1 | /* |
1 | /* |
2 | * static char *rcsid_spell_util_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: spell_util.C,v 1.6 2006/08/28 08:38:19 root Exp $"; |
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4 | */ |
3 | * |
5 | |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
12 | |
7 | * |
13 | 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 |
14 | 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 |
15 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
16 | (at your option) any later version. |
11 | * option) any later version. |
17 | |
12 | * |
18 | 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, |
19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
22 | |
17 | * |
23 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
24 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
26 | |
21 | * |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
28 | */ |
23 | */ |
29 | |
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30 | |
24 | |
31 | #include <global.h> |
25 | #include <global.h> |
32 | #include <spells.h> |
26 | #include <spells.h> |
33 | #include <object.h> |
27 | #include <object.h> |
34 | #include <errno.h> |
28 | #include <errno.h> |
35 | #ifndef __CEXTRACT__ |
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36 | #include <sproto.h> |
29 | #include <sproto.h> |
37 | #endif |
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38 | #include <sounds.h> |
30 | #include <sounds.h> |
39 | |
31 | |
40 | extern char *spell_mapping[]; |
32 | extern char *spell_mapping[]; |
41 | |
33 | |
42 | /* 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 |
43 | * 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 |
44 | * matching spells are used. |
36 | * matching spells are used. |
45 | */ |
37 | */ |
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38 | object * |
46 | object *find_random_spell_in_ob(object *ob, const char *skill) |
39 | find_random_spell_in_ob (object *ob, shstr_cmp skill) |
47 | { |
40 | { |
48 | int k=0,s; |
41 | int k = 0, s; |
49 | object *tmp; |
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50 | |
42 | |
51 | for (tmp=ob->inv; tmp; tmp=tmp->below) |
43 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
52 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++; |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
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45 | k++; |
53 | |
46 | |
54 | /* No spells, no need to progess further */ |
47 | /* No spells, no need to progess further */ |
55 | if (!k) return NULL; |
48 | if (!k) |
56 | |
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57 | s = RANDOM() % k; |
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58 | |
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59 | for (tmp=ob->inv; tmp; tmp=tmp->below) |
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60 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) { |
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61 | if (!s) return tmp; |
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62 | else s--; |
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63 | } |
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64 | /* Should never get here, but just in case */ |
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65 | return NULL; |
49 | return NULL; |
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50 | |
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51 | s = rndm (k); |
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52 | |
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53 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
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54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
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55 | if (!s) |
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56 | return tmp; |
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57 | else |
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58 | s--; |
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59 | |
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60 | /* Should never get here, but just in case */ |
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61 | return 0; |
66 | } |
62 | } |
67 | |
63 | |
68 | /* Relatively simple function that gets used a lot. |
64 | /* Relatively simple function that gets used a lot. |
69 | * Basically, it sets up the skill pointer for the spell being |
65 | * Basically, it sets up the skill pointer for the spell being |
70 | * cast. If op is really casting the spell, then the skill |
66 | * cast. If op is really casting the spell, then the skill |
71 | * is whatever skill the spell requires. |
67 | * is whatever skill the spell requires. |
72 | * if instead caster (rod, horn, wand, etc) is casting the skill, |
68 | * if instead caster (rod, horn, wand, etc) is casting the skill, |
73 | * then they get exp for the skill that you need to use for |
69 | * then they get exp for the skill that you need to use for |
74 | * that object (use magic device). |
70 | * that object (use magic device). |
75 | */ |
71 | */ |
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72 | void |
76 | void set_spell_skill(object *op, object *caster, object *spob, object *dest) |
73 | set_spell_skill (object *op, object *caster, object *spob, object *dest) |
77 | { |
74 | { |
78 | if (dest->skill) FREE_AND_CLEAR_STR(dest->skill); |
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79 | if (caster == op && spob->skill) |
75 | if (caster == op && spob->skill) |
80 | dest->skill = add_refcount(spob->skill); |
76 | dest->skill = spob->skill; |
81 | else if (caster->skill) |
77 | else |
82 | dest->skill = add_refcount(caster->skill); |
78 | dest->skill = caster->skill; |
83 | } |
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84 | |
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85 | /* init_spells: This should really be called check_spells, as that |
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86 | * is what it does. It goes through the spells looking for any |
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87 | * obvious errors. This was most useful in debugging when re-doing |
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88 | * all the spells to catch simple errors. To use it all the time |
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89 | * will result in it spitting out messages that aren't really errors. |
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90 | */ |
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91 | void init_spells(void) { |
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92 | #ifdef SPELL_DEBUG |
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93 | static int init_spells_done = 0; |
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94 | int i; |
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95 | archetype *at; |
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96 | |
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97 | if (init_spells_done) |
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98 | return; |
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99 | LOG(llevDebug, "Checking spells...\n"); |
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100 | |
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101 | for (at=first_archetype; at; at=at->next) { |
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102 | if (at->clone.type == SPELL) { |
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103 | if (at->clone.skill) { |
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104 | for (i=1; i<NUM_SKILLS; i++) |
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105 | if (!strcmp(skill_names[i], at->clone.skill)) break; |
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106 | if (i==NUM_SKILLS) { |
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107 | LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
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108 | } |
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109 | } |
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110 | /* other_arch is already checked for in the loader */ |
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111 | } |
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112 | } |
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113 | |
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114 | i=0; |
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115 | while (spell_mapping[i]) { |
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116 | if (!find_archetype(spell_mapping[i])) { |
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117 | LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
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118 | } |
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119 | i++; |
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120 | } |
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121 | LOG(llevDebug, "Checking spells completed.\n"); |
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122 | #endif |
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123 | } |
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124 | |
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125 | /* Dumps all the spells - now also dumps skill associated with the spell. |
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126 | * not sure what this would be used for, as the data seems pretty |
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127 | * minimal, but easy enough to keep around. |
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128 | */ |
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129 | void dump_spells(void) |
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130 | { |
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131 | archetype *at; |
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132 | |
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133 | for (at=first_archetype; at; at=at->next) { |
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134 | if (at->clone.type == SPELL) { |
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135 | fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name?at->clone.name:"null", |
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136 | at->name, at->clone.other_arch?at->clone.other_arch->name:"null", |
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137 | at->clone.skill?at->clone.skill:"null", at->clone.level); |
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138 | } |
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139 | } |
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140 | } |
79 | } |
141 | |
80 | |
142 | /* pretty basic function - basically just takes |
81 | /* pretty basic function - basically just takes |
143 | * 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 |
144 | */ |
83 | */ |
145 | |
84 | void |
146 | void spell_effect (object *spob, int x, int y, mapstruct *map, |
85 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
147 | object *originator) |
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148 | { |
86 | { |
149 | |
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150 | if (spob->other_arch != NULL) { |
87 | if (spob->other_arch) |
151 | object *effect = arch_to_object(spob->other_arch); |
88 | map->insert (spob->other_arch->instance (), x, y, originator); |
152 | |
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153 | effect->x = x; |
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154 | effect->y = y; |
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155 | |
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156 | insert_ob_in_map(effect, map, originator,0); |
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157 | } |
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158 | } |
89 | } |
159 | |
90 | |
160 | /* |
91 | static int |
161 | * This function takes a caster and spell and presents the |
92 | attuned_bonus (object *caster, object *spell, int level) |
162 | * effective level the caster needs to be to cast the spell. |
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163 | * basically, it just adjusts the spell->level with attuned/repelled |
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164 | * spellpaths. Was called path_level_mod |
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165 | * |
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166 | * caster is person casting hte spell. |
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167 | * spell is the spell object. |
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168 | * Returns modified level. |
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169 | */ |
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170 | int min_casting_level(object *caster, object *spell) |
