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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * 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 |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
17 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
23 | */ |
21 | * |
24 | |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
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23 | */ |
25 | |
24 | |
26 | #include <global.h> |
25 | #include <global.h> |
27 | #include <spells.h> |
26 | #include <spells.h> |
28 | #include <object.h> |
27 | #include <object.h> |
29 | #include <errno.h> |
28 | #include <errno.h> |
… | |
… | |
35 | /* 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 |
36 | * 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 |
37 | * matching spells are used. |
36 | * matching spells are used. |
38 | */ |
37 | */ |
39 | object * |
38 | object * |
40 | find_random_spell_in_ob (object *ob, const char *skill) |
39 | find_random_spell_in_ob (object *ob, shstr_cmp skill) |
41 | { |
40 | { |
42 | int k = 0, s; |
41 | int k = 0, s; |
43 | object *tmp; |
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44 | |
42 | |
45 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
43 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
46 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
47 | k++; |
45 | k++; |
48 | |
46 | |
49 | /* No spells, no need to progess further */ |
47 | /* No spells, no need to progess further */ |
50 | if (!k) |
48 | if (!k) |
51 | return NULL; |
49 | return NULL; |
52 | |
50 | |
53 | s = RANDOM () % k; |
51 | s = rndm (k); |
54 | |
52 | |
55 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
53 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
56 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
57 | { |
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58 | if (!s) |
55 | if (!s) |
59 | return tmp; |
56 | return tmp; |
60 | else |
57 | else |
61 | s--; |
58 | s--; |
62 | } |
59 | |
63 | /* Should never get here, but just in case */ |
60 | /* Should never get here, but just in case */ |
64 | return NULL; |
61 | return 0; |
65 | } |
62 | } |
66 | |
63 | |
67 | /* Relatively simple function that gets used a lot. |
64 | /* Relatively simple function that gets used a lot. |
68 | * Basically, it sets up the skill pointer for the spell being |
65 | * Basically, it sets up the skill pointer for the spell being |
69 | * cast. If op is really casting the spell, then the skill |
66 | * cast. If op is really casting the spell, then the skill |
… | |
… | |
79 | dest->skill = spob->skill; |
76 | dest->skill = spob->skill; |
80 | else |
77 | else |
81 | dest->skill = caster->skill; |
78 | dest->skill = caster->skill; |
82 | } |
79 | } |
83 | |
80 | |
84 | /* init_spells: This should really be called check_spells, as that |
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85 | * is what it does. It goes through the spells looking for any |
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86 | * obvious errors. This was most useful in debugging when re-doing |
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87 | * all the spells to catch simple errors. To use it all the time |
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88 | * will result in it spitting out messages that aren't really errors. |
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89 | */ |
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90 | void |
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91 | init_spells (void) |
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92 | { |
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93 | #ifdef SPELL_DEBUG |
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94 | static int init_spells_done = 0; |
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95 | int i; |
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96 | archetype *at; |
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97 | |
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98 | if (init_spells_done) |
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99 | return; |
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100 | LOG (llevDebug, "Checking spells...\n"); |
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101 | |
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102 | for (at = first_archetype; at; at = at->next) |
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103 | { |
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104 | if (at->clone.type == SPELL) |
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105 | { |
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106 | if (at->clone.skill) |
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107 | { |
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108 | for (i = 1; i < NUM_SKILLS; i++) |
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109 | if (!strcmp (skill_names[i], at->clone.skill)) |
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110 | break; |
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111 | if (i == NUM_SKILLS) |
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112 | { |
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113 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
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114 | } |
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115 | } |
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116 | /* other_arch is already checked for in the loader */ |
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117 | } |
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118 | } |
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119 | |
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120 | i = 0; |
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121 | while (spell_mapping[i]) |
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122 | { |
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123 | if (!archetype::find (spell_mapping[i])) |
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124 | { |
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125 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
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126 | } |
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127 | i++; |
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128 | } |
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129 | LOG (llevDebug, "Checking spells completed.\n"); |
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130 | #endif |
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131 | } |
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132 | |
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133 | /* Dumps all the spells - now also dumps skill associated with the spell. |
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134 | * not sure what this would be used for, as the data seems pretty |
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135 | * minimal, but easy enough to keep around. |
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136 | */ |
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137 | void |
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138 | dump_spells (void) |
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139 | { |
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140 | archetype *at; |
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141 | |
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142 | for (at = first_archetype; at; at = at->next) |
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143 | { |
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144 | if (at->clone.type == SPELL) |
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145 | { |
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146 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
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147 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
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148 | } |
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149 | } |
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150 | } |
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151 | |
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152 | /* pretty basic function - basically just takes |
81 | /* pretty basic function - basically just takes |
153 | * 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 |
154 | */ |
83 | */ |
155 | void |
84 | void |
156 | 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) |
157 | { |
86 | { |
158 | if (spob->other_arch) |
87 | if (spob->other_arch) |
159 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
88 | map->insert (spob->other_arch->instance (), x, y, originator); |
160 | } |
89 | } |
161 | |
90 | |
162 | /* |
91 | static int |
163 | * This function takes a caster and spell and presents the |
92 | attuned_bonus (object *caster, object *spell, int level) |
164 | * effective level the caster needs to be to cast the spell. |
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165 | * basically, it just adjusts the spell->level with attuned/repelled |
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166 | * spellpaths. Was called path_level_mod. |
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167 | * |
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168 | * caster is person casting the spell. |
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169 | * spell is the spell object. |
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170 | * Returns modified level. |
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171 | */ |
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172 | int |
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173 | min_casting_level (object *caster, object *spell) |
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174 | { |
93 | { |
175 | int new_level; |
94 | // compute the attuned/repelled bonus |
176 | |
95 | // attuned only increases up to 2 times the original level (i.e. bonus <= level) */ |
177 | if (caster->path_denied & spell->path_attuned) |
96 | // repell has no such quarrels |
178 | return 1; |
97 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
179 | |
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180 | new_level = spell->level |
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181 | + (caster->path_repelled & spell->path_attuned ? +2 : 0) |
98 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
182 | + (caster->path_attuned & spell->path_attuned ? -2 : 0); |
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183 | |
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184 | return max (1, new_level); |
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185 | } |
99 | } |
186 | |
100 | |
187 | /* This function returns the effective level the spell |
101 | /* This function returns the effective level the spell |
188 | * is being cast at. |
102 | * is being cast at. |
189 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
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190 | * This is because the new code compares casting_level against |
