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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 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 | */ |
|
|
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 (spob->other_arch->instance (), 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 | { |
|
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260 | sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); |
154 | sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp)); |
261 | } |
|
|
262 | else |
155 | else |
263 | sp = spell->stats.sp; |
156 | sp = spell->stats.sp; |
264 | |
157 | |
265 | sp *= (int) PATH_SP_MULT (caster, spell); |
158 | sp *= (int) PATH_SP_MULT (caster, spell); |
266 | if (!sp && spell->stats.sp) |
159 | if (!sp && spell->stats.sp) |
267 | sp = 1; |
160 | sp = 1; |
268 | |
161 | |
269 | if (spell->stats.grace && spell->stats.maxgrace) |
162 | if (spell->stats.grace && spell->stats.maxgrace) |
270 | { |
|
|
271 | grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); |
163 | grace = spell->stats.grace * (1.0 + max (0, float (level - spell->level) / spell->stats.maxgrace)); |
272 | } |
|
|
273 | else |
164 | else |
274 | grace = spell->stats.grace; |
165 | grace = spell->stats.grace; |
275 | |
166 | |
276 | grace *= (int) PATH_SP_MULT (caster, spell); |
167 | grace *= PATH_SP_MULT (caster, spell); |
277 | if (spell->stats.grace && !grace) |
168 | if (spell->stats.grace && !grace) |
278 | grace = 1; |
169 | grace = 1; |
279 | } |
170 | } |
280 | else |
171 | else |
281 | { |
172 | { |
282 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
173 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
283 | if (spell->stats.sp && !sp) |
174 | if (spell->stats.sp && !sp) |
284 | sp = 1; |
175 | sp = 1; |
|
|
176 | |
285 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
177 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
286 | if (spell->stats.grace && !grace) |
178 | if (spell->stats.grace && !grace) |
287 | grace = 1; |
179 | grace = 1; |
288 | } |
180 | } |
|
|
181 | |
289 | if (flags == SPELL_HIGHEST) |
182 | if (flags == SPELL_HIGHEST) |
290 | return MAX (sp, grace); |
183 | return max (sp, grace); |
291 | else if (flags == SPELL_GRACE) |
184 | else if (flags == SPELL_GRACE) |
292 | return grace; |
185 | return grace; |
293 | else if (flags == SPELL_MANA) |
186 | else if (flags == SPELL_MANA) |
294 | return sp; |
187 | return sp; |
295 | else |
188 | else |
… | |
… | |
297 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
190 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
298 | return 0; |
191 | return 0; |
299 | } |
192 | } |
300 | } |
193 | } |
301 | |
194 | |
|
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195 | /* |
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196 | * Return the effective casting level of the spell. |
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197 | * To make spells independent of their starting level, this function |
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198 | * scales the range spellstartlevel .. 100 into the range 1..100 |
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199 | */ |
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200 | static int |
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201 | SP_casting_level (object *caster, object *spell) |
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202 | { |
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203 | return casting_level (caster, spell); |
|
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204 | } |
302 | |
205 | |
303 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
206 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
304 | * spob is the spell we are adjusting. |
207 | * spob is the spell we are adjusting. |
305 | */ |
208 | */ |
306 | int |
209 | int |
307 | SP_level_dam_adjust (object *caster, object *spob) |
210 | SP_level_dam_adjust (object *caster, object *spob) |
308 | { |
211 | { |
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) |
212 | if (!spob->dam_modifier) |
315 | adj /= spob->dam_modifier; |
|
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316 | else |
|
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317 | adj = 0; |
|
|
318 | return adj; |
213 | return 0; |
|
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214 | |
|
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215 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
319 | } |
216 | } |
320 | |
217 | |
321 | /* Adjust the strength of the spell based on level. |
218 | /* Adjust the strength of the spell based on level. |
322 | * This is basically the same as SP_level_dam_adjust above, |
219 | * This is basically the same as SP_level_dam_adjust above, |
323 | * but instead looks at the level_modifier value. |
220 | * but instead looks at the level_modifier value. |
324 | */ |
221 | */ |
325 | int |
222 | int |
326 | SP_level_duration_adjust (object *caster, object *spob) |
223 | SP_level_duration_adjust (object *caster, object *spob) |
327 | { |
224 | { |
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) |
225 | 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; |
226 | return 0; |
|
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227 | |
|
|
228 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
339 | } |
229 | } |
340 | |
230 | |
341 | /* Adjust the strength of the spell based on level. |
231 | /* Adjust the strength of the spell based on level. |
342 | * This is basically the same as SP_level_dam_adjust above, |
232 | * This is basically the same as SP_level_dam_adjust above, |
343 | * but instead looks at the level_modifier value. |
233 | * but instead looks at the level_modifier value. |
344 | */ |
234 | */ |
345 | int |
235 | int |
346 | SP_level_range_adjust (object *caster, object *spob) |
236 | SP_level_range_adjust (object *caster, object *spob) |
347 | { |
237 | { |
348 | int level = caster_level (caster, spob); |
|
|
349 | int adj = level - min_casting_level (caster, spob); |
|
|
350 | |
|
|
351 | if (adj < 0) |
|
|
352 | adj = 0; |
|
|
353 | if (spob->range_modifier) |
238 | if (!spob->range_modifier) |
354 | adj /= spob->range_modifier; |
|
|
355 | else |
|
|
356 | adj = 0; |
|
|
357 | |
|
|
358 | return adj; |
239 | return 0; |
|
|
240 | |
|
|
241 | return SP_casting_level (caster, spob) / spob->range_modifier; |
359 | } |
242 | } |
360 | |
243 | |
361 | /* Checks to see if player knows the spell. If the name is the same |
244 | /* Checks to see if player knows the spell. If the name is the same |
362 | * as an existing spell, we presume they know it. |
245 | * as an existing spell, we presume they know it. |
363 | * returns 1 if they know the spell, 0 if they don't. |
246 | * returns 1 if they know the spell, 0 if they don't. |
364 | */ |
247 | */ |
365 | object * |
248 | object * |
366 | check_spell_known (object *op, const char *name) |
249 | check_spell_known (object *op, shstr_cmp name) |
367 | { |
250 | { |
368 | object *spop; |
251 | object *spop; |
369 | |
252 | |
370 | for (spop = op->inv; spop; spop = spop->below) |
253 | for (spop = op->inv; spop; spop = spop->below) |
371 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
254 | if (spop->type == SPELL && spop->name == name) |
372 | return spop; |
255 | return spop; |
373 | |
256 | |
374 | return NULL; |
257 | return 0; |
375 | } |
258 | } |
376 | |
|
|
377 | |
259 | |
378 | /* |
260 | /* |
379 | * Look at object 'op' and see if they know the spell |
261 | * Look at object 'op' and see if they know the spell |
380 | * spname. This is pretty close to check_spell_known |
262 | * spname. This is pretty close to check_spell_known |
381 | * above, but it uses a looser matching mechanism. |
263 | * above, but it uses a looser matching mechanism. |
382 | * returns the matching spell object, or NULL. |
264 | * returns the matching spell object, or NULL. |
383 | * If we match multiple spells but don't get an |
265 | * If we match multiple spells but don't get an |
384 | * exact match, we also return NULL. |
266 | * exact match, we also return NULL. |
385 | */ |
267 | */ |
386 | |
|
|
387 | object * |
268 | object * |
388 | lookup_spell_by_name (object *op, const char *spname) |
269 | lookup_spell_by_name (object *op, const char *spname) |
389 | { |
270 | { |
390 | object *spob1 = NULL, *spob2 = NULL, *spob; |
271 | object *spob1 = 0, *spob2 = 0; |
391 | int nummatch = 0; |
272 | int nummatch = 0; |
392 | |
273 | |
393 | if (spname == NULL) |
274 | if (!spname) |
394 | return NULL; |
275 | return 0; |
395 | |
276 | |
396 | /* Try to find the spell. We store the results in spob1 |
