1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <spells.h> |
26 | #include <spells.h> |
… | |
… | |
33 | /* This returns a random spell from 'ob'. If skill is set, then |
34 | /* This returns a random spell from 'ob'. If skill is set, then |
34 | * the spell must be of this skill, it can be NULL in which case all |
35 | * the spell must be of this skill, it can be NULL in which case all |
35 | * matching spells are used. |
36 | * matching spells are used. |
36 | */ |
37 | */ |
37 | object * |
38 | object * |
38 | find_random_spell_in_ob (object *ob, const char *skill) |
39 | find_random_spell_in_ob (object *ob, shstr_cmp skill) |
39 | { |
40 | { |
40 | int k = 0, s; |
41 | int k = 0, s; |
41 | |
42 | |
42 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
43 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
43 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
… | |
… | |
45 | |
46 | |
46 | /* No spells, no need to progess further */ |
47 | /* No spells, no need to progess further */ |
47 | if (!k) |
48 | if (!k) |
48 | return NULL; |
49 | return NULL; |
49 | |
50 | |
50 | s = RANDOM () % k; |
51 | s = rndm (k); |
51 | |
52 | |
52 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
53 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
53 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
54 | if (!s) |
55 | if (!s) |
55 | return tmp; |
56 | return tmp; |
… | |
… | |
82 | */ |
83 | */ |
83 | void |
84 | void |
84 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
85 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
85 | { |
86 | { |
86 | if (spob->other_arch) |
87 | if (spob->other_arch) |
87 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
88 | map->insert (spob->other_arch->instance (), x, y, originator); |
88 | } |
89 | } |
89 | |
90 | |
90 | static int |
91 | static int |
91 | attuned_bonus (object *caster, object *spell, int level) |
92 | attuned_bonus (object *caster, object *spell, int level) |
92 | { |
93 | { |
… | |
… | |
95 | // repell has no such quarrels |
96 | // repell has no such quarrels |
96 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
97 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
97 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
98 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
98 | } |
99 | } |
99 | |
100 | |
100 | /* |
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101 | * This function takes a caster and spell and presents the |
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102 | * effective level the caster needs to be to cast the spell. |
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103 | * basically, it just adjusts the spell->level with attuned/repelled |
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104 | * spellpaths. Was called path_level_mod. |
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105 | * |
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106 | * caster is person casting the spell. |
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107 | * spell is the spell object. |
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108 | * Returns modified level. |
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109 | */ |
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110 | int |
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111 | min_casting_level (object *caster, object *spell) |
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112 | { |
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113 | if (caster->path_denied & spell->path_attuned) |
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114 | return 500; |
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115 | |
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116 | return max (1, spell->level + attuned_bonus (caster, spell, spell->level)); |
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117 | } |
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118 | |
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119 | /* This function returns the effective level the spell |
101 | /* This function returns the effective level the spell |
120 | * is being cast at. |
102 | * is being cast at. |
121 | */ |
103 | */ |
122 | int |
104 | int |
123 | casting_level (object *caster, object *spell) |
105 | casting_level (object *caster, object *spell) |
… | |
… | |
145 | level = lerp (level, (int)spell->level, 100, 1, 100); |
127 | level = lerp (level, (int)spell->level, 100, 1, 100); |
146 | |
128 | |
147 | /* 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 |
148 | * errors in various places. |
130 | * errors in various places. |
149 | */ |
131 | */ |
150 | return max (level, 1); |
132 | return clamp (level, 1, settings.max_level); |
151 | } |
133 | } |
152 | |
134 | |
153 | /* The following function scales the spellpoint cost of |
135 | /* The following function scales the spellpoint cost of |
154 | * a spell by it's increased effectiveness. Some of the |
136 | * a spell by it's increased effectiveness. Some of the |
155 | * lower level spells become incredibly vicious at high |
137 | * lower level spells become incredibly vicious at high |
… | |
… | |
167 | int sp, grace, level = casting_level (caster, spell); |
149 | int sp, grace, level = casting_level (caster, spell); |
168 | |
150 | |
169 | if (settings.spellpoint_level_depend == TRUE) |
151 | if (settings.spellpoint_level_depend == TRUE) |
170 | { |
152 | { |
171 | if (spell->stats.sp && spell->stats.maxsp) |
153 | if (spell->stats.sp && spell->stats.maxsp) |
172 | { |
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173 | sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); |
154 | sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp)); |
174 | } |
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175 | else |
155 | else |
176 | sp = spell->stats.sp; |
156 | sp = spell->stats.sp; |
177 | |
157 | |
178 | sp *= (int) PATH_SP_MULT (caster, spell); |
158 | sp *= (int) PATH_SP_MULT (caster, spell); |
179 | if (!sp && spell->stats.sp) |
159 | if (!sp && spell->stats.sp) |
180 | sp = 1; |
160 | sp = 1; |
181 | |
161 | |
182 | if (spell->stats.grace && spell->stats.maxgrace) |
162 | if (spell->stats.grace && spell->stats.maxgrace) |
183 | { |
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184 | grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); |
163 | grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace)); |
185 | } |
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186 | else |
164 | else |
187 | grace = spell->stats.grace; |
165 | grace = spell->stats.grace; |
188 | |
166 | |
189 | grace *= (int) PATH_SP_MULT (caster, spell); |
167 | grace *= PATH_SP_MULT (caster, spell); |
190 | if (spell->stats.grace && !grace) |
168 | if (spell->stats.grace && !grace) |
191 | grace = 1; |
169 | grace = 1; |
192 | } |
170 | } |
193 | else |
171 | else |
194 | { |
172 | { |
… | |
… | |
200 | if (spell->stats.grace && !grace) |
178 | if (spell->stats.grace && !grace) |
201 | grace = 1; |
179 | grace = 1; |
