If op is really casting the spell, then the skill |
66 | * cast. If op is really casting the spell, then the skill |
… | |
… | |
77 | dest->skill = spob->skill; |
76 | dest->skill = spob->skill; |
78 | else |
77 | else |
79 | dest->skill = caster->skill; |
78 | dest->skill = caster->skill; |
80 | } |
79 | } |
81 | |
80 | |
82 | /* init_spells: This should really be called check_spells, as that |
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|
83 | * is what it does. It goes through the spells looking for any |
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84 | * obvious errors. This was most useful in debugging when re-doing |
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85 | * all the spells to catch simple errors. To use it all the time |
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86 | * will result in it spitting out messages that aren't really errors. |
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87 | */ |
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88 | void |
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89 | init_spells (void) |
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90 | { |
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91 | #ifdef SPELL_DEBUG |
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92 | static int init_spells_done = 0; |
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93 | int i; |
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94 | archetype *at; |
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95 | |
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96 | if (init_spells_done) |
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97 | return; |
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98 | LOG (llevDebug, "Checking spells...\n"); |
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99 | |
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100 | for_all_archetypes (at) |
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101 | { |
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102 | if (at->type == SPELL) |
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103 | { |
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104 | if (at->skill) |
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105 | { |
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106 | for (i = 1; i < NUM_SKILLS; i++) |
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107 | if (!strcmp (skill_names[i], at->skill)) |
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108 | break; |
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109 | if (i == NUM_SKILLS) |
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110 | { |
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111 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill); |
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112 | } |
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113 | } |
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114 | /* other_arch is already checked for in the loader */ |
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115 | } |
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116 | } |
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117 | |
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118 | i = 0; |
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119 | while (spell_mapping[i]) |
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120 | { |
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121 | if (!archetype::find (spell_mapping[i])) |
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122 | { |
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123 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
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124 | } |
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125 | i++; |
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126 | } |
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127 | LOG (llevDebug, "Checking spells completed.\n"); |
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128 | #endif |
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129 | } |
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130 | |
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131 | /* Dumps all the spells - now also dumps skill associated with the spell. |
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132 | * not sure what this would be used for, as the data seems pretty |
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133 | * minimal, but easy enough to keep around. |
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134 | */ |
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135 | void |
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136 | dump_spells () |
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137 | { |
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138 | for_all_archetypes (at) |
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139 | if (at->type == SPELL) |
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140 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name, |
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141 | &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level); |
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142 | } |
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143 | |
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144 | /* pretty basic function - basically just takes |
81 | /* pretty basic function - basically just takes |
145 | * 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 |
146 | */ |
83 | */ |
147 | void |
84 | void |
148 | 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) |
149 | { |
86 | { |
150 | if (spob->other_arch) |
87 | if (spob->other_arch) |
151 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
88 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
152 | } |
89 | } |
153 | |
90 | |
154 | /* |
91 | static int |