277 | /* Try to find the spell. We store the results in spob1 |
397 | * and spob2 - spob1 is only taking the length of |
278 | * and spob2 - spob1 is only taking the length of |
398 | * the past spname, spob2 uses the length of the spell name. |
279 | * the past spname, spob2 uses the length of the spell name. |
399 | */ |
280 | */ |
400 | for (spob = op->inv; spob; spob = spob->below) |
281 | for (object *spob = op->inv; spob; spob = spob->below) |
401 | { |
282 | { |
402 | if (spob->type == SPELL) |
283 | if (spob->type == SPELL) |
403 | { |
284 | { |
|
|
285 | // TODO: WTF? |
404 | if (!strncmp (spob->name, spname, strlen (spname))) |
286 | if (!strncmp (spob->name, spname, strlen (spname))) |
405 | { |
287 | { |
406 | nummatch++; |
288 | nummatch++; |
407 | spob1 = spob; |
289 | spob1 = spob; |
408 | } |
290 | } |
… | |
… | |
413 | * fall into this category). It shouldn't be hard to |
295 | * fall into this category). It shouldn't be hard to |
414 | * make sure spell names don't overlap in that fashion. |
296 | * make sure spell names don't overlap in that fashion. |
415 | */ |
297 | */ |
416 | if (spob2) |
298 | if (spob2) |
417 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
299 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
|
|
300 | |
418 | spob2 = spob; |
301 | spob2 = spob; |
419 | } |
302 | } |
420 | } |
303 | } |
421 | } |
304 | } |
422 | /* if we have best match, return it. Otherwise, if we have one match |
305 | /* if we have best match, return it. Otherwise, if we have one match |
423 | * on the loser match, return that, otehrwise null |
306 | * on the loser match, return that, otehrwise null |
424 | */ |
307 | */ |
425 | if (spob2) |
308 | if (spob2) |
426 | return spob2; |
309 | return spob2; |
|
|
310 | |
427 | if (spob1 && nummatch == 1) |
311 | if (spob1 && nummatch == 1) |
428 | return spob1; |
312 | return spob1; |
|
|
313 | |
429 | return NULL; |
314 | return NULL; |
430 | } |
315 | } |
431 | |
316 | |
432 | /* reflwall - decides weither the (spell-)object sp_op will |
317 | /* reflwall - decides weither the (spell-)object sp_op will |
433 | * be reflected from the given mapsquare. Returns 1 if true. |
318 | * be reflected from the given mapsquare. Returns 1 if true. |
… | |
… | |
437 | * eg, updated for tiled maps. |
322 | * eg, updated for tiled maps. |
438 | */ |
323 | */ |
439 | int |
324 | int |
440 | reflwall (maptile *m, int x, int y, object *sp_op) |
325 | reflwall (maptile *m, int x, int y, object *sp_op) |
441 | { |
326 | { |
442 | object *op; |
|
|
443 | |
|
|
444 | if (OUT_OF_REAL_MAP (m, x, y)) |
327 | if (OUT_OF_REAL_MAP (m, x, y)) |
445 | return 0; |
328 | return 0; |
446 | for (op = get_map_ob (m, x, y); op != NULL; op = op->above) |
329 | |
447 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) || |
330 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
448 | sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
331 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
|
|
332 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
|
|
333 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
449 | return 1; |
334 | return 1; |
450 | |
335 | |
451 | return 0; |
336 | return 0; |
452 | } |
337 | } |
453 | |
338 | |
… | |
… | |
470 | { |
355 | { |
471 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
356 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
472 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
357 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
473 | dir = 0; |
358 | dir = 0; |
474 | } |
359 | } |
475 | new_op->x = op->x + freearr_x[dir]; |
360 | |
476 | new_op->y = op->y + freearr_y[dir]; |
361 | SET_FLAG (new_op, FLAG_IDENTIFIED); |
477 | if (dir == 0) |
362 | op->map->insert (new_op, |
478 | insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); |
363 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
479 | else |
364 | op, |
480 | insert_ob_in_map (new_op, op->map, op, 0); |
365 | dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
366 | |
481 | return dir; |
367 | return dir; |
|
|
368 | } |
|
|
369 | |
|
|
370 | static bool |
|
|
371 | mergable_owner (object *o1, object *o2) |
|
|
372 | { |
|
|
373 | if (o1 == o2) |
|
|
374 | return 1; |
|
|
375 | |
|
|
376 | if (!o1 || !o2) |
|
|
377 | return 0; |
|
|
378 | |
|
|
379 | if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY]) |
|
|
380 | return 0; |
|
|
381 | |
|
|
382 | if (o1->is_player () || o2->is_player ()) |
|
|
383 | return 0; |
|
|
384 | |
|
|
385 | return 1; |
482 | } |
386 | } |
483 | |
387 | |
484 | /* Returns true if it is ok to put spell *op on the space/may provided. |
388 | /* Returns true if it is ok to put spell *op on the space/may provided. |
485 | * immune_stop is basically the attacktype of the spell (why |
389 | * immune_stop is basically the attacktype of the spell (why |
486 | * passed as a different value, not sure of). If immune_stop |
390 | * passed as a different value, not sure of). If immune_stop |
487 | * has the AT_MAGIC bit set, and there is a counterwall |
391 | * has the AT_MAGIC bit set, and there is a counterwall |
488 | * on the space, the object doesn't get placed. if immune stop |
392 | * on the space, the object doesn't get placed. if immune stop |
489 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
393 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
490 | * |
394 | */ |
491 | */ |
|
|
492 | |
|
|
493 | int |
395 | int |
494 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
396 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
495 | { |
397 | { |
496 | object *tmp; |
398 | if (!xy_normalise (m, x, y)) |
497 | int mflags; |
|
|
498 | maptile *mp; |
|
|
499 | |
|
|
500 | mp = m; |
|
|
501 | mflags = get_map_flags (m, &mp, x, y, &x, &y); |
|
|
502 | |
|
|
503 | if (mflags & P_OUT_OF_MAP) |
|
|
504 | return 0; |
399 | return 0; |
505 | |
400 | |
506 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) |
401 | mapspace &ms = m->at (x, y); |
|
|
402 | ms.update (); |
|
|
403 | |
|
|
404 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
507 | return 0; |
405 | return 0; |
508 | |
406 | |
509 | for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above) |
407 | int max_effects = 5; // max. number of similar spells per mapspace |
|
|
408 | |
|
|
409 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
510 | { |
410 | { |
511 | /* If there is a counterspell on the space, and this |
411 | /* If there is a counterspell on the space, and this |
512 | * object is using magic, don't progress. I believe we could |
412 | * object is using magic, don't progress. I believe we could |
513 | * leave this out and let in progress, and other areas of the code |
413 | * leave this out and let in progress, and other areas of the code |
514 | * will then remove it, but that would seem to to use more |
414 | * will then remove it, but that would seem to to use more |
515 | * resources, and may not work as well if a player is standing |
415 | * resources, and may not work as well if a player is standing |
516 | * on top of a counterwall spell (may hit the player before being |
416 | * on top of a counterwall spell (may hit the player before being |
517 | * removed.) On the other hand, it may be more dramatic for the |
417 | * removed.) On the other hand, it may be more dramatic for the |
518 | * spell to actually hit the counterwall and be sucked up. |
418 | * spell to actually hit the counterwall and be sucked up. |
519 | */ |
419 | */ |
520 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
420 | if ((tmp->attacktype & AT_COUNTERSPELL) |
521 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
421 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
522 | (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) |
422 | && (tmp->type != PLAYER) |
|
|
423 | && (tmp->type != WEAPON) |
|
|
424 | && (tmp->type != BOW) |
|
|
425 | && (tmp->type != ARROW) |
|
|
426 | && (tmp->type != GOLEM) |
|
|
427 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
|
|
428 | // we special case floor here because there |
|
|
429 | // are sometimes spell effect floors |
|
|
430 | // which are used to inflict damage |
|
|
431 | // (and those shouldn't go away from |
|
|
432 | // sanctuary) see also: permanent lava |
|
|
433 | && (immune_stop & AT_MAGIC)) |
523 | return 0; |
434 | return 0; |
524 | |
435 | |
525 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
526 | * limits one spell effect per space per spell. This is definately |
|
|
527 | * needed for performance reasons, and just for playability I believe. |
|
|