202 | } |
180 | } |
203 | |
181 | |
204 | if (flags == SPELL_HIGHEST) |
182 | if (flags == SPELL_HIGHEST) |
205 | return MAX (sp, grace); |
183 | return max (sp, grace); |
206 | else if (flags == SPELL_GRACE) |
184 | else if (flags == SPELL_GRACE) |
207 | return grace; |
185 | return grace; |
208 | else if (flags == SPELL_MANA) |
186 | else if (flags == SPELL_MANA) |
209 | return sp; |
187 | return sp; |
210 | else |
188 | else |
… | |
… | |
266 | /* 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 |
267 | * as an existing spell, we presume they know it. |
245 | * as an existing spell, we presume they know it. |
268 | * 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. |
269 | */ |
247 | */ |
270 | object * |
248 | object * |
271 | check_spell_known (object *op, const char *name) |
249 | check_spell_known (object *op, shstr_cmp name) |
272 | { |
250 | { |
273 | object *spop; |
251 | object *spop; |
274 | shstr_cmp name_ (name); |
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275 | |
252 | |
276 | for (spop = op->inv; spop; spop = spop->below) |
253 | for (spop = op->inv; spop; spop = spop->below) |
277 | if (spop->type == SPELL && spop->name == name) |
254 | if (spop->type == SPELL && spop->name == name) |
278 | return spop; |
255 | return spop; |
279 | |
256 | |
… | |
… | |
289 | * exact match, we also return NULL. |
266 | * exact match, we also return NULL. |
290 | */ |
267 | */ |
291 | object * |
268 | object * |
292 | lookup_spell_by_name (object *op, const char *spname) |
269 | lookup_spell_by_name (object *op, const char *spname) |
293 | { |
270 | { |
294 | object *spob1 = NULL, *spob2 = NULL, *spob; |
271 | object *spob1 = 0, *spob2 = 0; |
295 | int nummatch = 0; |
272 | int nummatch = 0; |
296 | |
273 | |
297 | if (spname == NULL) |
274 | if (!spname) |
298 | return NULL; |
275 | return 0; |
299 | |
276 | |
300 | /* Try to find the spell. We store the results in spob1 |
277 | /* Try to find the spell. We store the results in spob1 |
301 | * and spob2 - spob1 is only taking the length of |
278 | * and spob2 - spob1 is only taking the length of |
302 | * the past spname, spob2 uses the length of the spell name. |
279 | * the past spname, spob2 uses the length of the spell name. |
303 | */ |
280 | */ |
304 | for (spob = op->inv; spob; spob = spob->below) |
281 | for (object *spob = op->inv; spob; spob = spob->below) |
305 | { |
282 | { |
306 | if (spob->type == SPELL) |
283 | if (spob->type == SPELL) |
307 | { |
284 | { |
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285 | // TODO: WTF? |
308 | if (!strncmp (spob->name, spname, strlen (spname))) |
286 | if (!strncmp (spob->name, spname, strlen (spname))) |
309 | { |
287 | { |
310 | nummatch++; |
288 | nummatch++; |
311 | spob1 = spob; |
289 | spob1 = spob; |
312 | } |
290 | } |
… | |
… | |
317 | * fall into this category). It shouldn't be hard to |
295 | * fall into this category). It shouldn't be hard to |
318 | * make sure spell names don't overlap in that fashion. |
296 | * make sure spell names don't overlap in that fashion. |
319 | */ |
297 | */ |
320 | if (spob2) |
298 | if (spob2) |
321 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
299 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
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300 | |
322 | spob2 = spob; |
301 | spob2 = spob; |
323 | } |
302 | } |
324 | } |
303 | } |
325 | } |
304 | } |
326 | /* 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 |
327 | * on the loser match, return that, otehrwise null |
306 | * on the loser match, return that, otehrwise null |
328 | */ |
307 | */ |
329 | if (spob2) |
308 | if (spob2) |
330 | return spob2; |
309 | return spob2; |
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310 | |
331 | if (spob1 && nummatch == 1) |
311 | if (spob1 && nummatch == 1) |
332 | return spob1; |
312 | return spob1; |
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313 | |
333 | return NULL; |
314 | return NULL; |
334 | } |
315 | } |
335 | |
316 | |
336 | /* reflwall - decides weither the (spell-)object sp_op will |
317 | /* reflwall - decides weither the (spell-)object sp_op will |
337 | * be reflected from the given mapsquare. Returns 1 if true. |
318 | * be reflected from the given mapsquare. Returns 1 if true. |
… | |
… | |
345 | { |
326 | { |
346 | if (OUT_OF_REAL_MAP (m, x, y)) |
327 | if (OUT_OF_REAL_MAP (m, x, y)) |
347 | return 0; |
328 | return 0; |
348 | |
329 | |
349 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
330 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
350 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
331 | if (op->flag [FLAG_REFL_SPELL] |
351 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
332 | && (!op->flag [FLAG_ALIVE] |
352 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
333 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
353 | return 1; |
334 | return 1; |
354 | |
335 | |
355 | return 0; |
336 | return 0; |
356 | } |
337 | } |
357 | |
338 | |
358 | /* cast_create_object: creates object new_op in direction dir |
339 | /* cast_create_object: creates object new_op in direction dir |
359 | * or if that is blocked, beneath the player (op). |
340 | * or if that is blocked, beneath the player (op). |
360 | * we pass 'caster', but don't use it for anything. |
341 | * we pass 'caster', but don't use it for anything. |
361 | * This is really just a simple wrapper function . |
342 | * This is really just a simple wrapper function . |
362 | * returns the direction that the object was actually placed |
343 | * returns true to indicate whether the operation was successful. |
363 | * in. |
344 | * destroys the object is unsuccessful. |
364 | */ |
345 | */ |
365 | int |
346 | bool |
366 | 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) |
367 | { |
348 | { |
368 | maptile *m; |
349 | mapxy pos (op); |
369 | sint16 sx, sy; |
350 | pos.move (dir); |
370 | |
351 | |
371 | if (dir && |
352 | if (!pos.normalise () |
372 | ((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 |
373 | OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) |
354 | || !new_op->can_drop_at (pos.m, pos.x, pos.y) |
374 | { |
355 | ) |
375 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
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376 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
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377 | dir = 0; |
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378 | } |
356 | { |
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357 | op->failmsg ("Your spell fizzles! H<Something is in the way.>"); |
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358 | new_op->destroy (); |
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359 | return 0; |
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360 | } |
379 | |
361 | |
380 | SET_FLAG (new_op, FLAG_IDENTIFIED); |
362 | new_op->set_flag (FLAG_IDENTIFIED); |
381 | op->map->insert (new_op, |
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382 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