155 | * This function takes a caster and spell and presents the |
92 | attuned_bonus (object *caster, object *spell, int level) |
156 | * effective level the caster needs to be to cast the spell. |
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157 | * basically, it just adjusts the spell->level with attuned/repelled |
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158 | * spellpaths. Was called path_level_mod. |
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159 | * |
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160 | * caster is person casting the spell. |
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161 | * spell is the spell object. |
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162 | * Returns modified level. |
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163 | */ |
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164 | int |
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165 | min_casting_level (object *caster, object *spell) |
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166 | { |
93 | { |
167 | int new_level; |
94 | // compute the attuned/repelled bonus |
168 | |
95 | // attuned only increases up to 2 times the original level (i.e. bonus <= level) */ |
169 | if (caster->path_denied & spell->path_attuned) |
96 | // repell has no such quarrels |
170 | return 1; |
97 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
171 | |
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172 | new_level = spell->level |
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173 | + (caster->path_repelled & spell->path_attuned ? +2 : 0) |
98 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
174 | + (caster->path_attuned & spell->path_attuned ? -2 : 0); |
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175 | |
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176 | return max (1, new_level); |
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177 | } |
99 | } |
178 | |
100 | |
179 | /* This function returns the effective level the spell |
101 | /* This function returns the effective level the spell |
180 | * is being cast at. |
102 | * is being cast at. |
181 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
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182 | * This is because the new code compares casting_level against |
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183 | * min_caster_level, so the difference is effectively 4 |
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184 | */ |
103 | */ |
185 | int |
104 | int |
186 | caster_level (object *caster, object *spell) |
105 | casting_level (object *caster, object *spell) |
187 | { |
106 | { |
188 | int level = caster->level; |
107 | int level = caster->level; |
189 | |
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190 | /* If this is a player, try to find the matching skill */ |
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191 | if (caster->type == PLAYER && spell->skill) |
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192 | for (int i = 0; i < NUM_SKILLS; i++) |
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193 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
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194 | { |
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195 | level = caster->contr->last_skill_ob[i]->level; |
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196 | break; |
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197 | } |
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198 | |
108 | |
199 | /* 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. */ |
200 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
110 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
201 | { |
111 | { |
202 | 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); |
203 | int sk_level = skill ? skill->level : 1; |
113 | int sk_level = skill ? skill->level : 1; |
204 | |
114 | |
205 | level = MIN (level, sk_level + level / 10 + 1); |
115 | level = min (level, sk_level + level / 10 + 1); |
206 | } |
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; |
207 | |
120 | |
208 | /* Got valid caster level. Now adjust for attunement */ |
121 | int bonus = attuned_bonus (caster, spell, level); |
209 | level += caster->path_repelled & spell->path_attuned ? -2 : 0; |
122 | |
210 | level += caster->path_attuned & spell->path_attuned ? +2 : 0; |
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); |
211 | |
128 | |
212 | /* 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 |
213 | * errors in various places. |
130 | * errors in various places. |
214 | */ |
131 | */ |
215 | return max (level, 1); |
132 | return clamp (level, 1, settings.max_level); |
216 | } |
133 | } |
217 | |
134 | |
218 | /* The following function scales the spellpoint cost of |
135 | /* The following function scales the spellpoint cost of |
219 | * a spell by it's increased effectiveness. Some of the |
136 | * a spell by it's increased effectiveness. Some of the |
220 | * lower level spells become incredibly vicious at high |
137 | * lower level spells become incredibly vicious at high |
… | |
… | |
224 | * caster is what is casting the spell, can be op. |
141 | * caster is what is casting the spell, can be op. |
225 | * spell is the spell object. |
142 | * spell is the spell object. |
226 | * 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 |
227 | * mana. In that case, we return which ever value is higher. |
144 | * mana. In that case, we return which ever value is higher. |
228 | */ |
145 | */ |
229 | |
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230 | sint16 |
146 | sint16 |
231 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
147 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
232 | { |
148 | { |
233 | int sp, grace, level = caster_level (caster, spell); |
149 | int sp, grace, level = casting_level (caster, spell); |
234 | |
150 | |
235 | if (settings.spellpoint_level_depend == TRUE) |