528 | * there are no such things as multispaced spells right now, so |
|
|
529 | * we don't need to worry about the head. |
|
|
530 | */ |
|
|
531 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
|
|
532 | return 0; |
|
|
533 | |
|
|
534 | /* |
|
|
535 | * Combine similar spell effects into one spell effect. Needed for |
|
|
536 | * performance reasons with meteor swarm and the like, but also for |
|
|
537 | * playability reasons. |
|
|
538 | */ |
|
|
539 | if (tmp->arch == op->arch |
|
|
540 | && tmp->type == op->type |
436 | if (tmp->type == op->type) |
541 | && tmp->subtype == op->subtype |
|
|
542 | && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
543 | { |
437 | { |
544 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
438 | if (tmp->subtype == op->subtype |
545 | tmp->range = MAX (tmp->range, op->range); |
439 | && tmp->arch == op->arch /* no harm if not comparing by name here */) |
546 | tmp->duration = MAX (tmp->duration, op->duration); |
440 | { |
|
|
441 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
442 | * limits one spell effect per space per spell. This is definately |
|
|
443 | * needed for performance reasons, and just for playability I believe. |
|
|
444 | * there are no such things as multispaced spells right now, so |
|
|
445 | * we don't need to worry about the head. |
|
|
446 | */ |
|
|
447 | if (tmp->stats.maxhp == op->stats.maxhp) |
|
|
448 | return 0; |
|
|
449 | |
|
|
450 | /* |
|
|
451 | * Combine similar spell effects into one spell effect. Needed for |
|
|
452 | * performance reasons with meteor swarm and the like, but also for |
|
|
453 | * playability reasons. |
|
|
454 | */ |
|
|
455 | if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
456 | if (mergable_owner (tmp, op)) |
|
|
457 | { |
|
|
458 | // if same owner, then combine, but reduce advantage of multiple spells |
|
|
459 | max_it (tmp->stats.dam, op->stats.dam); |
|
|
460 | max_it (tmp->range , op->range); |
|
|
461 | max_it (tmp->duration , op->duration); |
|
|
462 | return 0; |
|
|
463 | } |
|
|
464 | } |
|
|
465 | |
|
|
466 | // if there are too many spell effects on this space, |
|
|
467 | // then don't allow more of them, for performance reasons. |
|
|
468 | if (tmp->type == SPELL_EFFECT |
|
|
469 | && !--max_effects) |
547 | return 0; |
470 | return 0; |
548 | } |
471 | } |
549 | |
472 | |
550 | /* Perhaps we should also put checks in for no magic and unholy |
473 | /* Perhaps we should also put checks in for no magic and unholy |
551 | * ground to prevent it from moving along? |
474 | * ground to prevent it from moving along? |
552 | */ |
475 | */ |
553 | } |
476 | } |
|
|
477 | |
554 | /* If it passes the above tests, it must be OK */ |
478 | /* If it passes the above tests, it must be OK */ |
555 | return 1; |
479 | return 1; |
556 | } |
480 | } |
557 | |
481 | |
558 | /* fire_arch_from_position: fires an archetype. |
482 | /* fire_arch_from_position: fires an archetype. |
… | |
… | |
563 | * dir: direction to fire in. |
487 | * dir: direction to fire in. |
564 | * spell: spell that is being fired. It uses other_arch for the archetype |
488 | * spell: spell that is being fired. It uses other_arch for the archetype |
565 | * to fire. |
489 | * to fire. |
566 | * returns 0 on failure, 1 on success. |
490 | * returns 0 on failure, 1 on success. |
567 | */ |
491 | */ |
568 | |
|
|
569 | int |
492 | int |
570 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
493 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
571 | { |
494 | { |
572 | object *tmp; |
|
|
573 | int mflags; |
|
|
574 | maptile *m; |
|
|
575 | |
|
|
576 | if (spell->other_arch == NULL) |
495 | if (!spell->other_arch) |
577 | return 0; |
496 | return 0; |
578 | |
497 | |
579 | m = op->map; |
498 | object *tmp = spell->other_arch->instance (); |
580 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
581 | if (mflags & P_OUT_OF_MAP) |
|
|
582 | { |
|
|
583 | return 0; |
|
|
584 | } |
|
|
585 | |
499 | |
586 | tmp = arch_to_object (spell->other_arch); |
500 | if (!tmp) |
587 | |
|
|
588 | if (tmp == NULL) |
|
|
589 | return 0; |
501 | return 0; |
590 | |
|
|
591 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
592 | { |
|
|
593 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
594 | tmp->destroy (); |
|
|
595 | return 0; |
|
|
596 | } |
|
|
597 | |
502 | |
598 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
503 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
599 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
504 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
600 | /* code in time.c uses food for some things, duration for others */ |
505 | /* code in time.c uses food for some things, duration for others */ |
601 | tmp->stats.food = tmp->duration; |
506 | tmp->stats.food = tmp->duration; |
602 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
507 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
603 | tmp->attacktype = spell->attacktype; |
508 | tmp->attacktype = spell->attacktype; |
604 | tmp->x = x; |
|
|
605 | tmp->y = y; |
|
|
606 | tmp->direction = dir; |
509 | tmp->direction = dir; |
607 | if (get_owner (op) != NULL) |
510 | tmp->set_owner (op); |
608 | copy_owner (tmp, op); |
|
|
609 | else |
|
|
610 | set_owner (tmp, op); |
|
|
611 | tmp->level = caster_level (caster, spell); |
511 | tmp->level = casting_level (caster, spell); |
612 | set_spell_skill (op, caster, spell, tmp); |
512 | set_spell_skill (op, caster, spell, tmp); |
613 | |
513 | |
614 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
514 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
615 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
515 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
616 | { |
|
|
617 | if (!tailor_god_spell (tmp, op)) |
516 | if (!tailor_god_spell (tmp, op)) |
618 | return 0; |
517 | return 0; |
619 | } |
518 | |
620 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
519 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
621 | SET_ANIMATION (tmp, dir); |
520 | SET_ANIMATION (tmp, dir); |
622 | |
521 | |
623 | if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) |
522 | if ((tmp = op->map->insert (tmp, x, y, op))) |
624 | return 1; |
|
|
625 | |
|
|
626 | move_spell_effect (tmp); |
523 | move_spell_effect (tmp); |
627 | |
524 | |
628 | return 1; |
525 | return 1; |
629 | } |
526 | } |
630 | |
|
|
631 | |
|
|
632 | |
527 | |
633 | /***************************************************************************** |
528 | /***************************************************************************** |
634 | * |
529 | * |
635 | * Code related to rods - perhaps better located in another file? |
530 | * Code related to rods - perhaps better located in another file? |
636 | * |
531 | * |
637 | ****************************************************************************/ |
532 | ****************************************************************************/ |
638 | |
|
|
639 | void |
533 | void |
640 | regenerate_rod (object *rod) |
534 | regenerate_rod (object *rod) |
641 | { |
535 | { |
642 | if (rod->stats.hp < rod->stats.maxhp) |
536 | if (rod->stats.hp < rod->stats.maxhp) |
643 | { |
537 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20); |
644 | rod->stats.hp += 1 + rod->stats.maxhp / 10; |
|
|
645 | |
|
|
646 | if (rod->stats.hp > rod->stats.maxhp) |
|
|
647 | rod->stats.hp = rod->stats.maxhp; |
|
|
648 | } |
|
|
649 | } |
538 | } |
650 | |
|
|
651 | |
539 | |
652 | void |
540 | void |
653 | drain_rod_charge (object *rod) |
541 | drain_rod_charge (object *rod) |
654 | { |
542 | { |
655 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
543 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
656 | } |
544 | } |
657 | |
|
|
658 | |
|
|
659 | |
|
|
660 | |
545 | |
661 | /* this function is commonly used to find a friendly target for |
546 | /* this function is commonly used to find a friendly target for |
662 | * spells such as heal or protection or armour |
547 | * spells such as heal or protection or armour |
663 | * op is what is looking for the target (which can be a player), |
548 | * op is what is looking for the target (which can be a player), |
664 | * dir is the direction we are looking in. Return object found, or |
549 | * dir is the direction we are looking in. Return object found, or |
665 | * NULL if no good object. |
550 | * NULL if no good object. |
666 | */ |
551 | */ |
667 | |
|
|
668 | object * |
552 | object * |
669 | find_target_for_friendly_spell (object *op, int dir) |
553 | find_target_for_friendly_spell (object *op, int dir) |
670 | { |
554 | { |
671 | object *tmp; |
555 | object *tmp; |
672 | maptile *m; |
|