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383 | op, |
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384 | dir ? 0 : INS_BELOW_ORIGINATOR); |
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385 | |
363 | |
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364 | pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR); |
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365 | |
386 | return dir; |
366 | return 1; |
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367 | } |
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368 | |
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369 | static bool |
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370 | mergable_owner (object *o1, object *o2) |
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371 | { |
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372 | if (o1 == o2) |
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373 | return 1; |
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374 | |
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375 | if (!o1 || !o2) |
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376 | return 0; |
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377 | |
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378 | if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY]) |
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379 | return 0; |
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380 | |
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381 | if (o1->is_player () || o2->is_player ()) |
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382 | return 0; |
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383 | |
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384 | return 1; |
387 | } |
385 | } |
388 | |
386 | |
389 | /* 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. |
390 | * immune_stop is basically the attacktype of the spell (why |
388 | * immune_stop is basically the attacktype of the spell (why |
391 | * passed as a different value, not sure of). If immune_stop |
389 | * passed as a different value, not sure of). If immune_stop |
392 | * has the AT_MAGIC bit set, and there is a counterwall |
390 | * has the AT_MAGIC bit set, and there is a counterwall |
393 | * 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 |
394 | * 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. |
395 | * |
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396 | */ |
393 | */ |
397 | int |
394 | int |
398 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
395 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
399 | { |
396 | { |
400 | if (!xy_normalise (m, x, y)) |
397 | if (!xy_normalise (m, x, y)) |
… | |
… | |
404 | ms.update (); |
401 | ms.update (); |
405 | |
402 | |
406 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
403 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
407 | return 0; |
404 | return 0; |
408 | |
405 | |
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406 | int max_effects = 5; // max. number of similar spells per mapspace |
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407 | |
409 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
408 | for (object *tmp = ms.top; tmp; tmp = tmp->below) |
410 | { |
409 | { |
411 | /* If there is a counterspell on the space, and this |
410 | /* If there is a counterspell on the space, and this |
412 | * object is using magic, don't progress. I believe we could |
411 | * object is using magic, don't progress. I believe we could |
413 | * leave this out and let in progress, and other areas of the code |
412 | * leave this out and let in progress, and other areas of the code |
414 | * will then remove it, but that would seem to to use more |
413 | * will then remove it, but that would seem to to use more |
… | |
… | |
416 | * on top of a counterwall spell (may hit the player before being |
415 | * on top of a counterwall spell (may hit the player before being |
417 | * removed.) On the other hand, it may be more dramatic for the |
416 | * removed.) On the other hand, it may be more dramatic for the |
418 | * spell to actually hit the counterwall and be sucked up. |
417 | * spell to actually hit the counterwall and be sucked up. |
419 | */ |
418 | */ |
420 | if ((tmp->attacktype & AT_COUNTERSPELL) |
419 | if ((tmp->attacktype & AT_COUNTERSPELL) |
421 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
420 | && !tmp->flag [FLAG_MONSTER] |
422 | && (tmp->type != PLAYER) |
421 | && (tmp->type != PLAYER) |
423 | && (tmp->type != WEAPON) |
422 | && (tmp->type != WEAPON) |
424 | && (tmp->type != BOW) |
423 | && (tmp->type != BOW) |
425 | && (tmp->type != ARROW) |
424 | && (tmp->type != ARROW) |
426 | && (tmp->type != GOLEM) |
425 | && (tmp->type != GOLEM) |
427 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
426 | && !tmp->flag [FLAG_IS_FLOOR] // XXX: |
428 | // we special case floor here because there |
427 | // we special case floor here because there |
429 | // are sometimes spell effect floors |
428 | // are sometimes spell effect floors |
430 | // which are used to inflict damage |
429 | // which are used to inflict damage |
431 | // (and those shouldn't go away from |
430 | // (and those shouldn't go away from |
432 | // sanctuary) see also: permanent lava |
431 | // sanctuary) see also: permanent lava |
433 | && (immune_stop & AT_MAGIC)) |
432 | && (immune_stop & AT_MAGIC)) |
434 | return 0; |
433 | return 0; |
435 | |
434 | |
436 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
437 | * limits one spell effect per space per spell. This is definately |
|
|
438 | * needed for performance reasons, and just for playability I believe. |
|
|
439 | * there are no such things as multispaced spells right now, so |
|
|
440 | * we don't need to worry about the head. |
|
|
441 | */ |
|
|
442 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
|
|
443 | return 0; |
|
|
444 | |
|
|
445 | /* |
|
|
446 | * Combine similar spell effects into one spell effect. Needed for |
|
|
447 | * performance reasons with meteor swarm and the like, but also for |
|
|
448 | * playability reasons. |
|
|
449 | */ |
|
|
450 | if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
|
|
451 | && tmp->type == op->type |
435 | if (tmp->type == op->type) |
452 | && tmp->subtype == op->subtype |
|
|
453 | && tmp->owner == op->owner |
|
|
454 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
455 | { |
436 | { |
456 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
437 | if (tmp->subtype == op->subtype |
457 | tmp->range = MAX (tmp->range, op->range); |
438 | && tmp->arch == op->arch /* no harm if not comparing by name here */) |
458 | tmp->duration = MAX (tmp->duration, op->duration); |
439 | { |
|
|
440 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
441 | * limits one spell effect per space per spell. This is definately |
|
|
442 | * needed for performance reasons, and just for playability I believe. |
|
|
443 | * there are no such things as multispaced spells right now, so |