151 | if (settings.spellpoint_level_depend == TRUE) |
236 | { |
152 | { |
237 | if (spell->stats.sp && spell->stats.maxsp) |
153 | if (spell->stats.sp && spell->stats.maxsp) |
238 | { |
154 | { |
… | |
… | |
259 | else |
175 | else |
260 | { |
176 | { |
261 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
177 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
262 | if (spell->stats.sp && !sp) |
178 | if (spell->stats.sp && !sp) |
263 | sp = 1; |
179 | sp = 1; |
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180 | |
264 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
181 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
265 | if (spell->stats.grace && !grace) |
182 | if (spell->stats.grace && !grace) |
266 | grace = 1; |
183 | grace = 1; |
267 | } |
184 | } |
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185 | |
268 | if (flags == SPELL_HIGHEST) |
186 | if (flags == SPELL_HIGHEST) |
269 | return MAX (sp, grace); |
187 | return MAX (sp, grace); |
270 | else if (flags == SPELL_GRACE) |
188 | else if (flags == SPELL_GRACE) |
271 | return grace; |
189 | return grace; |
272 | else if (flags == SPELL_MANA) |
190 | else if (flags == SPELL_MANA) |
… | |
… | |
276 | 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); |
277 | return 0; |
195 | return 0; |
278 | } |
196 | } |
279 | } |
197 | } |
280 | |
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 | } |
281 | |
209 | |
282 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
210 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
283 | * spob is the spell we are adjusting. |
211 | * spob is the spell we are adjusting. |
284 | */ |
212 | */ |
285 | int |
213 | int |
286 | SP_level_dam_adjust (object *caster, object *spob) |
214 | SP_level_dam_adjust (object *caster, object *spob) |
287 | { |
215 | { |
288 | int level = caster_level (caster, spob); |
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289 | int adj = level - min_casting_level (caster, spob); |
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290 | |
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291 | if (adj < 0) |
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292 | adj = 0; |
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293 | if (spob->dam_modifier) |
216 | if (!spob->dam_modifier) |
294 | adj /= spob->dam_modifier; |
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295 | else |
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296 | adj = 0; |
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297 | return adj; |
217 | return 0; |
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218 | |
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219 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
298 | } |
220 | } |
299 | |
221 | |
300 | /* Adjust the strength of the spell based on level. |
222 | /* Adjust the strength of the spell based on level. |
301 | * This is basically the same as SP_level_dam_adjust above, |
223 | * This is basically the same as SP_level_dam_adjust above, |
302 | * but instead looks at the level_modifier value. |
224 | * but instead looks at the level_modifier value. |
303 | */ |
225 | */ |
304 | int |
226 | int |
305 | SP_level_duration_adjust (object *caster, object *spob) |
227 | SP_level_duration_adjust (object *caster, object *spob) |
306 | { |
228 | { |
307 | int level = caster_level (caster, spob); |
|
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308 | int adj = level - min_casting_level (caster, spob); |
|
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309 | |
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310 | if (adj < 0) |
|
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311 | adj = 0; |
|
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312 | if (spob->duration_modifier) |
229 | if (!spob->duration_modifier) |
313 | adj /= spob->duration_modifier; |
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314 | else |
|
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315 | adj = 0; |
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316 | |
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317 | return adj; |
230 | return 0; |
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231 | |
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232 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
318 | } |
233 | } |
319 | |
234 | |
320 | /* Adjust the strength of the spell based on level. |
235 | /* Adjust the strength of the spell based on level. |
321 | * This is basically the same as SP_level_dam_adjust above, |
236 | * This is basically the same as SP_level_dam_adjust above, |
322 | * but instead looks at the level_modifier value. |
237 | * but instead looks at the level_modifier value. |
323 | */ |
238 | */ |
324 | int |
239 | int |
325 | SP_level_range_adjust (object *caster, object *spob) |
240 | SP_level_range_adjust (object *caster, object *spob) |
326 | { |
241 | { |
327 | int level = caster_level (caster, spob); |
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328 | int adj = level - min_casting_level (caster, spob); |
|
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329 | |
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330 | if (adj < 0) |
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331 | adj = 0; |
|
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332 | if (spob->range_modifier) |
242 | if (!spob->range_modifier) |
333 | adj /= spob->range_modifier; |
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334 | else |
|
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335 | adj = 0; |
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336 | |
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337 | return adj; |
243 | return 0; |
|
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244 | |
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245 | return SP_casting_level (caster, spob) / spob->range_modifier; |
338 | } |
246 | } |
339 | |
247 | |