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171 | { |
93 | { |
172 | int new_level; |
94 | // compute the attuned/repelled bonus |
173 | |
95 | // attuned only increases up to 2 times the original level (i.e. bonus <= level) */ |
174 | if (caster->path_denied & spell->path_attuned) { |
96 | // repell has no such quarrels |
175 | /* This case is not a bug, just the fact that this function is |
97 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
176 | * usually called BEFORE checking for path_deny. -AV |
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177 | */ |
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178 | #if 0 |
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179 | LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " |
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180 | "spell\n", caster->arch->name, caster->name); |
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181 | #endif |
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182 | return 1; |
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183 | } |
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184 | new_level = spell->level |
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185 | + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) |
98 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
186 | + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); |
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187 | return (new_level < 1) ? 1 : new_level; |
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188 | } |
99 | } |
189 | |
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190 | |
100 | |
191 | /* This function returns the effective level the spell |
101 | /* This function returns the effective level the spell |
192 | * is being cast at. |
102 | * is being cast at. |
193 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
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194 | * This is because the new code compares casting_level against |
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195 | * min_caster_level, so the difference is effectively 4 |
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196 | */ |
103 | */ |
197 | |
104 | int |
198 | int caster_level(object *caster, object *spell) |
105 | casting_level (object *caster, object *spell) |
199 | { |
106 | { |
200 | int level = caster->level; |
107 | int level = caster->level; |
201 | |
108 | |
202 | /* If this is a player, try to find the matching skill */ |
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203 | if (caster->type == PLAYER && spell->skill) { |
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204 | int i; |
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205 | |
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206 | for (i=0; i < NUM_SKILLS; i++) |
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207 | if (caster->contr->last_skill_ob[i] && |
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208 | caster->contr->last_skill_ob[i]->skill == spell->skill) { |
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209 | level = caster->contr->last_skill_ob[i]->level; |
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210 | break; |
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211 | } |
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212 | } |
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213 | |
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214 | /* 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. */ |
215 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
110 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
216 | { |
111 | { |
217 | 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); |
218 | int sk_level = skill ? skill->level : 1; |
113 | int sk_level = skill ? skill->level : 1; |
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114 | |
219 | level = MIN (level, sk_level + level / 10 + 1); |
115 | level = min (level, sk_level + level / 10 + 1); |
220 | } |
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221 | |
116 | } |
222 | /* Got valid caster level. Now adjust for attunement */ |
117 | else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */ |
223 | level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) |
118 | if (object *skill = caster->contr->find_skill (spell->skill)) |
224 | + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); |
119 | level = skill->level; |
225 | |
120 | |
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121 | int bonus = attuned_bonus (caster, spell, level); |
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122 | |
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123 | level += bonus; |
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124 | |
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125 | // now scale the effective level from the startinglevel..100 range to 1..100 |
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126 | if (level < 100) |
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127 | level = lerp (level, (int)spell->level, 100, 1, 100); |
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128 | |
226 | /* 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 |
227 | * errors in various places. |
130 | * errors in various places. |
228 | */ |
131 | */ |
229 | if (level < 1) level = 1; |
132 | return clamp (level, 1, settings.max_level); |
230 | return level; |
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231 | } |
133 | } |
232 | |
134 | |
233 | /* The following function scales the spellpoint cost of |
135 | /* The following function scales the spellpoint cost of |
234 | * a spell by it's increased effectiveness. Some of the |
136 | * a spell by it's increased effectiveness. Some of the |
235 | * lower level spells become incredibly vicious at high |
137 | * lower level spells become incredibly vicious at high |
… | |
… | |
239 | * caster is what is casting the spell, can be op. |
141 | * caster is what is casting the spell, can be op. |
240 | * spell is the spell object. |
142 | * spell is the spell object. |
241 | * 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 |
242 | * mana. In that case, we return which ever value is higher. |
144 | * mana. In that case, we return which ever value is higher. |
243 | */ |
145 | */ |
244 | |
146 | sint16 |
245 | sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags) |
147 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
246 | { |
148 | { |
247 | int sp, grace, level = caster_level(caster, spell); |
149 | int sp, grace, level = casting_level (caster, spell); |
248 | |
150 | |
249 | if (settings.spellpoint_level_depend == TRUE) { |
151 | if (settings.spellpoint_level_depend == TRUE) |
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152 | { |
250 | if (spell->stats.sp && spell->stats.maxsp) { |
153 | if (spell->stats.sp && spell->stats.maxsp) |
251 | sp= (int) (spell->stats.sp * |
154 | sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp)); |
252 | (1.0 + MAX(0, |
155 | else |
253 | (float)(level-spell->level)/ (float)spell->stats.maxsp))); |
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254 | } |
|
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255 | else sp = spell->stats.sp; |
156 | sp = spell->stats.sp; |
256 | |
157 | |
257 | sp *= (int) PATH_SP_MULT(caster,spell); |
158 | sp *= (int) PATH_SP_MULT (caster, spell); |
258 | if (!sp && spell->stats.sp) sp=1; |
159 | if (!sp && spell->stats.sp) |
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160 | sp = 1; |
259 | |
161 | |
260 | if (spell->stats.grace && spell->stats.maxgrace) { |
162 | if (spell->stats.grace && spell->stats.maxgrace) |
261 | grace= (int) (spell->stats.grace * |
163 | grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace)); |
262 | (1.0 + MAX(0, |
164 | else |
263 | (float)(level-spell->level)/ (float)spell->stats.maxgrace))); |
|
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264 | } |
|
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265 | else grace = spell->stats.grace; |
165 | grace = spell->stats.grace; |
266 | |
166 | |
267 | grace *= (int) PATH_SP_MULT(caster,spell); |
167 | grace *= PATH_SP_MULT (caster, spell); |
268 | if (spell->stats.grace && !grace) grace=1; |
168 | if (spell->stats.grace && !grace) |
269 | } else { |
169 | grace = 1; |
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170 | } |
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171 | else |
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172 | { |
270 | sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell)); |
173 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
271 | if (spell->stats.sp && !sp) sp=1; |
174 | if (spell->stats.sp && !sp) |
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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) grace=1; |
178 | if (spell->stats.grace && !grace) |
|
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179 | grace = 1; |
274 | } |
180 | } |
|
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181 | |
275 | if (flags == SPELL_HIGHEST) |
182 | if (flags == SPELL_HIGHEST) |
276 | return MAX(sp, grace); |
183 | return max (sp, grace); |
277 | else if (flags == SPELL_GRACE) |
184 | else if (flags == SPELL_GRACE) |
278 | return grace; |
185 | return grace; |
279 | else if (flags == SPELL_MANA) |
186 | else if (flags == SPELL_MANA) |
280 | return sp; |
187 | return sp; |
281 | else { |
188 | else |
|
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189 | { |
282 | 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); |
283 | return 0; |
191 | return 0; |
284 | } |
192 | } |
285 | } |
193 | } |
286 | |
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 | } |
287 | |
205 | |
288 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
206 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
289 | * spob is the spell we are adjusting. |
207 | * spob is the spell we are adjusting. |
290 | */ |
208 | */ |
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209 | int |
291 | int SP_level_dam_adjust(object *caster, object *spob) |
210 | SP_level_dam_adjust (object *caster, object *spob) |
292 | { |
211 | { |
293 | int level = caster_level (caster, spob); |
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294 | int adj = level - min_casting_level(caster, spob); |
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295 | |
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296 | if(adj < 0) adj=0; |
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297 | if (spob->dam_modifier) |
212 | if (!spob->dam_modifier) |
298 | adj/=spob->dam_modifier; |
|
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299 | else adj=0; |
|
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300 | return adj; |
213 | return 0; |
|
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214 | |
|
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215 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
301 | } |
216 | } |
302 | |
217 | |
303 | /* Adjust the strength of the spell based on level. |
218 | /* Adjust the strength of the spell based on level. |
304 | * This is basically the same as SP_level_dam_adjust above, |
219 | * This is basically the same as SP_level_dam_adjust above, |
305 | * but instead looks at the level_modifier value. |
220 | * but instead looks at the level_modifier value. |
306 | */ |
221 | */ |
|
|
222 | int |
307 | int SP_level_duration_adjust(object *caster, object *spob) |
223 | SP_level_duration_adjust (object *caster, object *spob) |
308 | { |
224 | { |
309 | int level = caster_level (caster, spob); |
|
|
310 | int adj = level - min_casting_level(caster, spob); |
|
|
311 | |
|
|
312 | if(adj < 0) adj=0; |
|
|
313 | if(spob->duration_modifier) |
225 | if (!spob->duration_modifier) |
314 | adj/=spob->duration_modifier; |
|
|
315 | else adj=0; |
|
|
316 | |
|
|
317 | return adj; |
226 | return 0; |
|
|
227 | |
|
|
228 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
318 | } |
229 | } |
319 | |
230 | |
320 | /* Adjust the strength of the spell based on level. |
231 | /* Adjust the strength of the spell based on level. |
321 | * This is basically the same as SP_level_dam_adjust above, |
232 | * This is basically the same as SP_level_dam_adjust above, |
322 | * but instead looks at the level_modifier value. |
233 | * but instead looks at the level_modifier value. |
323 | */ |
234 | */ |
|
|
235 | int |
324 | int SP_level_range_adjust(object *caster, object *spob) |
236 | SP_level_range_adjust (object *caster, object *spob) |
325 | { |
237 | { |
326 | int level = caster_level (caster, spob); |
|
|
327 | int adj = level - min_casting_level(caster, spob); |
|
|
328 | |
|
|
329 | if(adj < 0) adj=0; |
|
|
330 | if(spob->range_modifier) |
238 | if (!spob->range_modifier) |
331 | adj/=spob->range_modifier; |
|
|
332 | else adj=0; |
|
|
333 | |
|
|
334 | return adj; |
239 | return 0; |
|
|
240 | |
|
|
241 | return SP_casting_level (caster, spob) / spob->range_modifier; |