|
|
444 | * we don't need to worry about the head. |
|
|
445 | */ |
|
|
446 | if (tmp->stats.maxhp == op->stats.maxhp) |
|
|
447 | return 0; |
|
|
448 | |
|
|
449 | /* |
|
|
450 | * Combine similar spell effects into one spell effect. Needed for |
|
|
451 | * performance reasons with meteor swarm and the like, but also for |
|
|
452 | * playability reasons. |
|
|
453 | */ |
|
|
454 | if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
455 | if (mergable_owner (tmp, op)) |
|
|
456 | { |
|
|
457 | // if same owner, then combine, but reduce advantage of multiple spells |
|
|
458 | max_it (tmp->stats.dam, op->stats.dam); |
|
|
459 | max_it (tmp->range , op->range); |
|
|
460 | max_it (tmp->duration , op->duration); |
|
|
461 | return 0; |
|
|
462 | } |
|
|
463 | } |
|
|
464 | |
|
|
465 | // if there are too many spell effects on this space, |
|
|
466 | // then don't allow more of them, for performance reasons. |
|
|
467 | if (tmp->type == SPELL_EFFECT |
|
|
468 | && !--max_effects) |
459 | return 0; |
469 | return 0; |
460 | } |
470 | } |
461 | |
471 | |
462 | /* 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 |
463 | * ground to prevent it from moving along? |
473 | * ground to prevent it from moving along? |
464 | */ |
474 | */ |
… | |
… | |
503 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
513 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
504 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
514 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
505 | if (!tailor_god_spell (tmp, op)) |
515 | if (!tailor_god_spell (tmp, op)) |
506 | return 0; |
516 | return 0; |
507 | |
517 | |
508 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
518 | if (tmp->flag [FLAG_IS_TURNABLE]) |
509 | SET_ANIMATION (tmp, dir); |
519 | SET_ANIMATION (tmp, dir); |
510 | |
520 | |
511 | if ((tmp = op->map->insert (tmp, x, y, op))) |
521 | if ((tmp = op->map->insert (tmp, x, y, op))) |
512 | move_spell_effect (tmp); |
522 | move_spell_effect (tmp); |
513 | |
523 | |
… | |
… | |
521 | ****************************************************************************/ |
531 | ****************************************************************************/ |
522 | void |
532 | void |
523 | regenerate_rod (object *rod) |
533 | regenerate_rod (object *rod) |
524 | { |
534 | { |
525 | if (rod->stats.hp < rod->stats.maxhp) |
535 | if (rod->stats.hp < rod->stats.maxhp) |
526 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
536 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20); |
527 | } |
537 | } |
528 | |
538 | |
529 | void |
539 | void |
530 | drain_rod_charge (object *rod) |
540 | drain_rod_charge (object *rod) |
531 | { |
541 | { |
… | |
… | |
551 | { |
561 | { |
552 | tmp = op->owner; |
562 | tmp = op->owner; |
553 | /* 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 |
554 | * to the caster. |
564 | * to the caster. |
555 | */ |
565 | */ |
556 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
566 | if (!tmp || !tmp->flag [FLAG_MONSTER]) |
557 | tmp = op; |
567 | tmp = op; |
558 | } |
568 | } |
559 | else |
569 | else |
560 | { |
570 | { |
561 | maptile *m = op->map; |
571 | maptile *m = op->map; |
… | |
… | |
609 | continue; |
619 | continue; |
610 | |
620 | |
611 | tmp = GET_MAP_OB (mp, nx, ny); |
621 | tmp = GET_MAP_OB (mp, nx, ny); |
612 | |
622 | |
613 | while (tmp != NULL && (((owner_type == PLAYER && |
623 | while (tmp != NULL && (((owner_type == PLAYER && |
614 | !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
624 | !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) || |
615 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
625 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
616 | tmp = tmp->above; |
626 | tmp = tmp->above; |
617 | |
627 | |
618 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
628 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
619 | return freedir[i]; |
629 | return freedir[i]; |
… | |
… | |
623 | |
633 | |
624 | /* put_a_monster: puts a monster named monstername near by |
634 | /* put_a_monster: puts a monster named monstername near by |
625 | * op. This creates the treasures for the monsters, and |
635 | * op. This creates the treasures for the monsters, and |
626 | * also deals with multipart monsters properly. |
636 | * also deals with multipart monsters properly. |
627 | */ |
637 | */ |
628 | void |
638 | static void |
629 | put_a_monster (object *op, const char *monstername) |
639 | put_a_monster (object *op, const char *monstername) |
630 | { |
640 | { |
631 | object *tmp, *head = NULL, *prev = NULL; |
641 | object *tmp, *head = NULL, *prev = NULL; |
632 | archetype *at; |
642 | archetype *at; |
633 | int dir; |
643 | int dir; |
… | |
… | |
648 | * insert multipart monsters properly |
658 | * insert multipart monsters properly |
649 | */ |
659 | */ |
650 | //TODO: use expand_tail + ... |
660 | //TODO: use expand_tail + ... |
651 | while (at != NULL) |
661 | while (at != NULL) |
652 | { |
662 | { |
653 | tmp = arch_to_object (at); |
663 | tmp = at->instance (); |
654 | tmp->x = op->x + freearr_x[dir] + at->x; |
664 | tmp->x = op->x + freearr_x[dir] + at->x; |
655 | tmp->y = op->y + freearr_y[dir] + at->y; |
665 | tmp->y = op->y + freearr_y[dir] + at->y; |
656 | tmp->map = op->map; |
666 | tmp->map = op->map; |
657 | if (head) |
667 | if (head) |
658 | { |
668 | { |
… | |
… | |
689 | * 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 |
690 | * 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 |
691 | * never used. This is however used by various failures on the |
701 | * never used. This is however used by various failures on the |
692 | * players part (alchemy, reincarnation, etc) |
702 | * players part (alchemy, reincarnation, etc) |
693 | */ |
703 | */ |
694 | |
|
|
695 | int |
704 | int |
696 | summon_hostile_monsters (object *op, int n, const char *monstername) |
705 | summon_hostile_monsters (object *op, int n, const char *monstername) |
697 | { |
706 | { |
698 | int i; |
707 | int i; |
699 | |
708 | |
… | |
… | |
764 | { |
773 | { |
765 | SET_ANIMATION (op, ATTACKS[i].face); |
774 | SET_ANIMATION (op, ATTACKS[i].face); |
766 | } |
775 | } |
767 | } |
776 | } |
768 | |
777 | |
769 | |
|
|
770 | /* prayer_failure: This is called when a player fails |
778 | /* prayer_failure: This is called when a player fails |
771 | * at casting a prayer. |
779 | * at casting a prayer. |
772 | * op is the player. |
780 | * op is the player. |
773 | * failure is basically how much grace they had. |
781 | * failure is basically how much grace they had. |
774 | * 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. |
775 | */ |
783 | */ |
776 | |
784 | |
777 | void |
785 | #define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>" |
|
|
786 | |
|
|
787 | static void |
778 | prayer_failure (object *op, int failure, int power) |
788 | prayer_failure (object *op, int failure, int power) |
779 | { |
789 | { |
780 | const char *godname; |
790 | const char *godname; |
781 | object *tmp; |
791 | object *tmp; |