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191 | * min_caster_level, so the difference is effectively 4 |
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192 | */ |
103 | */ |
193 | int |
104 | int |
194 | caster_level (object *caster, object *spell) |
105 | casting_level (object *caster, object *spell) |
195 | { |
106 | { |
196 | int level = caster->level; |
107 | int level = caster->level; |
197 | |
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198 | /* If this is a player, try to find the matching skill */ |
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199 | if (caster->type == PLAYER && spell->skill) |
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200 | for (int i = 0; i < NUM_SKILLS; i++) |
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201 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
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202 | { |
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203 | level = caster->contr->last_skill_ob[i]->level; |
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204 | break; |
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205 | } |
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206 | |
108 | |
207 | /* 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. */ |
208 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
110 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
209 | { |
111 | { |
210 | 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); |
211 | int sk_level = skill ? skill->level : 1; |
113 | int sk_level = skill ? skill->level : 1; |
212 | |
114 | |
213 | level = MIN (level, sk_level + level / 10 + 1); |
115 | level = min (level, sk_level + level / 10 + 1); |
214 | } |
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; |
215 | |
120 | |
216 | /* Got valid caster level. Now adjust for attunement */ |
121 | int bonus = attuned_bonus (caster, spell, level); |
217 | level += caster->path_repelled & spell->path_attuned ? -2 : 0; |
122 | |
218 | level += caster->path_attuned & spell->path_attuned ? +2 : 0; |
123 | level += bonus; |
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124 | |
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125 | // now scale the effective level from the startinglevel..100 range to 1..100 |
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126 | if (level < 100) |
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127 | level = lerp (level, (int)spell->level, 100, 1, 100); |
219 | |
128 | |
220 | /* 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 |
221 | * errors in various places. |
130 | * errors in various places. |
222 | */ |
131 | */ |
223 | return max (level, 1); |
132 | return clamp (level, 1, settings.max_level); |
224 | } |
133 | } |
225 | |
134 | |
226 | /* The following function scales the spellpoint cost of |
135 | /* The following function scales the spellpoint cost of |
227 | * a spell by it's increased effectiveness. Some of the |
136 | * a spell by it's increased effectiveness. Some of the |
228 | * lower level spells become incredibly vicious at high |
137 | * lower level spells become incredibly vicious at high |
… | |
… | |
232 | * caster is what is casting the spell, can be op. |
141 | * caster is what is casting the spell, can be op. |
233 | * spell is the spell object. |
142 | * spell is the spell object. |
234 | * 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 |
235 | * mana. In that case, we return which ever value is higher. |
144 | * mana. In that case, we return which ever value is higher. |
236 | */ |
145 | */ |
237 | |
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238 | sint16 |
146 | sint16 |
239 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
147 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
240 | { |
148 | { |
241 | int sp, grace, level = caster_level (caster, spell); |
149 | int sp, grace, level = casting_level (caster, spell); |
242 | |
150 | |
243 | if (settings.spellpoint_level_depend == TRUE) |
151 | if (settings.spellpoint_level_depend == TRUE) |
244 | { |
152 | { |
245 | if (spell->stats.sp && spell->stats.maxsp) |
153 | if (spell->stats.sp && spell->stats.maxsp) |
246 | { |
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247 | 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)); |
248 | } |
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249 | else |
155 | else |
250 | sp = spell->stats.sp; |
156 | sp = spell->stats.sp; |
251 | |
157 | |
252 | sp *= (int) PATH_SP_MULT (caster, spell); |
158 | sp *= (int) PATH_SP_MULT (caster, spell); |
253 | if (!sp && spell->stats.sp) |
159 | if (!sp && spell->stats.sp) |
254 | sp = 1; |
160 | sp = 1; |
255 | |
161 | |
256 | if (spell->stats.grace && spell->stats.maxgrace) |
162 | if (spell->stats.grace && spell->stats.maxgrace) |
257 | { |
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258 | grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); |
163 | grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace)); |
259 | } |
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260 | else |
164 | else |
261 | grace = spell->stats.grace; |
165 | grace = spell->stats.grace; |
262 | |
166 | |
263 | grace *= (int) PATH_SP_MULT (caster, spell); |
167 | grace *= PATH_SP_MULT (caster, spell); |
264 | if (spell->stats.grace && !grace) |
168 | if (spell->stats.grace && !grace) |
265 | grace = 1; |
169 | grace = 1; |
266 | } |
170 | } |
267 | else |
171 | else |
268 | { |
172 | { |
269 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
173 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
270 | if (spell->stats.sp && !sp) |
174 | if (spell->stats.sp && !sp) |
271 | sp = 1; |
175 | sp = 1; |
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176 | |
272 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
177 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
273 | if (spell->stats.grace && !grace) |
178 | if (spell->stats.grace && !grace) |
274 | grace = 1; |
179 | grace = 1; |
275 | } |
180 | } |
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181 | |
276 | if (flags == SPELL_HIGHEST) |
182 | if (flags == SPELL_HIGHEST) |
277 | return MAX (sp, grace); |
183 | return max (sp, grace); |
278 | else if (flags == SPELL_GRACE) |
184 | else if (flags == SPELL_GRACE) |
279 | return grace; |
185 | return grace; |
280 | else if (flags == SPELL_MANA) |
186 | else if (flags == SPELL_MANA) |
281 | return sp; |
187 | return sp; |
282 | else |
188 | else |
… | |
… | |
284 | 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); |
285 | return 0; |
191 | return 0; |
286 | } |
192 | } |
287 | } |
193 | } |
288 | |
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 | } |
289 | |
205 | |
290 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
206 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
291 | * spob is the spell we are adjusting. |
207 | * spob is the spell we are adjusting. |
292 | */ |
208 | */ |
293 | int |
209 | int |
294 | SP_level_dam_adjust (object *caster, object *spob) |
210 | SP_level_dam_adjust (object *caster, object *spob) |
295 | { |
211 | { |
296 | int level = caster_level (caster, spob); |
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297 | int adj = level - min_casting_level (caster, spob); |
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298 | |
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299 | if (adj < 0) |
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300 | adj = 0; |
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301 | if (spob->dam_modifier) |
212 | if (!spob->dam_modifier) |
302 | adj /= spob->dam_modifier; |
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303 | else |
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304 | adj = 0; |
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305 | return adj; |
213 | return 0; |
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214 | |
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215 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
306 | } |
216 | } |
307 | |
217 | |
308 | /* Adjust the strength of the spell based on level. |
218 | /* Adjust the strength of the spell based on level. |
309 | * This is basically the same as SP_level_dam_adjust above, |
219 | * This is basically the same as SP_level_dam_adjust above, |
310 | * but instead looks at the level_modifier value. |
220 | * but instead looks at the level_modifier value. |
311 | */ |
221 | */ |
312 | int |
222 | int |
313 | SP_level_duration_adjust (object *caster, object *spob) |
223 | SP_level_duration_adjust (object *caster, object *spob) |
314 | { |
224 | { |
315 | int level = caster_level (caster, spob); |
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316 | int adj = level - min_casting_level (caster, spob); |
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317 | |
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318 | if (adj < 0) |
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319 | adj = 0; |
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320 | if (spob->duration_modifier) |
225 | if (!spob->duration_modifier) |
321 | adj /= spob->duration_modifier; |
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322 | else |
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323 | adj = 0; |
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324 | |
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325 | return adj; |
226 | return 0; |
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227 | |
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228 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
326 | } |
229 | } |
327 | |
230 | |
328 | /* Adjust the strength of the spell based on level. |
231 | /* Adjust the strength of the spell based on level. |
329 | * This is basically the same as SP_level_dam_adjust above, |
232 | * This is basically the same as SP_level_dam_adjust above, |
330 | * but instead looks at the level_modifier value. |
233 | * but instead looks at the level_modifier value. |
331 | */ |
234 | */ |
332 | int |
235 | int |
333 | SP_level_range_adjust (object *caster, object *spob) |
236 | SP_level_range_adjust (object *caster, object *spob) |
334 | { |
237 | { |
335 | int level = caster_level (caster, spob); |
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336 | int adj = level - min_casting_level (caster, spob); |
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337 | |
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338 | if (adj < 0) |
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339 | adj = 0; |
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340 | if (spob->range_modifier) |
238 | if (!spob->range_modifier) |
341 | adj /= spob->range_modifier; |
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342 | else |
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343 | adj = 0; |
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344 | |
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345 | return adj; |
239 | return 0; |
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240 | |
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|
241 | return SP_casting_level (caster, spob) / spob->range_modifier; |
346 | } |
242 | } |
347 | |
243 | |
348 | /* 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 |