|
673 | sint16 x, y; |
|
|
674 | int mflags; |
|
|
675 | |
556 | |
676 | /* I don't really get this block - if op isn't a player or rune, |
557 | /* I don't really get this block - if op isn't a player or rune, |
677 | * we then make the owner of this object the target. |
558 | * we then make the owner of this object the target. |
678 | * The owner could very well be no where near op. |
559 | * The owner could very well be no where near op. |
679 | */ |
560 | */ |
680 | if (op->type != PLAYER && op->type != RUNE) |
561 | if (op->type != PLAYER && op->type != RUNE) |
681 | { |
562 | { |
682 | tmp = get_owner (op); |
563 | tmp = op->owner; |
683 | /* If the owner does not exist, or is not a monster, than apply the spell |
564 | /* If the owner does not exist, or is not a monster, than apply the spell |
684 | * to the caster. |
565 | * to the caster. |
685 | */ |
566 | */ |
686 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
567 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
687 | tmp = op; |
568 | tmp = op; |
688 | } |
569 | } |
689 | else |
570 | else |
690 | { |
571 | { |
691 | m = op->map; |
572 | maptile *m = op->map; |
692 | x = op->x + freearr_x[dir]; |
573 | sint16 x = op->x + freearr_x[dir]; |
693 | y = op->y + freearr_y[dir]; |
574 | sint16 y = op->y + freearr_y[dir]; |
694 | |
|
|
695 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
696 | |
|
|
697 | if (mflags & P_OUT_OF_MAP) |
|
|
698 | tmp = NULL; |
|
|
699 | else |
|
|
700 | { |
575 | |
701 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
576 | tmp = xy_normalise (m, x, y) |
702 | if (tmp->type == PLAYER) |
577 | ? m->at (x, y).player () |
703 | break; |
578 | : 0; |
704 | } |
|
|
705 | } |
579 | } |
|
|
580 | |
706 | /* didn't find a player there, look in current square for a player */ |
581 | /* didn't find a player there, look in current square for a player */ |
707 | if (tmp == NULL) |
582 | if (!tmp) |
708 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
583 | tmp = op->ms ().player (); |
709 | { |
|
|
710 | if (tmp->type == PLAYER) |
|
|
711 | break; |
|
|
712 | } |
|
|
713 | |
584 | |
714 | return tmp; |
585 | return tmp; |
715 | } |
586 | } |
716 | |
|
|
717 | |
|
|
718 | |
587 | |
719 | /* raytrace: |
588 | /* raytrace: |
720 | * spell_find_dir(map, x, y, exclude) will search first the center square |
589 | * spell_find_dir(map, x, y, exclude) will search first the center square |
721 | * then some close squares in the given map at the given coordinates for |
590 | * then some close squares in the given map at the given coordinates for |
722 | * live objects. |
591 | * live objects. |
… | |
… | |
725 | * monsters/generators only. If not, the spell will hunt players only. |
594 | * monsters/generators only. If not, the spell will hunt players only. |
726 | * It returns the direction toward the first/closest live object if it finds |
595 | * It returns the direction toward the first/closest live object if it finds |
727 | * any, otherwise -1. |
596 | * any, otherwise -1. |
728 | * note that exclude can be NULL, in which case all bets are off. |
597 | * note that exclude can be NULL, in which case all bets are off. |
729 | */ |
598 | */ |
730 | |
|
|
731 | int |
599 | int |
732 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
600 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
733 | { |
601 | { |
734 | int i, max = SIZEOFFREE; |
602 | int i, max = SIZEOFFREE; |
735 | sint16 nx, ny; |
603 | sint16 nx, ny; |
… | |
… | |
749 | mp = m; |
617 | mp = m; |
750 | mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
618 | mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
751 | if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
619 | if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
752 | continue; |
620 | continue; |
753 | |
621 | |
754 | tmp = get_map_ob (mp, nx, ny); |
622 | tmp = GET_MAP_OB (mp, nx, ny); |
755 | |
623 | |
756 | while (tmp != NULL && (((owner_type == PLAYER && |
624 | while (tmp != NULL && (((owner_type == PLAYER && |
757 | !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
625 | !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
758 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
626 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
759 | tmp = tmp->above; |
627 | tmp = tmp->above; |
… | |
… | |
762 | return freedir[i]; |
630 | return freedir[i]; |
763 | } |
631 | } |
764 | return -1; /* flag for "keep going the way you were" */ |
632 | return -1; /* flag for "keep going the way you were" */ |
765 | } |
633 | } |
766 | |
634 | |
767 | |
|
|
768 | |
|
|
769 | /* put_a_monster: puts a monster named monstername near by |
635 | /* put_a_monster: puts a monster named monstername near by |
770 | * op. This creates the treasures for the monsters, and |
636 | * op. This creates the treasures for the monsters, and |
771 | * also deals with multipart monsters properly. |
637 | * also deals with multipart monsters properly. |
772 | */ |
638 | */ |
773 | |
639 | static void |
774 | void |
|
|
775 | put_a_monster (object *op, const char *monstername) |
640 | put_a_monster (object *op, const char *monstername) |
776 | { |
641 | { |
777 | object *tmp, *head = NULL, *prev = NULL; |
642 | object *tmp, *head = NULL, *prev = NULL; |
778 | archetype *at; |
643 | archetype *at; |
779 | int dir; |
644 | int dir; |
… | |
… | |
785 | |
650 | |
786 | /* find a free square nearby |
651 | /* find a free square nearby |
787 | * first we check the closest square for free squares |
652 | * first we check the closest square for free squares |
788 | */ |
653 | */ |
789 | |
654 | |
790 | dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); |
655 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
791 | if (dir != -1) |
656 | if (dir != -1) |
792 | { |
657 | { |
793 | /* This is basically grabbed for generate monster. Fixed 971225 to |
658 | /* This is basically grabbed for generate monster. Fixed 971225 to |
794 | * insert multipart monsters properly |
659 | * insert multipart monsters properly |
795 | */ |
660 | */ |
|
|
661 | //TODO: use expand_tail + ... |
796 | while (at != NULL) |
662 | while (at != NULL) |
797 | { |
663 | { |
798 | tmp = arch_to_object (at); |
664 | tmp = at->instance (); |
799 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
665 | tmp->x = op->x + freearr_x[dir] + at->x; |
800 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
666 | tmp->y = op->y + freearr_y[dir] + at->y; |
801 | tmp->map = op->map; |
667 | tmp->map = op->map; |
802 | if (head) |
668 | if (head) |
803 | { |
669 | { |
804 | tmp->head = head; |
670 | tmp->head = head; |
805 | prev->more = tmp; |
671 | prev->more = tmp; |
806 | } |
672 | } |
|
|
673 | |
807 | if (!head) |
674 | if (!head) |
808 | head = tmp; |
675 | head = tmp; |
|
|
676 | |
809 | prev = tmp; |
677 | prev = tmp; |
|
|
678 | |
810 | at = at->more; |
679 | at = (archetype *)at->more; |
811 | } |
680 | } |
812 | |
681 | |
813 | if (head->randomitems) |
682 | if (head->randomitems) |
814 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
683 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
815 | |
684 | |
816 | insert_ob_in_map (head, op->map, op, 0); |
685 | insert_ob_in_map (head, op->map, op, 0); |
817 | |
686 | |
818 | /* thought it'd be cool to insert a burnout, too. */ |
687 | /* thought it'd be cool to insert a burnout, too. */ |
819 | tmp = get_archetype ("burnout"); |
688 | op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
820 | tmp->map = op->map; |
|
|
821 | tmp->x = op->x + freearr_x[dir]; |
|
|
822 | tmp->y = op->y + freearr_y[dir]; |
|
|
823 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
824 | } |
689 | } |
825 | } |
690 | } |
826 | |
691 | |
827 | /* peterm: function which summons hostile monsters and |
692 | /* peterm: function which summons hostile monsters and |
828 | * places them in nearby squares. |
693 | * places them in nearby squares. |
… | |
… | |
835 | * Note that this is not used by any spells (summon evil monsters |
700 | * Note that this is not used by any spells (summon evil monsters |
836 | * use to call this, but best I can tell, that spell/ability was |
701 | * use to call this, but best I can tell, that spell/ability was |
837 | * never used. This is however used by various failures on the |
702 | * never used. This is however used by various failures on the |
838 | * players part (alchemy, reincarnation, etc) |
703 | * players part (alchemy, reincarnation, etc) |
839 | */ |
704 | */ |
840 | |
|
|
841 | int |
705 | int |
842 | summon_hostile_monsters (object *op, int n, const char *monstername) |