782 | |
792 | |
783 | if (!strcmp ((godname = determine_god (op)), "none")) |
793 | if (!strcmp ((godname = determine_god (op)), "none")) |
784 | godname = "Your spirit"; |
794 | godname = "Your spirit"; |
785 | |
795 | |
786 | if (failure <= -20 && failure > -40) /* wonder */ |
796 | if (failure <= -20 && failure > -40) /* wonder */ |
787 | { |
797 | { |
788 | 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); |
789 | tmp = get_archetype (SPELL_WONDER); |
799 | tmp = archetype::get (SPELL_WONDER); |
790 | cast_cone (op, op, 0, tmp); |
800 | cast_cone (op, op, 0, tmp); |
791 | tmp->destroy (true); |
801 | tmp->destroy (); |
792 | } |
802 | } |
793 | |
803 | |
794 | else if (failure <= -40 && failure > -60) /* confusion */ |
804 | else if (failure <= -40 && failure > -60) /* confusion */ |
795 | { |
805 | { |
796 | new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); |
806 | op->failmsg ("Your diety touches your mind!" HINT_GRACE); |
797 | confuse_player (op, op, 99); |
807 | confuse_player (op, op, 99); |
798 | } |
808 | } |
799 | else if (failure <= -60 && failure > -150) /* paralysis */ |
809 | else if (failure <= -60 && failure > -150) /* paralysis */ |
800 | { |
810 | { |
801 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); |
811 | op->failmsgf ("%s requires you to pray NOW. " |
802 | new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); |
812 | "You comply, ignoring all else." HINT_GRACE, |
|
|
813 | godname); |
803 | paralyze_player (op, op, 99); |
814 | paralyze_player (op, op, 99); |
804 | } |
815 | } |
805 | else if (failure <= -150) /* blast the immediate area */ |
816 | else if (failure <= -150) /* blast the immediate area */ |
806 | { |
817 | { |
807 | tmp = get_archetype (GOD_POWER); |
818 | tmp = archetype::get (GOD_POWER); |
808 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); |
819 | op->failmsgf ("%s smites you!" HINT_GRACE, godname); |
809 | cast_magic_storm (op, tmp, power); |
820 | cast_magic_storm (op, tmp, power); |
810 | } |
821 | } |
811 | } |
822 | } |
812 | |
823 | |
813 | /* |
824 | /* |
814 | * spell_failure() handles the various effects for differing degrees |
825 | * spell_failure() handles the various effects for differing degrees |
815 | * of failure badness. |
826 | * of failure badness. |
816 | * op is the player that failed. |
827 | * op is the player that failed. |
817 | * failure is a random value of how badly you failed. |
828 | * failure is a random value of how badly you failed. |
818 | * 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. |
819 | * skill is the skill you'd need to cast the spell. |
830 | * skill is the skill you'd need to cast the spell. |
820 | */ |
831 | */ |
821 | |
|
|
822 | void |
832 | void |
823 | spell_failure (object *op, int failure, int power, object *skill) |
833 | spell_failure (object *op, int failure, int power, object *skill) |
824 | { |
834 | { |
825 | object *tmp; |
835 | object *tmp; |
826 | |
836 | |
827 | if (settings.spell_failure_effects == FALSE) |
837 | if (settings.spell_failure_effects == FALSE) |
828 | return; |
838 | return; |
829 | |
839 | |
830 | if (failure <= -20 && failure > -40) /* wonder */ |
840 | if (failure <= -20 && failure > -40) /* wonder */ |
831 | { |
841 | { |
832 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); |
842 | op->failmsg ("Your spell causes an unexpected effect."); |
833 | tmp = get_archetype (SPELL_WONDER); |
843 | tmp = archetype::get (SPELL_WONDER); |
834 | cast_cone (op, op, 0, tmp); |
844 | cast_cone (op, op, 0, tmp); |
835 | tmp->destroy (true); |
845 | tmp->destroy (); |
836 | } |
846 | } |
837 | |
847 | |
838 | else if (failure <= -40 && failure > -60) /* confusion */ |
848 | else if (failure <= -40 && failure > -60) /* confusion */ |
839 | { |
849 | { |
840 | 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!"); |
841 | confuse_player (op, op, 99); |
851 | confuse_player (op, op, 99); |
842 | } |
852 | } |
843 | else if (failure <= -60 && failure > -80) /* paralysis */ |
853 | else if (failure <= -60 && failure > -80) /* paralysis */ |
844 | { |
854 | { |
845 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); |
855 | op->failmsg ("Your magic stuns you!"); |
846 | paralyze_player (op, op, 99); |
856 | paralyze_player (op, op, 99); |
847 | } |
857 | } |
848 | else if (failure <= -80) /* blast the immediate area */ |
858 | else if (failure <= -80) /* blast the immediate area */ |
849 | { |
859 | { |
850 | object *tmp; |
860 | object *tmp; |
851 | |
861 | |
852 | /* 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 */ |
853 | 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) |
854 | { |
864 | { |
855 | new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); |
865 | op->failmsg ("The magic warps and you are turned inside out!"); |
856 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
866 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
857 | |
867 | |
858 | } |
868 | } |
859 | else |
869 | else |
860 | { |
870 | { |
861 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
871 | op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!"); |
862 | tmp = get_archetype (LOOSE_MANA); |
872 | tmp = archetype::get (LOOSE_MANA); |
863 | tmp->level = skill->level; |
873 | tmp->level = skill->level; |
864 | |
874 | |
865 | /* increase the area of destruction a little for more powerful spells */ |
875 | /* increase the area of destruction a little for more powerful spells */ |
866 | tmp->range += isqrt (power); |
876 | tmp->range += isqrt (power); |
867 | |
877 | |
… | |
… | |
875 | tmp->insert_at (op); |
885 | tmp->insert_at (op); |
876 | } |
886 | } |
877 | } |
887 | } |
878 | } |
888 | } |
879 | |
889 | |
880 | int |
890 | static int |
881 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
891 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
882 | { |
892 | { |
883 | int success; |
|
|
884 | object *spell; |
|
|
885 | |
|
|
886 | if (!spell_ob->other_arch) |
893 | if (!spell_ob->other_arch) |
887 | { |
894 | { |
888 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
895 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
889 | return 0; |
896 | return 0; |
890 | } |
897 | } |
891 | |
898 | |
892 | spell = arch_to_object (spell_ob->other_arch); |
899 | object *spell = spell_ob->other_arch->instance (); |
893 | |
900 | |
894 | /* Always cast spell on caster */ |
901 | /* Always cast spell on caster */ |
895 | success = cast_spell (op, caster, dir, spell, stringarg); |
902 | int success = cast_spell (op, caster, dir, spell, spellparam); |
896 | |
903 | |
897 | if (caster->contr->party == NULL) |
904 | if (!op->contr || !op->contr->party) |
898 | { |
905 | { |
899 | spell->remove (); |
906 | spell->remove (); |
900 | return success; |
907 | return success; |
901 | } |
908 | } |
902 | |
909 | |
903 | for_all_players (pl) |
910 | for_all_players (pl) |
904 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
911 | if ((pl->ob->contr->party == op->contr->party) |
|
|
912 | && on_same_map (pl->ob, op) |
|
|