335 | } |
242 | } |
336 | |
243 | |
337 | /* 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 |
338 | * as an existing spell, we presume they know it. |
245 | * as an existing spell, we presume they know it. |
339 | * 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. |
340 | */ |
247 | */ |
|
|
248 | object * |
341 | object *check_spell_known (object *op, const char *name) |
249 | check_spell_known (object *op, shstr_cmp name) |
342 | { |
250 | { |
343 | object *spop; |
251 | object *spop; |
344 | |
252 | |
345 | for (spop=op->inv; spop; spop=spop->below) |
253 | for (spop = op->inv; spop; spop = spop->below) |
346 | if (spop->type == SPELL && !strcmp(spop->name, name)) return spop; |
254 | if (spop->type == SPELL && spop->name == name) |
|
|
255 | return spop; |
347 | |
256 | |
348 | return NULL; |
257 | return 0; |
349 | } |
258 | } |
350 | |
|
|
351 | |
259 | |
352 | /* |
260 | /* |
353 | * Look at object 'op' and see if they know the spell |
261 | * Look at object 'op' and see if they know the spell |
354 | * spname. This is pretty close to check_spell_known |
262 | * spname. This is pretty close to check_spell_known |
355 | * above, but it uses a looser matching mechanism. |
263 | * above, but it uses a looser matching mechanism. |
356 | * returns the matching spell object, or NULL. |
264 | * returns the matching spell object, or NULL. |
357 | * If we match multiple spells but don't get an |
265 | * If we match multiple spells but don't get an |
358 | * exact match, we also return NULL. |
266 | * exact match, we also return NULL. |
359 | */ |
267 | */ |
360 | |
268 | object * |
361 | object *lookup_spell_by_name(object *op,const char *spname) { |
269 | lookup_spell_by_name (object *op, const char *spname) |
362 | object *spob1=NULL, *spob2=NULL, *spob; |
270 | { |
|
|
271 | object *spob1 = 0, *spob2 = 0; |
363 | int nummatch=0; |
272 | int nummatch = 0; |
364 | |
273 | |
365 | if(spname==NULL) return NULL; |
274 | if (!spname) |
|
|
275 | return 0; |
366 | |
276 | |
367 | /* Try to find the spell. We store the results in spob1 |
277 | /* Try to find the spell. We store the results in spob1 |
368 | * and spob2 - spob1 is only taking the length of |
278 | * and spob2 - spob1 is only taking the length of |
369 | * the past spname, spob2 uses the length of the spell name. |
279 | * the past spname, spob2 uses the length of the spell name. |
370 | */ |
280 | */ |
371 | for (spob = op->inv; spob; spob=spob->below) { |
281 | for (object *spob = op->inv; spob; spob = spob->below) |
|
|
282 | { |
372 | if (spob->type == SPELL) { |
283 | if (spob->type == SPELL) |
|
|
284 | { |
|
|
285 | // TODO: WTF? |
373 | if (!strncmp(spob->name, spname, strlen(spname))) { |
286 | if (!strncmp (spob->name, spname, strlen (spname))) |
374 | nummatch++; |
287 | { |
375 | spob1 = spob; |
288 | nummatch++; |
|
|
289 | spob1 = spob; |
|
|
290 | } |
376 | } else if (!strncmp(spob->name, spname, strlen(spob->name))) { |
291 | else if (!strncmp (spob->name, spname, strlen (spob->name))) |
|
|
292 | { |
377 | /* if spells have ambiguous names, it makes matching |
293 | /* if spells have ambiguous names, it makes matching |
378 | * really difficult. (eg, fire and fireball would |
294 | * really difficult. (eg, fire and fireball would |
379 | * fall into this category). It shouldn't be hard to |
295 | * fall into this category). It shouldn't be hard to |
380 | * make sure spell names don't overlap in that fashion. |
296 | * make sure spell names don't overlap in that fashion. |
381 | */ |
297 | */ |
382 | if (spob2) |
298 | if (spob2) |
383 | LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n", |
299 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
384 | spob2->name, spob->name); |
300 | |
385 | spob2 = spob; |
301 | spob2 = spob; |
|
|
302 | } |
|
|
303 | } |
386 | } |
304 | } |
387 | } |
|
|
388 | } |
|
|
389 | /* 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 |
390 | * on the loser match, return that, otehrwise null |
306 | * on the loser match, return that, otehrwise null |
391 | */ |
307 | */ |
|
|
308 | if (spob2) |
392 | if (spob2) return spob2; |
309 | return spob2; |
|
|
310 | |
393 | if (spob1 && nummatch == 1) return spob1; |
311 | if (spob1 && nummatch == 1) |
|
|
312 | return spob1; |
|
|
313 | |
394 | return NULL; |
314 | return NULL; |
395 | } |
315 | } |
396 | |
316 | |
397 | /* reflwall - decides weither the (spell-)object sp_op will |
317 | /* reflwall - decides weither the (spell-)object sp_op will |
398 | * be reflected from the given mapsquare. Returns 1 if true. |
318 | * be reflected from the given mapsquare. Returns 1 if true. |
399 | * (Note that for living creatures there is a small chance that |
319 | * (Note that for living creatures there is a small chance that |
400 | * reflect_spell fails.) |
320 | * reflect_spell fails.) |
401 | * Caller should be sure it passes us valid map coordinates |
321 | * Caller should be sure it passes us valid map coordinates |
402 | * eg, updated for tiled maps. |
322 | * eg, updated for tiled maps. |
403 | */ |
323 | */ |
|
|
324 | int |
404 | int reflwall(mapstruct *m,int x,int y, object *sp_op) { |
325 | reflwall (maptile *m, int x, int y, object *sp_op) |
405 | object *op; |
326 | { |
406 | |
|
|
407 | if(OUT_OF_REAL_MAP(m,x,y)) return 0; |
327 | if (OUT_OF_REAL_MAP (m, x, y)) |
408 | for(op=get_map_ob(m,x,y);op!=NULL;op=op->above) |
|
|
409 | if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) || |
|
|
410 | sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10))) |
|
|
411 | return 1; |
|
|
412 | |
|
|
413 | return 0; |
328 | return 0; |
|
|
329 | |
|
|
330 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
|
|
331 | if (op->flag [FLAG_REFL_SPELL] |
|
|
332 | && (!op->flag [FLAG_ALIVE] |
|
|
333 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
|
|
334 | return 1; |
|
|
335 | |
|
|
336 | return 0; |
414 | } |
337 | } |
415 | |
338 | |
416 | /* cast_create_object: creates object new_op in direction dir |
339 | /* cast_create_object: creates object new_op in direction dir |
417 | * or if that is blocked, beneath the player (op). |
340 | * or if that is blocked, beneath the player (op). |
418 | * we pass 'caster', but don't use it for anything. |
341 | * we pass 'caster', but don't use it for anything. |
419 | * This is really just a simple wrapper function . |
342 | * This is really just a simple wrapper function . |
420 | * returns the direction that the object was actually placed |
343 | * returns true to indicate whether the operation was successful. |
421 | * in. |
344 | * destroys the object is unsuccessful. |
422 | */ |
345 | */ |
|
|
346 | bool |
423 | int 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) |
424 | { |
348 | { |
425 | mapstruct *m; |
349 | mapxy pos (op); |
426 | sint16 sx, sy; |
350 | pos.move (dir); |
427 | |
351 | |
428 | if(dir && |
352 | if (!pos.normalise () |
429 | ((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 |
430 | OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) { |
354 | || !new_op->can_drop_at (pos.m, pos.x, pos.y) |
431 | new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
355 | ) |
432 | new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet."); |
|
|
433 | dir = 0; |
|
|
434 | } |
356 | { |
435 | new_op->x=op->x+freearr_x[dir]; |
357 | op->failmsg ("Your spell fizzles! H<Something is in the way.>"); |
436 | new_op->y=op->y+freearr_y[dir]; |
358 | new_op->destroy (); |
437 | if (dir == 0) |
359 | return 0; |
438 | insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR); |
360 | } |
439 | else |
361 | |
440 | insert_ob_in_map(new_op,op->map,op,0); |
362 | new_op->set_flag (FLAG_IDENTIFIED); |
|
|
363 | |
|
|
364 | pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
365 | |
|
|
366 | return 1; |
|
|
367 | } |
|
|
368 | |
|
|
369 | static bool |
|
|
370 | mergable_owner (object *o1, object *o2) |
|
|
371 | { |
|
|
372 | if (o1 == o2) |
441 | return dir; |
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; |
442 | } |
385 | } |
443 | |
386 | |
444 | /* 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. |
445 | * immune_stop is basically the attacktype of the spell (why |
388 | * immune_stop is basically the attacktype of the spell (why |
446 | * passed as a different value, not sure of). If immune_stop |
389 | * passed as a different value, not sure of). If immune_stop |
447 | * has the AT_MAGIC bit set, and there is a counterwall |
390 | * has the AT_MAGIC bit set, and there is a counterwall |
448 | * 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 |
449 | * 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. |
450 | * |
393 | */ |
451 | */ |
394 | int |
452 | |
|
|
453 | int ok_to_put_more(mapstruct *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) |
454 | object *tmp; |
396 | { |
455 | int mflags; |
397 | if (!xy_normalise (m, x, y)) |
456 | mapstruct *mp; |
|
|
457 | |
|
|
458 | mp = m; |
|
|
459 | mflags = get_map_flags(m, &mp, x, y, &x, &y); |
|
|
460 | |
|
|
461 | if (mflags & P_OUT_OF_MAP) return 0; |
|
|
462 | |
|
|
463 | if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0; |
|
|
464 | |
|
|
465 | for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) { |
|
|
466 | /* If there is a counterspell on the space, and this |
|
|
467 | * object is using magic, don't progress. I believe we could |
|
|
468 | * leave this out and let in progress, and other areas of the code |
|
|
469 | * will then remove it, but that would seem to to use more |
|
|
470 | * resources, and may not work as well if a player is standing |
|
|
471 | * on top of a counterwall spell (may hit the player before being |
|
|
472 | * removed.) On the other hand, it may be more dramatic for the |
|
|
473 | * spell to actually hit the counterwall and be sucked up. |
|
|
474 | */ |
|
|
475 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
|
|
476 | (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) && |
|
|
477 | (tmp->type != WEAPON) && (tmp->type != BOW) && |
|
|
478 | (tmp->type != ARROW) && (tmp->type != GOLEM) && |
|
|
479 | (immune_stop & AT_MAGIC)) return 0; |
|
|
480 | |
|
|
481 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
482 | * limits one spell effect per space per spell. This is definately |
|
|
483 | * needed for performance reasons, and just for playability I believe. |
|
|
484 | * there are no such things as multispaced spells right now, so |
|
|
485 | * we don't need to worry about the head. |
|
|
486 | */ |
|
|
487 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && |
|
|
488 | (tmp->subtype == op->subtype)) |
|
|
489 | return 0; |
398 | return 0; |
490 | |
399 | |
|
|
400 | mapspace &ms = m->at (x, y); |
|
|
401 | ms.update (); |
|
|
402 | |
|
|
403 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
|
|
404 | return 0; |
|
|
405 | |
|
|
406 | int max_effects = 5; // max. number of similar spells per mapspace |
|
|
407 | |
|
|
408 | for (object *tmp = ms.top; tmp; tmp = tmp->below) |
|
|
409 | { |
|
|
410 | /* If there is a counterspell on the space, and this |
|
|
411 | * object is using magic, don't progress. I believe we could |
|
|
412 | * leave this out and let in progress, and other areas of the code |
|
|
413 | * will then remove it, but that would seem to to use more |
|
|
414 | * resources, and may not work as well if a player is standing |
|
|
415 | * on top of a counterwall spell (may hit the player before being |
|
|
416 | * removed.) On the other hand, it may be more dramatic for the |
|
|
417 | * spell to actually hit the counterwall and be sucked up. |
491 | /* |
418 | */ |
|
|
419 | if ((tmp->attacktype & AT_COUNTERSPELL) |
|
|
420 | && !tmp->flag [FLAG_MONSTER] |
|
|
421 | && (tmp->type != PLAYER) |
|
|
422 | && (tmp->type != WEAPON) |
|
|
423 | && (tmp->type != BOW) |
|
|
424 | && (tmp->type != ARROW) |
|
|
425 | && (tmp->type != GOLEM) |
|
|
426 | && !tmp->flag [FLAG_IS_FLOOR] // XXX: |
|
|
427 | // we special case floor here because there |
|
|
428 | // are sometimes spell effect floors |
|
|
429 | // which are used to inflict damage |
|
|
430 | // (and those shouldn't go away from |
|
|
431 | // sanctuary) see also: permanent lava |
|
|
432 | && (immune_stop & AT_MAGIC)) |
|
|
433 | return 0; |
|
|
434 | |
|
|
435 | if (tmp->type == op->type) |
|
|
436 | { |
|
|
437 | if (tmp->subtype == op->subtype |
|
|
438 | && tmp->arch == op->arch /* no harm if not comparing by name here */) |
|
|
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 | /* |
492 | * Combine similar spell effects into one spell effect. Needed for |
450 | * Combine similar spell effects into one spell effect. Needed for |
493 | * performance reasons with meteor swarm and the like, but also for |
451 | * performance reasons with meteor swarm and the like, but also for |
494 | * playability reasons. |
452 | * playability reasons. |
495 | */ |
453 | */ |
496 | if (tmp->arch == op->arch |
|
|
497 | && tmp->type == op->type |
|
|
