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 |
|
|
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> |
… | |
… | |
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 | { |
… | |
… | |
126 | level = lerp (level, (int)spell->level, 100, 1, 100); |
127 | level = lerp (level, (int)spell->level, 100, 1, 100); |
127 | |
128 | |
128 | /* 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 |
129 | * errors in various places. |
130 | * errors in various places. |
130 | */ |
131 | */ |
131 | return max (level, 1); |
132 | return clamp (level, 1, settings.max_level); |
132 | } |
133 | } |
133 | |
134 | |
134 | /* The following function scales the spellpoint cost of |
135 | /* The following function scales the spellpoint cost of |
135 | * a spell by it's increased effectiveness. Some of the |
136 | * a spell by it's increased effectiveness. Some of the |
136 | * lower level spells become incredibly vicious at high |
137 | * lower level spells become incredibly vicious at high |
… | |
… | |
148 | int sp, grace, level = casting_level (caster, spell); |
149 | int sp, grace, level = casting_level (caster, spell); |
149 | |
150 | |
150 | if (settings.spellpoint_level_depend == TRUE) |
151 | if (settings.spellpoint_level_depend == TRUE) |
151 | { |
152 | { |
152 | if (spell->stats.sp && spell->stats.maxsp) |
153 | if (spell->stats.sp && spell->stats.maxsp) |
153 | { |
|
|
154 | 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)); |
155 | } |
|
|
156 | else |
155 | else |
157 | sp = spell->stats.sp; |
156 | sp = spell->stats.sp; |
158 | |
157 | |
159 | sp *= (int) PATH_SP_MULT (caster, spell); |
158 | sp *= (int) PATH_SP_MULT (caster, spell); |
160 | if (!sp && spell->stats.sp) |
159 | if (!sp && spell->stats.sp) |
161 | sp = 1; |
160 | sp = 1; |
162 | |
161 | |
163 | if (spell->stats.grace && spell->stats.maxgrace) |
162 | if (spell->stats.grace && spell->stats.maxgrace) |
164 | { |
|
|
165 | 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)); |
166 | } |
|
|
167 | else |
164 | else |
168 | grace = spell->stats.grace; |
165 | grace = spell->stats.grace; |
169 | |
166 | |
170 | grace *= (int) PATH_SP_MULT (caster, spell); |
167 | grace *= PATH_SP_MULT (caster, spell); |
171 | if (spell->stats.grace && !grace) |
168 | if (spell->stats.grace && !grace) |
172 | grace = 1; |
169 | grace = 1; |
173 | } |
170 | } |
174 | else |
171 | else |
175 | { |
172 | { |
… | |
… | |
181 | if (spell->stats.grace && !grace) |
178 | if (spell->stats.grace && !grace) |
182 | grace = 1; |
179 | grace = 1; |
183 | } |
180 | } |
184 | |
181 | |
185 | if (flags == SPELL_HIGHEST) |
182 | if (flags == SPELL_HIGHEST) |
186 | return MAX (sp, grace); |
183 | return max (sp, grace); |
187 | else if (flags == SPELL_GRACE) |
184 | else if (flags == SPELL_GRACE) |
188 | return grace; |
185 | return grace; |
189 | else if (flags == SPELL_MANA) |
186 | else if (flags == SPELL_MANA) |
190 | return sp; |
187 | return sp; |
191 | else |
188 | else |
… | |
… | |
329 | { |
326 | { |
330 | if (OUT_OF_REAL_MAP (m, x, y)) |
327 | if (OUT_OF_REAL_MAP (m, x, y)) |
331 | return 0; |
328 | return 0; |
332 | |
329 | |
333 | 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) |
334 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
331 | if (op->flag [FLAG_REFL_SPELL] |
335 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
332 | && (!op->flag [FLAG_ALIVE] |
336 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
333 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
337 | return 1; |
334 | return 1; |
338 | |
335 | |
339 | return 0; |
336 | return 0; |
340 | } |
337 | } |
341 | |
338 | |
342 | /* cast_create_object: creates object new_op in direction dir |
339 | /* cast_create_object: creates object new_op in direction dir |
343 | * or if that is blocked, beneath the player (op). |
340 | * or if that is blocked, beneath the player (op). |
344 | * we pass 'caster', but don't use it for anything. |