706 | summon_hostile_monsters (object *op, int n, const char *monstername) |
843 | { |
707 | { |
844 | int i; |
708 | int i; |
845 | |
709 | |
… | |
… | |
855 | { |
719 | { |
856 | int attacktype; |
720 | int attacktype; |
857 | int face; |
721 | int face; |
858 | } ATTACKS[22] = |
722 | } ATTACKS[22] = |
859 | { |
723 | { |
860 | { |
|
|
861 | AT_PHYSICAL, 0}, |
724 | { AT_PHYSICAL, 0}, |
862 | { |
|
|
863 | AT_PHYSICAL, 0}, /*face = explosion */ |
725 | { AT_PHYSICAL, 0}, /*face = explosion */ |
864 | { |
|
|
865 | AT_PHYSICAL, 0}, |
726 | { AT_PHYSICAL, 0}, |
866 | { |
|
|
867 | AT_MAGIC, 1}, |
727 | { AT_MAGIC, 1}, |
868 | { |
|
|
869 | AT_MAGIC, 1}, /* face = last-burnout */ |
728 | { AT_MAGIC, 1}, /* face = last-burnout */ |
870 | { |
|
|
871 | AT_MAGIC, 1}, |
729 | { AT_MAGIC, 1}, |
872 | { |
|
|
873 | AT_FIRE, 2}, |
730 | { AT_FIRE, 2}, |
874 | { |
|
|
875 | AT_FIRE, 2}, /* face = fire.... */ |
731 | { AT_FIRE, 2}, /* face = fire.... */ |
876 | { |
|
|
877 | AT_FIRE, 2}, |
732 | { AT_FIRE, 2}, |
878 | { |
|
|
879 | AT_ELECTRICITY, 3}, |
733 | { AT_ELECTRICITY, 3}, |
880 | { |
|
|
881 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
734 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
882 | { |
|
|
883 | AT_ELECTRICITY, 3}, |
735 | { AT_ELECTRICITY, 3}, |
884 | { |
|
|
885 | AT_COLD, 4}, |
736 | { AT_COLD, 4}, |
886 | { |
|
|
887 | AT_COLD, 4}, /* face=icestorm */ |
737 | { AT_COLD, 4}, /* face=icestorm */ |
888 | { |
|
|
889 | AT_COLD, 4}, |
738 | { AT_COLD, 4}, |
890 | { |
|
|
891 | AT_CONFUSION, 5}, |
739 | { AT_CONFUSION, 5}, |
892 | { |
|
|
893 | AT_POISON, 7}, |
740 | { AT_POISON, 7}, |
894 | { |
|
|
895 | AT_POISON, 7}, /* face = acid sphere. generator */ |
741 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
896 | { |
|
|
897 | AT_POISON, 7}, /* poisoncloud face */ |
742 | { AT_POISON, 7}, /* poisoncloud face */ |
898 | { |
|
|
899 | AT_SLOW, 8}, |
743 | { AT_SLOW, 8}, |
900 | { |
|
|
901 | AT_PARALYZE, 9}, |
744 | { AT_PARALYZE, 9}, |
902 | { |
|
|
903 | AT_FEAR, 10}}; |
745 | { AT_FEAR, 10}, |
904 | |
746 | }; |
905 | |
|
|
906 | |
747 | |
907 | /* shuffle_attack: peterm |
748 | /* shuffle_attack: peterm |
908 | * This routine shuffles the attack of op to one of the |
749 | * This routine shuffles the attack of op to one of the |
909 | * ones in the list. It does this at random. It also |
750 | * ones in the list. It does this at random. It also |
910 | * chooses a face appropriate to the attack that is |
751 | * chooses a face appropriate to the attack that is |
… | |
… | |
933 | { |
774 | { |
934 | SET_ANIMATION (op, ATTACKS[i].face); |
775 | SET_ANIMATION (op, ATTACKS[i].face); |
935 | } |
776 | } |
936 | } |
777 | } |
937 | |
778 | |
938 | |
|
|
939 | /* prayer_failure: This is called when a player fails |
779 | /* prayer_failure: This is called when a player fails |
940 | * at casting a prayer. |
780 | * at casting a prayer. |
941 | * op is the player. |
781 | * op is the player. |
942 | * failure is basically how much grace they had. |
782 | * failure is basically how much grace they had. |
943 | * power is how much grace the spell would normally take to cast. |
783 | * power is how much grace the spell would normally take to cast. |
944 | */ |
784 | */ |
945 | |
785 | static void |
946 | void |
|
|
947 | prayer_failure (object *op, int failure, int power) |
786 | prayer_failure (object *op, int failure, int power) |
948 | { |
787 | { |
949 | const char *godname; |
788 | const char *godname; |
950 | object *tmp; |
789 | object *tmp; |
951 | |
790 | |
… | |
… | |
1028 | else |
867 | else |
1029 | { |
868 | { |
1030 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
869 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
1031 | tmp = get_archetype (LOOSE_MANA); |
870 | tmp = get_archetype (LOOSE_MANA); |
1032 | tmp->level = skill->level; |
871 | tmp->level = skill->level; |
1033 | tmp->x = op->x; |
|
|
1034 | tmp->y = op->y; |
|
|
1035 | |
872 | |
1036 | /* increase the area of destruction a little for more powerful spells */ |
873 | /* increase the area of destruction a little for more powerful spells */ |
1037 | tmp->range += isqrt (power); |
874 | tmp->range += isqrt (power); |
1038 | |
875 | |
1039 | if (power > 25) |
876 | if (power > 25) |
1040 | tmp->stats.dam = 25 + isqrt (power); |
877 | tmp->stats.dam = 25 + isqrt (power); |
1041 | else |
878 | else |
1042 | tmp->stats.dam = power; /* nasty recoils! */ |
879 | tmp->stats.dam = power; /* nasty recoils! */ |
1043 | |
880 | |
1044 | tmp->stats.maxhp = tmp->count; |
881 | tmp->stats.maxhp = tmp->count; |
1045 | insert_ob_in_map (tmp, op->map, NULL, 0); |
882 | |
|
|
883 | tmp->insert_at (op); |
1046 | } |
884 | } |
1047 | } |
885 | } |
1048 | } |
886 | } |
1049 | |
887 | |
1050 | int |
888 | static int |
1051 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
889 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
1052 | { |
890 | { |
1053 | int success; |
|
|
1054 | player *pl; |
|
|
1055 | object *spell; |
|
|
1056 | |
|
|
1057 | if (!spell_ob->other_arch) |
891 | if (!spell_ob->other_arch) |
1058 | { |
892 | { |
1059 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
893 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
1060 | return 0; |
894 | return 0; |
1061 | } |
895 | } |
1062 | spell = arch_to_object (spell_ob->other_arch); |
896 | |
|
|
897 | object *spell = spell_ob->other_arch->instance (); |
1063 | |
898 | |
1064 | /* Always cast spell on caster */ |
899 | /* Always cast spell on caster */ |
1065 | success = cast_spell (op, caster, dir, spell, stringarg); |
900 | int success = cast_spell (op, caster, dir, spell, spellparam); |
1066 | |
901 | |
1067 | if (caster->contr->party == NULL) |
902 | if (!op->contr || !op->contr->party) |
1068 | { |
903 | { |
1069 | spell->remove (); |
904 | spell->remove (); |
1070 | return success; |
905 | return success; |
1071 | } |
906 | } |
1072 | for (pl = first_player; pl != NULL; pl = pl->next) |
907 | |
1073 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
908 | for_all_players (pl) |
1074 | { |
909 | if ((pl->ob->contr->party == op->contr->party) |
|
|
910 | && on_same_map (pl->ob, op) |
|
|
911 | && pl->ob != op) |
1075 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
912 | cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam); |
1076 | } |
913 | |
1077 | spell->remove (); |
914 | spell->remove (); |
1078 | return success; |
915 | return success; |
1079 | } |
916 | } |
1080 | |
917 | |
1081 | /* This is where the main dispatch when someone casts a spell. |
918 | /* This is where the main dispatch when someone casts a spell. |
… | |
… | |
1086 | * same as op. |
923 | * same as op. |
1087 | * dir is the direction to cast in. Note in some cases, if the spell |
924 | * dir is the direction to cast in. Note in some cases, if the spell |
1088 | * is self only, dir really doesn't make a difference. |
925 | * is self only, dir really doesn't make a difference. |
1089 | * spell_ob is the spell object that is being cast. From that, |
926 | * spell_ob is the spell object that is being cast. From that, |
1090 | * we can determine what to do. |
927 | * we can determine what to do. |
1091 | * stringarg is any options that are being used. It can be NULL. Almost |
928 | * spellparam is any options that are being used. It can be NULL. Almost |
1092 | * certainly, only players will set it. It is basically used as optional |
929 | * certainly, only players will set it. It is basically used as optional |
1093 | * parameters to a spell (eg, item to create, information for marking runes, |
930 | * parameters to a spell (eg, item to create, information for marking runes, |
1094 | * etc. |
931 | * etc. |
1095 | * returns 1 on successful cast, or 0 on error. These values should really |
932 | * returns 1 on successful cast, or 0 on error. These values should really |
1096 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
933 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
… | |
… | |
1103 | * |
940 | * |
1104 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
941 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1105 | * this function will decrease the mana/grace appropriately. For other |
942 | * this function will decrease the mana/grace appropriately. For other |
1106 | * objects, the caller should do what it considers appropriate. |
943 | * objects, the caller should do what it considers appropriate. |
1107 | */ |
944 | */ |
1108 | |
|
|
1109 | int |
945 | int |
1110 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
946 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
1111 | { |
947 | { |
1112 | const char *godname; |