498 | && tmp->subtype == op->subtype |
|
|
499 | && tmp->owner == op->owner |
|
|
500 | && ((tmp->subtype == SP_EXPLOSION) |
|
|
501 | || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)) |
454 | if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
502 | ) { |
455 | if (mergable_owner (tmp, op)) |
503 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
456 | { |
504 | tmp->range = MAX (tmp->range, op->range); |
457 | // if same owner, then combine, but reduce advantage of multiple spells |
505 | tmp->duration = MAX (tmp->duration, op->duration); |
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) |
506 | return 0; |
469 | return 0; |
507 | } |
470 | } |
508 | |
471 | |
509 | /* 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 |
510 | * ground to prevent it from moving along? |
473 | * ground to prevent it from moving along? |
511 | */ |
474 | */ |
512 | } |
475 | } |
|
|
476 | |
513 | /* If it passes the above tests, it must be OK */ |
477 | /* If it passes the above tests, it must be OK */ |
514 | return 1; |
478 | return 1; |
515 | } |
479 | } |
516 | |
480 | |
517 | /* fire_arch_from_position: fires an archetype. |
481 | /* fire_arch_from_position: fires an archetype. |
518 | * op: person firing the object. |
482 | * op: person firing the object. |
519 | * caster: object casting the spell. |
483 | * caster: object casting the spell. |
… | |
… | |
522 | * dir: direction to fire in. |
486 | * dir: direction to fire in. |
523 | * 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 |
524 | * to fire. |
488 | * to fire. |
525 | * returns 0 on failure, 1 on success. |
489 | * returns 0 on failure, 1 on success. |
526 | */ |
490 | */ |
527 | |
491 | int |
528 | int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, |
492 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
529 | int dir, object *spell) |
|
|
530 | { |
493 | { |
531 | object *tmp; |
|
|
532 | int mflags; |
|
|
533 | mapstruct *m; |
|
|
534 | |
|
|
535 | if(spell->other_arch==NULL) |
494 | if (!spell->other_arch) |
536 | return 0; |
495 | return 0; |
537 | |
496 | |
538 | m = op->map; |
497 | object *tmp = spell->other_arch->instance (); |
539 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
498 | |
540 | if (mflags & P_OUT_OF_MAP) { |
499 | if (!tmp) |
541 | return 0; |
500 | return 0; |
542 | } |
|
|
543 | |
501 | |
544 | tmp=arch_to_object(spell->other_arch); |
|
|
545 | |
|
|
546 | if(tmp==NULL) |
|
|
547 | return 0; |
|
|
548 | |
|
|
549 | if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) { |
|
|
550 | new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
551 | free_object(tmp); |
|
|
552 | return 0; |
|
|
553 | } |
|
|
554 | |
|
|
555 | |
|
|
556 | |
|
|
557 | 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); |
558 | tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell); |
503 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
559 | /* 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 */ |
560 | tmp->stats.food = tmp->duration; |
505 | tmp->stats.food = tmp->duration; |
561 | tmp->range=spell->range+SP_level_range_adjust(caster,spell); |
506 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
562 | tmp->attacktype = spell->attacktype; |
507 | tmp->attacktype = spell->attacktype; |
563 | tmp->x=x; |
|
|
564 | tmp->y=y; |
|
|
565 | tmp->direction=dir; |
508 | tmp->direction = dir; |
566 | if (get_owner (op) != NULL) |
509 | tmp->set_owner (op); |
567 | copy_owner (tmp, op); |
|
|
568 | else |
|
|
569 | set_owner (tmp, op); |
|
|
570 | tmp->level = caster_level (caster, spell); |
510 | tmp->level = casting_level (caster, spell); |
571 | set_spell_skill(op, caster, spell, tmp); |
511 | set_spell_skill (op, caster, spell, tmp); |
572 | |
512 | |
573 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
513 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
574 | if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) { |
514 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
575 | if(!tailor_god_spell(tmp,op)) return 0; |
515 | if (!tailor_god_spell (tmp, op)) |
576 | } |
516 | return 0; |
577 | if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) |
517 | |
|
|
518 | if (tmp->flag [FLAG_IS_TURNABLE]) |
578 | SET_ANIMATION(tmp, dir); |
519 | SET_ANIMATION (tmp, dir); |
579 | |
520 | |
580 | if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) |
521 | if ((tmp = op->map->insert (tmp, x, y, op))) |
581 | return 1; |
|
|
582 | |
|
|
583 | move_spell_effect(tmp); |
522 | move_spell_effect (tmp); |
584 | |
523 | |
585 | return 1; |
524 | return 1; |
586 | } |
525 | } |
587 | |
|
|
588 | |
|
|
589 | |
526 | |
590 | /***************************************************************************** |
527 | /***************************************************************************** |
591 | * |
528 | * |
592 | * Code related to rods - perhaps better located in another file? |
529 | * Code related to rods - perhaps better located in another file? |
593 | * |
530 | * |
594 | ****************************************************************************/ |
531 | ****************************************************************************/ |
595 | |
532 | void |
596 | void regenerate_rod(object *rod) { |
533 | regenerate_rod (object *rod) |
|
|
534 | { |
597 | if (rod->stats.hp < rod->stats.maxhp) { |
535 | if (rod->stats.hp < rod->stats.maxhp) |
598 | rod->stats.hp+= 1 + rod->stats.maxhp/10; |
536 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20); |
599 | |
|
|
600 | if (rod->stats.hp > rod->stats.maxhp) |
|
|
601 | rod->stats.hp = rod->stats.maxhp; |
|
|
602 | } |
|
|
603 | } |
537 | } |
604 | |
538 | |
605 | |
539 | void |
606 | void drain_rod_charge(object *rod) { |
540 | drain_rod_charge (object *rod) |
|
|
541 | { |
607 | 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); |
608 | } |
543 | } |
609 | |
|
|
610 | |
|
|
611 | |
|
|
612 | |
544 | |
613 | /* this function is commonly used to find a friendly target for |
545 | /* this function is commonly used to find a friendly target for |
614 | * spells such as heal or protection or armour |
546 | * spells such as heal or protection or armour |
615 | * op is what is looking for the target (which can be a player), |
547 | * op is what is looking for the target (which can be a player), |
616 | * dir is the direction we are looking in. Return object found, or |
548 | * dir is the direction we are looking in. Return object found, or |
617 | * NULL if no good object. |
549 | * NULL if no good object. |
618 | */ |
550 | */ |
619 | |
551 | object * |
620 | object *find_target_for_friendly_spell(object *op,int dir) { |
552 | find_target_for_friendly_spell (object *op, int dir) |
|
|
553 | { |
621 | object *tmp; |
554 | object *tmp; |
622 | mapstruct *m; |
|
|
623 | sint16 x, y; |
|
|
624 | int mflags; |
|
|
625 | |
555 | |
626 | /* I don't really get this block - if op isn't a player or rune, |
556 | /* I don't really get this block - if op isn't a player or rune, |
627 | * we then make the owner of this object the target. |
557 | * we then make the owner of this object the target. |
628 | * The owner could very well be no where near op. |
558 | * The owner could very well be no where near op. |
629 | */ |
559 | */ |
630 | if(op->type!=PLAYER && op->type!=RUNE) { |
560 | if (op->type != PLAYER && op->type != RUNE) |
631 | tmp=get_owner(op); |
561 | { |
|
|
562 | tmp = op->owner; |
632 | /* 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 |
633 | * to the caster. |
564 | * to the caster. |
634 | */ |
565 | */ |
635 | if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; |
566 | if (!tmp || !tmp->flag [FLAG_MONSTER]) |
|
|
567 | tmp = op; |
|
|
568 | } |
|
|
569 | else |
636 | } |
570 | { |
637 | else { |
571 | maptile *m = op->map; |
638 | m = op->map; |
572 | sint16 x = op->x + freearr_x[dir]; |
639 | x = op->x+freearr_x[dir]; |
573 | sint16 y = op->y + freearr_y[dir]; |
640 | y = op->y+freearr_y[dir]; |
574 | |
641 | |
575 | tmp = xy_normalise (m, x, y) |
642 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
576 | ? m->at (x, y).player () |
643 | |
577 | : 0; |
644 | if (mflags & P_OUT_OF_MAP) |
|
|
645 | tmp=NULL; |
|
|
646 | else { |
|
|
647 | for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) |
|
|
648 | if(tmp->type==PLAYER) |
|
|
649 | break; |
|
|
650 | } |
|
|
651 | } |
578 | } |
|
|
579 | |
652 | /* didn't find a player there, look in current square for a player */ |
580 | /* didn't find a player there, look in current square for a player */ |
653 | if(tmp==NULL) |
581 | if (!tmp) |
654 | for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) |
582 | tmp = op->ms ().player (); |
655 | { |
|
|
656 | if(tmp->type==PLAYER) |
|
|
657 | break; |
|
|
658 | /* Don't forget to browse inside transports ! - gros 2006/07/25 */ |
|
|
659 | if(tmp->type==TRANSPORT) |
|
|
660 | { |
|
|
661 | object* inv; |
|
|
662 | for (inv=tmp->inv; inv; inv=inv->below) |
|
|
663 | { |
|
|
664 | if ((inv->type == PLAYER) && (op == inv)) |
|
|
665 | return inv; |
|
|
666 | } |
|
|
667 | } |
|
|
668 | } |
|
|
669 | |
583 | |
670 | return tmp; |
584 | return tmp; |
671 | } |
585 | } |
672 | |
|
|
673 | |
|
|
674 | |
586 | |
675 | /* raytrace: |
587 | /* raytrace: |
676 | * 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 |
677 | * 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 |
678 | * live objects. |
590 | * live objects. |
… | |
… | |
681 | * monsters/generators only. If not, the spell will hunt players only. |
593 | * monsters/generators only. If not, the spell will hunt players only. |
682 | * 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 |
683 | * any, otherwise -1. |
595 | * any, otherwise -1. |
684 | * 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. |
685 | */ |
597 | */ |
686 | |
598 | int |
687 | int spell_find_dir(mapstruct *m, int x, int y, object *exclude) { |
599 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
|
|
600 | { |
688 | int i,max=SIZEOFFREE; |
601 | int i, max = SIZEOFFREE; |
689 | sint16 nx,ny; |
602 | sint16 nx, ny; |
690 | int owner_type=0, mflags; |
603 | int owner_type = 0, mflags; |
691 | object *tmp; |
604 | object *tmp; |
692 | mapstruct *mp; |
605 | maptile *mp; |
693 | |
606 | |
694 | if (exclude && exclude->head) |
607 | if (exclude && exclude->head) |
695 | exclude = exclude->head; |
608 | exclude = exclude->head; |
696 | if (exclude && exclude->type) |
609 | if (exclude && exclude->type) |
697 | owner_type = exclude->type; |
610 | owner_type = exclude->type; |
698 | |
611 | |
699 | for(i=rndm(1, 8);i<max;i++) { |
612 | for (i = rndm (1, 8); i < max; i++) |
|
|
613 | { |
700 | nx = x + freearr_x[i]; |
614 | nx = x + freearr_x[i]; |
701 | ny = y + freearr_y[i]; |
615 | ny = y + freearr_y[i]; |
702 | mp = m; |
616 | mp = m; |
703 | mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); |
617 | mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
704 | if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; |
618 | if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
|
|
619 | continue; |
705 | |
620 | |
706 | tmp=get_map_ob(mp,nx,ny); |
621 | tmp = GET_MAP_OB (mp, nx, ny); |
707 | |
622 | |
708 | while(tmp!=NULL && (((owner_type==PLAYER && |
623 | while (tmp != NULL && (((owner_type == PLAYER && |
709 | !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) || |
624 | !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) || |
710 | (owner_type!=PLAYER && tmp->type!=PLAYER)) || |
625 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
711 | (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
|
|
712 | tmp=tmp->above; |
626 | tmp = tmp->above; |
713 | |
627 | |
714 | if(tmp!=NULL && can_see_monsterP(m,x,y,i)) |
628 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
715 | return freedir[i]; |
629 | return freedir[i]; |
716 | } |
630 | } |
717 | return -1; /* flag for "keep going the way you were" */ |
631 | return -1; /* flag for "keep going the way you were" */ |
718 | } |
632 | } |
719 | |
|
|
720 | |
|
|
721 | |
633 | |
722 | /* put_a_monster: puts a monster named monstername near by |
634 | /* put_a_monster: puts a monster named monstername near by |
723 | * op. This creates the treasures for the monsters, and |
635 | * op. This creates the treasures for the monsters, and |
724 | * also deals with multipart monsters properly. |
636 | * also deals with multipart monsters properly. |
725 | */ |
637 | */ |
726 | |
638 | static void |
727 | void put_a_monster(object *op,const char *monstername) { |
639 | put_a_monster (object *op, const char *monstername) |
|
|
640 | { |
728 | object *tmp,*head=NULL,*prev=NULL; |
641 | object *tmp, *head = NULL, *prev = NULL; |
729 | archetype *at; |
642 | archetype *at; |
730 | int dir; |
643 | int dir; |
731 | |
644 | |
732 | /* Handle cases where we are passed a bogus mosntername */ |
645 | /* Handle cases where we are passed a bogus mosntername */ |
733 | |
646 | |
734 | if((at=find_archetype(monstername))==NULL) return; |