341 | * we pass 'caster', but don't use it for anything. |
345 | * This is really just a simple wrapper function . |
342 | * This is really just a simple wrapper function . |
346 | * returns the direction that the object was actually placed |
343 | * returns true to indicate whether the operation was successful. |
347 | * in. |
344 | * destroys the object is unsuccessful. |
348 | */ |
345 | */ |
349 | int |
346 | bool |
350 | 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) |
351 | { |
348 | { |
352 | maptile *m; |
349 | mapxy pos (op); |
353 | sint16 sx, sy; |
350 | pos.move (dir); |
354 | |
351 | |
355 | if (dir && |
352 | if (!pos.normalise () |
356 | ((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 |
357 | OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) |
354 | || !new_op->can_drop_at (pos.m, pos.x, pos.y) |
358 | { |
355 | ) |
359 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
|
|
360 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
|
|
361 | dir = 0; |
|
|
362 | } |
356 | { |
|
|
357 | op->failmsg ("Your spell fizzles! H<Something is in the way.>"); |
|
|
358 | new_op->destroy (); |
|
|
359 | return 0; |
|
|
360 | } |
363 | |
361 | |
364 | SET_FLAG (new_op, FLAG_IDENTIFIED); |
362 | new_op->set_flag (FLAG_IDENTIFIED); |
365 | op->map->insert (new_op, |
|
|
366 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
|
|
367 | op, |
|
|
368 | dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
369 | |
363 | |
|
|
364 | pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
365 | |
370 | return dir; |
366 | return 1; |
|
|
367 | } |
|
|
368 | |
|
|
369 | static bool |
|
|
370 | mergable_owner (object *o1, object *o2) |
|
|
371 | { |
|
|
372 | if (o1 == o2) |
|
|
373 | return 1; |
|
|
374 | |
|
|
375 | if (!o1 || !o2) |
|
|
376 | return 0; |
|
|
377 | |
|
|
378 | if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY]) |
|
|
379 | return 0; |
|
|
380 | |
|
|
381 | if (o1->is_player () || o2->is_player ()) |
|
|
382 | return 0; |
|
|
383 | |
|
|
384 | return 1; |
371 | } |
385 | } |
372 | |
386 | |
373 | /* 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. |
374 | * immune_stop is basically the attacktype of the spell (why |
388 | * immune_stop is basically the attacktype of the spell (why |
375 | * passed as a different value, not sure of). If immune_stop |
389 | * passed as a different value, not sure of). If immune_stop |
376 | * has the AT_MAGIC bit set, and there is a counterwall |
390 | * has the AT_MAGIC bit set, and there is a counterwall |
377 | * 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 |
378 | * 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. |
379 | * |
|
|
380 | */ |
393 | */ |
381 | int |
394 | int |
382 | 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) |
383 | { |
396 | { |
384 | if (!xy_normalise (m, x, y)) |
397 | if (!xy_normalise (m, x, y)) |
… | |
… | |
388 | ms.update (); |
401 | ms.update (); |
389 | |
402 | |
390 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
403 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
391 | return 0; |
404 | return 0; |
392 | |
405 | |
|
|
406 | int max_effects = 5; // max. number of similar spells per mapspace |
|
|
407 | |
393 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
408 | for (object *tmp = ms.top; tmp; tmp = tmp->below) |
394 | { |
409 | { |
395 | /* If there is a counterspell on the space, and this |
410 | /* If there is a counterspell on the space, and this |
396 | * object is using magic, don't progress. I believe we could |
411 | * object is using magic, don't progress. I believe we could |
397 | * 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 |
398 | * 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 |
… | |
… | |
400 | * 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 |
401 | * 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 |
402 | * spell to actually hit the counterwall and be sucked up. |
417 | * spell to actually hit the counterwall and be sucked up. |