349 | * as an existing spell, we presume they know it. |
245 | * as an existing spell, we presume they know it. |
350 | * 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. |
351 | */ |
247 | */ |
352 | object * |
248 | object * |
353 | check_spell_known (object *op, const char *name) |
249 | check_spell_known (object *op, shstr_cmp name) |
354 | { |
250 | { |
355 | object *spop; |
251 | object *spop; |
356 | |
252 | |
357 | for (spop = op->inv; spop; spop = spop->below) |
253 | for (spop = op->inv; spop; spop = spop->below) |
358 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
254 | if (spop->type == SPELL && spop->name == name) |
359 | return spop; |
255 | return spop; |
360 | |
256 | |
361 | return NULL; |
257 | return 0; |
362 | } |
258 | } |
363 | |
|
|
364 | |
259 | |
365 | /* |
260 | /* |
366 | * Look at object 'op' and see if they know the spell |
261 | * Look at object 'op' and see if they know the spell |
367 | * spname. This is pretty close to check_spell_known |
262 | * spname. This is pretty close to check_spell_known |
368 | * above, but it uses a looser matching mechanism. |
263 | * above, but it uses a looser matching mechanism. |
369 | * returns the matching spell object, or NULL. |
264 | * returns the matching spell object, or NULL. |
370 | * If we match multiple spells but don't get an |
265 | * If we match multiple spells but don't get an |
371 | * exact match, we also return NULL. |
266 | * exact match, we also return NULL. |
372 | */ |
267 | */ |
373 | |
|
|
374 | object * |
268 | object * |
375 | lookup_spell_by_name (object *op, const char *spname) |
269 | lookup_spell_by_name (object *op, const char *spname) |
376 | { |
270 | { |
377 | object *spob1 = NULL, *spob2 = NULL, *spob; |
271 | object *spob1 = 0, *spob2 = 0; |
378 | int nummatch = 0; |
272 | int nummatch = 0; |
379 | |
273 | |
380 | if (spname == NULL) |
274 | if (!spname) |
381 | return NULL; |
275 | return 0; |
382 | |
276 | |
383 | /* Try to find the spell. We store the results in spob1 |
277 | /* Try to find the spell. We store the results in spob1 |
384 | * and spob2 - spob1 is only taking the length of |
278 | * and spob2 - spob1 is only taking the length of |
385 | * the past spname, spob2 uses the length of the spell name. |
279 | * the past spname, spob2 uses the length of the spell name. |
386 | */ |
280 | */ |
387 | for (spob = op->inv; spob; spob = spob->below) |
281 | for (object *spob = op->inv; spob; spob = spob->below) |
388 | { |
282 | { |
389 | if (spob->type == SPELL) |
283 | if (spob->type == SPELL) |
390 | { |
284 | { |
|
|
285 | // TODO: WTF? |
391 | if (!strncmp (spob->name, spname, strlen (spname))) |
286 | if (!strncmp (spob->name, spname, strlen (spname))) |
392 | { |
287 | { |
393 | nummatch++; |
288 | nummatch++; |
394 | spob1 = spob; |
289 | spob1 = spob; |
395 | } |
290 | } |
… | |
… | |
400 | * fall into this category). It shouldn't be hard to |
295 | * fall into this category). It shouldn't be hard to |
401 | * make sure spell names don't overlap in that fashion. |
296 | * make sure spell names don't overlap in that fashion. |
402 | */ |
297 | */ |
403 | if (spob2) |
298 | if (spob2) |
404 | 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 | |
405 | spob2 = spob; |
301 | spob2 = spob; |
406 | } |
302 | } |
407 | } |
303 | } |
408 | } |
304 | } |
409 | /* 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 |
410 | * on the loser match, return that, otehrwise null |
306 | * on the loser match, return that, otehrwise null |
411 | */ |
307 | */ |
412 | if (spob2) |
308 | if (spob2) |
413 | return spob2; |
309 | return spob2; |
|
|
310 | |
414 | if (spob1 && nummatch == 1) |
311 | if (spob1 && nummatch == 1) |
415 | return spob1; |
312 | return spob1; |
|
|
313 | |
416 | return NULL; |
314 | return NULL; |
417 | } |
315 | } |
418 | |
316 | |
419 | /* reflwall - decides weither the (spell-)object sp_op will |
317 | /* reflwall - decides weither the (spell-)object sp_op will |
420 | * be reflected from the given mapsquare. Returns 1 if true. |
318 | * be reflected from the given mapsquare. Returns 1 if true. |
… | |
… | |
424 | * eg, updated for tiled maps. |
322 | * eg, updated for tiled maps. |
425 | */ |
323 | */ |
426 | int |
324 | int |
427 | reflwall (maptile *m, int x, int y, object *sp_op) |
325 | reflwall (maptile *m, int x, int y, object *sp_op) |
428 | { |
326 | { |
429 | object *op; |
|
|
430 | |
|
|
431 | if (OUT_OF_REAL_MAP (m, x, y)) |
327 | if (OUT_OF_REAL_MAP (m, x, y)) |
432 | return 0; |
328 | return 0; |
|
|
329 | |
433 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
330 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
434 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
331 | if (op->flag [FLAG_REFL_SPELL] |
435 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
332 | && (!op->flag [FLAG_ALIVE] |
436 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
333 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
437 | return 1; |
334 | return 1; |
438 | |
335 | |
439 | return 0; |
336 | return 0; |
440 | } |
337 | } |
441 | |
338 | |
442 | /* cast_create_object: creates object new_op in direction dir |
339 | /* cast_create_object: creates object new_op in direction dir |
443 | * or if that is blocked, beneath the player (op). |
340 | * or if that is blocked, beneath the player (op). |
444 | * we pass 'caster', but don't use it for anything. |
341 | * we pass 'caster', but don't use it for anything. |
445 | * This is really just a simple wrapper function . |
342 | * This is really just a simple wrapper function . |
446 | * returns the direction that the object was actually placed |
343 | * returns true to indicate whether the operation was successful. |
447 | * in. |
344 | * destroys the object is unsuccessful. |
448 | */ |
345 | */ |
449 | int |
346 | bool |
450 | cast_create_obj (object *op, object *caster, object *new_op, int dir) |
347 | cast_create_obj (object *op, object *caster, object *new_op, int dir) |
451 | { |
348 | { |
452 | maptile *m; |
349 | mapxy pos (op); |
453 | sint16 sx, sy; |
350 | pos.move (dir); |
454 | |
351 | |
455 | if (dir && |
352 | if (!pos.normalise () |
456 | ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || |
353 | || pos->blocks (op) // perversely enough, we check if the palyer can reach that space |
457 | OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) |
354 | || !new_op->can_drop_at (pos.m, pos.x, pos.y) |
458 | { |
355 | ) |
459 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
|
|
460 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
|
|
461 | dir = 0; |
|
|
462 | } |
356 | { |
|
|
357 | op->failmsg ("Your spell fizzles! H<Something is in the way.>"); |
|
|
358 | new_op->destroy (); |
|
|
359 | return 0; |
|
|
360 | } |
463 | |
361 | |
464 | op->map->insert (new_op, |
362 | new_op->set_flag (FLAG_IDENTIFIED); |
465 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
|
|
466 | op, |
|
|
467 | dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
468 | |
363 | |
|
|
364 | pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
365 | |
469 | return dir; |
366 | return 1; |
|
|
367 | } |
|
|
368 | |
|
|
369 | static bool |
|
|
370 | mergable_owner (object *o1, object *o2) |
|
|
371 | { |
|
|
372 | if (o1 == o2) |
|
|
373 | return 1; |
|
|
374 | |
|
|
375 | if (!o1 || !o2) |
|
|
376 | return 0; |
|
|
377 | |
|
|
378 | if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY]) |
|
|
379 | return 0; |
|
|
380 | |
|
|
381 | if (o1->is_player () || o2->is_player ()) |
|
|
382 | return 0; |
|
|
383 | |
|
|
384 | return 1; |
470 | } |
385 | } |
471 | |
386 | |
472 | /* Returns true if it is ok to put spell *op on the space/may provided. |
387 | /* Returns true if it is ok to put spell *op on the space/may provided. |
473 | * immune_stop is basically the attacktype of the spell (why |
388 | * immune_stop is basically the attacktype of the spell (why |
474 | * passed as a different value, not sure of). If immune_stop |
389 | * passed as a different value, not sure of). If immune_stop |
475 | * has the AT_MAGIC bit set, and there is a counterwall |
390 | * has the AT_MAGIC bit set, and there is a counterwall |
476 | * on the space, the object doesn't get placed. if immune stop |
391 | * on the space, the object doesn't get placed. if immune stop |
477 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
392 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
478 | * |
|
|
479 | */ |
393 | */ |
480 | int |
394 | int |
481 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
395 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
482 | { |
396 | { |
483 | if (!xy_normalise (m, x, y)) |
397 | if (!xy_normalise (m, x, y)) |
484 | return 0; |
398 | return 0; |
485 | |
399 | |
486 | mapspace &ms = m->at (x, y); |
400 | mapspace &ms = m->at (x, y); |
|
|
401 | ms.update (); |
487 | |
402 | |
488 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
403 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
489 | return 0; |
404 | return 0; |
490 | |
405 | |
|
|
406 | int max_effects = 5; // max. number of similar spells per mapspace |
|
|
407 | |
491 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
408 | for (object *tmp = ms.top; tmp; tmp = tmp->below) |
492 | { |
409 | { |
493 | /* If there is a counterspell on the space, and this |
410 | /* If there is a counterspell on the space, and this |
494 | * object is using magic, don't progress. I believe we could |
411 | * object is using magic, don't progress. I believe we could |
495 | * leave this out and let in progress, and other areas of the code |
412 | * leave this out and let in progress, and other areas of the code |
496 | * will then remove it, but that would seem to to use more |
413 | * will then remove it, but that would seem to to use more |
… | |
… | |
498 | * on top of a counterwall spell (may hit the player before being |
415 | * on top of a counterwall spell (may hit the player before being |
499 | * removed.) On the other hand, it may be more dramatic for the |
416 | * removed.) On the other hand, it may be more dramatic for the |
500 | * spell to actually hit the counterwall and be sucked up. |
417 | * spell to actually hit the counterwall and be sucked up. |
501 | */ |
418 | */ |
502 | if ((tmp->attacktype & AT_COUNTERSPELL) |
419 | if ((tmp->attacktype & AT_COUNTERSPELL) |
503 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
420 | && !tmp->flag [FLAG_MONSTER] |
504 | && (tmp->type != PLAYER) |
421 | && (tmp->type != PLAYER) |
505 | && (tmp->type != WEAPON) |
422 | && (tmp->type != WEAPON) |
506 | && (tmp->type != BOW) |
423 | && (tmp->type != BOW) |
507 | && (tmp->type != ARROW) |
424 | && (tmp->type != ARROW) |
508 | && (tmp->type != GOLEM) |
425 | && (tmp->type != GOLEM) |
509 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
426 | && !tmp->flag [FLAG_IS_FLOOR] // XXX: |
510 | // we special case floor here because there |
427 | // we special case floor here because there |
511 | // are sometimes spell effect floors |
428 | // are sometimes spell effect floors |
512 | // which are used to inflict damage |
429 | // which are used to inflict damage |
513 | // (and those shouldn't go away from |
430 | // (and those shouldn't go away from |