647 | if ((at = archetype::find (monstername)) == NULL) |
|
|
648 | return; |
735 | |
649 | |
736 | /* find a free square nearby |
650 | /* find a free square nearby |
737 | * first we check the closest square for free squares |
651 | * first we check the closest square for free squares |
738 | */ |
652 | */ |
739 | |
653 | |
740 | 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); |
741 | if(dir!=-1) { |
655 | if (dir != -1) |
|
|
656 | { |
742 | /* This is basically grabbed for generate monster. Fixed 971225 to |
657 | /* This is basically grabbed for generate monster. Fixed 971225 to |
743 | * insert multipart monsters properly |
658 | * insert multipart monsters properly |
744 | */ |
659 | */ |
745 | while (at!=NULL) { |
660 | //TODO: use expand_tail + ... |
746 | tmp=arch_to_object(at); |
661 | while (at != NULL) |
|
|
662 | { |
|
|
663 | tmp = at->instance (); |
747 | tmp->x=op->x+freearr_x[dir]+at->clone.x; |
664 | tmp->x = op->x + freearr_x[dir] + at->x; |
748 | tmp->y=op->y+freearr_y[dir]+at->clone.y; |
665 | tmp->y = op->y + freearr_y[dir] + at->y; |
749 | tmp->map = op->map; |
666 | tmp->map = op->map; |
750 | if (head) { |
667 | if (head) |
751 | tmp->head=head; |
668 | { |
752 | prev->more=tmp; |
669 | tmp->head = head; |
753 | } |
670 | prev->more = tmp; |
754 | if (!head) head=tmp; |
671 | } |
755 | prev=tmp; |
|
|
756 | at=at->more; |
|
|
757 | } |
|
|
758 | |
672 | |
|
|
673 | if (!head) |
|
|
674 | head = tmp; |
|
|
675 | |
|
|
676 | prev = tmp; |
|
|
677 | |
|
|
678 | at = (archetype *)at->more; |
|
|
679 | } |
|
|
680 | |
759 | if (head->randomitems) |
681 | if (head->randomitems) |
760 | create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); |
682 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
761 | |
683 | |
762 | insert_ob_in_map(head,op->map,op,0); |
684 | insert_ob_in_map (head, op->map, op, 0); |
763 | |
685 | |
764 | /* thought it'd be cool to insert a burnout, too.*/ |
686 | /* thought it'd be cool to insert a burnout, too. */ |
765 | tmp=get_archetype("burnout"); |
687 | op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
766 | tmp->map = op->map; |
|
|
767 | tmp->x=op->x+freearr_x[dir]; |
|
|
768 | tmp->y=op->y+freearr_y[dir]; |
|
|
769 | insert_ob_in_map(tmp,op->map,op,0); |
|
|
770 | } |
688 | } |
771 | } |
689 | } |
772 | |
690 | |
773 | /* peterm: function which summons hostile monsters and |
691 | /* peterm: function which summons hostile monsters and |
774 | * places them in nearby squares. |
692 | * places them in nearby squares. |
… | |
… | |
781 | * 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 |
782 | * 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 |
783 | * never used. This is however used by various failures on the |
701 | * never used. This is however used by various failures on the |
784 | * players part (alchemy, reincarnation, etc) |
702 | * players part (alchemy, reincarnation, etc) |
785 | */ |
703 | */ |
786 | |
704 | int |
787 | int summon_hostile_monsters(object *op,int n,const char *monstername){ |
705 | summon_hostile_monsters (object *op, int n, const char *monstername) |
|
|
706 | { |
788 | int i; |
707 | int i; |
|
|
708 | |
789 | for(i=0;i<n;i++) |
709 | for (i = 0; i < n; i++) |
790 | put_a_monster(op,monstername); |
710 | put_a_monster (op, monstername); |
791 | |
711 | |
792 | return n; |
712 | return n; |
793 | } |
713 | } |
794 | |
714 | |
795 | |
715 | |
796 | /* Some local definitions for shuffle-attack */ |
716 | /* Some local definitions for shuffle-attack */ |
797 | struct attacktype_shuffle { |
717 | struct attacktype_shuffle |
|
|
718 | { |
798 | int attacktype; |
719 | int attacktype; |
799 | int face; |
720 | int face; |
800 | } ATTACKS[22] = { |
721 | } ATTACKS[22] = |
|
|
722 | { |
801 | {AT_PHYSICAL,0}, |
723 | { AT_PHYSICAL, 0}, |
802 | {AT_PHYSICAL,0}, /*face = explosion*/ |
724 | { AT_PHYSICAL, 0}, /*face = explosion */ |
803 | {AT_PHYSICAL,0}, |
725 | { AT_PHYSICAL, 0}, |
804 | {AT_MAGIC,1}, |
726 | { AT_MAGIC, 1}, |
805 | {AT_MAGIC,1}, /* face = last-burnout */ |
727 | { AT_MAGIC, 1}, /* face = last-burnout */ |
806 | {AT_MAGIC,1}, |
728 | { AT_MAGIC, 1}, |
807 | {AT_FIRE,2}, |
729 | { AT_FIRE, 2}, |
808 | {AT_FIRE,2}, /* face = fire.... */ |
730 | { AT_FIRE, 2}, /* face = fire.... */ |
809 | {AT_FIRE,2}, |
731 | { AT_FIRE, 2}, |
810 | {AT_ELECTRICITY,3}, |
732 | { AT_ELECTRICITY, 3}, |
811 | {AT_ELECTRICITY,3}, /* ball_lightning */ |
733 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
812 | {AT_ELECTRICITY,3}, |
734 | { AT_ELECTRICITY, 3}, |
813 | {AT_COLD,4}, |
|
|
814 | {AT_COLD,4}, /* face=icestorm*/ |
|
|
815 | {AT_COLD,4}, |
735 | { AT_COLD, 4}, |
|
|
736 | { AT_COLD, 4}, /* face=icestorm */ |
|
|
737 | { AT_COLD, 4}, |
816 | {AT_CONFUSION,5}, |
738 | { AT_CONFUSION, 5}, |
817 | {AT_POISON,7}, |
739 | { AT_POISON, 7}, |
818 | {AT_POISON,7}, /* face = acid sphere. generator */ |
740 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
819 | {AT_POISON,7}, /* poisoncloud face */ |
741 | { AT_POISON, 7}, /* poisoncloud face */ |
820 | {AT_SLOW,8}, |
742 | { AT_SLOW, 8}, |
821 | {AT_PARALYZE,9}, |
743 | { AT_PARALYZE, 9}, |
822 | {AT_FEAR,10} }; |
744 | { AT_FEAR, 10}, |
823 | |
745 | }; |
824 | |
|
|
825 | |
746 | |
826 | /* shuffle_attack: peterm |
747 | /* shuffle_attack: peterm |
827 | * This routine shuffles the attack of op to one of the |
748 | * This routine shuffles the attack of op to one of the |
828 | * ones in the list. It does this at random. It also |
749 | * ones in the list. It does this at random. It also |
829 | * chooses a face appropriate to the attack that is |
750 | * chooses a face appropriate to the attack that is |
… | |
… | |
837 | * would be nice. |
758 | * would be nice. |
838 | * I also fixed a bug here in that attacktype was |= - |
759 | * I also fixed a bug here in that attacktype was |= - |
839 | * to me, that would be that it would quickly get all |
760 | * to me, that would be that it would quickly get all |
840 | * attacktypes, which probably wasn't the intent. MSW 2003-06-03 |
761 | * attacktypes, which probably wasn't the intent. MSW 2003-06-03 |
841 | */ |
762 | */ |
|
|
763 | void |
842 | void shuffle_attack(object *op,int change_face) |
764 | shuffle_attack (object *op, int change_face) |
843 | { |
765 | { |
844 | int i; |
766 | int i; |
|
|
767 | |
845 | i=rndm(0, 21); |
768 | i = rndm (0, 21); |
846 | |
769 | |
847 | op->attacktype=ATTACKS[i].attacktype|AT_MAGIC; |
770 | op->attacktype = ATTACKS[i].attacktype | AT_MAGIC; |
848 | |
771 | |
849 | if(change_face) { |
772 | if (change_face) |
|
|
773 | { |
850 | SET_ANIMATION(op, ATTACKS[i].face); |
774 | SET_ANIMATION (op, ATTACKS[i].face); |
851 | } |
775 | } |
852 | } |
776 | } |
853 | |
|
|
854 | |
777 | |
855 | /* prayer_failure: This is called when a player fails |
778 | /* prayer_failure: This is called when a player fails |
856 | * at casting a prayer. |
779 | * at casting a prayer. |
857 | * op is the player. |
780 | * op is the player. |
858 | * failure is basically how much grace they had. |
781 | * failure is basically how much grace they had. |
859 | * 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. |
860 | */ |
783 | */ |
861 | |
784 | |
|
|
785 | #define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>" |
|
|
786 | |
|
|
787 | static void |
862 | void prayer_failure(object *op, int failure,int power) |
788 | prayer_failure (object *op, int failure, int power) |
863 | { |
789 | { |
864 | const char *godname; |
790 | const char *godname; |
865 | object *tmp; |
791 | object *tmp; |
866 | |
792 | |
867 | if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; |
793 | if (!strcmp ((godname = determine_god (op)), "none")) |
|
|
794 | godname = "Your spirit"; |
868 | |
795 | |
869 | if(failure<= -20 && failure > -40) /* wonder */ |
796 | if (failure <= -20 && failure > -40) /* wonder */ |
870 | { |
797 | { |
871 | 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); |
872 | tmp = get_archetype(SPELL_WONDER); |
799 | tmp = archetype::get (SPELL_WONDER); |
873 | cast_cone(op,op,0,tmp); |
800 | cast_cone (op, op, 0, tmp); |
874 | free_object(tmp); |
801 | tmp->destroy (); |
875 | } |
802 | } |
876 | |
803 | |
877 | else if (failure <= -40 && failure > -60) /* confusion */ |
804 | else if (failure <= -40 && failure > -60) /* confusion */ |
878 | { |
805 | { |
879 | new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!"); |
806 | op->failmsg ("Your diety touches your mind!" HINT_GRACE); |
880 | confuse_player(op,op,99); |
807 | confuse_player (op, op, 99); |
881 | } |
808 | } |
882 | else if (failure <= -60 && failure> -150) /* paralysis */ |
809 | else if (failure <= -60 && failure > -150) /* paralysis */ |
883 | { |
810 | { |
884 | new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname); |
811 | op->failmsgf ("%s requires you to pray NOW. " |
885 | new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else."); |
812 | "You comply, ignoring all else." HINT_GRACE, |
|
|
813 | godname); |
886 | paralyze_player(op,op,99); |
814 | paralyze_player (op, op, 99); |
887 | } |
815 | } |
888 | else if (failure <= -150) /* blast the immediate area */ |
816 | else if (failure <= -150) /* blast the immediate area */ |
889 | { |
817 | { |
890 | tmp = get_archetype(GOD_POWER); |
818 | tmp = archetype::get (GOD_POWER); |
891 | new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname); |
819 | op->failmsgf ("%s smites you!" HINT_GRACE, godname); |
892 | cast_magic_storm(op,tmp, power); |
820 | cast_magic_storm (op, tmp, power); |
893 | } |
821 | } |
894 | } |
822 | } |
895 | |
823 | |
896 | /* |
824 | /* |
897 | * spell_failure() handles the various effects for differing degrees |
825 | * spell_failure() handles the various effects for differing degrees |
898 | * of failure badness. |
826 | * of failure badness. |
899 | * op is the player that failed. |
827 | * op is the player that failed. |
900 | * failure is a random value of how badly you failed. |
828 | * failure is a random value of how badly you failed. |
901 | * 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. |
902 | * skill is the skill you'd need to cast the spell. |
830 | * skill is the skill you'd need to cast the spell. |
903 | */ |
831 | */ |
904 | |
832 | void |
905 | void spell_failure(object *op, int failure,int power, object *skill) |
833 | spell_failure (object *op, int failure, int power, object *skill) |
906 | { |
834 | { |
907 | object *tmp; |
835 | object *tmp; |
908 | |
836 | |
909 | if (settings.spell_failure_effects == FALSE) |
837 | if (settings.spell_failure_effects == FALSE) |
910 | return; |
838 | return; |
911 | |
839 | |
912 | if (failure<=-20 && failure > -40) /* wonder */ |
840 | if (failure <= -20 && failure > -40) /* wonder */ |
913 | { |
841 | { |
914 | new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect."); |
842 | op->failmsg ("Your spell causes an unexpected effect."); |
915 | tmp = get_archetype(SPELL_WONDER); |
843 | tmp = archetype::get (SPELL_WONDER); |
916 | cast_cone(op,op,0,tmp); |
844 | cast_cone (op, op, 0, tmp); |
917 | free_object(tmp); |
845 | tmp->destroy (); |
918 | } |
846 | } |
919 | |
847 | |
920 | else if (failure <= -40 && failure > -60) /* confusion */ |
848 | else if (failure <= -40 && failure > -60) /* confusion */ |
921 | { |
849 | { |
922 | 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!"); |
923 | confuse_player(op,op,99); |
851 | confuse_player (op, op, 99); |
924 | } |
852 | } |
925 | else if (failure <= -60 && failure> -80) /* paralysis */ |
853 | else if (failure <= -60 && failure > -80) /* paralysis */ |
926 | { |
854 | { |
927 | new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); |
855 | op->failmsg ("Your magic stuns you!"); |
928 | paralyze_player(op,op,99); |
856 | paralyze_player (op, op, 99); |
929 | } |
857 | } |
930 | else if (failure <= -80) /* blast the immediate area */ |
858 | else if (failure <= -80) /* blast the immediate area */ |
931 | { |
859 | { |
932 | object *tmp; |
860 | object *tmp; |
|
|
861 | |
933 | /* 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 */ |
934 | 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) |
935 | new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); |
|
|
936 | hit_player(op,9998,op,AT_INTERNAL,1); |
|
|
937 | |
|
|
938 | } else { |
|
|
939 | new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!"); |
|
|
940 | tmp=get_archetype(LOOSE_MANA); |
|
|
941 | tmp->level=skill->level; |
|
|
942 | tmp->x=op->x; |
|
|
943 | tmp->y=op->y; |
|
|
944 | |
|
|
945 | /* increase the area of destruction a little for more powerful spells */ |
|
|
946 | tmp->range+=isqrt(power); |
|
|
947 | |
|
|
948 | if (power>25) tmp->stats.dam = 25 + isqrt(power); |
|
|
949 | else tmp->stats.dam=power; /* nasty recoils! */ |
|
|
950 | |
|
|
951 | tmp->stats.maxhp=tmp->count; |
|
|
952 | insert_ob_in_map(tmp,op->map,NULL,0); |
|
|
953 | } |
|
|
954 | } |
|
|
955 | } |
|
|
956 | |
|
|
957 | int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) |