913 | && pl->ob != op) |
905 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
914 | cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam); |
906 | |
915 | |
907 | spell->remove (); |
916 | spell->remove (); |
908 | return success; |
917 | return success; |
909 | } |
918 | } |
910 | |
919 | |
… | |
… | |
916 | * same as op. |
925 | * same as op. |
917 | * 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 |
918 | * is self only, dir really doesn't make a difference. |
927 | * is self only, dir really doesn't make a difference. |
919 | * 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, |
920 | * we can determine what to do. |
929 | * we can determine what to do. |
921 | * 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 |
922 | * 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 |
923 | * 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, |
924 | * etc. |
933 | * etc. |
925 | * 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 |
926 | * 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 |
… | |
… | |
934 | * 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), |
935 | * this function will decrease the mana/grace appropriately. For other |
944 | * this function will decrease the mana/grace appropriately. For other |
936 | * objects, the caller should do what it considers appropriate. |
945 | * objects, the caller should do what it considers appropriate. |
937 | */ |
946 | */ |
938 | int |
947 | int |
939 | 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) |
940 | { |
949 | { |
941 | const char *godname; |
950 | const char *godname; |
942 | int success = 0, cast_level = 0; |
951 | int success = 0; |
943 | object *skill = NULL; |
952 | |
|
|
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 |
944 | |
956 | |
945 | if (!spell_ob) |
957 | if (!spell_ob) |
946 | { |
958 | { |
947 | LOG (llevError, "cast_spell: null spell object passed\n"); |
959 | LOG (llevError, "cast_spell: null spell object passed\n"); |
948 | return 0; |
960 | return 0; |
… | |
… | |
959 | } |
971 | } |
960 | |
972 | |
961 | /* 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 |
962 | * an issue, because they don't have any spellpaths set up. |
974 | * an issue, because they don't have any spellpaths set up. |
963 | */ |
975 | */ |
964 | if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) |
976 | if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST]) |
965 | { |
977 | { |
966 | new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); |
978 | op->failmsg ("That spell path is denied to you."); |
967 | return 0; |
979 | return 0; |
968 | } |
980 | } |
|
|
981 | |
|
|
982 | object *skill = 0; |
969 | |
983 | |
970 | /* 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 |
971 | * (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 |
972 | * checks. We let monsters do special things - eg, they |
986 | * checks. We let monsters do special things - eg, they |
973 | * 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 |
974 | * should take care of that. |
988 | * should take care of that. |
975 | * 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 |
976 | * 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 |
977 | * at least process that code. |
991 | * at least process that code. |
978 | */ |
992 | */ |
… | |
… | |
982 | { |
996 | { |
983 | skill = find_skill_by_name (op, spell_ob->skill); |
997 | skill = find_skill_by_name (op, spell_ob->skill); |
984 | |
998 | |
985 | if (!skill) |
999 | if (!skill) |
986 | { |
1000 | { |
987 | op->failmsg (format ("You need the skill %s to cast %s! " |
1001 | op->failmsgf ("You need the %s skill to cast %s! " |
988 | "H<You either need to learn the skill via a skill scroll " |
1002 | "H<You either need to learn the skill via a skill scroll " |
989 | "or you need to wear a talisman or holy symbol.>", |
1003 | "or you need to wear a talisman, holy symbol or another skill tool.>", |
990 | &spell_ob->skill, &spell_ob->name)); |
1004 | &spell_ob->skill, &spell_ob->name); |
991 | return 0; |
1005 | return 0; |
992 | } |
1006 | } |
993 | |
1007 | |
994 | const char *msg = ""; |
1008 | const char *msg = ""; |
995 | |
1009 | |
996 | int caster_level = skill->level; |
1010 | int caster_level = skill->level; |
997 | |
1011 | |
998 | if (op->path_attuned & spell_ob->path_attuned) |
1012 | if (op->path_attuned & spell_ob->path_attuned) |
999 | { |
1013 | { |
1000 | caster_level += min (cast_level * 2, ATTUNE_REPELL); |
1014 | caster_level += min (caster_level, ATTUNE_REPELL); |
1001 | msg = " (attuned)"; |
1015 | msg = " (attuned)"; |
1002 | } |
1016 | } |
1003 | |
1017 | |
1004 | if (op->path_repelled & spell_ob->path_attuned) |
1018 | if (op->path_repelled & spell_ob->path_attuned) |
1005 | { |
1019 | { |
1006 | caster_level = ATTUNE_REPELL; // negative is ok |
1020 | caster_level -= ATTUNE_REPELL; // negative is ok |
1007 | msg = " (repelled)"; |
1021 | msg = " (repelled)"; |
1008 | } |
1022 | } |
1009 | |
1023 | |
1010 | if (spell_ob->level > caster_level) |
1024 | if (spell_ob->level > caster_level) |
1011 | { |
1025 | { |
1012 | op->failmsg (format ("You lack enough skill to cast that spell! " |
1026 | op->failmsgf ("You lack enough skill to cast that spell! " |
1013 | "H<Your effective cast level is %d%s, but level %d is required.>", |
1027 | "H<Your effective cast level is %d%s, but level %d is required.>", |
1014 | caster_level, msg, spell_ob->level)); |
1028 | caster_level, msg, spell_ob->level); |
1015 | if (!op->is_wiz ()) |
1029 | if (!op->is_wiz ()) |
1016 | return 0; |
1030 | return 0; |
1017 | } |
1031 | } |
1018 | } |
1032 | } |
1019 | |
1033 | |
1020 | /* If the caster is the wiz, they don't ever fail, and don't have |
1034 | /* If the caster is the wiz, they don't ever fail, and don't have |
1021 | * to have sufficient grace/mana. |
1035 | * to have sufficient grace/mana. |
1022 | */ |
1036 | */ |
1023 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1037 | if (!op->flag [FLAG_WIZCAST]) |
1024 | { |
1038 | { |
1025 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1039 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1026 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1040 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1027 | { |
1041 | { |
1028 | op->failmsg ("You don't have enough mana!"); |
1042 | op->failmsg ("You don't have enough mana!"); |
… | |
… | |
1036 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1050 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1037 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1051 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1038 | else |
1052 | else |
1039 | { |
1053 | { |
1040 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1054 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1041 | op->failmsg (format ("%s ignores your prayer.", godname)); |
1055 | op->failmsgf ("%s ignores your prayer.", godname); |
1042 | return 0; |
1056 | return 0; |
1043 | } |
1057 | } |
1044 | } |
1058 | } |
1045 | |
1059 | |
1046 | /* player/monster is trying to cast the spell. might fumble it */ |