514 | // sanctuary) see also: permanent lava |
431 | // sanctuary) see also: permanent lava |
515 | && (immune_stop & AT_MAGIC)) |
432 | && (immune_stop & AT_MAGIC)) |
516 | return 0; |
433 | return 0; |
517 | |
434 | |
518 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
519 | * limits one spell effect per space per spell. This is definately |
|
|
520 | * needed for performance reasons, and just for playability I believe. |
|
|
521 | * there are no such things as multispaced spells right now, so |
|
|
522 | * we don't need to worry about the head. |
|
|
523 | */ |
|
|
524 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
|
|
525 | return 0; |
|
|
526 | |
|
|
527 | /* |
|
|
528 | * Combine similar spell effects into one spell effect. Needed for |
|
|
529 | * performance reasons with meteor swarm and the like, but also for |
|
|
530 | * playability reasons. |
|
|
531 | */ |
|
|
532 | if (tmp->arch == op->arch |
|
|
533 | && tmp->type == op->type |
435 | if (tmp->type == op->type) |
534 | && tmp->subtype == op->subtype |
|
|
535 | && tmp->owner == op->owner |
|
|
536 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
537 | { |
436 | { |
538 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
437 | if (tmp->subtype == op->subtype |
539 | tmp->range = MAX (tmp->range, op->range); |
438 | && tmp->arch == op->arch /* no harm if not comparing by name here */) |
540 | tmp->duration = MAX (tmp->duration, op->duration); |
439 | { |
|
|
440 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
441 | * limits one spell effect per space per spell. This is definately |
|
|
442 | * needed for performance reasons, and just for playability I believe. |
|
|
443 | * there are no such things as multispaced spells right now, so |
|
|
444 | * we don't need to worry about the head. |
|
|
445 | */ |
|
|
446 | if (tmp->stats.maxhp == op->stats.maxhp) |
|
|
447 | return 0; |
|
|
448 | |
|
|
449 | /* |
|
|
450 | * Combine similar spell effects into one spell effect. Needed for |
|
|
451 | * performance reasons with meteor swarm and the like, but also for |
|
|
452 | * playability reasons. |
|
|
453 | */ |
|
|
454 | if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
455 | if (mergable_owner (tmp, op)) |
|
|
456 | { |
|
|
457 | // if same owner, then combine, but reduce advantage of multiple spells |
|
|
458 | max_it (tmp->stats.dam, op->stats.dam); |
|
|
459 | max_it (tmp->range , op->range); |
|
|
460 | max_it (tmp->duration , op->duration); |
|
|
461 | return 0; |
|
|
462 | } |
|
|
463 | } |
|
|
464 | |
|
|
465 | // if there are too many spell effects on this space, |
|
|
466 | // then don't allow more of them, for performance reasons. |
|
|
467 | if (tmp->type == SPELL_EFFECT |
|
|
468 | && !--max_effects) |
541 | return 0; |
469 | return 0; |
542 | } |
470 | } |
543 | |
471 | |
544 | /* Perhaps we should also put checks in for no magic and unholy |
472 | /* Perhaps we should also put checks in for no magic and unholy |
545 | * ground to prevent it from moving along? |
473 | * ground to prevent it from moving along? |
546 | */ |
474 | */ |
… | |
… | |
558 | * dir: direction to fire in. |
486 | * dir: direction to fire in. |
559 | * spell: spell that is being fired. It uses other_arch for the archetype |
487 | * spell: spell that is being fired. It uses other_arch for the archetype |
560 | * to fire. |
488 | * to fire. |
561 | * returns 0 on failure, 1 on success. |
489 | * returns 0 on failure, 1 on success. |
562 | */ |
490 | */ |
563 | |
|
|
564 | int |
491 | int |
565 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
492 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
566 | { |
493 | { |
567 | object *tmp; |
|
|
568 | int mflags; |
|
|
569 | maptile *m; |
|
|
570 | |
|
|
571 | if (spell->other_arch == NULL) |
494 | if (!spell->other_arch) |
572 | return 0; |
495 | return 0; |
573 | |
496 | |
574 | m = op->map; |
497 | object *tmp = spell->other_arch->instance (); |
575 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
576 | if (mflags & P_OUT_OF_MAP) |
|
|
577 | { |
|
|
578 | return 0; |
|
|
579 | } |
|
|
580 | |
498 | |
581 | tmp = arch_to_object (spell->other_arch); |
499 | if (!tmp) |
582 | |
|
|
583 | if (tmp == NULL) |
|
|
584 | return 0; |
500 | return 0; |
585 | |
|
|
586 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
587 | { |
|
|
588 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
589 | tmp->destroy (); |
|
|
590 | return 0; |
|
|
591 | } |
|
|
592 | |
501 | |
593 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
502 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
594 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
503 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
595 | /* code in time.c uses food for some things, duration for others */ |
504 | /* code in time.c uses food for some things, duration for others */ |
596 | tmp->stats.food = tmp->duration; |
505 | tmp->stats.food = tmp->duration; |
597 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
506 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
598 | tmp->attacktype = spell->attacktype; |
507 | tmp->attacktype = spell->attacktype; |
599 | tmp->x = x; |
|
|
600 | tmp->y = y; |
|
|
601 | tmp->direction = dir; |
508 | tmp->direction = dir; |
602 | if (op->owner != NULL) |
|
|
603 | tmp->set_owner (op); |
509 | tmp->set_owner (op); |
604 | else |
|
|
605 | tmp->set_owner (op); |
|
|
606 | tmp->level = caster_level (caster, spell); |
510 | tmp->level = casting_level (caster, spell); |
607 | set_spell_skill (op, caster, spell, tmp); |
511 | set_spell_skill (op, caster, spell, tmp); |
608 | |
512 | |
609 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
513 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
610 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
514 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
611 | { |
|
|
612 | if (!tailor_god_spell (tmp, op)) |
515 | if (!tailor_god_spell (tmp, op)) |
613 | return 0; |
516 | return 0; |
614 | } |
517 | |
615 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
518 | if (tmp->flag [FLAG_IS_TURNABLE]) |
616 | SET_ANIMATION (tmp, dir); |
519 | SET_ANIMATION (tmp, dir); |
617 | |
520 | |
618 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
521 | if ((tmp = op->map->insert (tmp, x, y, op))) |
619 | move_spell_effect (tmp); |
522 | move_spell_effect (tmp); |
620 | |
523 | |
621 | return 1; |
524 | return 1; |
622 | } |
525 | } |
623 | |
526 | |
… | |
… | |
628 | ****************************************************************************/ |
531 | ****************************************************************************/ |
629 | void |
532 | void |
630 | regenerate_rod (object *rod) |
533 | regenerate_rod (object *rod) |
631 | { |
534 | { |
632 | if (rod->stats.hp < rod->stats.maxhp) |
535 | if (rod->stats.hp < rod->stats.maxhp) |
633 | { |
536 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20); |
634 | rod->stats.hp += 1 + rod->stats.maxhp / 10; |
|
|
635 | |
|
|
636 | if (rod->stats.hp > rod->stats.maxhp) |
|
|
637 | rod->stats.hp = rod->stats.maxhp; |
|
|
638 | } |
|
|
639 | } |
537 | } |
640 | |
|
|
641 | |
538 | |
642 | void |
539 | void |
643 | drain_rod_charge (object *rod) |
540 | drain_rod_charge (object *rod) |
644 | { |
541 | { |
645 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
542 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
… | |
… | |
664 | { |
561 | { |
665 | tmp = op->owner; |
562 | tmp = op->owner; |
666 | /* If the owner does not exist, or is not a monster, than apply the spell |
563 | /* If the owner does not exist, or is not a monster, than apply the spell |
667 | * to the caster. |
564 | * to the caster. |
668 | */ |
565 | */ |
669 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
566 | if (!tmp || !tmp->flag [FLAG_MONSTER]) |
670 | tmp = op; |
567 | tmp = op; |
671 | } |
568 | } |
672 | else |
569 | else |
673 | { |
570 | { |
674 | maptile *m = op->map; |
571 | maptile *m = op->map; |
… | |
… | |
684 | if (!tmp) |
581 | if (!tmp) |
685 | tmp = op->ms ().player (); |
582 | tmp = op->ms ().player (); |
686 | |
583 | |
687 | return tmp; |
584 | return tmp; |
688 | } |
585 | } |
689 | |
|
|
690 | |
|
|
691 | |
586 | |
692 | /* raytrace: |
587 | /* raytrace: |
693 | * spell_find_dir(map, x, y, exclude) will search first the center square |
588 | * spell_find_dir(map, x, y, exclude) will search first the center square |
694 | * then some close squares in the given map at the given coordinates for |
589 | * then some close squares in the given map at the given coordinates for |
695 | * live objects. |
590 | * live objects. |
… | |
… | |
698 | * monsters/generators only. If not, the spell will hunt players only. |
593 | * monsters/generators only. If not, the spell will hunt players only. |
699 | * It returns the direction toward the first/closest live object if it finds |
594 | * It returns the direction toward the first/closest live object if it finds |
700 | * any, otherwise -1. |
595 | * any, otherwise -1. |
701 | * note that exclude can be NULL, in which case all bets are off. |
596 | * note that exclude can be NULL, in which case all bets are off. |
702 | */ |
597 | */ |
703 | |
|
|
704 | int |
598 | int |
705 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
599 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
706 | { |
600 | { |
707 | int i, max = SIZEOFFREE; |
601 | int i, max = SIZEOFFREE; |
708 | sint16 nx, ny; |
602 | sint16 nx, ny; |
… | |
… | |
725 | continue; |
619 | continue; |
726 | |
620 | |
727 | tmp = GET_MAP_OB (mp, nx, ny); |
621 | tmp = GET_MAP_OB (mp, nx, ny); |
728 | |
622 | |
729 | while (tmp != NULL && (((owner_type == PLAYER && |
623 | while (tmp != NULL && (((owner_type == PLAYER && |
730 | !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
624 | !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) || |
731 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
625 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
732 | tmp = tmp->above; |
626 | tmp = tmp->above; |
733 | |
627 | |
734 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
628 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
735 | return freedir[i]; |
629 | return freedir[i]; |
736 | } |
630 | } |
737 | return -1; /* flag for "keep going the way you were" */ |
631 | return -1; /* flag for "keep going the way you were" */ |
738 | } |
632 | } |
739 | |
|
|
740 | |
|
|
741 | |
633 | |
742 | /* put_a_monster: puts a monster named monstername near by |
634 | /* put_a_monster: puts a monster named monstername near by |
743 | * op. This creates the treasures for the monsters, and |
635 | * op. This creates the treasures for the monsters, and |
744 | * also deals with multipart monsters properly. |
636 | * also deals with multipart monsters properly. |
745 | */ |
637 | */ |
746 | |
638 | static void |
747 | void |
|
|
748 | put_a_monster (object *op, const char *monstername) |
639 | put_a_monster (object *op, const char *monstername) |
749 | { |
640 | { |
750 | object *tmp, *head = NULL, *prev = NULL; |
641 | object *tmp, *head = NULL, *prev = NULL; |
751 | archetype *at; |
642 | archetype *at; |
752 | int dir; |
643 | int dir; |
… | |
… | |
758 | |
649 | |
759 | /* find a free square nearby |