340 | /* 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 |
341 | * as an existing spell, we presume they know it. |
249 | * as an existing spell, we presume they know it. |
342 | * 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. |
343 | */ |
251 | */ |
344 | object * |
252 | object * |
345 | check_spell_known (object *op, const char *name) |
253 | check_spell_known (object *op, shstr_cmp name) |
346 | { |
254 | { |
347 | object *spop; |
255 | object *spop; |
348 | |
256 | |
349 | for (spop = op->inv; spop; spop = spop->below) |
257 | for (spop = op->inv; spop; spop = spop->below) |
350 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
258 | if (spop->type == SPELL && spop->name == name) |
351 | return spop; |
259 | return spop; |
352 | |
260 | |
353 | return NULL; |
261 | return 0; |
354 | } |
262 | } |
355 | |
|
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356 | |
263 | |
357 | /* |
264 | /* |
358 | * Look at object 'op' and see if they know the spell |
265 | * Look at object 'op' and see if they know the spell |
359 | * spname. This is pretty close to check_spell_known |
266 | * spname. This is pretty close to check_spell_known |
360 | * above, but it uses a looser matching mechanism. |
267 | * above, but it uses a looser matching mechanism. |
361 | * returns the matching spell object, or NULL. |
268 | * returns the matching spell object, or NULL. |
362 | * If we match multiple spells but don't get an |
269 | * If we match multiple spells but don't get an |
363 | * exact match, we also return NULL. |
270 | * exact match, we also return NULL. |
364 | */ |
271 | */ |
365 | |
|
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366 | object * |
272 | object * |
367 | lookup_spell_by_name (object *op, const char *spname) |
273 | lookup_spell_by_name (object *op, const char *spname) |
368 | { |
274 | { |
369 | object *spob1 = NULL, *spob2 = NULL, *spob; |
275 | object *spob1 = 0, *spob2 = 0; |
370 | int nummatch = 0; |
276 | int nummatch = 0; |
371 | |
277 | |
372 | if (spname == NULL) |
278 | if (!spname) |
373 | return NULL; |
279 | return 0; |
374 | |
280 | |
375 | /* Try to find the spell. We store the results in spob1 |
281 | /* Try to find the spell. We store the results in spob1 |
376 | * and spob2 - spob1 is only taking the length of |
282 | * and spob2 - spob1 is only taking the length of |
377 | * the past spname, spob2 uses the length of the spell name. |
283 | * the past spname, spob2 uses the length of the spell name. |
378 | */ |
284 | */ |
379 | for (spob = op->inv; spob; spob = spob->below) |
285 | for (object *spob = op->inv; spob; spob = spob->below) |
380 | { |
286 | { |
381 | if (spob->type == SPELL) |
287 | if (spob->type == SPELL) |
382 | { |
288 | { |
|
|
289 | // TODO: WTF? |
383 | if (!strncmp (spob->name, spname, strlen (spname))) |
290 | if (!strncmp (spob->name, spname, strlen (spname))) |
384 | { |
291 | { |
385 | nummatch++; |
292 | nummatch++; |
386 | spob1 = spob; |
293 | spob1 = spob; |
387 | } |
294 | } |
… | |
… | |
392 | * fall into this category). It shouldn't be hard to |
299 | * fall into this category). It shouldn't be hard to |
393 | * make sure spell names don't overlap in that fashion. |
300 | * make sure spell names don't overlap in that fashion. |
394 | */ |
301 | */ |
395 | if (spob2) |
302 | if (spob2) |
396 | 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 | |
397 | spob2 = spob; |
305 | spob2 = spob; |
398 | } |
306 | } |
399 | } |
307 | } |
400 | } |
308 | } |
401 | /* 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 |
402 | * on the loser match, return that, otehrwise null |
310 | * on the loser match, return that, otehrwise null |
403 | */ |
311 | */ |
404 | if (spob2) |
312 | if (spob2) |
405 | return spob2; |
313 | return spob2; |
|
|
314 | |
406 | if (spob1 && nummatch == 1) |
315 | if (spob1 && nummatch == 1) |
407 | return spob1; |
316 | return spob1; |
|
|
317 | |
408 | return NULL; |
318 | return NULL; |
409 | } |
319 | } |
410 | |
320 | |
411 | /* reflwall - decides weither the (spell-)object sp_op will |
321 | /* reflwall - decides weither the (spell-)object sp_op will |
412 | * be reflected from the given mapsquare. Returns 1 if true. |
322 | * be reflected from the given mapsquare. Returns 1 if true. |
… | |
… | |
416 | * eg, updated for tiled maps. |
326 | * eg, updated for tiled maps. |
417 | */ |
327 | */ |
418 | int |
328 | int |
419 | reflwall (maptile *m, int x, int y, object *sp_op) |
329 | reflwall (maptile *m, int x, int y, object *sp_op) |
420 | { |
330 | { |
421 | object *op; |
|
|
422 | |
|
|
423 | if (OUT_OF_REAL_MAP (m, x, y)) |
331 | if (OUT_OF_REAL_MAP (m, x, y)) |
424 | return 0; |
332 | return 0; |
|
|
333 | |
425 | 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) |
426 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
335 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
427 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
336 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
428 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
337 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
429 | return 1; |
338 | return 1; |
430 | |
339 | |
… | |
… | |
460 | dir ? 0 : INS_BELOW_ORIGINATOR); |
369 | dir ? 0 : INS_BELOW_ORIGINATOR); |
461 | |
370 | |
462 | return dir; |
371 | return dir; |
463 | } |
372 | } |
464 | |
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; |
|
|
390 | } |
|
|
391 | |
465 | /* 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. |
466 | * immune_stop is basically the attacktype of the spell (why |
393 | * immune_stop is basically the attacktype of the spell (why |
467 | * passed as a different value, not sure of). If immune_stop |
394 | * passed as a different value, not sure of). If immune_stop |
468 | * has the AT_MAGIC bit set, and there is a counterwall |
395 | * has the AT_MAGIC bit set, and there is a counterwall |
469 | * 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 |
470 | * 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. |