403 | */ |
418 | */ |
404 | if ((tmp->attacktype & AT_COUNTERSPELL) |
419 | if ((tmp->attacktype & AT_COUNTERSPELL) |
405 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
420 | && !tmp->flag [FLAG_MONSTER] |
406 | && (tmp->type != PLAYER) |
421 | && (tmp->type != PLAYER) |
407 | && (tmp->type != WEAPON) |
422 | && (tmp->type != WEAPON) |
408 | && (tmp->type != BOW) |
423 | && (tmp->type != BOW) |
409 | && (tmp->type != ARROW) |
424 | && (tmp->type != ARROW) |
410 | && (tmp->type != GOLEM) |
425 | && (tmp->type != GOLEM) |
411 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
426 | && !tmp->flag [FLAG_IS_FLOOR] // XXX: |
412 | // we special case floor here because there |
427 | // we special case floor here because there |
413 | // are sometimes spell effect floors |
428 | // are sometimes spell effect floors |
414 | // which are used to inflict damage |
429 | // which are used to inflict damage |
415 | // (and those shouldn't go away from |
430 | // (and those shouldn't go away from |
416 | // sanctuary) see also: permanent lava |
431 | // sanctuary) see also: permanent lava |
417 | && (immune_stop & AT_MAGIC)) |
432 | && (immune_stop & AT_MAGIC)) |
418 | return 0; |
433 | return 0; |
419 | |
434 | |
420 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
421 | * limits one spell effect per space per spell. This is definately |
|
|
422 | * needed for performance reasons, and just for playability I believe. |
|
|
423 | * there are no such things as multispaced spells right now, so |
|
|
424 | * we don't need to worry about the head. |
|
|
425 | */ |
|
|
426 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
|
|
427 | return 0; |
|
|
428 | |
|
|
429 | /* |
|
|
430 | * Combine similar spell effects into one spell effect. Needed for |
|
|
431 | * performance reasons with meteor swarm and the like, but also for |
|
|
432 | * playability reasons. |
|
|
433 | */ |
|
|
434 | if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
|
|
435 | && tmp->type == op->type |
435 | if (tmp->type == op->type) |
436 | && tmp->subtype == op->subtype |
|
|
437 | && tmp->owner == op->owner |
|
|
438 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
439 | { |
436 | { |
440 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
437 | if (tmp->subtype == op->subtype |
441 | tmp->range = MAX (tmp->range, op->range); |
438 | && tmp->arch == op->arch /* no harm if not comparing by name here */) |
442 | 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) |
443 | return 0; |
469 | return 0; |
444 | } |
470 | } |
445 | |
471 | |
446 | /* 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 |
447 | * ground to prevent it from moving along? |
473 | * ground to prevent it from moving along? |
448 | */ |
474 | */ |
… | |
… | |
487 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
513 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
488 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
514 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
489 | if (!tailor_god_spell (tmp, op)) |
515 | if (!tailor_god_spell (tmp, op)) |
490 | return 0; |
516 | return 0; |
491 | |
517 | |
492 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
518 | if (tmp->flag [FLAG_IS_TURNABLE]) |
493 | SET_ANIMATION (tmp, dir); |
519 | SET_ANIMATION (tmp, dir); |
494 | |
520 | |
495 | if ((tmp = op->map->insert (tmp, x, y, op))) |
521 | if ((tmp = op->map->insert (tmp, x, y, op))) |
496 | move_spell_effect (tmp); |
522 | move_spell_effect (tmp); |
497 | |
523 | |
… | |
… | |
505 | ****************************************************************************/ |
531 | ****************************************************************************/ |
506 | void |
532 | void |
507 | regenerate_rod (object *rod) |
533 | regenerate_rod (object *rod) |
508 | { |
534 | { |
509 | if (rod->stats.hp < rod->stats.maxhp) |
535 | if (rod->stats.hp < rod->stats.maxhp) |
510 | 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); |