650 | /* find a free square nearby |
760 | * first we check the closest square for free squares |
651 | * first we check the closest square for free squares |
761 | */ |
652 | */ |
762 | |
653 | |
763 | dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); |
654 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
764 | if (dir != -1) |
655 | if (dir != -1) |
765 | { |
656 | { |
766 | /* This is basically grabbed for generate monster. Fixed 971225 to |
657 | /* This is basically grabbed for generate monster. Fixed 971225 to |
767 | * insert multipart monsters properly |
658 | * insert multipart monsters properly |
768 | */ |
659 | */ |
|
|
660 | //TODO: use expand_tail + ... |
769 | while (at != NULL) |
661 | while (at != NULL) |
770 | { |
662 | { |
771 | tmp = arch_to_object (at); |
663 | tmp = at->instance (); |
772 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
664 | tmp->x = op->x + freearr_x[dir] + at->x; |
773 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
665 | tmp->y = op->y + freearr_y[dir] + at->y; |
774 | tmp->map = op->map; |
666 | tmp->map = op->map; |
775 | if (head) |
667 | if (head) |
776 | { |
668 | { |
777 | tmp->head = head; |
669 | tmp->head = head; |
778 | prev->more = tmp; |
670 | prev->more = tmp; |
779 | } |
671 | } |
|
|
672 | |
780 | if (!head) |
673 | if (!head) |
781 | head = tmp; |
674 | head = tmp; |
|
|
675 | |
782 | prev = tmp; |
676 | prev = tmp; |
|
|
677 | |
783 | at = at->more; |
678 | at = (archetype *)at->more; |
784 | } |
679 | } |
785 | |
680 | |
786 | if (head->randomitems) |
681 | if (head->randomitems) |
787 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
682 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
788 | |
683 | |
789 | insert_ob_in_map (head, op->map, op, 0); |
684 | insert_ob_in_map (head, op->map, op, 0); |
790 | |
685 | |
791 | /* thought it'd be cool to insert a burnout, too. */ |
686 | /* thought it'd be cool to insert a burnout, too. */ |
792 | op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
687 | op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
793 | } |
688 | } |
794 | } |
689 | } |
795 | |
690 | |
796 | /* peterm: function which summons hostile monsters and |
691 | /* peterm: function which summons hostile monsters and |
797 | * places them in nearby squares. |
692 | * places them in nearby squares. |
… | |
… | |
804 | * Note that this is not used by any spells (summon evil monsters |
699 | * Note that this is not used by any spells (summon evil monsters |
805 | * use to call this, but best I can tell, that spell/ability was |
700 | * use to call this, but best I can tell, that spell/ability was |
806 | * never used. This is however used by various failures on the |
701 | * never used. This is however used by various failures on the |
807 | * players part (alchemy, reincarnation, etc) |
702 | * players part (alchemy, reincarnation, etc) |
808 | */ |
703 | */ |
809 | |
|
|
810 | int |
704 | int |
811 | summon_hostile_monsters (object *op, int n, const char *monstername) |
705 | summon_hostile_monsters (object *op, int n, const char *monstername) |
812 | { |
706 | { |
813 | int i; |
707 | int i; |
814 | |
708 | |
… | |
… | |
824 | { |
718 | { |
825 | int attacktype; |
719 | int attacktype; |
826 | int face; |
720 | int face; |
827 | } ATTACKS[22] = |
721 | } ATTACKS[22] = |
828 | { |
722 | { |
829 | { |
|
|
830 | AT_PHYSICAL, 0}, |
723 | { AT_PHYSICAL, 0}, |
831 | { |
|
|
832 | AT_PHYSICAL, 0}, /*face = explosion */ |
724 | { AT_PHYSICAL, 0}, /*face = explosion */ |
833 | { |
|
|
834 | AT_PHYSICAL, 0}, |
725 | { AT_PHYSICAL, 0}, |
835 | { |
|
|
836 | AT_MAGIC, 1}, |
726 | { AT_MAGIC, 1}, |
837 | { |
|
|
838 | AT_MAGIC, 1}, /* face = last-burnout */ |
727 | { AT_MAGIC, 1}, /* face = last-burnout */ |
839 | { |
|
|
840 | AT_MAGIC, 1}, |
728 | { AT_MAGIC, 1}, |
841 | { |
|
|
842 | AT_FIRE, 2}, |
729 | { AT_FIRE, 2}, |
843 | { |
|
|
844 | AT_FIRE, 2}, /* face = fire.... */ |
730 | { AT_FIRE, 2}, /* face = fire.... */ |
845 | { |
|
|
846 | AT_FIRE, 2}, |
731 | { AT_FIRE, 2}, |
847 | { |
|
|
848 | AT_ELECTRICITY, 3}, |
732 | { AT_ELECTRICITY, 3}, |
849 | { |
|
|
850 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
733 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
851 | { |
|
|
852 | AT_ELECTRICITY, 3}, |
734 | { AT_ELECTRICITY, 3}, |
853 | { |
|
|
854 | AT_COLD, 4}, |
735 | { AT_COLD, 4}, |
855 | { |
|
|
856 | AT_COLD, 4}, /* face=icestorm */ |
736 | { AT_COLD, 4}, /* face=icestorm */ |
857 | { |
|
|
858 | AT_COLD, 4}, |
737 | { AT_COLD, 4}, |
859 | { |
|
|
860 | AT_CONFUSION, 5}, |
738 | { AT_CONFUSION, 5}, |
861 | { |
|
|
862 | AT_POISON, 7}, |
739 | { AT_POISON, 7}, |
863 | { |
|
|
864 | AT_POISON, 7}, /* face = acid sphere. generator */ |
740 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
865 | { |
|
|
866 | AT_POISON, 7}, /* poisoncloud face */ |
741 | { AT_POISON, 7}, /* poisoncloud face */ |
867 | { |
|
|
868 | AT_SLOW, 8}, |
742 | { AT_SLOW, 8}, |
869 | { |
|
|
870 | AT_PARALYZE, 9}, |
743 | { AT_PARALYZE, 9}, |
871 | { |
|
|
872 | AT_FEAR, 10}}; |
744 | { AT_FEAR, 10}, |
873 | |
745 | }; |
874 | |
|
|
875 | |
746 | |
876 | /* shuffle_attack: peterm |
747 | /* shuffle_attack: peterm |
877 | * This routine shuffles the attack of op to one of the |
748 | * This routine shuffles the attack of op to one of the |
878 | * ones in the list. It does this at random. It also |
749 | * ones in the list. It does this at random. It also |
879 | * chooses a face appropriate to the attack that is |
750 | * chooses a face appropriate to the attack that is |
… | |
… | |
902 | { |
773 | { |
903 | SET_ANIMATION (op, ATTACKS[i].face); |
774 | SET_ANIMATION (op, ATTACKS[i].face); |
904 | } |
775 | } |
905 | } |
776 | } |
906 | |
777 | |
907 | |
|
|
908 | /* prayer_failure: This is called when a player fails |
778 | /* prayer_failure: This is called when a player fails |
909 | * at casting a prayer. |
779 | * at casting a prayer. |
910 | * op is the player. |
780 | * op is the player. |
911 | * failure is basically how much grace they had. |
781 | * failure is basically how much grace they had. |
912 | * power is how much grace the spell would normally take to cast. |
782 | * power is how much grace the spell would normally take to cast. |
913 | */ |
783 | */ |
914 | |
784 | |
915 | void |
785 | #define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>" |
|
|
786 | |
|
|
787 | static void |
916 | prayer_failure (object *op, int failure, int power) |
788 | prayer_failure (object *op, int failure, int power) |
917 | { |
789 | { |
918 | const char *godname; |
790 | const char *godname; |
919 | object *tmp; |
791 | object *tmp; |
920 | |
792 | |
921 | if (!strcmp ((godname = determine_god (op)), "none")) |
793 | if (!strcmp ((godname = determine_god (op)), "none")) |
922 | godname = "Your spirit"; |
794 | godname = "Your spirit"; |
923 | |
795 | |
924 | if (failure <= -20 && failure > -40) /* wonder */ |
796 | if (failure <= -20 && failure > -40) /* wonder */ |
925 | { |
797 | { |
926 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); |
798 | op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname); |
927 | tmp = get_archetype (SPELL_WONDER); |
799 | tmp = archetype::get (SPELL_WONDER); |
928 | cast_cone (op, op, 0, tmp); |
800 | cast_cone (op, op, 0, tmp); |
929 | tmp->destroy (); |
801 | tmp->destroy (); |
930 | } |
802 | } |
931 | |
803 | |
932 | else if (failure <= -40 && failure > -60) /* confusion */ |
804 | else if (failure <= -40 && failure > -60) /* confusion */ |
933 | { |
805 | { |
934 | new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); |
806 | op->failmsg ("Your diety touches your mind!" HINT_GRACE); |
935 | confuse_player (op, op, 99); |
807 | confuse_player (op, op, 99); |
936 | } |
808 | } |
937 | else if (failure <= -60 && failure > -150) /* paralysis */ |
809 | else if (failure <= -60 && failure > -150) /* paralysis */ |
938 | { |
810 | { |
939 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); |
811 | op->failmsgf ("%s requires you to pray NOW. " |
940 | new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); |
812 | "You comply, ignoring all else." HINT_GRACE, |
|
|
813 | godname); |
941 | paralyze_player (op, op, 99); |
814 | paralyze_player (op, op, 99); |
942 | } |
815 | } |
943 | else if (failure <= -150) /* blast the immediate area */ |
816 | else if (failure <= -150) /* blast the immediate area */ |
944 | { |
817 | { |
945 | tmp = get_archetype (GOD_POWER); |
818 | tmp = archetype::get (GOD_POWER); |
946 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); |
819 | op->failmsgf ("%s smites you!" HINT_GRACE, godname); |
947 | cast_magic_storm (op, tmp, power); |
820 | cast_magic_storm (op, tmp, power); |
948 | } |
821 | } |
949 | } |
822 | } |
950 | |
823 | |
951 | /* |
824 | /* |
952 | * spell_failure() handles the various effects for differing degrees |
825 | * spell_failure() handles the various effects for differing degrees |
953 | * of failure badness. |
826 | * of failure badness. |
954 | * op is the player that failed. |
827 | * op is the player that failed. |
955 | * failure is a random value of how badly you failed. |
828 | * failure is a random value of how badly you failed. |
956 | * power is how many spellpoints you'd normally need for the spell. |
829 | * power is how many spellpoints you'd normally need for the spell. |
957 | * skill is the skill you'd need to cast the spell. |
830 | * skill is the skill you'd need to cast the spell. |
958 | */ |
831 | */ |
959 | |
|
|
960 | void |
832 | void |
961 | spell_failure (object *op, int failure, int power, object *skill) |
833 | spell_failure (object *op, int failure, int power, object *skill) |
962 | { |
834 | { |
963 | object *tmp; |
835 | object *tmp; |
964 | |
836 | |
965 | if (settings.spell_failure_effects == FALSE) |
837 | if (settings.spell_failure_effects == FALSE) |
966 | return; |
838 | return; |
967 | |
839 | |
968 | if (failure <= -20 && failure > -40) /* wonder */ |
840 | if (failure <= -20 && failure > -40) /* wonder */ |
969 | { |
841 | { |
970 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); |
842 | op->failmsg ("Your spell causes an unexpected effect."); |
971 | tmp = get_archetype (SPELL_WONDER); |
843 | tmp = archetype::get (SPELL_WONDER); |
972 | cast_cone (op, op, 0, tmp); |
844 | cast_cone (op, op, 0, tmp); |
973 | tmp->destroy (); |
845 | tmp->destroy (); |
974 | } |
846 | } |
975 | |
847 | |
976 | else if (failure <= -40 && failure > -60) /* confusion */ |
848 | else if (failure <= -40 && failure > -60) /* confusion */ |
977 | { |
849 | { |
978 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); |
850 | op->failmsg ("Your magic recoils on you, making you confused!"); |
979 | confuse_player (op, op, 99); |
851 | confuse_player (op, op, 99); |
980 | } |
852 | } |
981 | else if (failure <= -60 && failure > -80) /* paralysis */ |
853 | else if (failure <= -60 && failure > -80) /* paralysis */ |
982 | { |
854 | { |
983 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); |
855 | op->failmsg ("Your magic stuns you!"); |
984 | paralyze_player (op, op, 99); |
856 | paralyze_player (op, op, 99); |
985 | } |
857 | } |
986 | else if (failure <= -80) /* blast the immediate area */ |
858 | else if (failure <= -80) /* blast the immediate area */ |