471 | * |
|
|
472 | */ |
398 | */ |
473 | int |
399 | int |
474 | 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) |
475 | { |
401 | { |
476 | if (!xy_normalise (m, x, y)) |
402 | if (!xy_normalise (m, x, y)) |
477 | return 0; |
403 | return 0; |
478 | |
404 | |
479 | mapspace &ms = m->at (x, y); |
405 | mapspace &ms = m->at (x, y); |
|
|
406 | ms.update (); |
480 | |
407 | |
481 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
408 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
482 | return 0; |
409 | return 0; |
|
|
410 | |
|
|
411 | int max_effects = 5; // max. number of similar spells per mapspace |
483 | |
412 | |
484 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
413 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
485 | { |
414 | { |
486 | /* If there is a counterspell on the space, and this |
415 | /* If there is a counterspell on the space, and this |
487 | * object is using magic, don't progress. I believe we could |
416 | * object is using magic, don't progress. I believe we could |
… | |
… | |
506 | // (and those shouldn't go away from |
435 | // (and those shouldn't go away from |
507 | // sanctuary) see also: permanent lava |
436 | // sanctuary) see also: permanent lava |
508 | && (immune_stop & AT_MAGIC)) |
437 | && (immune_stop & AT_MAGIC)) |
509 | return 0; |
438 | return 0; |
510 | |
439 | |
511 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
512 | * limits one spell effect per space per spell. This is definately |
|
|
513 | * needed for performance reasons, and just for playability I believe. |
|
|
514 | * there are no such things as multispaced spells right now, so |
|
|
515 | * we don't need to worry about the head. |
|
|
516 | */ |
|
|
517 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
|
|
518 | return 0; |
|
|
519 | |
|
|
520 | /* |
|
|
521 | * Combine similar spell effects into one spell effect. Needed for |
|
|
522 | * performance reasons with meteor swarm and the like, but also for |
|
|
523 | * playability reasons. |
|
|
524 | */ |
|
|
525 | if (tmp->arch == op->arch |
|
|
526 | && tmp->type == op->type |
440 | if (tmp->type == op->type) |
527 | && tmp->subtype == op->subtype |
|
|
528 | && tmp->owner == op->owner |
|
|
529 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
530 | { |
441 | { |
531 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
442 | if (tmp->subtype == op->subtype |
532 | tmp->range = MAX (tmp->range, op->range); |
443 | && tmp->arch == op->arch /* no harm if not comparing by name here */) |
533 | 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) |
534 | return 0; |
474 | return 0; |
535 | } |
475 | } |
536 | |
476 | |
537 | /* 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 |
538 | * ground to prevent it from moving along? |
478 | * ground to prevent it from moving along? |
539 | */ |
479 | */ |
… | |
… | |
554 | * returns 0 on failure, 1 on success. |
494 | * returns 0 on failure, 1 on success. |
555 | */ |
495 | */ |
556 | int |
496 | int |
557 | 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) |
558 | { |
498 | { |
559 | object *tmp; |
|
|
560 | int mflags; |
|
|
561 | maptile *m; |
|
|
562 | |
|
|
563 | if (spell->other_arch == NULL) |
499 | if (!spell->other_arch) |
564 | return 0; |
500 | return 0; |
565 | |
501 | |
566 | m = op->map; |
502 | object *tmp = spell->other_arch->instance (); |
567 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
568 | if (mflags & P_OUT_OF_MAP) |
|
|
569 | { |
|
|
570 | return 0; |
|
|
571 | } |
|
|
572 | |
503 | |
573 | tmp = arch_to_object (spell->other_arch); |
504 | if (!tmp) |
574 | |
|
|
575 | if (tmp == NULL) |
|
|
576 | return 0; |
505 | return 0; |
577 | |
|
|
578 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
579 | { |
|
|
580 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
581 | tmp->destroy (); |
|
|
582 | return 0; |
|
|
583 | } |
|
|
584 | |
506 | |
585 | 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); |
586 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
508 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
587 | /* 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 */ |
588 | tmp->stats.food = tmp->duration; |
510 | tmp->stats.food = tmp->duration; |
589 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
511 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
590 | tmp->attacktype = spell->attacktype; |
512 | tmp->attacktype = spell->attacktype; |
591 | tmp->x = x; |
|
|
592 | tmp->y = y; |
|
|
593 | tmp->direction = dir; |
513 | tmp->direction = dir; |
594 | if (op->owner != NULL) |
|
|
595 | tmp->set_owner (op); |
514 | tmp->set_owner (op); |
596 | else |
|
|
597 | tmp->set_owner (op); |
|
|
598 | tmp->level = caster_level (caster, spell); |
515 | tmp->level = casting_level (caster, spell); |
599 | set_spell_skill (op, caster, spell, tmp); |
516 | set_spell_skill (op, caster, spell, tmp); |
600 | |
517 | |
601 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
518 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
602 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
519 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
603 | { |
|
|
604 | if (!tailor_god_spell (tmp, op)) |
520 | if (!tailor_god_spell (tmp, op)) |
605 | return 0; |
521 | return 0; |
606 | } |
522 | |
607 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
523 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
608 | SET_ANIMATION (tmp, dir); |
524 | SET_ANIMATION (tmp, dir); |
609 | |
525 | |
610 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
526 | if ((tmp = op->map->insert (tmp, x, y, op))) |
611 | move_spell_effect (tmp); |
527 | move_spell_effect (tmp); |
612 | |
528 | |
613 | return 1; |
529 | return 1; |
614 | } |
530 | } |
615 | |
531 | |
… | |
… | |
670 | if (!tmp) |
586 | if (!tmp) |
671 | tmp = op->ms ().player (); |
587 | tmp = op->ms ().player (); |
672 | |
588 | |
673 | return tmp; |
589 | return tmp; |
674 | } |
590 | } |
675 | |
|
|
676 | |
|
|
677 | |
591 | |