948 | const char *godname; |
1113 | int success = 0, mflags, cast_level = 0, old_shoottype; |
949 | int success = 0; |
1114 | object *skill = NULL; |
950 | object *skill = NULL; |
1115 | |
|
|
1116 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
|
|
1117 | |
951 | |
1118 | if (!spell_ob) |
952 | if (!spell_ob) |
1119 | { |
953 | { |
1120 | LOG (llevError, "cast_spell: null spell object passed\n"); |
954 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1121 | return 0; |
955 | return 0; |
… | |
… | |
1149 | * need to have the right skill pointer passed, so we need to |
983 | * need to have the right skill pointer passed, so we need to |
1150 | * at least process that code. |
984 | * at least process that code. |
1151 | */ |
985 | */ |
1152 | if (op->type == PLAYER && op == caster) |
986 | if (op->type == PLAYER && op == caster) |
1153 | { |
987 | { |
1154 | cast_level = caster_level (caster, spell_ob); |
|
|
1155 | if (spell_ob->skill) |
988 | if (spell_ob->skill) |
1156 | { |
989 | { |
1157 | skill = find_skill_by_name (op, spell_ob->skill); |
990 | skill = find_skill_by_name (op, spell_ob->skill); |
|
|
991 | |
1158 | if (!skill) |
992 | if (!skill) |
1159 | { |
993 | { |
1160 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
994 | op->failmsgf ("You need the %s skill to cast %s! " |
|
|
995 | "H<You either need to learn the skill via a skill scroll " |
|
|
996 | "or you need to wear a talisman, holy symbol or another skill tool.>", |
|
|
997 | &spell_ob->skill, &spell_ob->name); |
1161 | return 0; |
998 | return 0; |
1162 | } |
999 | } |
1163 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1000 | |
|
|
1001 | const char *msg = ""; |
|
|
1002 | |
|
|
1003 | int caster_level = skill->level; |
|
|
1004 | |
|
|
1005 | if (op->path_attuned & spell_ob->path_attuned) |
1164 | { |
1006 | { |
1165 | new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); |
1007 | caster_level += min (caster_level, ATTUNE_REPELL); |
|
|
1008 | msg = " (attuned)"; |
|
|
1009 | } |
|
|
1010 | |
|
|
1011 | if (op->path_repelled & spell_ob->path_attuned) |
|
|
1012 | { |
|
|
1013 | caster_level -= ATTUNE_REPELL; // negative is ok |
|
|
1014 | msg = " (repelled)"; |
|
|
1015 | } |
|
|
1016 | |
|
|
1017 | if (spell_ob->level > caster_level) |
|
|
1018 | { |
|
|
1019 | op->failmsgf ("You lack enough skill to cast that spell! " |
|
|
1020 | "H<Your effective cast level is %d%s, but level %d is required.>", |
|
|
1021 | caster_level, msg, spell_ob->level); |
|
|
1022 | if (!op->is_wiz ()) |
1166 | return 0; |
1023 | return 0; |
1167 | } |
1024 | } |
1168 | } |
1025 | } |
|
|
1026 | |
1169 | /* If the caster is the wiz, they don't ever fail, and don't have |
1027 | /* If the caster is the wiz, they don't ever fail, and don't have |
1170 | * to have sufficient grace/mana. |
1028 | * to have sufficient grace/mana. |
1171 | */ |
1029 | */ |
1172 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1030 | if (!QUERY_FLAG (op, FLAG_WIZCAST)) |
1173 | { |
1031 | { |
1174 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1032 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1175 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1033 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1176 | { |
1034 | { |
1177 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1035 | op->failmsg ("You don't have enough mana!"); |
1178 | return 0; |
1036 | return 0; |
1179 | } |
1037 | } |
|
|
1038 | |
1180 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1039 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1181 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1040 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1182 | { |
1041 | { |
1183 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1042 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1184 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1043 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1185 | { |
|
|
1186 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); |
1044 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1187 | } |
|
|
1188 | else |
1045 | else |
1189 | { |
1046 | { |
1190 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1047 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1191 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1048 | op->failmsgf ("%s ignores your prayer.", godname); |
1192 | return 0; |
1049 | return 0; |
1193 | } |
1050 | } |
1194 | } |
1051 | } |
1195 | |
1052 | |
1196 | /* player/monster is trying to cast the spell. might fumble it */ |
1053 | /* player/monster is trying to cast the spell. might fumble it */ |
1197 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1054 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1198 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1055 | (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis])) |
1199 | { |
1056 | { |
1200 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1057 | op->contr->play_sound (sound_find ("fumble_spell")); |
1201 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1058 | op->failmsg ("You fumble the prayer."); |
1202 | if (settings.casting_time == TRUE) |
1059 | |
1203 | { |
|
|
1204 | op->casting_time = -1; |
|
|
1205 | } |
|
|
1206 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1060 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1207 | return 0; |
1061 | return 0; |
1208 | } |
1062 | } |
1209 | else if (spell_ob->stats.sp) |
1063 | else if (spell_ob->stats.sp) |
1210 | { |
1064 | { |
1211 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1065 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1212 | |
1066 | |
1213 | if (failure < 0) |
1067 | if (failure < 0) |
1214 | { |
1068 | { |
1215 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1069 | op->failmsg ("You bungle the spell because you have too much heavy equipment in use."); |
1216 | if (settings.spell_failure_effects == TRUE) |
1070 | if (settings.spell_failure_effects == TRUE) |
1217 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1071 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1218 | op->contr->shoottype = (rangetype) old_shoottype; |
1072 | |
1219 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1073 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1220 | return 0; |
1074 | return 0; |
1221 | } |
1075 | } |
1222 | } |
1076 | } |
1223 | } |
1077 | } |
1224 | } |
1078 | } |
1225 | |
1079 | |
1226 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1080 | int mflags = op->ms ().flags (); |
1227 | |
1081 | |
1228 | /* See if we can cast a spell here. If the caster and op are |
1082 | /* See if we can cast a spell here. If the caster and op are |
1229 | * not alive, then this would mean that the mapmaker put the |
1083 | * not alive, then this would mean that the mapmaker put the |
1230 | * objects on the space - presume that they know what they are |
1084 | * objects on the space - presume that they know what they are |
1231 | * doing. |
1085 | * doing. |
1232 | */ |
1086 | */ |
1233 | |
1087 | |
1234 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1088 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1235 | { |
1089 | { |
|
|
1090 | op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood |
1236 | new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); |
1091 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1237 | return 0; |
1092 | return 0; |
1238 | } |
1093 | } |
1239 | |
1094 | |
1240 | if ((spell_ob->type == SPELL) |
1095 | if ((spell_ob->type == SPELL) |
1241 | && (caster->type != POTION) |
1096 | && (caster->type != POTION) |
… | |
… | |
1246 | { |
1101 | { |
1247 | if (op->type != PLAYER) |
1102 | if (op->type != PLAYER) |
1248 | return 0; |
1103 | return 0; |
1249 | |
1104 | |
1250 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1105 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1251 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1106 | op->failmsgf ("This ground is unholy! %s ignores you.", godname); |
1252 | else |
1107 | else if (object *item = op->contr->ranged_ob) |
1253 | switch (op->contr->shoottype) |
|
|
1254 | { |
1108 | { |
1255 | case range_magic: |
1109 | if (item->type == SPELL) |
1256 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1110 | op->failmsg ("Something blocks your spellcasting."); |
1257 | break; |
1111 | else if (item->type == SCROLL) |
1258 | case range_misc: |
1112 | op->failmsg ("Something blocks the magic of your scroll."); |
1259 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1260 | break; |
|
|
1261 | case range_golem: |
|
|
1262 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