987 | { |
859 | { |
988 | object *tmp; |
860 | object *tmp; |
989 | |
861 | |
990 | /* Safety check to make sure we don't get any mana storms in scorn */ |
862 | /* Safety check to make sure we don't get any mana storms in scorn */ |
991 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) |
863 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) |
992 | { |
864 | { |
993 | new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); |
865 | op->failmsg ("The magic warps and you are turned inside out!"); |
994 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
866 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
995 | |
867 | |
996 | } |
868 | } |
997 | else |
869 | else |
998 | { |
870 | { |
999 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
871 | op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!"); |
1000 | tmp = get_archetype (LOOSE_MANA); |
872 | tmp = archetype::get (LOOSE_MANA); |
1001 | tmp->level = skill->level; |
873 | tmp->level = skill->level; |
1002 | |
874 | |
1003 | /* increase the area of destruction a little for more powerful spells */ |
875 | /* increase the area of destruction a little for more powerful spells */ |
1004 | tmp->range += isqrt (power); |
876 | tmp->range += isqrt (power); |
1005 | |
877 | |
… | |
… | |
1013 | tmp->insert_at (op); |
885 | tmp->insert_at (op); |
1014 | } |
886 | } |
1015 | } |
887 | } |
1016 | } |
888 | } |
1017 | |
889 | |
1018 | int |
890 | static int |
1019 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
891 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
1020 | { |
892 | { |
1021 | int success; |
|
|
1022 | object *spell; |
|
|
1023 | |
|
|
1024 | if (!spell_ob->other_arch) |
893 | if (!spell_ob->other_arch) |
1025 | { |
894 | { |
1026 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
895 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
1027 | return 0; |
896 | return 0; |
1028 | } |
897 | } |
1029 | spell = arch_to_object (spell_ob->other_arch); |
898 | |
|
|
899 | object *spell = spell_ob->other_arch->instance (); |
1030 | |
900 | |
1031 | /* Always cast spell on caster */ |
901 | /* Always cast spell on caster */ |
1032 | success = cast_spell (op, caster, dir, spell, stringarg); |
902 | int success = cast_spell (op, caster, dir, spell, spellparam); |
1033 | |
903 | |
1034 | if (caster->contr->party == NULL) |
904 | if (!op->contr || !op->contr->party) |
1035 | { |
905 | { |
1036 | spell->remove (); |
906 | spell->remove (); |
1037 | return success; |
907 | return success; |
1038 | } |
908 | } |
|
|
909 | |
1039 | for_all_players (pl) |
910 | for_all_players (pl) |
1040 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
911 | if ((pl->ob->contr->party == op->contr->party) |
1041 | { |
912 | && on_same_map (pl->ob, op) |
|
|
913 | && pl->ob != op) |
1042 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
914 | cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam); |
1043 | } |
915 | |
1044 | spell->remove (); |
916 | spell->remove (); |
1045 | return success; |
917 | return success; |
1046 | } |
918 | } |
1047 | |
919 | |
1048 | /* This is where the main dispatch when someone casts a spell. |
920 | /* This is where the main dispatch when someone casts a spell. |
… | |
… | |
1053 | * same as op. |
925 | * same as op. |
1054 | * dir is the direction to cast in. Note in some cases, if the spell |
926 | * dir is the direction to cast in. Note in some cases, if the spell |
1055 | * is self only, dir really doesn't make a difference. |
927 | * is self only, dir really doesn't make a difference. |
1056 | * spell_ob is the spell object that is being cast. From that, |
928 | * spell_ob is the spell object that is being cast. From that, |
1057 | * we can determine what to do. |
929 | * we can determine what to do. |
1058 | * stringarg is any options that are being used. It can be NULL. Almost |
930 | * spellparam is any options that are being used. It can be NULL. Almost |
1059 | * certainly, only players will set it. It is basically used as optional |
931 | * certainly, only players will set it. It is basically used as optional |
1060 | * parameters to a spell (eg, item to create, information for marking runes, |
932 | * parameters to a spell (eg, item to create, information for marking runes, |
1061 | * etc. |
933 | * etc. |
1062 | * returns 1 on successful cast, or 0 on error. These values should really |
934 | * returns 1 on successful cast, or 0 on error. These values should really |
1063 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
935 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
… | |
… | |
1070 | * |
942 | * |
1071 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
943 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1072 | * this function will decrease the mana/grace appropriately. For other |
944 | * this function will decrease the mana/grace appropriately. For other |
1073 | * objects, the caller should do what it considers appropriate. |
945 | * objects, the caller should do what it considers appropriate. |
1074 | */ |
946 | */ |
1075 | |
|
|
1076 | int |
947 | int |
1077 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
948 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
1078 | { |
949 | { |
1079 | const char *godname; |
950 | const char *godname; |
1080 | int success = 0, mflags, cast_level = 0, old_shoottype; |
951 | int success = 0; |
1081 | object *skill = NULL; |
|
|
1082 | |
952 | |
1083 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
953 | // make sure spells always take a while, so a) we don't flood the |
|
|
954 | // user with messages and b) too many failures can be harmful (smiting). |
|
|
955 | op->speed_left -= 4 * op->speed; // ~0.5s on failure |
1084 | |
956 | |
1085 | if (!spell_ob) |
957 | if (!spell_ob) |
1086 | { |
958 | { |
1087 | LOG (llevError, "cast_spell: null spell object passed\n"); |
959 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1088 | return 0; |
960 | return 0; |
… | |
… | |
1099 | } |
971 | } |
1100 | |
972 | |
1101 | /* if caster is a spell casting object, this normally shouldn't be |
973 | /* if caster is a spell casting object, this normally shouldn't be |
1102 | * an issue, because they don't have any spellpaths set up. |
974 | * an issue, because they don't have any spellpaths set up. |
1103 | */ |
975 | */ |
1104 | if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) |
976 | if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST]) |
1105 | { |
977 | { |
1106 | new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); |
978 | op->failmsg ("That spell path is denied to you."); |
1107 | return 0; |
979 | return 0; |
1108 | } |
980 | } |
|
|
981 | |
|
|
982 | object *skill = 0; |
1109 | |
983 | |
1110 | /* if it is a player casting the spell, and they are really casting it |
984 | /* if it is a player casting the spell, and they are really casting it |
1111 | * (vs it coming from a wand, scroll, or whatever else), do some |
985 | * (vs it coming from a wand, scroll, or whatever else), do some |
1112 | * checks. We let monsters do special things - eg, they |
986 | * checks. We let monsters do special things - eg, they |
1113 | * don't need the skill, bypass level checks, etc. The monster function |
987 | * don't need the SKILL, BYpass level checks, etc. The monster function |
1114 | * should take care of that. |
988 | * should take care of that. |
1115 | * Remove the wiz check here and move it further down - some spells |
989 | * Remove the wiz check here and move it further down - some spells |
1116 | * need to have the right skill pointer passed, so we need to |
990 | * need to have the right skill pointer passed, so we need to |
1117 | * at least process that code. |
991 | * at least process that code. |
1118 | */ |
992 | */ |
1119 | if (op->type == PLAYER && op == caster) |
993 | if (op->type == PLAYER && op == caster) |
1120 | { |
994 | { |
1121 | cast_level = caster_level (caster, spell_ob); |
|
|
1122 | if (spell_ob->skill) |
995 | if (spell_ob->skill) |
1123 | { |
996 | { |
1124 | skill = find_skill_by_name (op, spell_ob->skill); |
997 | skill = find_skill_by_name (op, spell_ob->skill); |
|
|
998 | |
1125 | if (!skill) |
999 | if (!skill) |
1126 | { |
1000 | { |
1127 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
1001 | op->failmsgf ("You need the %s skill to cast %s! " |
|
|
1002 | "H<You either need to learn the skill via a skill scroll " |
|
|
1003 | "or you need to wear a talisman, holy symbol or another skill tool.>", |
|
|
1004 | &spell_ob->skill, &spell_ob->name); |
1128 | return 0; |
1005 | return 0; |
1129 | } |
1006 | } |
1130 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1007 | |
|
|
1008 | const char *msg = ""; |
|
|
1009 | |
|
|
1010 | int caster_level = skill->level; |
|
|
1011 | |
|
|
1012 | if (op->path_attuned & spell_ob->path_attuned) |
1131 | { |
1013 | { |
1132 | new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); |
1014 | caster_level += min (caster_level, ATTUNE_REPELL); |
|
|
1015 | msg = " (attuned)"; |
|
|
1016 | } |
|
|
1017 | |
|
|
1018 | if (op->path_repelled & spell_ob->path_attuned) |
|
|
1019 | { |
|
|
1020 | caster_level -= ATTUNE_REPELL; // negative is ok |
|
|
1021 | msg = " (repelled)"; |
|
|
1022 | } |
|
|
1023 | |
|
|
1024 | if (spell_ob->level > caster_level) |
|
|
1025 | { |
|
|
1026 | op->failmsgf ("You lack enough skill to cast that spell! " |
|
|
1027 | "H<Your effective cast level is %d%s, but level %d is required.>", |
|
|
1028 | caster_level, msg, spell_ob->level); |
|
|
1029 | if (!op->is_wiz ()) |
1133 | return 0; |
1030 | return 0; |
1134 | } |
1031 | } |
1135 | } |
1032 | } |
|
|
1033 | |
1136 | /* If the caster is the wiz, they don't ever fail, and don't have |
1034 | /* If the caster is the wiz, they don't ever fail, and don't have |
1137 | * to have sufficient grace/mana. |
1035 | * to have sufficient grace/mana. |
1138 | */ |
1036 | */ |
1139 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1037 | if (!op->flag [FLAG_WIZCAST]) |
1140 | { |
1038 | { |
1141 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1039 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1142 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1040 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1143 | { |
1041 | { |
1144 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1042 | op->failmsg ("You don't have enough mana!"); |
1145 | return 0; |
1043 | return 0; |
1146 | } |
1044 | } |
1147 | |
1045 | |
1148 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1046 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1149 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1047 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1150 | { |
1048 | { |
1151 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1049 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1152 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1050 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1153 | { |
|
|
1154 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); |
1051 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1155 | } |
|
|
1156 | else |
1052 | else |
1157 | { |
1053 | { |