678 | /* raytrace: |
592 | /* raytrace: |
679 | * 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 |
680 | * 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 |
681 | * live objects. |
595 | * live objects. |
… | |
… | |
684 | * monsters/generators only. If not, the spell will hunt players only. |
598 | * monsters/generators only. If not, the spell will hunt players only. |
685 | * 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 |
686 | * any, otherwise -1. |
600 | * any, otherwise -1. |
687 | * 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. |
688 | */ |
602 | */ |
689 | |
|
|
690 | int |
603 | int |
691 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
604 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
692 | { |
605 | { |
693 | int i, max = SIZEOFFREE; |
606 | int i, max = SIZEOFFREE; |
694 | sint16 nx, ny; |
607 | sint16 nx, ny; |
… | |
… | |
725 | |
638 | |
726 | /* put_a_monster: puts a monster named monstername near by |
639 | /* put_a_monster: puts a monster named monstername near by |
727 | * op. This creates the treasures for the monsters, and |
640 | * op. This creates the treasures for the monsters, and |
728 | * also deals with multipart monsters properly. |
641 | * also deals with multipart monsters properly. |
729 | */ |
642 | */ |
730 | void |
643 | static void |
731 | put_a_monster (object *op, const char *monstername) |
644 | put_a_monster (object *op, const char *monstername) |
732 | { |
645 | { |
733 | object *tmp, *head = NULL, *prev = NULL; |
646 | object *tmp, *head = NULL, *prev = NULL; |
734 | archetype *at; |
647 | archetype *at; |
735 | int dir; |
648 | int dir; |
… | |
… | |
774 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
687 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
775 | |
688 | |
776 | insert_ob_in_map (head, op->map, op, 0); |
689 | insert_ob_in_map (head, op->map, op, 0); |
777 | |
690 | |
778 | /* thought it'd be cool to insert a burnout, too. */ |
691 | /* thought it'd be cool to insert a burnout, too. */ |
779 | op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
692 | op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
780 | } |
693 | } |
781 | } |
694 | } |
782 | |
695 | |
783 | /* peterm: function which summons hostile monsters and |
696 | /* peterm: function which summons hostile monsters and |
784 | * places them in nearby squares. |
697 | * places them in nearby squares. |
… | |
… | |
791 | * 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 |
792 | * 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 |
793 | * never used. This is however used by various failures on the |
706 | * never used. This is however used by various failures on the |
794 | * players part (alchemy, reincarnation, etc) |
707 | * players part (alchemy, reincarnation, etc) |
795 | */ |
708 | */ |
796 | |
|
|
797 | int |
709 | int |
798 | summon_hostile_monsters (object *op, int n, const char *monstername) |
710 | summon_hostile_monsters (object *op, int n, const char *monstername) |
799 | { |
711 | { |
800 | int i; |
712 | int i; |
801 | |
713 | |
… | |
… | |
866 | { |
778 | { |
867 | SET_ANIMATION (op, ATTACKS[i].face); |
779 | SET_ANIMATION (op, ATTACKS[i].face); |
868 | } |
780 | } |
869 | } |
781 | } |
870 | |
782 | |
871 | |
|
|
872 | /* prayer_failure: This is called when a player fails |
783 | /* prayer_failure: This is called when a player fails |
873 | * at casting a prayer. |
784 | * at casting a prayer. |
874 | * op is the player. |
785 | * op is the player. |
875 | * failure is basically how much grace they had. |
786 | * failure is basically how much grace they had. |
876 | * 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. |
877 | */ |
788 | */ |
878 | |
789 | static void |
879 | void |
|
|
880 | prayer_failure (object *op, int failure, int power) |
790 | prayer_failure (object *op, int failure, int power) |
881 | { |
791 | { |
882 | const char *godname; |
792 | const char *godname; |
883 | object *tmp; |
793 | object *tmp; |
884 | |
794 | |
… | |
… | |
977 | tmp->insert_at (op); |
887 | tmp->insert_at (op); |
978 | } |
888 | } |
979 | } |
889 | } |
980 | } |
890 | } |
981 | |
891 | |
982 | int |
892 | static int |
983 | 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) |
984 | { |
894 | { |
985 | int success; |
|
|
986 | object *spell; |
|
|
987 | |
|
|
988 | if (!spell_ob->other_arch) |
895 | if (!spell_ob->other_arch) |
989 | { |
896 | { |
990 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
897 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
991 | return 0; |
898 | return 0; |
992 | } |
899 | } |
993 | |
900 | |
994 | spell = arch_to_object (spell_ob->other_arch); |
901 | object *spell = arch_to_object (spell_ob->other_arch); |
995 | |
902 | |
996 | /* Always cast spell on caster */ |
903 | /* Always cast spell on caster */ |
997 | success = cast_spell (op, caster, dir, spell, stringarg); |
904 | int success = cast_spell (op, caster, dir, spell, spellparam); |
998 | |
905 | |
999 | if (caster->contr->party == NULL) |
906 | if (!op->contr || !op->contr->party) |
1000 | { |
907 | { |
1001 | spell->remove (); |
908 | spell->remove (); |
1002 | return success; |
909 | return success; |
1003 | } |
910 | } |
1004 | |
911 | |
1005 | for_all_players (pl) |
912 | for_all_players (pl) |
1006 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
913 | if ((pl->ob->contr->party == op->contr->party) |
|
|
914 | && on_same_map (pl->ob, op) |
|
|
915 | && pl->ob != op) |
1007 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
916 | cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam); |
1008 | |
917 | |
1009 | spell->remove (); |
918 | spell->remove (); |
1010 | return success; |
919 | return success; |
1011 | } |
920 | } |
1012 | |
921 | |
… | |
… | |
1018 | * same as op. |
927 | * same as op. |
1019 | * 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 |
1020 | * is self only, dir really doesn't make a difference. |
929 | * is self only, dir really doesn't make a difference. |