|
|
958 | { |
|
|
959 | int success; |
|
|
960 | player *pl; |
|
|
961 | object *spell; |
|
|
962 | |
|
|
963 | if ( !spell_ob->other_arch ) |
|
|
964 | { |
864 | { |
965 | LOG( llevError, "cast_party_spell: empty other arch\n" ); |
865 | op->failmsg ("The magic warps and you are turned inside out!"); |
966 | return 0; |
866 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
|
|
867 | |
967 | } |
868 | } |
968 | spell = arch_to_object( spell_ob->other_arch ); |
869 | else |
969 | |
|
|
970 | /* Always cast spell on caster */ |
|
|
971 | success = cast_spell( op, caster, dir, spell, stringarg ); |
|
|
972 | |
|
|
973 | if ( caster->contr->party == NULL ) |
|
|
974 | { |
870 | { |
975 | remove_ob( spell ); |
871 | op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!"); |
976 | return success; |
872 | tmp = archetype::get (LOOSE_MANA); |
|
|
873 | tmp->level = skill->level; |
|
|
874 | |
|
|
875 | /* increase the area of destruction a little for more powerful spells */ |
|
|
876 | tmp->range += isqrt (power); |
|
|
877 | |
|
|
878 | if (power > 25) |
|
|
879 | tmp->stats.dam = 25 + isqrt (power); |
|
|
880 | else |
|
|
881 | tmp->stats.dam = power; /* nasty recoils! */ |
|
|
882 | |
|
|
883 | tmp->stats.maxhp = tmp->count; |
|
|
884 | |
|
|
885 | tmp->insert_at (op); |
977 | } |
886 | } |
978 | for( pl=first_player; pl!=NULL; pl=pl->next ) |
887 | } |
979 | if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) ) |
888 | } |
980 | { |
889 | |
981 | cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg ); |
890 | static int |
982 | } |
891 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
983 | remove_ob( spell ); |
892 | { |
|
|
893 | if (!spell_ob->other_arch) |
|
|
894 | { |
|
|
895 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
|
|
896 | return 0; |
|
|
897 | } |
|
|
898 | |
|
|
899 | object *spell = spell_ob->other_arch->instance (); |
|
|
900 | |
|
|
901 | /* Always cast spell on caster */ |
|
|
902 | int success = cast_spell (op, caster, dir, spell, spellparam); |
|
|
903 | |
|
|
904 | if (!op->contr || !op->contr->party) |
|
|
905 | { |
|
|
906 | spell->remove (); |
984 | return success; |
907 | return success; |
985 | } |
908 | } |
|
|
909 | |
|
|
910 | for_all_players (pl) |
|
|
911 | if ((pl->ob->contr->party == op->contr->party) |
|
|
912 | && on_same_map (pl->ob, op) |
|
|
913 | && pl->ob != op) |
|
|
914 | cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam); |
|
|
915 | |
|
|
916 | spell->remove (); |
|
|
917 | return success; |
|
|
918 | } |
986 | |
919 | |
987 | /* This is where the main dispatch when someone casts a spell. |
920 | /* This is where the main dispatch when someone casts a spell. |
988 | * |
921 | * |
989 | * op is the creature that is owner of the object that is casting the spell - |
922 | * op is the creature that is owner of the object that is casting the spell - |
990 | * eg, the player or monster. |
923 | * eg, the player or monster. |
… | |
… | |
992 | * same as op. |
925 | * same as op. |
993 | * 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 |
994 | * is self only, dir really doesn't make a difference. |
927 | * is self only, dir really doesn't make a difference. |
995 | * 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, |
996 | * we can determine what to do. |
929 | * we can determine what to do. |
997 | * 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 |
998 | * 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 |
999 | * 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, |
1000 | * etc. |
933 | * etc. |
1001 | * 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 |
1002 | * 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 |
… | |
… | |
1009 | * |
942 | * |
1010 | * 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), |
1011 | * this function will decrease the mana/grace appropriately. For other |
944 | * this function will decrease the mana/grace appropriately. For other |
1012 | * objects, the caller should do what it considers appropriate. |
945 | * objects, the caller should do what it considers appropriate. |
1013 | */ |
946 | */ |
1014 | |
947 | int |
1015 | int 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) |
1016 | |
949 | { |
1017 | const char *godname; |
950 | const char *godname; |
1018 | int success=0,mflags, cast_level=0, old_shoottype; |
951 | int success = 0; |
1019 | object *skill=NULL; |
|
|
1020 | |
952 | |
1021 | 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 |
1022 | |
956 | |
1023 | if (!spell_ob) { |
957 | if (!spell_ob) |
|
|
958 | { |
1024 | LOG(llevError,"cast_spell: null spell object passed\n"); |
959 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1025 | return 0; |
960 | return 0; |
1026 | } |
961 | } |
1027 | if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit"; |
|
|
1028 | |
962 | |
|
|
963 | if (!strcmp ((godname = determine_god (op)), "none")) |
|
|
964 | godname = "A random spirit"; |
|
|
965 | |
1029 | /* the caller should set caster to op if appropriate */ |
966 | /* the caller should set caster to op if appropriate */ |
1030 | if (!caster) { |
967 | if (!caster) |
|
|
968 | { |
1031 | LOG(llevError,"cast_spell: null caster object passed\n"); |
969 | LOG (llevError, "cast_spell: null caster object passed\n"); |
1032 | return 0; |
970 | return 0; |
1033 | } |
971 | } |
1034 | |
972 | |
1035 | /* 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 |
1036 | * an issue, because they don't have any spellpaths set up. |
974 | * an issue, because they don't have any spellpaths set up. |
1037 | */ |
975 | */ |
1038 | if (caster->path_denied & spell_ob->path_attuned) { |
976 | if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST]) |
1039 | new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you."); |
|
|
1040 | return 0; |
|
|
1041 | } |
977 | { |
|
|
978 | op->failmsg ("That spell path is denied to you."); |
|
|
979 | return 0; |
|
|
980 | } |
1042 | |
981 | |
|
|
982 | object *skill = 0; |
|
|
983 | |
1043 | /* 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 |
1044 | * (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 |
1045 | * checks. We let monsters do special things - eg, they |
986 | * checks. We let monsters do special things - eg, they |
1046 | * 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 |
1047 | * should take care of that. |
988 | * should take care of that. |
1048 | * 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 |
1049 | * 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 |
1050 | * at least process that code. |
991 | * at least process that code. |
1051 | */ |
992 | */ |
1052 | if (op->type == PLAYER && op == caster) { |
993 | if (op->type == PLAYER && op == caster) |
1053 | cast_level = caster_level(caster, spell_ob); |
994 | { |
1054 | if (spell_ob->skill) { |
995 | if (spell_ob->skill) |
|
|
996 | { |
1055 | skill = find_skill_by_name(op, spell_ob->skill); |
997 | skill = find_skill_by_name (op, spell_ob->skill); |
|
|
998 | |
1056 | if (!skill) { |
999 | if (!skill) |
1057 | new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.", |
|
|
1058 | spell_ob->skill, spell_ob->name); |
|
|
1059 | return 0; |
|
|
1060 | } |
|
|
1061 | if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) { |
|
|
1062 | new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell."); |
|
|
1063 | return 0; |
|
|
1064 | } |
|
|
1065 | } |
|
|
1066 | /* If the caster is the wiz, they don't ever fail, and don't have |
|
|
1067 | * to have sufficient grace/mana. |
|
|
1068 | */ |
|
|
1069 | if (!QUERY_FLAG(op, FLAG_WIZ)) { |
|
|
1070 | if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) && |
|
|
1071 | SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) { |
|
|
1072 | new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana."); |
|
|
1073 | return 0; |
|
|
1074 | } |
|
|
1075 | if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) && |
|
|
1076 | SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) { |
|
|
1077 | if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace - |
|
|
1078 | 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) { |
|
|
1079 | new_draw_info_format(NDI_UNIQUE, 0,op, |
|
|
1080 | "%s grants your prayer, though you are unworthy.",godname); |
|
|
1081 | } |
|
|
1082 | else { |
|
|
1083 | prayer_failure(op,op->stats.grace, |
|
|
1084 | SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace); |
|
|
1085 | new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname); |
|
|
1086 | return 0; |
|
|
1087 | } |
|
|
1088 | } |
|
|
1089 | |
|
|
1090 | /* player/monster is trying to cast the spell. might fumble it */ |
|
|
1091 | if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) < |
|
|
1092 | (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) { |
|
|
1093 | play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); |
|
|
1094 | new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell."); |
|
|
1095 | if (settings.casting_time == TRUE) { |
|
|
1096 | op->casting_time = -1; |
|
|
1097 | } |
|
|
1098 | op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW); |
|
|
1099 | return 0; |
|
|
1100 | } else if (spell_ob->stats.sp) { |
|
|
1101 | int failure = random_roll(0, 199, op, PREFER_HIGH) - |
|
|
1102 | op->contr->encumbrance +op->level - spell_ob->level +35; |
|
|
1103 | |
|
|
1104 | if( failure < 0) { |
|
|
1105 | new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use."); |
|
|
1106 | if (settings.spell_failure_effects == TRUE) |
|
|
1107 | spell_failure(op,failure, |
|
|
1108 | SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), |
|
|
1109 | skill); |
|
|
1110 | op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1111 | op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW); |
|
|
1112 | return 0; |
|
|
1113 | } |
|
|
1114 | } |
|
|
1115 | } |
|
|
1116 | } |
|
|
1117 | |
|
|
1118 | mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL); |
|
|
1119 | |
|
|
1120 | /* See if we can cast a spell here. If the caster and op are |
|
|
1121 | * not alive, then this would mean that the mapmaker put the |
|
|
1122 | * objects on the space - presume that they know what they are |
|
|
1123 | * doing. |
|
|
1124 | */ |
|
|
1125 | if (spell_ob->type == SPELL |
|
|
1126 | && (mflags & P_SAFE || caster->type != POTION) // elmex: prevent potions from casting on safe maps |
|
|
1127 | && !QUERY_FLAG(op, FLAG_WIZCAST) |
|
|
1128 | && (QUERY_FLAG(caster, FLAG_ALIVE) |
|
|
1129 | || QUERY_FLAG(op, FLAG_ALIVE)) |
|
|
1130 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) |
|
|
1131 | || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
|
|
1132 | { |
|
|
1133 | if (op->type!=PLAYER) |
|
|
1134 | return 0; |
|
|
1135 | |
|
|
1136 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
|
|
1137 | new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname); |
|
|
1138 | else if (mflags & P_SAFE) |
|
|
1139 | new_draw_info(NDI_UNIQUE, 0,op, |
|
|
1140 | "This ground is sacred! The gods prevent any magical effects done by you here!."); |
|
|
1141 | else |
|
|
1142 | switch(op->contr->shoottype) |
|
|
1143 | { |
1000 | { |
1144 | case range_magic: |
1001 | op->failmsgf ("You need the %s skill to cast %s! " |
1145 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting."); |
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); |
1146 | break; |
1005 | return 0; |
1147 | case range_misc: |
|
|
1148 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item."); |
|
|
1149 | break; |
|
|
1150 | case range_golem: |
|
|
1151 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll."); |
|
|
1152 | break; |
|
|
1153 | default: |
|
|
1154 | break; |
|
|
1155 | } |
1006 | } |
1156 | return 0; |
1007 | |
|
|
1008 | const char *msg = ""; |
|
|
1009 | |
|
|
1010 | int caster_level = skill->level; |
|
|
1011 | |
|
|
1012 | if (op->path_attuned & spell_ob->path_attuned) |
|
|
1013 | { |
|
|
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 ()) |
|
|
1030 | return 0; |
|
|
1031 | } |
1157 | } |
1032 | } |
1158 | |
1033 | |
1159 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { |
1034 | /* If the caster is the wiz, they don't ever fail, and don't have |
1160 | if (op->casting_time==-1) { /* begin the casting */ |
1035 | * to have sufficient grace/mana. |
1161 | op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob)); |
|
|
1162 | op->spell = spell_ob; |
|
|
1163 | /* put the stringarg into the object struct so that when the |
|
|
1164 | * spell is actually cast, it knows about the stringarg. |
|
|
1165 | * necessary for the invoke command spells. |
|
|
1166 | */ |
1036 | */ |
1167 | if(stringarg) { |
1037 | if (!op->flag [FLAG_WIZCAST]) |
1168 | op->spellarg = strdup_local(stringarg); |
1038 | { |
|
|
1039 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
|
|
1040 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
|
|
1041 | { |
|
|
1042 | op->failmsg ("You don't have enough mana!"); |
|
|
1043 | return 0; |
|
|
1044 | } |
|
|
1045 | |
|
|
1046 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