1158 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1054 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1159 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1055 | op->failmsgf ("%s ignores your prayer.", godname); |
1160 | return 0; |
1056 | return 0; |
1161 | } |
1057 | } |
1162 | } |
1058 | } |
1163 | |
1059 | |
1164 | /* player/monster is trying to cast the spell. might fumble it */ |
1060 | /* player/monster is trying to cast the spell. might fumble it */ |
1165 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1061 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1166 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1062 | (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis])) |
1167 | { |
1063 | { |
1168 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1064 | op->contr->play_sound (sound_find ("fumble_spell")); |
1169 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1065 | op->failmsg ("You fumble the prayer."); |
1170 | |
|
|
1171 | if (settings.casting_time == TRUE) |
|
|
1172 | op->casting_time = -1; |
|
|
1173 | |
1066 | |
1174 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1067 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1175 | return 0; |
1068 | return 0; |
1176 | } |
1069 | } |
1177 | else if (spell_ob->stats.sp) |
1070 | else if (spell_ob->stats.sp) |
1178 | { |
1071 | { |
1179 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1072 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1180 | |
1073 | |
1181 | if (failure < 0) |
1074 | if (failure < 0) |
1182 | { |
1075 | { |
1183 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1076 | op->failmsg ("You bungle the spell because you have too much heavy equipment in use."); |
1184 | if (settings.spell_failure_effects == TRUE) |
1077 | if (settings.spell_failure_effects == TRUE) |
1185 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1078 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1186 | op->contr->shoottype = (rangetype) old_shoottype; |
1079 | |
1187 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1080 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1188 | return 0; |
1081 | return 0; |
1189 | } |
1082 | } |
1190 | } |
1083 | } |
1191 | } |
1084 | } |
1192 | } |
1085 | } |
1193 | |
1086 | |
1194 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1087 | int mflags = op->ms ().flags (); |
1195 | |
1088 | |
1196 | /* See if we can cast a spell here. If the caster and op are |
1089 | /* See if we can cast a spell here. If the caster and op are |
1197 | * not alive, then this would mean that the mapmaker put the |
1090 | * not alive, then this would mean that the mapmaker put the |
1198 | * objects on the space - presume that they know what they are |
1091 | * objects on the space - presume that they know what they are |
1199 | * doing. |
1092 | * doing. |
1200 | */ |
1093 | */ |
1201 | |
1094 | |
1202 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1095 | if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1203 | { |
1096 | { |
|
|
1097 | op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood |
1204 | new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); |
1098 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1205 | return 0; |
1099 | return 0; |
1206 | } |
1100 | } |
1207 | |
1101 | |
1208 | if ((spell_ob->type == SPELL) |
1102 | if ((spell_ob->type == SPELL) |
1209 | && (caster->type != POTION) |
1103 | && (caster->type != POTION) |
1210 | && !QUERY_FLAG (op, FLAG_WIZCAST) |
1104 | && !op->flag [FLAG_WIZCAST] |
1211 | && (QUERY_FLAG (caster, FLAG_ALIVE) |
1105 | && (caster->flag [FLAG_ALIVE] |
1212 | || QUERY_FLAG (op, FLAG_ALIVE)) |
1106 | || op->flag [FLAG_ALIVE]) |
1213 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1107 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1214 | { |
1108 | { |
1215 | if (op->type != PLAYER) |
1109 | if (op->type != PLAYER) |
1216 | return 0; |
1110 | return 0; |
1217 | |
1111 | |
1218 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1112 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1219 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1113 | op->failmsgf ("This ground is unholy! %s ignores you.", godname); |
1220 | else |
1114 | else if (object *item = op->contr->ranged_ob) |
1221 | switch (op->contr->shoottype) |
|
|
1222 | { |
1115 | { |
1223 | case range_magic: |
1116 | if (item->type == SPELL) |
1224 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1117 | op->failmsg ("Something blocks your spellcasting."); |
1225 | break; |
1118 | else if (item->type == SCROLL) |
1226 | case range_misc: |
1119 | op->failmsg ("Something blocks the magic of your scroll."); |
1227 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1228 | break; |
|
|
1229 | case range_golem: |
|
|
1230 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
|
|
1231 | break; |
|
|
1232 | default: |
|
|
1233 | break; |
|
|
1234 | } |
|
|
1235 | return 0; |
|
|
1236 | } |
|
|
1237 | |
|
|
1238 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
|
|
1239 | { |
|
|
1240 | if (op->casting_time == -1) |
|
|
1241 | { /* begin the casting */ |
|
|
1242 | op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
|
|
1243 | op->spell = spell_ob; |
|
|
1244 | /* put the stringarg into the object struct so that when the |
|
|
1245 | * spell is actually cast, it knows about the stringarg. |
|
|
1246 | * necessary for the invoke command spells. |
|
|
1247 | */ |
|
|
1248 | if (stringarg) |
|
|
1249 | { |
|
|
1250 | op->spellarg = strdup (stringarg); |
|
|
1251 | } |
|
|
1252 | else |
1120 | else |
1253 | op->spellarg = NULL; |
1121 | op->failmsg ("Something blocks the magic of your item."); |
1254 | return 0; |
|
|
1255 | } |
|
|
1256 | else if (op->casting_time != 0) |
|
|
1257 | { |
|
|
1258 | if (op->type == PLAYER) |
|
|
1259 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
|
|
1260 | return 0; |
|
|
1261 | } |
1122 | } |
1262 | else |
1123 | else |
1263 | { /* casting_time == 0 */ |
1124 | op->failmsg ("Something blocks the spell!"); |
1264 | op->casting_time = -1; |
1125 | |
1265 | spell_ob = op->spell; |
1126 | return 0; |
1266 | stringarg = op->spellarg; |
|
|
1267 | } |
|
|
1268 | } |
|
|
1269 | else |
|
|
1270 | { |
1127 | } |
|
|
1128 | |
|
|
1129 | // undo the flood protection from earlier |
|
|
1130 | op->speed_left += 4 * op->speed; // ~0.5s on failure |
|
|
1131 | |
1271 | /* Take into account how long it takes to cast the spell. |
1132 | /* Take into account how long it takes to cast the spell. |
1272 | * if the player is casting it, then we use the time in |
1133 | * if the player is casting it, then we use the time in |
1273 | * the spell object. If it is a spell object, have it |
1134 | * the spell object. If it is a spell object, have it |
1274 | * take two ticks. Things that cast spells on the players |
1135 | * take two ticks. Things that cast spells on the players |
1275 | * behalf (eg, altars, and whatever else) shouldn't cost |
1136 | * behalf (eg, altars, and whatever else) shouldn't cost |
1276 | * the player any time. |
1137 | * the player any time. |
1277 | * Ignore casting time for firewalls |
1138 | * Ignore casting time for firewalls |
|
|
1139 | */ |
|
|
1140 | if (caster == op && caster->type != FIREWALL) |
|
|
1141 | { |
|
|
1142 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed; |
|
|
1143 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1144 | * put a lower limit so that the player isn't stuck here too long |
1278 | */ |
1145 | */ |
1279 | if (caster == op && caster->type != FIREWALL) |
|
|
1280 | { |
|
|
1281 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1282 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1283 | * put a lower limit so that the player isn't stuck here too long |
|
|
1284 | */ |
|
|
1285 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1146 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed) |
1286 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1147 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed; |
1287 | } |
1148 | } |
1288 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1149 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1289 | { |
|
|
1290 | op->speed_left -= 2 * FABS (op->speed); |
1150 | op->speed_left -= 2 * op->speed; |
1291 | } |
|
|
1292 | } |
|
|
1293 | |
1151 | |
1294 | if (op->type == PLAYER && op == caster) |
1152 | if (op->type == PLAYER && op == caster) |
1295 | { |
1153 | { |
1296 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1154 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1297 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1155 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1302 | * object requires. |
1160 | * object requires. |
1303 | */ |
1161 | */ |
1304 | if (op != caster && !skill && caster->skill) |
1162 | if (op != caster && !skill && caster->skill) |
1305 | { |
1163 | { |
1306 | skill = find_skill_by_name (op, caster->skill); |
1164 | skill = find_skill_by_name (op, caster->skill); |
|
|
1165 | |
1307 | if (!skill) |
1166 | if (!skill) |
1308 | { |
1167 | { |
1309 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1168 | op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster)); |
1310 | return 0; |
1169 | return 0; |
1311 | } |
1170 | } |
1312 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
|
|
1313 | } |
1171 | } |
|
|
1172 | |
|
|
1173 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) |
|
|
1174 | return RESULT_INT (0); |
|
|
1175 | |
|
|
1176 | // temporaroly replace chosen_skill by skill, we assume skill *could* be applied, |
|
|
1177 | // at least temporarily, which might not be true due to slot restrictions, but hey |
|
|
1178 | // invoke requires it basically. |
|
|
1179 | |
|
|
1180 | object *chosen_skill = op->chosen_skill; |
|
|
1181 | op->chosen_skill = skill; |
1314 | |
1182 | |
1315 | switch (spell_ob->subtype) |
1183 | switch (spell_ob->subtype) |
1316 | { |
1184 | { |
1317 | /* The order of case statements is same as the order they show up |
1185 | /* The order of case statements is same as the order they show up |
1318 | * in in spells.h. |
1186 | * in spells.h. |
1319 | */ |
1187 | */ |
1320 | case SP_RAISE_DEAD: |
1188 | case SP_RAISE_DEAD: |
1321 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1189 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam); |
1322 | break; |
1190 | break; |
1323 | |
1191 | |
1324 | case SP_RUNE: |
1192 | case SP_RUNE: |
1325 | success = write_rune (op, caster, spell_ob, dir, stringarg); |
1193 | success = write_rune (op, caster, spell_ob, dir, spellparam); |
1326 | break; |
1194 | break; |
1327 | |
1195 | |
1328 | case SP_MAKE_MARK: |
1196 | case SP_MAKE_MARK: |
1329 | success = write_mark (op, spell_ob, stringarg); |
1197 | success = write_mark (op, spell_ob, spellparam); |
1330 | break; |
1198 | break; |
1331 | |
1199 | |
1332 | case SP_BOLT: |
1200 | case SP_BOLT: |
1333 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1201 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1334 | break; |
1202 | break; |
… | |
… | |
1352 | case SP_SMITE: |
1220 | case SP_SMITE: |
1353 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1221 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1354 | break; |
1222 | break; |
1355 | |
1223 | |
1356 | case SP_MAGIC_MISSILE: |
1224 | case SP_MAGIC_MISSILE: |