|
|
1263 | break; |
|
|
1264 | default: |
|
|
1265 | break; |
|
|
1266 | } |
|
|
1267 | return 0; |
|
|
1268 | } |
|
|
1269 | |
|
|
1270 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
|
|
1271 | { |
|
|
1272 | if (op->casting_time == -1) |
|
|
1273 | { /* begin the casting */ |
|
|
1274 | op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
|
|
1275 | op->spell = spell_ob; |
|
|
1276 | /* put the stringarg into the object struct so that when the |
|
|
1277 | * spell is actually cast, it knows about the stringarg. |
|
|
1278 | * necessary for the invoke command spells. |
|
|
1279 | */ |
|
|
1280 | if (stringarg) |
|
|
1281 | { |
|
|
1282 | op->spellarg = strdup_local (stringarg); |
|
|
1283 | } |
|
|
1284 | else |
1113 | else |
1285 | op->spellarg = NULL; |
1114 | op->failmsg ("Something blocks the magic of your item."); |
1286 | return 0; |
|
|
1287 | } |
|
|
1288 | else if (op->casting_time != 0) |
|
|
1289 | { |
|
|
1290 | if (op->type == PLAYER) |
|
|
1291 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
|
|
1292 | return 0; |
|
|
1293 | } |
1115 | } |
1294 | else |
1116 | else |
1295 | { /* casting_time == 0 */ |
1117 | op->failmsg ("Something blocks the spell!"); |
1296 | op->casting_time = -1; |
1118 | |
1297 | spell_ob = op->spell; |
1119 | return 0; |
1298 | stringarg = op->spellarg; |
|
|
1299 | } |
|
|
1300 | } |
|
|
1301 | else |
|
|
1302 | { |
1120 | } |
|
|
1121 | |
1303 | /* Take into account how long it takes to cast the spell. |
1122 | /* Take into account how long it takes to cast the spell. |
1304 | * if the player is casting it, then we use the time in |
1123 | * if the player is casting it, then we use the time in |
1305 | * the spell object. If it is a spell object, have it |
1124 | * the spell object. If it is a spell object, have it |
1306 | * take two ticks. Things that cast spells on the players |
1125 | * take two ticks. Things that cast spells on the players |
1307 | * behalf (eg, altars, and whatever else) shouldn't cost |
1126 | * behalf (eg, altars, and whatever else) shouldn't cost |
1308 | * the player any time. |
1127 | * the player any time. |
1309 | * Ignore casting time for firewalls |
1128 | * Ignore casting time for firewalls |
|
|
1129 | */ |
|
|
1130 | if (caster == op && caster->type != FIREWALL) |
|
|
1131 | { |
|
|
1132 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed; |
|
|
1133 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1134 | * put a lower limit so that the player isn't stuck here too long |
1310 | */ |
1135 | */ |
1311 | if (caster == op && caster->type != FIREWALL) |
|
|
1312 | { |
|
|
1313 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1314 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1315 | * put a lower limit so that the player isn't stuck here too long |
|
|
1316 | */ |
|
|
1317 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1136 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed) |
1318 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1137 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed; |
1319 | } |
1138 | } |
1320 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1139 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1321 | { |
|
|
1322 | op->speed_left -= 2 * FABS (op->speed); |
1140 | op->speed_left -= 2 * op->speed; |
1323 | } |
|
|
1324 | } |
|
|
1325 | |
1141 | |
1326 | if (op->type == PLAYER && op == caster) |
1142 | if (op->type == PLAYER && op == caster) |
1327 | { |
1143 | { |
1328 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1144 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1329 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1145 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1336 | if (op != caster && !skill && caster->skill) |
1152 | if (op != caster && !skill && caster->skill) |
1337 | { |
1153 | { |
1338 | skill = find_skill_by_name (op, caster->skill); |
1154 | skill = find_skill_by_name (op, caster->skill); |
1339 | if (!skill) |
1155 | if (!skill) |
1340 | { |
1156 | { |
1341 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1157 | op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster)); |
1342 | return 0; |
1158 | return 0; |
1343 | } |
1159 | } |
|
|
1160 | |
1344 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
1161 | op->change_skill (skill); /* needed for proper exp credit */ |
1345 | } |
1162 | } |
|
|
1163 | |
|
|
1164 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) |
|
|
1165 | return RESULT_INT (0); |
1346 | |
1166 | |
1347 | switch (spell_ob->subtype) |
1167 | switch (spell_ob->subtype) |
1348 | { |
1168 | { |
1349 | /* The order of case statements is same as the order they show up |
1169 | /* The order of case statements is same as the order they show up |
1350 | * in in spells.h. |
1170 | * in spells.h. |
1351 | */ |
1171 | */ |
1352 | case SP_RAISE_DEAD: |
1172 | case SP_RAISE_DEAD: |
1353 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1173 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam); |
1354 | break; |
1174 | break; |
1355 | |
1175 | |
1356 | case SP_RUNE: |
1176 | case SP_RUNE: |
1357 | success = write_rune (op, caster, spell_ob, dir, stringarg); |
1177 | success = write_rune (op, caster, spell_ob, dir, spellparam); |
1358 | break; |
1178 | break; |
1359 | |
1179 | |
1360 | case SP_MAKE_MARK: |
1180 | case SP_MAKE_MARK: |
1361 | success = write_mark (op, spell_ob, stringarg); |
1181 | success = write_mark (op, spell_ob, spellparam); |
1362 | break; |
1182 | break; |
1363 | |
1183 | |
1364 | case SP_BOLT: |
1184 | case SP_BOLT: |
1365 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1185 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1366 | break; |
1186 | break; |
… | |
… | |
1384 | case SP_SMITE: |
1204 | case SP_SMITE: |
1385 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1205 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1386 | break; |
1206 | break; |
1387 | |
1207 | |
1388 | case SP_MAGIC_MISSILE: |
1208 | case SP_MAGIC_MISSILE: |
1389 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1209 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1390 | break; |
1210 | break; |
1391 | |
1211 | |
1392 | case SP_SUMMON_GOLEM: |
1212 | case SP_SUMMON_GOLEM: |
1393 | success = summon_golem (op, caster, dir, spell_ob); |
1213 | success = summon_golem (op, caster, dir, spell_ob); |
1394 | old_shoottype = range_golem; |
|
|
1395 | break; |
1214 | break; |
1396 | |
1215 | |
1397 | case SP_DIMENSION_DOOR: |
1216 | case SP_DIMENSION_DOOR: |
1398 | /* dimension door needs the actual caster, because that is what is |
1217 | /* dimension door needs the actual caster, because that is what is |
1399 | * moved. |
1218 | * moved. |
1400 | */ |
1219 | */ |
1401 | success = dimension_door (op, caster, spell_ob, dir); |
1220 | success = dimension_door (op, caster, spell_ob, dir, spellparam); |
1402 | break; |
1221 | break; |
1403 | |
1222 | |
1404 | case SP_MAGIC_MAPPING: |
1223 | case SP_MAGIC_MAPPING: |
1405 | if (op->type == PLAYER) |
1224 | if (op->type == PLAYER) |
1406 | { |
1225 | { |
… | |
… | |
1439 | case SP_HEALING: |
1258 | case SP_HEALING: |
1440 | success = cast_heal (op, caster, spell_ob, dir); |
1259 | success = cast_heal (op, caster, spell_ob, dir); |
1441 | break; |
1260 | break; |
1442 | |
1261 | |
1443 | case SP_CREATE_FOOD: |
1262 | case SP_CREATE_FOOD: |
1444 | success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1263 | success = cast_create_food (op, caster, spell_ob, dir, spellparam); |
1445 | break; |
1264 | break; |
1446 | |
1265 | |
1447 | case SP_EARTH_TO_DUST: |
1266 | case SP_EARTH_TO_DUST: |
1448 | success = cast_earth_to_dust (op, caster, spell_ob); |
1267 | success = cast_earth_to_dust (op, caster, spell_ob); |
1449 | break; |
1268 | break; |
… | |
… | |
1459 | case SP_CURSE: |
1278 | case SP_CURSE: |
1460 | success = cast_curse (op, caster, spell_ob, dir); |
1279 | success = cast_curse (op, caster, spell_ob, dir); |
1461 | break; |
1280 | break; |
1462 | |
1281 | |
1463 | case SP_SUMMON_MONSTER: |
1282 | case SP_SUMMON_MONSTER: |
1464 | success = summon_object (op, caster, spell_ob, dir, stringarg); |
1283 | success = summon_object (op, caster, spell_ob, dir, spellparam); |
1465 | break; |
1284 | break; |
1466 | |
1285 | |
1467 | case SP_CHARGING: |
1286 | case SP_CHARGING: |
1468 | success = recharge (op, caster, spell_ob); |
1287 | success = recharge (op, caster, spell_ob); |
1469 | break; |
1288 | break; |
… | |
… | |
1472 | #ifdef NO_POLYMORPH |
1291 | #ifdef NO_POLYMORPH |
1473 | /* Not great, but at least provide feedback so if players do have |