1060 | /* player/monster is trying to cast the spell. might fumble it */ |
1047 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1061 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1048 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1062 | (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis])) |
1049 | { |
1063 | { |
1050 | op->contr->play_sound (sound_find ("fumble_spell")); |
1064 | op->contr->play_sound (sound_find ("fumble_spell")); |
1051 | op->failmsg ("You fumble the prayer."); |
1065 | op->failmsg ("You fumble the prayer."); |
1052 | |
1066 | |
1053 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1067 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
… | |
… | |
1076 | * not alive, then this would mean that the mapmaker put the |
1090 | * not alive, then this would mean that the mapmaker put the |
1077 | * objects on the space - presume that they know what they are |
1091 | * objects on the space - presume that they know what they are |
1078 | * doing. |
1092 | * doing. |
1079 | */ |
1093 | */ |
1080 | |
1094 | |
1081 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1095 | if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1082 | { |
1096 | { |
|
|
1097 | op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood |
1083 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1098 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1084 | return 0; |
1099 | return 0; |
1085 | } |
1100 | } |
1086 | |
1101 | |
1087 | if ((spell_ob->type == SPELL) |
1102 | if ((spell_ob->type == SPELL) |
1088 | && (caster->type != POTION) |
1103 | && (caster->type != POTION) |
1089 | && !QUERY_FLAG (op, FLAG_WIZCAST) |
1104 | && !op->flag [FLAG_WIZCAST] |
1090 | && (QUERY_FLAG (caster, FLAG_ALIVE) |
1105 | && (caster->flag [FLAG_ALIVE] |
1091 | || QUERY_FLAG (op, FLAG_ALIVE)) |
1106 | || op->flag [FLAG_ALIVE]) |
1092 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1107 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1093 | { |
1108 | { |
1094 | if (op->type != PLAYER) |
1109 | if (op->type != PLAYER) |
1095 | return 0; |
1110 | return 0; |
1096 | |
1111 | |
1097 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1112 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1098 | op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); |
1113 | op->failmsgf ("This ground is unholy! %s ignores you.", godname); |
1099 | else if (object *item = op->contr->ranged_ob) |
1114 | else if (object *item = op->contr->ranged_ob) |
1100 | { |
1115 | { |
1101 | if (item->type == SPELL) |
1116 | if (item->type == SPELL) |
1102 | op->failmsg ("Something blocks your spellcasting."); |
1117 | op->failmsg ("Something blocks your spellcasting."); |
1103 | else if (item->type == SCROLL) |
1118 | else if (item->type == SCROLL) |
… | |
… | |
1109 | op->failmsg ("Something blocks the spell!"); |
1124 | op->failmsg ("Something blocks the spell!"); |
1110 | |
1125 | |
1111 | return 0; |
1126 | return 0; |
1112 | } |
1127 | } |
1113 | |
1128 | |
|
|
1129 | // undo the flood protection from earlier |
|
|
1130 | op->speed_left += 4 * op->speed; // ~0.5s on failure |
|
|
1131 | |
1114 | /* Take into account how long it takes to cast the spell. |
1132 | /* Take into account how long it takes to cast the spell. |
1115 | * 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 |
1116 | * the spell object. If it is a spell object, have it |
1134 | * the spell object. If it is a spell object, have it |
1117 | * take two ticks. Things that cast spells on the players |
1135 | * take two ticks. Things that cast spells on the players |
1118 | * behalf (eg, altars, and whatever else) shouldn't cost |
1136 | * behalf (eg, altars, and whatever else) shouldn't cost |
1119 | * the player any time. |
1137 | * the player any time. |
1120 | * Ignore casting time for firewalls |
1138 | * Ignore casting time for firewalls |
1121 | */ |
1139 | */ |
1122 | if (caster == op && caster->type != FIREWALL) |
1140 | if (caster == op && caster->type != FIREWALL) |
1123 | { |
1141 | { |
1124 | 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; |
1125 | /* 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 |
1126 | * 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 |
1127 | */ |
1145 | */ |
1128 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1146 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed) |
1129 | 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; |
1130 | } |
1148 | } |
1131 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1149 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1132 | op->speed_left -= 2 * FABS (op->speed); |
1150 | op->speed_left -= 2 * op->speed; |
1133 | |
1151 | |
1134 | if (op->type == PLAYER && op == caster) |
1152 | if (op->type == PLAYER && op == caster) |
1135 | { |
1153 | { |
1136 | 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); |
1137 | 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); |
… | |
… | |
1142 | * object requires. |
1160 | * object requires. |
1143 | */ |
1161 | */ |
1144 | if (op != caster && !skill && caster->skill) |
1162 | if (op != caster && !skill && caster->skill) |
1145 | { |
1163 | { |
1146 | skill = find_skill_by_name (op, caster->skill); |
1164 | skill = find_skill_by_name (op, caster->skill); |
|
|
1165 | |
1147 | if (!skill) |
1166 | if (!skill) |
1148 | { |
1167 | { |
1149 | op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); |
1168 | op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster)); |
1150 | return 0; |
1169 | return 0; |
1151 | } |
1170 | } |
1152 | |
|
|
1153 | op->change_skill (skill); /* needed for proper exp credit */ |
|
|
1154 | } |
1171 | } |
1155 | |
1172 | |
1156 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
1173 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) |
1157 | return RESULT_INT (0); |
1174 | return RESULT_INT (0); |
1158 | |
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 | |
1159 | switch (spell_ob->subtype) |
1183 | switch (spell_ob->subtype) |
1160 | { |
1184 | { |
1161 | /* 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 |
1162 | * in in spells.h. |
1186 | * in spells.h. |
1163 | */ |
1187 | */ |
1164 | case SP_RAISE_DEAD: |
1188 | case SP_RAISE_DEAD: |
1165 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1189 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam); |
1166 | break; |
1190 | break; |
1167 | |
1191 | |
1168 | case SP_RUNE: |
1192 | case SP_RUNE: |
1169 | success = write_rune (op, caster, spell_ob, dir, stringarg); |
1193 | success = write_rune (op, caster, spell_ob, dir, spellparam); |
1170 | break; |
1194 | break; |
1171 | |
1195 | |
1172 | case SP_MAKE_MARK: |
1196 | case SP_MAKE_MARK: |
1173 | success = write_mark (op, spell_ob, stringarg); |
1197 | success = write_mark (op, spell_ob, spellparam); |
1174 | break; |
1198 | break; |
1175 | |
1199 | |
1176 | case SP_BOLT: |
1200 | case SP_BOLT: |
1177 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1201 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1178 | break; |