511 | } |
537 | } |
512 | |
538 | |
513 | void |
539 | void |
514 | drain_rod_charge (object *rod) |
540 | drain_rod_charge (object *rod) |
515 | { |
541 | { |
… | |
… | |
535 | { |
561 | { |
536 | tmp = op->owner; |
562 | tmp = op->owner; |
537 | /* 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 |
538 | * to the caster. |
564 | * to the caster. |
539 | */ |
565 | */ |
540 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
566 | if (!tmp || !tmp->flag [FLAG_MONSTER]) |
541 | tmp = op; |
567 | tmp = op; |
542 | } |
568 | } |
543 | else |
569 | else |
544 | { |
570 | { |
545 | maptile *m = op->map; |
571 | maptile *m = op->map; |
… | |
… | |
593 | continue; |
619 | continue; |
594 | |
620 | |
595 | tmp = GET_MAP_OB (mp, nx, ny); |
621 | tmp = GET_MAP_OB (mp, nx, ny); |
596 | |
622 | |
597 | while (tmp != NULL && (((owner_type == PLAYER && |
623 | while (tmp != NULL && (((owner_type == PLAYER && |
598 | !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
624 | !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) || |
599 | (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)))) |
600 | tmp = tmp->above; |
626 | tmp = tmp->above; |
601 | |
627 | |
602 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
628 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
603 | return freedir[i]; |
629 | return freedir[i]; |
… | |
… | |
607 | |
633 | |
608 | /* put_a_monster: puts a monster named monstername near by |
634 | /* put_a_monster: puts a monster named monstername near by |
609 | * op. This creates the treasures for the monsters, and |
635 | * op. This creates the treasures for the monsters, and |
610 | * also deals with multipart monsters properly. |
636 | * also deals with multipart monsters properly. |
611 | */ |
637 | */ |
612 | void |
638 | static void |
613 | put_a_monster (object *op, const char *monstername) |
639 | put_a_monster (object *op, const char *monstername) |
614 | { |
640 | { |
615 | object *tmp, *head = NULL, *prev = NULL; |
641 | object *tmp, *head = NULL, *prev = NULL; |
616 | archetype *at; |
642 | archetype *at; |
617 | int dir; |
643 | int dir; |
… | |
… | |
632 | * insert multipart monsters properly |
658 | * insert multipart monsters properly |
633 | */ |
659 | */ |
634 | //TODO: use expand_tail + ... |
660 | //TODO: use expand_tail + ... |
635 | while (at != NULL) |
661 | while (at != NULL) |
636 | { |
662 | { |
637 | tmp = arch_to_object (at); |
663 | tmp = at->instance (); |
638 | tmp->x = op->x + freearr_x[dir] + at->x; |
664 | tmp->x = op->x + freearr_x[dir] + at->x; |
639 | tmp->y = op->y + freearr_y[dir] + at->y; |
665 | tmp->y = op->y + freearr_y[dir] + at->y; |
640 | tmp->map = op->map; |
666 | tmp->map = op->map; |
641 | if (head) |
667 | if (head) |
642 | { |
668 | { |
… | |
… | |
673 | * 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 |
674 | * 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 |
675 | * never used. This is however used by various failures on the |
701 | * never used. This is however used by various failures on the |
676 | * players part (alchemy, reincarnation, etc) |
702 | * players part (alchemy, reincarnation, etc) |
677 | */ |
703 | */ |
678 | |
|
|
679 | int |
704 | int |
680 | summon_hostile_monsters (object *op, int n, const char *monstername) |
705 | summon_hostile_monsters (object *op, int n, const char *monstername) |
681 | { |
706 | { |
682 | int i; |
707 | int i; |
683 | |
708 | |
… | |
… | |
754 | * at casting a prayer. |
779 | * at casting a prayer. |
755 | * op is the player. |
780 | * op is the player. |
756 | * failure is basically how much grace they had. |
781 | * failure is basically how much grace they had. |
757 | * 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. |
758 | */ |
783 | */ |
759 | void |
784 | |
|
|
785 | #define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>" |
|
|
786 | |
|
|
787 | static void |
760 | prayer_failure (object *op, int failure, int power) |