1292 | /* Not great, but at least provide feedback so if players do have |
1474 | * polymorph (ie, find it as a preset item or left over from before |
1293 | * polymorph (ie, find it as a preset item or left over from before |
1475 | * it was disabled), they get some feedback. |
1294 | * it was disabled), they get some feedback. |
1476 | */ |
1295 | */ |
1477 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1296 | op->failmsg ("The spell fizzles!"); |
1478 | success = 0; |
1297 | success = 0; |
1479 | #else |
1298 | #else |
1480 | success = cast_polymorph (op, caster, spell_ob, dir); |
1299 | success = cast_polymorph (op, caster, spell_ob, dir); |
1481 | #endif |
1300 | #endif |
1482 | break; |
1301 | break; |
… | |
… | |
1502 | break; |
1321 | break; |
1503 | |
1322 | |
1504 | case SP_MOVING_BALL: |
1323 | case SP_MOVING_BALL: |
1505 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1324 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1506 | { |
1325 | { |
1507 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); |
1326 | op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name); |
1508 | success = 0; |
1327 | success = 0; |
1509 | } |
1328 | } |
1510 | else |
1329 | else |
1511 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1330 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1512 | break; |
1331 | break; |
1513 | |
1332 | |
1514 | case SP_SWARM: |
1333 | case SP_SWARM: |
1515 | success = fire_swarm (op, caster, spell_ob, dir); |
1334 | success = fire_swarm (op, caster, spell_ob, dir); |
1516 | break; |
1335 | break; |
… | |
… | |
1523 | /* in rune.c */ |
1342 | /* in rune.c */ |
1524 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1343 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1525 | break; |
1344 | break; |
1526 | |
1345 | |
1527 | case SP_CREATE_MISSILE: |
1346 | case SP_CREATE_MISSILE: |
1528 | success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1347 | success = cast_create_missile (op, caster, spell_ob, dir, spellparam); |
1529 | break; |
1348 | break; |
1530 | |
1349 | |
1531 | case SP_CONSECRATE: |
1350 | case SP_CONSECRATE: |
1532 | success = cast_consecrate (op, caster, spell_ob); |
1351 | success = cast_consecrate (op, caster, spell_ob); |
1533 | break; |
1352 | break; |
1534 | |
1353 | |
1535 | case SP_ANIMATE_WEAPON: |
1354 | case SP_ANIMATE_WEAPON: |
1536 | success = animate_weapon (op, caster, spell_ob, dir); |
1355 | success = animate_weapon (op, caster, spell_ob, dir); |
1537 | old_shoottype = range_golem; |
|
|
1538 | break; |
1356 | break; |
1539 | |
1357 | |
1540 | case SP_LIGHT: |
1358 | case SP_LIGHT: |
1541 | success = cast_light (op, caster, spell_ob, dir); |
1359 | success = cast_light (op, caster, spell_ob, dir); |
1542 | break; |
1360 | break; |
… | |
… | |
1555 | |
1373 | |
1556 | case SP_AURA: |
1374 | case SP_AURA: |
1557 | success = create_aura (op, caster, spell_ob); |
1375 | success = create_aura (op, caster, spell_ob); |
1558 | break; |
1376 | break; |
1559 | |
1377 | |
1560 | case SP_TOWN_PORTAL: |
|
|
1561 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1562 | break; |
|
|
1563 | |
|
|
1564 | case SP_PARTY_SPELL: |
1378 | case SP_PARTY_SPELL: |
1565 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1379 | success = cast_party_spell (op, caster, dir, spell_ob, spellparam); |
1566 | break; |
1380 | break; |
1567 | |
1381 | |
1568 | default: |
1382 | default: |
1569 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1570 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1383 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1571 | } |
|
|
1572 | |
|
|
1573 | /* FIXME - we need some better sound suppport */ |
|
|
1574 | // yes, for example, augment map info with the spell effect |
|
|
1575 | // so clients can calculate the sounds themselves |
|
|
1576 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
|
|
1577 | |
|
|
1578 | /* free the spell arg */ |
|
|
1579 | if (settings.casting_time == TRUE && stringarg) |
|
|
1580 | { |
1384 | } |
1581 | free (stringarg); |
1385 | |
1582 | stringarg = NULL; |
1386 | op->play_sound ( |
1583 | } |
1387 | success |
1584 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
1388 | ? spell_ob->sound |
1585 | * to something like use_magic_item, but you really want to be able to fire |
1389 | ? spell_ob->sound |
1586 | * it again. |
1390 | : sound_find ("spell_success") |
1587 | */ |
1391 | : sound_find ("fumble_spell") |
1588 | if (op->contr) |
1392 | ); |
1589 | op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1590 | |
1393 | |
1591 | return success; |
1394 | return success; |
1592 | } |
1395 | } |
1593 | |
1396 | |
1594 | |
|
|
1595 | /* This is called from time.c/process_object(). That function |
1397 | /* This is called from time.c/process_object(). That function |
1596 | * calls this for any SPELL_EFFECT type objects. This function |
1398 | * calls this for any SPELL_EFFECT type objects. This function |
1597 | * then dispatches them to the appropriate specific routines. |
1399 | * then dispatches them to the appropriate specific routines. |
1598 | */ |
1400 | */ |
1599 | void |
1401 | void |
1600 | move_spell_effect (object *op) |
1402 | move_spell_effect (object *op) |
1601 | { |
1403 | { |
… | |
… | |
1641 | move_aura (op); |
1443 | move_aura (op); |
1642 | break; |
1444 | break; |
1643 | } |
1445 | } |
1644 | } |
1446 | } |
1645 | |
1447 | |
1646 | /* this checks to see if something special should happen if |
|
|
1647 | * something runs into the object. |
|
|
1648 | */ |
|
|
1649 | void |
|
|
1650 | check_spell_effect (object *op) |
|
|
1651 | { |
|
|
1652 | switch (op->subtype) |
|
|
1653 | { |
|
|
1654 | case SP_BOLT: |
|
|
1655 | move_bolt (op); |
|
|
1656 | return; |
|
|
1657 | |
|
|
1658 | case SP_BULLET: |
|
|
1659 | check_bullet (op); |
|
|
1660 | return; |
|
|
1661 | } |
|
|
1662 | } |
|
|
1663 | |
|
|
1664 | /* This is called by move_apply. Basically, if someone |
1448 | /* This is called by move_apply. Basically, if someone |
1665 | * moves onto a spell effect and the walk_on or fly_on flags |
1449 | * moves onto a spell effect and the walk_on or fly_on flags |
1666 | * are set, this is called. This should only be called for |
1450 | * are set, this is called. This should only be called for |
1667 | * objects of the appropraite type. |
1451 | * objects of the appropriate type. |
1668 | */ |
1452 | */ |
1669 | void |
1453 | void |
1670 | apply_spell_effect (object *spell, object *victim) |
1454 | apply_spell_effect (object *spell, object *victim) |
1671 | { |
1455 | { |
1672 | switch (spell->subtype) |
1456 | switch (spell->subtype) |
1673 | { |
1457 | { |
1674 | case SP_CONE: |
1458 | case SP_CONE: |
1675 | if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1459 | if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype) |
1676 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1460 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1677 | break; |
1461 | break; |
1678 | |
1462 | |
1679 | case SP_MAGIC_MISSILE: |
1463 | case SP_MAGIC_MISSILE: |
1680 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1464 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1681 | { |
1465 | { |
1682 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1466 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1683 | |
|
|
1684 | if (!spell->destroyed ()) |
|
|
1685 | spell->destroy (); |
1467 | spell->destroy (); |
1686 | } |
1468 | } |
1687 | break; |
1469 | break; |
1688 | |
1470 | |
1689 | case SP_MOVING_BALL: |
1471 | case SP_MOVING_BALL: |
1690 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1472 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1691 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1473 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1692 | else if (victim->material || victim->materialname) |
1474 | else if (victim->material != MATERIAL_NULL) |
1693 | save_throw_object (victim, spell->attacktype, spell); |
1475 | save_throw_object (victim, spell->attacktype, spell); |
|
|
1476 | |
1694 | break; |
1477 | break; |
1695 | } |
1478 | } |
1696 | } |
1479 | } |
|
|
1480 | |
|
|
1481 | /** |
|
|
1482 | * This function will let a fireball explode at the position of |
|
|
1483 | * the victim with a specific maximum level. |
|
|
1484 | */ |
|
|
1485 | void |
|
|
1486 | create_exploding_ball_at (object *victim, int level) |
|
|
1487 | { |
|
|
1488 | object *ball = get_archetype (EXPLODING_FIREBALL); |
|
|
1489 | ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; |
|
|
1490 | ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2; |
|
|
1491 | ball->insert_at (victim); |
|
|
1492 | } |