1357 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1225 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1358 | break; |
1226 | break; |
1359 | |
1227 | |
1360 | case SP_SUMMON_GOLEM: |
1228 | case SP_SUMMON_GOLEM: |
1361 | success = summon_golem (op, caster, dir, spell_ob); |
1229 | success = summon_golem (op, caster, dir, spell_ob); |
1362 | old_shoottype = range_golem; |
|
|
1363 | break; |
1230 | break; |
1364 | |
1231 | |
1365 | case SP_DIMENSION_DOOR: |
1232 | case SP_DIMENSION_DOOR: |
1366 | /* dimension door needs the actual caster, because that is what is |
1233 | /* dimension door needs the actual caster, because that is what is |
1367 | * moved. |
1234 | * moved. |
1368 | */ |
1235 | */ |
1369 | success = dimension_door (op, caster, spell_ob, dir); |
1236 | success = dimension_door (op, caster, spell_ob, dir, spellparam); |
1370 | break; |
1237 | break; |
1371 | |
1238 | |
1372 | case SP_MAGIC_MAPPING: |
1239 | case SP_MAGIC_MAPPING: |
1373 | if (op->type == PLAYER) |
1240 | if (op->type == PLAYER) |
1374 | { |
1241 | { |
… | |
… | |
1407 | case SP_HEALING: |
1274 | case SP_HEALING: |
1408 | success = cast_heal (op, caster, spell_ob, dir); |
1275 | success = cast_heal (op, caster, spell_ob, dir); |
1409 | break; |
1276 | break; |
1410 | |
1277 | |
1411 | case SP_CREATE_FOOD: |
1278 | case SP_CREATE_FOOD: |
1412 | success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1279 | success = cast_create_food (op, caster, spell_ob, dir, spellparam); |
1413 | break; |
1280 | break; |
1414 | |
1281 | |
1415 | case SP_EARTH_TO_DUST: |
1282 | case SP_EARTH_TO_DUST: |
1416 | success = cast_earth_to_dust (op, caster, spell_ob); |
1283 | success = cast_earth_to_dust (op, caster, spell_ob); |
1417 | break; |
1284 | break; |
… | |
… | |
1427 | case SP_CURSE: |
1294 | case SP_CURSE: |
1428 | success = cast_curse (op, caster, spell_ob, dir); |
1295 | success = cast_curse (op, caster, spell_ob, dir); |
1429 | break; |
1296 | break; |
1430 | |
1297 | |
1431 | case SP_SUMMON_MONSTER: |
1298 | case SP_SUMMON_MONSTER: |
1432 | success = summon_object (op, caster, spell_ob, dir, stringarg); |
1299 | success = summon_object (op, caster, spell_ob, dir, spellparam); |
1433 | break; |
1300 | break; |
1434 | |
1301 | |
1435 | case SP_CHARGING: |
1302 | case SP_CHARGING: |
1436 | success = recharge (op, caster, spell_ob); |
1303 | success = recharge (op, caster, spell_ob); |
1437 | break; |
1304 | break; |
… | |
… | |
1440 | #ifdef NO_POLYMORPH |
1307 | #ifdef NO_POLYMORPH |
1441 | /* Not great, but at least provide feedback so if players do have |
1308 | /* Not great, but at least provide feedback so if players do have |
1442 | * polymorph (ie, find it as a preset item or left over from before |
1309 | * polymorph (ie, find it as a preset item or left over from before |
1443 | * it was disabled), they get some feedback. |
1310 | * it was disabled), they get some feedback. |
1444 | */ |
1311 | */ |
1445 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1312 | op->failmsg ("The spell fizzles!"); |
1446 | success = 0; |
1313 | success = 0; |
1447 | #else |
1314 | #else |
1448 | success = cast_polymorph (op, caster, spell_ob, dir); |
1315 | success = cast_polymorph (op, caster, spell_ob, dir); |
1449 | #endif |
1316 | #endif |
1450 | break; |
1317 | break; |
… | |
… | |
1470 | break; |
1337 | break; |
1471 | |
1338 | |
1472 | case SP_MOVING_BALL: |
1339 | case SP_MOVING_BALL: |
1473 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1340 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1474 | { |
1341 | { |
1475 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); |
1342 | op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name); |
1476 | success = 0; |
1343 | success = 0; |
1477 | } |
1344 | } |
1478 | else |
1345 | else |
1479 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1346 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1480 | break; |
1347 | break; |
1481 | |
1348 | |
1482 | case SP_SWARM: |
1349 | case SP_SWARM: |
1483 | success = fire_swarm (op, caster, spell_ob, dir); |
1350 | success = fire_swarm (op, caster, spell_ob, dir); |
1484 | break; |
1351 | break; |
… | |
… | |
1491 | /* in rune.c */ |
1358 | /* in rune.c */ |
1492 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1359 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1493 | break; |
1360 | break; |
1494 | |
1361 | |
1495 | case SP_CREATE_MISSILE: |
1362 | case SP_CREATE_MISSILE: |
1496 | success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1363 | success = cast_create_missile (op, caster, spell_ob, dir, spellparam); |
1497 | break; |
1364 | break; |
1498 | |
1365 | |
1499 | case SP_CONSECRATE: |
1366 | case SP_CONSECRATE: |
1500 | success = cast_consecrate (op, caster, spell_ob); |
1367 | success = cast_consecrate (op, caster, spell_ob); |
1501 | break; |
1368 | break; |
1502 | |
1369 | |
1503 | case SP_ANIMATE_WEAPON: |
1370 | case SP_ANIMATE_WEAPON: |
1504 | success = animate_weapon (op, caster, spell_ob, dir); |
1371 | success = animate_weapon (op, caster, spell_ob, dir); |
1505 | old_shoottype = range_golem; |
|
|
1506 | break; |
1372 | break; |
1507 | |
1373 | |
1508 | case SP_LIGHT: |
1374 | case SP_LIGHT: |
1509 | success = cast_light (op, caster, spell_ob, dir); |
1375 | success = cast_light (op, caster, spell_ob, dir); |
1510 | break; |
1376 | break; |
… | |
… | |
1523 | |
1389 | |
1524 | case SP_AURA: |
1390 | case SP_AURA: |
1525 | success = create_aura (op, caster, spell_ob); |
1391 | success = create_aura (op, caster, spell_ob); |
1526 | break; |
1392 | break; |
1527 | |
1393 | |
1528 | case SP_TOWN_PORTAL: |
|
|
1529 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1530 | break; |
|
|
1531 | |
|
|
1532 | case SP_PARTY_SPELL: |
1394 | case SP_PARTY_SPELL: |
1533 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1395 | success = cast_party_spell (op, caster, dir, spell_ob, spellparam); |
1534 | break; |
1396 | break; |
1535 | |
1397 | |
1536 | default: |
1398 | default: |
1537 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1538 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1399 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1539 | } |
|
|
1540 | |
|
|
1541 | /* FIXME - we need some better sound suppport */ |
|
|
1542 | // yes, for example, augment map info with the spell effect |
|
|
1543 | // so clients can calculate the sounds themselves |
|
|
1544 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
|
|
1545 | |
|
|
1546 | /* free the spell arg */ |
|
|
1547 | if (settings.casting_time == TRUE && stringarg) |
|
|
1548 | { |
1400 | } |
1549 | free (stringarg); |
1401 | |
1550 | stringarg = NULL; |
1402 | // restore chosen_skill |
1551 | } |
1403 | op->chosen_skill = chosen_skill; |
1552 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
1404 | |
1553 | * to something like use_magic_item, but you really want to be able to fire |
1405 | op->play_sound ( |
1554 | * it again. |
1406 | success |
1555 | */ |
1407 | ? spell_ob->sound |
1556 | if (op->contr) |
1408 | ? spell_ob->sound |
1557 | op->contr->shoottype = (rangetype) old_shoottype; |
1409 | : sound_find ("spell_success") |
|
|
1410 | : sound_find ("fumble_spell") |
|
|
1411 | ); |
1558 | |
1412 | |
1559 | return success; |
1413 | return success; |
1560 | } |
1414 | } |
1561 | |
1415 | |
1562 | |
|
|
1563 | /* This is called from time.c/process_object(). That function |
1416 | /* This is called from time.c/process_object(). That function |
1564 | * calls this for any SPELL_EFFECT type objects. This function |
1417 | * calls this for any SPELL_EFFECT type objects. This function |
1565 | * then dispatches them to the appropriate specific routines. |
1418 | * then dispatches them to the appropriate specific routines. |
1566 | */ |
1419 | */ |
1567 | void |
1420 | void |
1568 | move_spell_effect (object *op) |
1421 | move_spell_effect (object *op) |
1569 | { |
1422 | { |
… | |
… | |
1609 | move_aura (op); |
1462 | move_aura (op); |
1610 | break; |
1463 | break; |
1611 | } |
1464 | } |
1612 | } |
1465 | } |
1613 | |
1466 | |
1614 | /* this checks to see if something special should happen if |
|
|
1615 | * something runs into the object. |
|
|
1616 | */ |
|
|
1617 | void |
|
|
1618 | check_spell_effect (object *op) |
|
|
1619 | { |
|
|
1620 | switch (op->subtype) |
|
|
1621 | { |
|
|
1622 | case SP_BOLT: |
|
|
1623 | move_bolt (op); |
|
|
1624 | return; |
|
|
1625 | |
|
|
1626 | case SP_BULLET: |
|
|
1627 | check_bullet (op); |
|
|
1628 | return; |
|
|
1629 | } |
|
|
1630 | } |
|
|
1631 | |
|
|
1632 | /* This is called by move_apply. Basically, if someone |
1467 | /* This is called by move_apply. Basically, if someone |
1633 | * moves onto a spell effect and the walk_on or fly_on flags |
1468 | * moves onto a spell effect and the walk_on or fly_on flags |
1634 | * are set, this is called. This should only be called for |
1469 | * are set, this is called. This should only be called for |
1635 | * objects of the appropraite type. |
1470 | * objects of the appropriate type. |
1636 | */ |
1471 | */ |
1637 | void |
1472 | void |
1638 | apply_spell_effect (object *spell, object *victim) |
1473 | apply_spell_effect (object *spell, object *victim) |
1639 | { |
1474 | { |
1640 | switch (spell->subtype) |
1475 | switch (spell->subtype) |
1641 | { |
1476 | { |
1642 | case SP_CONE: |
1477 | case SP_CONE: |
1643 | if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1478 | if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype) |
1644 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1479 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1645 | break; |
1480 | break; |
1646 | |
1481 | |
1647 | case SP_MAGIC_MISSILE: |
1482 | case SP_MAGIC_MISSILE: |
1648 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1483 | if (victim->flag [FLAG_ALIVE]) |
1649 | { |
1484 | { |
1650 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1485 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1651 | |
|
|
1652 | if (!spell->destroyed ()) |
|
|
1653 | spell->destroy (); |
1486 | spell->destroy (); |
1654 | } |
1487 | } |
1655 | break; |
1488 | break; |
1656 | |
1489 | |
1657 | case SP_MOVING_BALL: |
1490 | case SP_MOVING_BALL: |
1658 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1491 | if (victim->flag [FLAG_ALIVE]) |
1659 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1492 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1660 | else if (victim->materialname) |
1493 | else if (victim->material != MATERIAL_NULL) |
1661 | save_throw_object (victim, spell->attacktype, spell); |
1494 | save_throw_object (victim, spell->attacktype, spell); |
|
|
1495 | |
1662 | break; |
1496 | break; |
1663 | } |
1497 | } |
1664 | } |
1498 | } |
|
|
1499 | |
|
|
1500 | /** |
|
|
1501 | * This function will let a fireball explode at the position of |
|
|
1502 | * the victim with a specific maximum level. |
|
|
1503 | */ |
|
|
1504 | void |
|
|
1505 | create_exploding_ball_at (object *victim, int level) |
|
|
1506 | { |
|
|
1507 | object *ball = archetype::get (EXPLODING_FIREBALL); |
|
|
1508 | ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; |
|
|
1509 | ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2; |
|
|
1510 | ball->insert_at (victim); |
|
|
1511 | } |