788 | prayer_failure (object *op, int failure, int power) |
761 | { |
789 | { |
762 | const char *godname; |
790 | const char *godname; |
763 | object *tmp; |
791 | object *tmp; |
764 | |
792 | |
765 | if (!strcmp ((godname = determine_god (op)), "none")) |
793 | if (!strcmp ((godname = determine_god (op)), "none")) |
766 | godname = "Your spirit"; |
794 | godname = "Your spirit"; |
767 | |
795 | |
768 | if (failure <= -20 && failure > -40) /* wonder */ |
796 | if (failure <= -20 && failure > -40) /* wonder */ |
769 | { |
797 | { |
770 | 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); |
771 | tmp = get_archetype (SPELL_WONDER); |
799 | tmp = archetype::get (SPELL_WONDER); |
772 | cast_cone (op, op, 0, tmp); |
800 | cast_cone (op, op, 0, tmp); |
773 | tmp->destroy (); |
801 | tmp->destroy (); |
774 | } |
802 | } |
775 | |
803 | |
776 | else if (failure <= -40 && failure > -60) /* confusion */ |
804 | else if (failure <= -40 && failure > -60) /* confusion */ |
777 | { |
805 | { |
778 | new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); |
806 | op->failmsg ("Your diety touches your mind!" HINT_GRACE); |
779 | confuse_player (op, op, 99); |
807 | confuse_player (op, op, 99); |
780 | } |
808 | } |
781 | else if (failure <= -60 && failure > -150) /* paralysis */ |
809 | else if (failure <= -60 && failure > -150) /* paralysis */ |
782 | { |
810 | { |
783 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); |
811 | op->failmsgf ("%s requires you to pray NOW. " |
784 | new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); |
812 | "You comply, ignoring all else." HINT_GRACE, |
|
|
813 | godname); |
785 | paralyze_player (op, op, 99); |
814 | paralyze_player (op, op, 99); |
786 | } |
815 | } |
787 | else if (failure <= -150) /* blast the immediate area */ |
816 | else if (failure <= -150) /* blast the immediate area */ |
788 | { |
817 | { |
789 | tmp = get_archetype (GOD_POWER); |
818 | tmp = archetype::get (GOD_POWER); |
790 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); |
819 | op->failmsgf ("%s smites you!" HINT_GRACE, godname); |
791 | cast_magic_storm (op, tmp, power); |
820 | cast_magic_storm (op, tmp, power); |
792 | } |
821 | } |
793 | } |
822 | } |
794 | |
823 | |
795 | /* |
824 | /* |
796 | * spell_failure() handles the various effects for differing degrees |
825 | * spell_failure() handles the various effects for differing degrees |
797 | * of failure badness. |
826 | * of failure badness. |
798 | * op is the player that failed. |
827 | * op is the player that failed. |
799 | * failure is a random value of how badly you failed. |
828 | * failure is a random value of how badly you failed. |
800 | * 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. |
801 | * skill is the skill you'd need to cast the spell. |
830 | * skill is the skill you'd need to cast the spell. |
802 | */ |
831 | */ |
803 | |
|
|
804 | void |
832 | void |
805 | spell_failure (object *op, int failure, int power, object *skill) |
833 | spell_failure (object *op, int failure, int power, object *skill) |
806 | { |
834 | { |
807 | object *tmp; |
835 | object *tmp; |
808 | |
836 | |
809 | if (settings.spell_failure_effects == FALSE) |
837 | if (settings.spell_failure_effects == FALSE) |
810 | return; |
838 | return; |
811 | |
839 | |
812 | if (failure <= -20 && failure > -40) /* wonder */ |
840 | if (failure <= -20 && failure > -40) /* wonder */ |
813 | { |
841 | { |
814 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); |
842 | op->failmsg ("Your spell causes an unexpected effect."); |
815 | tmp = get_archetype (SPELL_WONDER); |
843 | tmp = archetype::get (SPELL_WONDER); |
816 | cast_cone (op, op, 0, tmp); |
844 | cast_cone (op, op, 0, tmp); |
817 | tmp->destroy (); |
845 | tmp->destroy (); |
818 | } |
846 | } |
819 | |
847 | |
820 | else if (failure <= -40 && failure > -60) /* confusion */ |
848 | else if (failure <= -40 && failure > -60) /* confusion */ |
821 | { |
849 | { |