1021 | * 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, |
1022 | * we can determine what to do. |
931 | * we can determine what to do. |
1023 | * 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 |
1024 | * 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 |
1025 | * 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, |
1026 | * etc. |
935 | * etc. |
1027 | * 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 |
1028 | * 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 |
… | |
… | |
1036 | * 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), |
1037 | * this function will decrease the mana/grace appropriately. For other |
946 | * this function will decrease the mana/grace appropriately. For other |
1038 | * objects, the caller should do what it considers appropriate. |
947 | * objects, the caller should do what it considers appropriate. |
1039 | */ |
948 | */ |
1040 | int |
949 | int |
1041 | 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) |
1042 | { |
951 | { |
1043 | const char *godname; |
952 | const char *godname; |
1044 | int success = 0, cast_level = 0; |
953 | int success = 0; |
1045 | object *skill = NULL; |
954 | object *skill = NULL; |
1046 | |
955 | |
1047 | if (!spell_ob) |
956 | if (!spell_ob) |
1048 | { |
957 | { |
1049 | LOG (llevError, "cast_spell: null spell object passed\n"); |
958 | LOG (llevError, "cast_spell: null spell object passed\n"); |
… | |
… | |
1078 | * 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 |
1079 | * at least process that code. |
988 | * at least process that code. |
1080 | */ |
989 | */ |
1081 | if (op->type == PLAYER && op == caster) |
990 | if (op->type == PLAYER && op == caster) |
1082 | { |
991 | { |
1083 | cast_level = caster_level (caster, spell_ob); |
|
|
1084 | |
|
|
1085 | if (spell_ob->skill) |
992 | if (spell_ob->skill) |
1086 | { |
993 | { |
1087 | skill = find_skill_by_name (op, spell_ob->skill); |
994 | skill = find_skill_by_name (op, spell_ob->skill); |
1088 | |
995 | |
1089 | if (!skill) |
996 | if (!skill) |
1090 | { |
997 | { |
1091 | op->failmsg (format ("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)); |
1092 | return 0; |
1002 | return 0; |
1093 | } |
1003 | } |
1094 | |
1004 | |
1095 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1005 | const char *msg = ""; |
|
|
1006 | |
|
|
1007 | int caster_level = skill->level; |
|
|
1008 | |
|
|
1009 | if (op->path_attuned & spell_ob->path_attuned) |
1096 | { |
1010 | { |
|
|
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 | { |
1097 | op->failmsg ("You lack enough skill to cast that spell!"); |
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 ()) |
1098 | return 0; |
1027 | return 0; |
1099 | } |
1028 | } |
1100 | } |
1029 | } |
1101 | |
1030 | |
1102 | /* 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 |
1103 | * to have sufficient grace/mana. |
1032 | * to have sufficient grace/mana. |
1104 | */ |
1033 | */ |
1105 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1034 | if (!QUERY_FLAG (op, FLAG_WIZCAST)) |
1106 | { |
1035 | { |
1107 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1036 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1108 | 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) |
1109 | { |
1038 | { |
1110 | op->failmsg ("You don't have enough mana!"); |
1039 | op->failmsg ("You don't have enough mana!"); |
… | |
… | |
1233 | } |
1162 | } |
1234 | |
1163 | |
1235 | op->change_skill (skill); /* needed for proper exp credit */ |
1164 | op->change_skill (skill); /* needed for proper exp credit */ |
1236 | } |
1165 | } |
1237 | |
1166 | |
1238 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
1167 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) |
1239 | return RESULT_INT (0); |
1168 | return RESULT_INT (0); |
1240 | |
1169 | |
1241 | switch (spell_ob->subtype) |
1170 | switch (spell_ob->subtype) |
1242 | { |
1171 | { |
1243 | /* 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 |
1244 | * in in spells.h. |
1173 | * in spells.h. |
1245 | */ |
1174 | */ |
1246 | case SP_RAISE_DEAD: |
1175 | case SP_RAISE_DEAD: |
1247 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1176 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam); |
1248 | break; |
1177 | break; |
1249 | |
1178 | |
1250 | case SP_RUNE: |
1179 | case SP_RUNE: |
1251 | success = write_rune (op, caster, spell_ob, dir, stringarg); |
1180 | success = write_rune (op, caster, spell_ob, dir, spellparam); |
1252 | break; |
1181 | break; |
1253 | |
1182 | |
1254 | case SP_MAKE_MARK: |
1183 | case SP_MAKE_MARK: |
1255 | success = write_mark (op, spell_ob, stringarg); |
1184 | success = write_mark (op, spell_ob, spellparam); |
1256 | break; |
1185 | break; |
1257 | |
1186 | |
1258 | case SP_BOLT: |
1187 | case SP_BOLT: |
1259 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1188 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1260 | break; |
1189 | break; |
… | |
… | |
1278 | case SP_SMITE: |
1207 | case SP_SMITE: |
1279 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1208 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1280 | break; |
1209 | break; |
1281 | |
1210 | |
1282 | case SP_MAGIC_MISSILE: |
1211 | case SP_MAGIC_MISSILE: |
1283 | 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); |
1284 | break; |
1213 | break; |
1285 | |
1214 | |
1286 | case SP_SUMMON_GOLEM: |
1215 | case SP_SUMMON_GOLEM: |
1287 | success = summon_golem (op, caster, dir, spell_ob); |
1216 | success = summon_golem (op, caster, dir, spell_ob); |
1288 | break; |
1217 | break; |
1289 | |
1218 | |
1290 | case SP_DIMENSION_DOOR: |
1219 | case SP_DIMENSION_DOOR: |
1291 | /* dimension door needs the actual caster, because that is what is |
1220 | /* dimension door needs the actual caster, because that is what is |
1292 | * moved. |
1221 | * moved. |
1293 | */ |
1222 | */ |
1294 | success = dimension_door (op, caster, spell_ob, dir); |
1223 | success = dimension_door (op, caster, spell_ob, dir, spellparam); |