|
|
1047 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
|
|
1048 | { |
|
|
1049 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
|
|
1050 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
|
|
1051 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
|
|
1052 | else |
|
|
1053 | { |
|
|
1054 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
|
|
1055 | op->failmsgf ("%s ignores your prayer.", godname); |
|
|
1056 | return 0; |
|
|
1057 | } |
|
|
1058 | } |
|
|
1059 | |
|
|
1060 | /* player/monster is trying to cast the spell. might fumble it */ |
|
|
1061 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
|
|
1062 | (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis])) |
|
|
1063 | { |
|
|
1064 | op->contr->play_sound (sound_find ("fumble_spell")); |
|
|
1065 | op->failmsg ("You fumble the prayer."); |
|
|
1066 | |
|
|
1067 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
|
|
1068 | return 0; |
|
|
1069 | } |
|
|
1070 | else if (spell_ob->stats.sp) |
|
|
1071 | { |
|
|
1072 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
|
|
1073 | |
|
|
1074 | if (failure < 0) |
|
|
1075 | { |
|
|
1076 | op->failmsg ("You bungle the spell because you have too much heavy equipment in use."); |
|
|
1077 | if (settings.spell_failure_effects == TRUE) |
|
|
1078 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
|
|
1079 | |
|
|
1080 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
|
|
1081 | return 0; |
|
|
1082 | } |
|
|
1083 | } |
|
|
1084 | } |
1169 | } |
1085 | } |
1170 | else op->spellarg=NULL; |
1086 | |
|
|
1087 | int mflags = op->ms ().flags (); |
|
|
1088 | |
|
|
1089 | /* See if we can cast a spell here. If the caster and op are |
|
|
1090 | * not alive, then this would mean that the mapmaker put the |
|
|
1091 | * objects on the space - presume that they know what they are |
|
|
1092 | * doing. |
|
|
1093 | */ |
|
|
1094 | |
|
|
1095 | if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
|
|
1096 | { |
|
|
1097 | op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood |
|
|
1098 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1171 | return 0; |
1099 | return 0; |
1172 | } |
1100 | } |
1173 | else if (op->casting_time != 0) { |
1101 | |
|
|
1102 | if ((spell_ob->type == SPELL) |
|
|
1103 | && (caster->type != POTION) |
|
|
1104 | && !op->flag [FLAG_WIZCAST] |
|
|
1105 | && (caster->flag [FLAG_ALIVE] |
|
|
1106 | || op->flag [FLAG_ALIVE]) |
|
|
1107 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
|
|
1108 | { |
1174 | if (op->type == PLAYER ) |
1109 | if (op->type != PLAYER) |
1175 | new_draw_info(NDI_UNIQUE, 0,op,"You are casting!"); |
1110 | return 0; |
|
|
1111 | |
|
|
1112 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
|
|
1113 | op->failmsgf ("This ground is unholy! %s ignores you.", godname); |
|
|
1114 | else if (object *item = op->contr->ranged_ob) |
|
|
1115 | { |
|
|
1116 | if (item->type == SPELL) |
|
|
1117 | op->failmsg ("Something blocks your spellcasting."); |
|
|
1118 | else if (item->type == SCROLL) |
|
|
1119 | op->failmsg ("Something blocks the magic of your scroll."); |
|
|
1120 | else |
|
|
1121 | op->failmsg ("Something blocks the magic of your item."); |
|
|
1122 | } |
|
|
1123 | else |
|
|
1124 | op->failmsg ("Something blocks the spell!"); |
|
|
1125 | |
1176 | return 0; |
1126 | return 0; |
1177 | } else { /* casting_time == 0 */ |
1127 | } |
1178 | op->casting_time = -1; |
1128 | |
1179 | spell_ob = op->spell; |
1129 | // undo the flood protection from earlier |
1180 | stringarg = op->spellarg; |
1130 | op->speed_left += 4 * op->speed; // ~0.5s on failure |
1181 | } |
1131 | |
1182 | } else { |
|
|
1183 | /* Take into account how long it takes to cast the spell. |
1132 | /* Take into account how long it takes to cast the spell. |
1184 | * 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 |
1185 | * the spell object. If it is a spell object, have it |
1134 | * the spell object. If it is a spell object, have it |
1186 | * take two ticks. Things that cast spells on the players |
1135 | * take two ticks. Things that cast spells on the players |
1187 | * behalf (eg, altars, and whatever else) shouldn't cost |
1136 | * behalf (eg, altars, and whatever else) shouldn't cost |
1188 | * the player any time. |
1137 | * the player any time. |
1189 | * Ignore casting time for firewalls |
1138 | * Ignore casting time for firewalls |
1190 | */ |
1139 | */ |
1191 | if (caster == op && caster->type != FIREWALL) { |
1140 | if (caster == op && caster->type != FIREWALL) |
|
|
1141 | { |
1192 | op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); |
1142 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed; |
1193 | /* Other portions of the code may also decrement the speed of the player, so |
1143 | /* Other portions of the code may also decrement the speed of the player, so |
1194 | * put a lower limit so that the player isn't stuck here too long |
1144 | * put a lower limit so that the player isn't stuck here too long |
1195 | */ |
1145 | */ |
1196 | if ((spell_ob->casting_time > 0) && |
|
|
1197 | 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) |
1198 | 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; |
1199 | } else if (caster->type == WAND || caster->type == HORN || |
1148 | } |
1200 | caster->type == ROD || caster->type == POTION || |
1149 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1201 | caster->type == SCROLL) { |
|
|
1202 | op->speed_left -= 2 * FABS(op->speed); |
1150 | op->speed_left -= 2 * op->speed; |
1203 | } |
|
|
1204 | } |
|
|
1205 | |
1151 | |
1206 | if (op->type == PLAYER && op == caster) { |
1152 | if (op->type == PLAYER && op == caster) |
|
|
1153 | { |
1207 | 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); |
1208 | 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); |
1209 | } |
1156 | } |
1210 | |
1157 | |
1211 | /* We want to try to find the skill to properly credit exp. |
1158 | /* We want to try to find the skill to properly credit exp. |
1212 | * for spell casting objects, the exp goes to the skill the casting |
1159 | * for spell casting objects, the exp goes to the skill the casting |
1213 | * object requires. |
1160 | * object requires. |
1214 | */ |
1161 | */ |
1215 | if (op != caster && !skill && caster->skill) { |
1162 | if (op != caster && !skill && caster->skill) |
|
|
1163 | { |
1216 | skill = find_skill_by_name(op, caster->skill); |
1164 | skill = find_skill_by_name (op, caster->skill); |
1217 | if (!skill) { |
1165 | |
1218 | new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s", |
1166 | if (!skill) |
1219 | caster->skill, query_name(caster)); |
1167 | { |
|
|
1168 | op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster)); |
1220 | return 0; |
1169 | return 0; |
1221 | } |
1170 | } |
1222 | change_skill(op, skill, 0); /* needed for proper exp credit */ |
|
|
1223 | } |
1171 | } |
1224 | |
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; |
|
|
1182 | |
1225 | switch(spell_ob->subtype) { |
1183 | switch (spell_ob->subtype) |
|
|
1184 | { |
1226 | /* 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 |
1227 | * in in spells.h. |
1186 | * in spells.h. |
1228 | */ |
1187 | */ |
1229 | case SP_RAISE_DEAD: |
1188 | case SP_RAISE_DEAD: |
1230 | success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg); |
1189 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam); |
1231 | break; |
1190 | break; |
1232 | |
1191 | |
1233 | case SP_RUNE: |
1192 | case SP_RUNE: |
1234 | success = write_rune(op,caster, spell_ob, dir,stringarg); |
1193 | success = write_rune (op, caster, spell_ob, dir, spellparam); |
1235 | break; |
1194 | break; |
1236 | |
1195 | |
1237 | case SP_MAKE_MARK: |
1196 | case SP_MAKE_MARK: |
1238 | success = write_mark(op, spell_ob, stringarg); |
1197 | success = write_mark (op, spell_ob, spellparam); |
1239 | break; |
1198 | break; |
1240 | |
1199 | |
1241 | case SP_BOLT: |
1200 | case SP_BOLT: |
1242 | success = fire_bolt(op,caster,dir,spell_ob,skill); |
1201 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1243 | break; |
1202 | break; |
1244 | |
1203 | |
1245 | case SP_BULLET: |
1204 | case SP_BULLET: |
1246 | success = fire_bullet(op, caster, dir, spell_ob); |
1205 | success = fire_bullet (op, caster, dir, spell_ob); |
1247 | break; |
1206 | break; |
1248 | |
1207 | |
1249 | case SP_CONE: |
1208 | case SP_CONE: |
1250 | success = cast_cone(op, caster, dir, spell_ob); |
1209 | success = cast_cone (op, caster, dir, spell_ob); |
1251 | break; |
1210 | break; |
1252 | |
1211 | |
1253 | case SP_BOMB: |
1212 | case SP_BOMB: |
1254 | success = create_bomb(op,caster,dir, spell_ob); |
1213 | success = create_bomb (op, caster, dir, spell_ob); |
1255 | break; |
1214 | break; |
1256 | |
1215 | |
1257 | case SP_WONDER: |
1216 | case SP_WONDER: |
1258 | success = cast_wonder(op,caster, dir,spell_ob); |
1217 | success = cast_wonder (op, caster, dir, spell_ob); |
1259 | break; |
1218 | break; |
1260 | |
1219 | |
1261 | case SP_SMITE: |
1220 | case SP_SMITE: |
1262 | success = cast_smite_spell(op,caster, dir,spell_ob); |
1221 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1263 | break; |
1222 | break; |
1264 | |
1223 | |
1265 | case SP_MAGIC_MISSILE: |
1224 | case SP_MAGIC_MISSILE: |
1266 | success = fire_arch_from_position(op, caster, op->x + freearr_x[dir], |
1225 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1267 | op->y + freearr_y[dir], dir, spell_ob); |
|
|
1268 | break; |
1226 | break; |
1269 | |
1227 | |
1270 | case SP_SUMMON_GOLEM: |
1228 | case SP_SUMMON_GOLEM: |
1271 | success = summon_golem(op, caster, dir, spell_ob); |
1229 | success = summon_golem (op, caster, dir, spell_ob); |
1272 | old_shoottype = range_golem; |
|
|
1273 | break; |
1230 | break; |
1274 | |
1231 | |
1275 | case SP_DIMENSION_DOOR: |
1232 | case SP_DIMENSION_DOOR: |
1276 | /* dimension door needs the actual caster, because that is what is |
1233 | /* dimension door needs the actual caster, because that is what is |
1277 | * moved. |
1234 | * moved. |
1278 | */ |
1235 | */ |
1279 | success = dimension_door(op,caster, spell_ob, dir); |
1236 | success = dimension_door (op, caster, spell_ob, dir, spellparam); |
1280 | break; |
1237 | break; |
1281 | |
1238 | |
1282 | case SP_MAGIC_MAPPING: |
1239 | case SP_MAGIC_MAPPING: |
1283 | if(op->type==PLAYER) { |
1240 | if (op->type == PLAYER) |
|
|
1241 | { |
1284 | spell_effect(spell_ob, op->x, op->y, op->map, op); |
1242 | spell_effect (spell_ob, op->x, op->y, op->map, op); |
1285 | draw_magic_map(op); |
1243 | draw_magic_map (op); |
1286 | success=1; |
1244 | success = 1; |
1287 | } |
1245 | } |
1288 | else success=0; |
1246 | else |
|
|
1247 | success = 0; |
1289 | break; |
1248 | break; |
1290 | |
1249 | |
1291 | case SP_MAGIC_WALL: |
1250 | case SP_MAGIC_WALL: |
1292 | success = magic_wall(op,caster,dir,spell_ob); |
1251 | success = magic_wall (op, caster, dir, spell_ob); |
1293 | break; |
1252 | break; |
1294 | |
1253 | |
1295 | case SP_DESTRUCTION: |
1254 | case SP_DESTRUCTION: |
1296 | success = cast_destruction(op,caster,spell_ob); |
1255 | success = cast_destruction (op, caster, spell_ob); |
1297 | break; |
1256 | break; |
1298 | |
1257 | |
1299 | case SP_PERCEIVE_SELF: |
1258 | case SP_PERCEIVE_SELF: |
1300 | success = perceive_self(op); |
1259 | success = perceive_self (op); |
1301 | break; |
1260 | break; |
1302 | |
1261 | |
1303 | case SP_WORD_OF_RECALL: |
1262 | case SP_WORD_OF_RECALL: |
1304 | success = cast_word_of_recall(op,caster,spell_ob); |
1263 | success = cast_word_of_recall (op, caster, spell_ob); |
1305 | break; |
1264 | break; |
1306 | |
1265 | |
1307 | case SP_INVISIBLE: |
1266 | case SP_INVISIBLE: |
1308 | success = cast_invisible(op,caster,spell_ob); |
1267 | success = cast_invisible (op, caster, spell_ob); |
1309 | break; |
1268 | break; |
1310 | |
1269 | |
1311 | case SP_PROBE: |
1270 | case SP_PROBE: |
1312 | success = probe(op,caster, spell_ob, dir); |
1271 | success = probe (op, caster, spell_ob, dir); |
1313 | break; |
1272 | break; |
1314 | |
1273 | |
1315 | case SP_HEALING: |
1274 | case SP_HEALING: |
1316 | success = cast_heal(op,caster, spell_ob, dir); |
1275 | success = cast_heal (op, caster, spell_ob, dir); |
1317 | break; |
1276 | break; |
1318 | |
1277 | |
1319 | case SP_CREATE_FOOD: |
1278 | case SP_CREATE_FOOD: |
1320 | success = cast_create_food(op,caster,spell_ob, dir,stringarg); |
1279 | success = cast_create_food (op, caster, spell_ob, dir, spellparam); |
1321 | break; |
1280 | break; |
1322 | |
1281 | |
1323 | case SP_EARTH_TO_DUST: |
1282 | case SP_EARTH_TO_DUST: |
1324 | success = cast_earth_to_dust(op,caster,spell_ob); |
1283 | success = cast_earth_to_dust (op, caster, spell_ob); |
1325 | break; |
1284 | break; |
1326 | |
1285 | |
1327 | case SP_CHANGE_ABILITY: |
1286 | case SP_CHANGE_ABILITY: |
1328 | success = cast_change_ability(op,caster,spell_ob, dir, 0); |
1287 | success = cast_change_ability (op, caster, spell_ob, dir, 0); |
1329 | break; |
1288 | break; |