1202 | break; |
… | |
… | |
1207 | |
1231 | |
1208 | case SP_DIMENSION_DOOR: |
1232 | case SP_DIMENSION_DOOR: |
1209 | /* dimension door needs the actual caster, because that is what is |
1233 | /* dimension door needs the actual caster, because that is what is |
1210 | * moved. |
1234 | * moved. |
1211 | */ |
1235 | */ |
1212 | success = dimension_door (op, caster, spell_ob, dir); |
1236 | success = dimension_door (op, caster, spell_ob, dir, spellparam); |
1213 | break; |
1237 | break; |
1214 | |
1238 | |
1215 | case SP_MAGIC_MAPPING: |
1239 | case SP_MAGIC_MAPPING: |
1216 | if (op->type == PLAYER) |
1240 | if (op->type == PLAYER) |
1217 | { |
1241 | { |
… | |
… | |
1250 | case SP_HEALING: |
1274 | case SP_HEALING: |
1251 | success = cast_heal (op, caster, spell_ob, dir); |
1275 | success = cast_heal (op, caster, spell_ob, dir); |
1252 | break; |
1276 | break; |
1253 | |
1277 | |
1254 | case SP_CREATE_FOOD: |
1278 | case SP_CREATE_FOOD: |
1255 | success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1279 | success = cast_create_food (op, caster, spell_ob, dir, spellparam); |
1256 | break; |
1280 | break; |
1257 | |
1281 | |
1258 | case SP_EARTH_TO_DUST: |
1282 | case SP_EARTH_TO_DUST: |
1259 | success = cast_earth_to_dust (op, caster, spell_ob); |
1283 | success = cast_earth_to_dust (op, caster, spell_ob); |
1260 | break; |
1284 | break; |
… | |
… | |
1270 | case SP_CURSE: |
1294 | case SP_CURSE: |
1271 | success = cast_curse (op, caster, spell_ob, dir); |
1295 | success = cast_curse (op, caster, spell_ob, dir); |
1272 | break; |
1296 | break; |
1273 | |
1297 | |
1274 | case SP_SUMMON_MONSTER: |
1298 | case SP_SUMMON_MONSTER: |
1275 | success = summon_object (op, caster, spell_ob, dir, stringarg); |
1299 | success = summon_object (op, caster, spell_ob, dir, spellparam); |
1276 | break; |
1300 | break; |
1277 | |
1301 | |
1278 | case SP_CHARGING: |
1302 | case SP_CHARGING: |
1279 | success = recharge (op, caster, spell_ob); |
1303 | success = recharge (op, caster, spell_ob); |
1280 | break; |
1304 | break; |
… | |
… | |
1313 | break; |
1337 | break; |
1314 | |
1338 | |
1315 | case SP_MOVING_BALL: |
1339 | case SP_MOVING_BALL: |
1316 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1340 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1317 | { |
1341 | { |
1318 | op->failmsg (format ("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); |
1319 | success = 0; |
1343 | success = 0; |
1320 | } |
1344 | } |
1321 | else |
1345 | else |
1322 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1346 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1323 | break; |
1347 | break; |
… | |
… | |
1334 | /* in rune.c */ |
1358 | /* in rune.c */ |
1335 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1359 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1336 | break; |
1360 | break; |
1337 | |
1361 | |
1338 | case SP_CREATE_MISSILE: |
1362 | case SP_CREATE_MISSILE: |
1339 | success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1363 | success = cast_create_missile (op, caster, spell_ob, dir, spellparam); |
1340 | break; |
1364 | break; |
1341 | |
1365 | |
1342 | case SP_CONSECRATE: |
1366 | case SP_CONSECRATE: |
1343 | success = cast_consecrate (op, caster, spell_ob); |
1367 | success = cast_consecrate (op, caster, spell_ob); |
1344 | break; |
1368 | break; |
… | |
… | |
1366 | case SP_AURA: |
1390 | case SP_AURA: |
1367 | success = create_aura (op, caster, spell_ob); |
1391 | success = create_aura (op, caster, spell_ob); |
1368 | break; |
1392 | break; |
1369 | |
1393 | |
1370 | case SP_PARTY_SPELL: |
1394 | case SP_PARTY_SPELL: |
1371 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1395 | success = cast_party_spell (op, caster, dir, spell_ob, spellparam); |
1372 | break; |
1396 | break; |
1373 | |
1397 | |
1374 | default: |
1398 | default: |
1375 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1399 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1376 | } |
1400 | } |
|
|
1401 | |
|
|
1402 | // restore chosen_skill |
|
|
1403 | op->chosen_skill = chosen_skill; |
1377 | |
1404 | |
1378 | op->play_sound ( |
1405 | op->play_sound ( |
1379 | success |
1406 | success |
1380 | ? spell_ob->sound |
1407 | ? spell_ob->sound |
1381 | ? spell_ob->sound |
1408 | ? spell_ob->sound |
… | |
… | |
1435 | move_aura (op); |
1462 | move_aura (op); |
1436 | break; |
1463 | break; |
1437 | } |
1464 | } |
1438 | } |
1465 | } |
1439 | |
1466 | |
1440 | /* this checks to see if something special should happen if |
|
|
1441 | * something runs into the object. |
|
|
1442 | */ |
|
|
1443 | void |
|
|
1444 | check_spell_effect (object *op) |
|
|
1445 | { |
|
|
1446 | switch (op->subtype) |
|
|
1447 | { |
|
|
1448 | case SP_BOLT: |
|
|
1449 | move_bolt (op); |
|
|
1450 | return; |
|
|
1451 | |
|
|
1452 | case SP_BULLET: |
|
|
1453 | check_bullet (op); |
|
|
1454 | return; |
|
|
1455 | } |
|
|
1456 | } |
|
|
1457 | |
|
|
1458 | /* This is called by move_apply. Basically, if someone |
1467 | /* This is called by move_apply. Basically, if someone |
1459 | * 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 |
1460 | * are set, this is called. This should only be called for |
1469 | * are set, this is called. This should only be called for |
1461 | * objects of the appropriate type. |
1470 | * objects of the appropriate type. |
1462 | */ |
1471 | */ |
… | |
… | |
1464 | apply_spell_effect (object *spell, object *victim) |
1473 | apply_spell_effect (object *spell, object *victim) |
1465 | { |
1474 | { |
1466 | switch (spell->subtype) |
1475 | switch (spell->subtype) |
1467 | { |
1476 | { |
1468 | case SP_CONE: |
1477 | case SP_CONE: |
1469 | if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1478 | if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype) |
1470 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1479 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1471 | break; |
1480 | break; |
1472 | |
1481 | |
1473 | case SP_MAGIC_MISSILE: |
1482 | case SP_MAGIC_MISSILE: |
1474 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1483 | if (victim->flag [FLAG_ALIVE]) |
1475 | { |
1484 | { |
1476 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1485 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1477 | spell->destroy (true); |
1486 | spell->destroy (); |
1478 | } |
1487 | } |
1479 | break; |
1488 | break; |
1480 | |
1489 | |
1481 | case SP_MOVING_BALL: |
1490 | case SP_MOVING_BALL: |
1482 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1491 | if (victim->flag [FLAG_ALIVE]) |
1483 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1492 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1484 | else if (victim->materialname) |
1493 | else if (victim->material != MATERIAL_NULL) |
1485 | save_throw_object (victim, spell->attacktype, spell); |
1494 | save_throw_object (victim, spell->attacktype, spell); |
1486 | |
1495 | |
1487 | break; |
1496 | break; |
1488 | } |
1497 | } |
1489 | } |
1498 | } |
1490 | |
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 | } |