1295 | break; |
1224 | break; |
1296 | |
1225 | |
1297 | case SP_MAGIC_MAPPING: |
1226 | case SP_MAGIC_MAPPING: |
1298 | if (op->type == PLAYER) |
1227 | if (op->type == PLAYER) |
1299 | { |
1228 | { |
… | |
… | |
1332 | case SP_HEALING: |
1261 | case SP_HEALING: |
1333 | success = cast_heal (op, caster, spell_ob, dir); |
1262 | success = cast_heal (op, caster, spell_ob, dir); |
1334 | break; |
1263 | break; |
1335 | |
1264 | |
1336 | case SP_CREATE_FOOD: |
1265 | case SP_CREATE_FOOD: |
1337 | success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1266 | success = cast_create_food (op, caster, spell_ob, dir, spellparam); |
1338 | break; |
1267 | break; |
1339 | |
1268 | |
1340 | case SP_EARTH_TO_DUST: |
1269 | case SP_EARTH_TO_DUST: |
1341 | success = cast_earth_to_dust (op, caster, spell_ob); |
1270 | success = cast_earth_to_dust (op, caster, spell_ob); |
1342 | break; |
1271 | break; |
… | |
… | |
1352 | case SP_CURSE: |
1281 | case SP_CURSE: |
1353 | success = cast_curse (op, caster, spell_ob, dir); |
1282 | success = cast_curse (op, caster, spell_ob, dir); |
1354 | break; |
1283 | break; |
1355 | |
1284 | |
1356 | case SP_SUMMON_MONSTER: |
1285 | case SP_SUMMON_MONSTER: |
1357 | success = summon_object (op, caster, spell_ob, dir, stringarg); |
1286 | success = summon_object (op, caster, spell_ob, dir, spellparam); |
1358 | break; |
1287 | break; |
1359 | |
1288 | |
1360 | case SP_CHARGING: |
1289 | case SP_CHARGING: |
1361 | success = recharge (op, caster, spell_ob); |
1290 | success = recharge (op, caster, spell_ob); |
1362 | break; |
1291 | break; |
… | |
… | |
1399 | { |
1328 | { |
1400 | op->failmsg (format ("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)); |
1401 | success = 0; |
1330 | success = 0; |
1402 | } |
1331 | } |
1403 | else |
1332 | else |
1404 | 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); |
1405 | break; |
1334 | break; |
1406 | |
1335 | |
1407 | case SP_SWARM: |
1336 | case SP_SWARM: |
1408 | success = fire_swarm (op, caster, spell_ob, dir); |
1337 | success = fire_swarm (op, caster, spell_ob, dir); |
1409 | break; |
1338 | break; |
… | |
… | |
1416 | /* in rune.c */ |
1345 | /* in rune.c */ |
1417 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1346 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1418 | break; |
1347 | break; |
1419 | |
1348 | |
1420 | case SP_CREATE_MISSILE: |
1349 | case SP_CREATE_MISSILE: |
1421 | success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1350 | success = cast_create_missile (op, caster, spell_ob, dir, spellparam); |
1422 | break; |
1351 | break; |
1423 | |
1352 | |
1424 | case SP_CONSECRATE: |
1353 | case SP_CONSECRATE: |
1425 | success = cast_consecrate (op, caster, spell_ob); |
1354 | success = cast_consecrate (op, caster, spell_ob); |
1426 | break; |
1355 | break; |
… | |
… | |
1448 | case SP_AURA: |
1377 | case SP_AURA: |
1449 | success = create_aura (op, caster, spell_ob); |
1378 | success = create_aura (op, caster, spell_ob); |
1450 | break; |
1379 | break; |
1451 | |
1380 | |
1452 | case SP_PARTY_SPELL: |
1381 | case SP_PARTY_SPELL: |
1453 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1382 | success = cast_party_spell (op, caster, dir, spell_ob, spellparam); |
1454 | break; |
1383 | break; |
1455 | |
1384 | |
1456 | default: |
1385 | default: |
1457 | 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); |
1458 | } |
1387 | } |
… | |
… | |
1520 | } |
1449 | } |
1521 | |
1450 | |
1522 | /* this checks to see if something special should happen if |
1451 | /* this checks to see if something special should happen if |
1523 | * something runs into the object. |
1452 | * something runs into the object. |
1524 | */ |
1453 | */ |
1525 | void |
1454 | static void |
1526 | check_spell_effect (object *op) |
1455 | check_spell_effect (object *op) |
1527 | { |
1456 | { |
1528 | switch (op->subtype) |
1457 | switch (op->subtype) |
1529 | { |
1458 | { |
1530 | case SP_BOLT: |
1459 | case SP_BOLT: |
… | |
… | |
1535 | check_bullet (op); |
1464 | check_bullet (op); |
1536 | return; |
1465 | return; |
1537 | } |
1466 | } |
1538 | } |
1467 | } |
1539 | |
1468 | |
1540 | /* This is called by move_apply. Basically, if someone |
1469 | /* This is called by move_apply. Basically, if someone |
1541 | * 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 |
1542 | * are set, this is called. This should only be called for |
1471 | * are set, this is called. This should only be called for |
1543 | * objects of the appropraite type. |
1472 | * objects of the appropriate type. |
1544 | */ |
1473 | */ |
1545 | void |
1474 | void |
1546 | apply_spell_effect (object *spell, object *victim) |
1475 | apply_spell_effect (object *spell, object *victim) |
1547 | { |
1476 | { |
1548 | switch (spell->subtype) |
1477 | switch (spell->subtype) |
… | |
… | |
1554 | |
1483 | |
1555 | case SP_MAGIC_MISSILE: |
1484 | case SP_MAGIC_MISSILE: |
1556 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1485 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1557 | { |
1486 | { |
1558 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1487 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1559 | |
|
|
1560 | if (!spell->destroyed ()) |
|
|
1561 | spell->destroy (); |
1488 | spell->destroy (); |
1562 | } |
1489 | } |
1563 | break; |
1490 | break; |
1564 | |
1491 | |
1565 | case SP_MOVING_BALL: |
1492 | case SP_MOVING_BALL: |
1566 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1493 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1567 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1494 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1568 | else if (victim->materialname) |
1495 | else if (victim->materialname) |
1569 | save_throw_object (victim, spell->attacktype, spell); |
1496 | save_throw_object (victim, spell->attacktype, spell); |
1570 | break; |
|
|
1571 | } |
|
|
1572 | } |
|
|
1573 | |
1497 | |
|
|
1498 | break; |
|
|
1499 | } |
|
|
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 | } |