1330 | |
1289 | |
1331 | case SP_BLESS: |
1290 | case SP_BLESS: |
1332 | success = cast_bless(op,caster,spell_ob, dir); |
1291 | success = cast_bless (op, caster, spell_ob, dir); |
1333 | break; |
1292 | break; |
1334 | |
1293 | |
1335 | case SP_CURSE: |
1294 | case SP_CURSE: |
1336 | success = cast_curse(op,caster,spell_ob, dir); |
1295 | success = cast_curse (op, caster, spell_ob, dir); |
1337 | break; |
1296 | break; |
1338 | |
1297 | |
1339 | case SP_SUMMON_MONSTER: |
1298 | case SP_SUMMON_MONSTER: |
1340 | success = summon_object(op,caster,spell_ob, dir,stringarg); |
1299 | success = summon_object (op, caster, spell_ob, dir, spellparam); |
1341 | break; |
1300 | break; |
1342 | |
1301 | |
1343 | case SP_CHARGING: |
1302 | case SP_CHARGING: |
1344 | success = recharge(op, caster, spell_ob); |
1303 | success = recharge (op, caster, spell_ob); |
1345 | break; |
1304 | break; |
1346 | |
1305 | |
1347 | case SP_POLYMORPH: |
1306 | case SP_POLYMORPH: |
1348 | #ifdef NO_POLYMORPH |
1307 | #ifdef NO_POLYMORPH |
1349 | /* 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 |
1350 | * 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 |
1351 | * it was disabled), they get some feedback. |
1310 | * it was disabled), they get some feedback. |
1352 | */ |
1311 | */ |
1353 | new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); |
1312 | op->failmsg ("The spell fizzles!"); |
1354 | success = 0; |
1313 | success = 0; |
1355 | #else |
1314 | #else |
1356 | success = cast_polymorph(op,caster,spell_ob, dir); |
1315 | success = cast_polymorph (op, caster, spell_ob, dir); |
1357 | #endif |
1316 | #endif |
1358 | break; |
1317 | break; |
1359 | |
1318 | |
1360 | case SP_ALCHEMY: |
1319 | case SP_ALCHEMY: |
1361 | success = alchemy(op, caster, spell_ob); |
1320 | success = alchemy (op, caster, spell_ob); |
1362 | break; |
1321 | break; |
1363 | |
1322 | |
1364 | case SP_REMOVE_CURSE: |
1323 | case SP_REMOVE_CURSE: |
1365 | success = remove_curse(op, caster, spell_ob); |
1324 | success = remove_curse (op, caster, spell_ob); |
1366 | break; |
1325 | break; |
1367 | |
1326 | |
1368 | case SP_IDENTIFY: |
1327 | case SP_IDENTIFY: |
1369 | success = cast_identify(op, caster, spell_ob); |
1328 | success = cast_identify (op, caster, spell_ob); |
1370 | break; |
1329 | break; |
1371 | |
1330 | |
1372 | case SP_DETECTION: |
1331 | case SP_DETECTION: |
1373 | success = cast_detection(op, caster, spell_ob, skill); |
1332 | success = cast_detection (op, caster, spell_ob, skill); |
1374 | break; |
1333 | break; |
1375 | |
1334 | |
1376 | case SP_MOOD_CHANGE: |
1335 | case SP_MOOD_CHANGE: |
1377 | success = mood_change(op, caster, spell_ob); |
1336 | success = mood_change (op, caster, spell_ob); |
1378 | break; |
1337 | break; |
1379 | |
1338 | |
1380 | case SP_MOVING_BALL: |
1339 | case SP_MOVING_BALL: |
1381 | if (spell_ob->path_repelled && |
|
|
1382 | (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) |
1383 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1341 | { |
1384 | "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); |
1385 | success = 0; |
1343 | success = 0; |
1386 | } else |
1344 | } |
1387 | success = fire_arch_from_position(op,caster, |
1345 | else |
1388 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
1346 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1389 | dir, spell_ob); |
|
|
1390 | break; |
1347 | break; |
1391 | |
1348 | |
1392 | case SP_SWARM: |
1349 | case SP_SWARM: |
1393 | success = fire_swarm(op, caster, spell_ob, dir); |
1350 | success = fire_swarm (op, caster, spell_ob, dir); |
1394 | break; |
1351 | break; |
1395 | |
1352 | |
1396 | case SP_CHANGE_MANA: |
1353 | case SP_CHANGE_MANA: |
1397 | success = cast_transfer(op,caster, spell_ob, dir); |
1354 | success = cast_transfer (op, caster, spell_ob, dir); |
1398 | break; |
1355 | break; |
1399 | |
1356 | |
1400 | case SP_DISPEL_RUNE: |
1357 | case SP_DISPEL_RUNE: |
1401 | /* in rune.c */ |
1358 | /* in rune.c */ |
1402 | success = dispel_rune(op,caster, spell_ob, skill, dir); |
1359 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1403 | break; |
1360 | break; |
1404 | |
1361 | |
1405 | case SP_CREATE_MISSILE: |
1362 | case SP_CREATE_MISSILE: |
1406 | success = cast_create_missile(op,caster,spell_ob, dir,stringarg); |
1363 | success = cast_create_missile (op, caster, spell_ob, dir, spellparam); |
1407 | break; |
1364 | break; |
1408 | |
1365 | |
1409 | case SP_CONSECRATE: |
1366 | case SP_CONSECRATE: |
1410 | success = cast_consecrate(op, caster, spell_ob); |
1367 | success = cast_consecrate (op, caster, spell_ob); |
1411 | break; |
1368 | break; |
1412 | |
1369 | |
1413 | case SP_ANIMATE_WEAPON: |
1370 | case SP_ANIMATE_WEAPON: |
1414 | success = animate_weapon(op, caster, spell_ob, dir); |
1371 | success = animate_weapon (op, caster, spell_ob, dir); |
1415 | old_shoottype = range_golem; |
|
|
1416 | break; |
1372 | break; |
1417 | |
1373 | |
1418 | case SP_LIGHT: |
1374 | case SP_LIGHT: |
1419 | success = cast_light(op, caster, spell_ob, dir); |
1375 | success = cast_light (op, caster, spell_ob, dir); |
1420 | break; |
1376 | break; |
1421 | |
1377 | |
1422 | case SP_CHANGE_MAP_LIGHT: |
1378 | case SP_CHANGE_MAP_LIGHT: |
1423 | success = cast_change_map_lightlevel(op, caster, spell_ob); |
1379 | success = cast_change_map_lightlevel (op, caster, spell_ob); |
1424 | break; |
1380 | break; |
1425 | |
1381 | |
1426 | case SP_FAERY_FIRE: |
1382 | case SP_FAERY_FIRE: |
1427 | success = cast_destruction(op,caster,spell_ob); |
1383 | success = cast_destruction (op, caster, spell_ob); |
1428 | break; |
1384 | break; |
1429 | |
1385 | |
1430 | case SP_CAUSE_DISEASE: |
1386 | case SP_CAUSE_DISEASE: |
1431 | success = cast_cause_disease(op, caster, spell_ob, dir); |
1387 | success = cast_cause_disease (op, caster, spell_ob, dir); |
1432 | break; |
1388 | break; |
1433 | |
1389 | |
1434 | case SP_AURA: |
1390 | case SP_AURA: |
1435 | success = create_aura(op, caster, spell_ob); |
1391 | success = create_aura (op, caster, spell_ob); |
1436 | break; |
1392 | break; |
1437 | |
1393 | |
1438 | case SP_TOWN_PORTAL: |
|
|
1439 | success= cast_create_town_portal (op,caster,spell_ob, dir); |
|
|
1440 | break; |
|
|
1441 | |
|
|
1442 | case SP_PARTY_SPELL: |
1394 | case SP_PARTY_SPELL: |
1443 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1395 | success = cast_party_spell (op, caster, dir, spell_ob, spellparam); |
1444 | break; |
1396 | break; |
1445 | |
1397 | |
1446 | default: |
1398 | default: |
1447 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1448 | LOG (llevError,"cast_spell: Unhandled spell subtype %d\n", |
1399 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
|
|
1400 | } |
|
|
1401 | |
|
|
1402 | // restore chosen_skill |
|
|
1403 | op->chosen_skill = chosen_skill; |
|
|
1404 | |
|
|
1405 | op->play_sound ( |
|
|
1406 | success |
|
|
1407 | ? spell_ob->sound |
1449 | spell_ob->subtype); |
1408 | ? spell_ob->sound |
|
|
1409 | : sound_find ("spell_success") |
|
|
1410 | : sound_find ("fumble_spell") |
|
|
1411 | ); |
1450 | |
1412 | |
1451 | |
|
|
1452 | } |
|
|
1453 | |
|
|
1454 | /* FIXME - we need some better sound suppport */ |
|
|
1455 | // yes, for example, augment map info with the spell effect |
|
|
1456 | // so clients can calculate the sounds themselves |
|
|
1457 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
|
|
1458 | |
|
|
1459 | /* free the spell arg */ |
|
|
1460 | if(settings.casting_time == TRUE && stringarg) { |
|
|
1461 | free(stringarg); |
|
|
1462 | stringarg=NULL; |
|
|
1463 | } |
|
|
1464 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
|
|
1465 | * to something like use_magic_item, but you really want to be able to fire |
|
|
1466 | * it again. |
|
|
1467 | */ |
|
|
1468 | if (op->contr) op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1469 | |
|
|
1470 | return success; |
1413 | return success; |
1471 | } |
1414 | } |
1472 | |
1415 | |
1473 | |
|
|
1474 | /* This is called from time.c/process_object(). That function |
1416 | /* This is called from time.c/process_object(). That function |
1475 | * calls this for any SPELL_EFFECT type objects. This function |
1417 | * calls this for any SPELL_EFFECT type objects. This function |
1476 | * then dispatches them to the appropriate specific routines. |
1418 | * then dispatches them to the appropriate specific routines. |
1477 | */ |
1419 | */ |
|
|
1420 | void |
1478 | void move_spell_effect(object *op) { |
1421 | move_spell_effect (object *op) |
1479 | |
1422 | { |
1480 | switch (op->subtype) { |
1423 | switch (op->subtype) |
|
|
1424 | { |
1481 | case SP_BOLT: |
1425 | case SP_BOLT: |
1482 | move_bolt(op); |
1426 | move_bolt (op); |
1483 | break; |
1427 | break; |
1484 | |
1428 | |
1485 | case SP_BULLET: |
1429 | case SP_BULLET: |
1486 | move_bullet(op); |
1430 | move_bullet (op); |
1487 | break; |
1431 | break; |
1488 | |
1432 | |
1489 | case SP_EXPLOSION: |
1433 | case SP_EXPLOSION: |
1490 | explosion(op); |
1434 | explosion (op); |
1491 | break; |
1435 | break; |
1492 | |
1436 | |
1493 | case SP_CONE: |
1437 | case SP_CONE: |
1494 | move_cone(op); |
1438 | move_cone (op); |
1495 | break; |
1439 | break; |
1496 | |
1440 | |
1497 | case SP_BOMB: |
1441 | case SP_BOMB: |
1498 | animate_bomb(op); |
1442 | animate_bomb (op); |
1499 | break; |
1443 | break; |
1500 | |
1444 | |
1501 | case SP_MAGIC_MISSILE: |
1445 | case SP_MAGIC_MISSILE: |
1502 | move_missile(op); |
1446 | move_missile (op); |
1503 | break; |
1447 | break; |
1504 | |
1448 | |
1505 | case SP_WORD_OF_RECALL: |
1449 | case SP_WORD_OF_RECALL: |
1506 | execute_word_of_recall(op); |
1450 | execute_word_of_recall (op); |
1507 | break; |
1451 | break; |
1508 | |
1452 | |
1509 | case SP_MOVING_BALL: |
1453 | case SP_MOVING_BALL: |
1510 | move_ball_spell(op); |
1454 | move_ball_spell (op); |
1511 | break; |
1455 | break; |
1512 | |
1456 | |
1513 | case SP_SWARM: |
1457 | case SP_SWARM: |
1514 | move_swarm_spell(op); |
1458 | move_swarm_spell (op); |
1515 | break; |
1459 | break; |
1516 | |
1460 | |
1517 | case SP_AURA: |
1461 | case SP_AURA: |
1518 | move_aura(op); |
1462 | move_aura (op); |
1519 | break; |
1463 | break; |
1520 | |
|
|
1521 | } |
1464 | } |
1522 | } |
1465 | } |
1523 | |
1466 | |
1524 | /* this checks to see if something special should happen if |
|
|
1525 | * something runs into the object. |
|
|
1526 | */ |
|
|
1527 | void check_spell_effect(object *op) { |
|
|
1528 | |
|
|
1529 | switch (op->subtype) { |
|
|
1530 | case SP_BOLT: |
|
|
1531 | move_bolt(op); |
|
|
1532 | return; |
|
|
1533 | |
|
|
1534 | case SP_BULLET: |
|
|
1535 | check_bullet(op); |
|
|
1536 | return; |
|
|
1537 | } |
|
|
1538 | |
|
|
1539 | } |
|
|
1540 | |
|
|
1541 | /* This is called by move_apply. Basically, if someone |
1467 | /* This is called by move_apply. Basically, if someone |
1542 | * 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 |
1543 | * are set, this is called. This should only be called for |
1469 | * are set, this is called. This should only be called for |
1544 | * objects of the appropraite type. |
1470 | * objects of the appropriate type. |
1545 | */ |
1471 | */ |
|
|
1472 | void |
1546 | void apply_spell_effect(object *spell, object *victim) |
1473 | apply_spell_effect (object *spell, object *victim) |
1547 | { |
1474 | { |
1548 | switch (spell->subtype) { |
1475 | switch (spell->subtype) |
|
|
1476 | { |
1549 | case SP_CONE: |
1477 | case SP_CONE: |
1550 | if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1478 | if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype) |
1551 | hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); |
1479 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1552 | break; |
1480 | break; |
1553 | |
1481 | |
1554 | case SP_MAGIC_MISSILE: |
1482 | case SP_MAGIC_MISSILE: |
1555 | if (QUERY_FLAG (victim, FLAG_ALIVE)) { |
1483 | if (victim->flag [FLAG_ALIVE]) |
1556 | tag_t spell_tag = spell->count; |
1484 | { |
|
|
1485 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
|
|
1486 | spell->destroy (); |
|
|
1487 | } |
|
|
1488 | break; |
|
|
1489 | |
|
|
1490 | case SP_MOVING_BALL: |
|
|
1491 | if (victim->flag [FLAG_ALIVE]) |
1557 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1492 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1558 | if ( ! was_destroyed (spell, spell_tag)) { |
1493 | else if (victim->material != MATERIAL_NULL) |
1559 | remove_ob (spell); |
1494 | save_throw_object (victim, spell->attacktype, spell); |
1560 | free_object (spell); |
1495 | |
1561 | } |
1496 | break; |
1562 | } |
1497 | } |
1563 | break; |
|
|
1564 | |
|
|
1565 | case SP_MOVING_BALL: |
|
|
1566 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
|
|
1567 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
|
|
1568 | else if (victim->material || victim->materialname) |
|
|
1569 | save_throw_object (victim, spell->attacktype, spell); |
|
|
1570 | break; |
|
|
1571 | } |
|
|
1572 | } |
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 | } |