822 | 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!"); |
823 | confuse_player (op, op, 99); |
851 | confuse_player (op, op, 99); |
824 | } |
852 | } |
825 | else if (failure <= -60 && failure > -80) /* paralysis */ |
853 | else if (failure <= -60 && failure > -80) /* paralysis */ |
826 | { |
854 | { |
827 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); |
855 | op->failmsg ("Your magic stuns you!"); |
828 | paralyze_player (op, op, 99); |
856 | paralyze_player (op, op, 99); |
829 | } |
857 | } |
830 | else if (failure <= -80) /* blast the immediate area */ |
858 | else if (failure <= -80) /* blast the immediate area */ |
831 | { |
859 | { |
832 | object *tmp; |
860 | object *tmp; |
833 | |
861 | |
834 | /* 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 */ |
835 | 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) |
836 | { |
864 | { |
837 | 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!"); |
838 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
866 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
839 | |
867 | |
840 | } |
868 | } |
841 | else |
869 | else |
842 | { |
870 | { |
843 | 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!"); |
844 | tmp = get_archetype (LOOSE_MANA); |
872 | tmp = archetype::get (LOOSE_MANA); |
845 | tmp->level = skill->level; |
873 | tmp->level = skill->level; |
846 | |
874 | |
847 | /* increase the area of destruction a little for more powerful spells */ |
875 | /* increase the area of destruction a little for more powerful spells */ |
848 | tmp->range += isqrt (power); |
876 | tmp->range += isqrt (power); |
849 | |
877 | |
… | |
… | |
857 | tmp->insert_at (op); |
885 | tmp->insert_at (op); |
858 | } |
886 | } |
859 | } |
887 | } |
860 | } |
888 | } |
861 | |
889 | |
862 | int |
890 | static int |
863 | 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) |
864 | { |
892 | { |
865 | int success; |
|
|
866 | object *spell; |
|
|
867 | |
|
|
868 | if (!spell_ob->other_arch) |
893 | if (!spell_ob->other_arch) |
869 | { |
894 | { |
870 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
895 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
871 | return 0; |
896 | return 0; |
872 | } |
897 | } |
873 | |
898 | |
874 | spell = arch_to_object (spell_ob->other_arch); |
899 | object *spell = spell_ob->other_arch->instance (); |
875 | |
900 | |
876 | /* Always cast spell on caster */ |
901 | /* Always cast spell on caster */ |
877 | success = cast_spell (op, caster, dir, spell, stringarg); |
902 | int success = cast_spell (op, caster, dir, spell, spellparam); |
878 | |
903 | |
879 | if (caster->contr->party == NULL) |
904 | if (!op->contr || !op->contr->party) |
880 | { |
905 | { |
881 | spell->remove (); |
906 | spell->remove (); |
882 | return success; |
907 | return success; |
883 | } |
908 | } |
884 | |
909 | |
885 | for_all_players (pl) |
910 | for_all_players (pl) |
886 | 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) |
887 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
914 | cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam); |
888 | |
915 | |
889 | spell->remove (); |
916 | spell->remove (); |
890 | return success; |
917 | return success; |
891 | } |
918 | } |
892 | |
919 | |
… | |
… | |
898 | * same as op. |
925 | * same as op. |
899 | * 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 |
900 | * is self only, dir really doesn't make a difference. |
927 | * is self only, dir really doesn't make a difference. |
901 | * 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, |
902 | * we can determine what to do. |
929 | * we can determine what to do. |
903 | * 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 |
904 | * 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 |
905 | * 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, |
906 | * etc. |
933 | * etc. |
907 | * 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 |
908 | * 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 |
… | |
… | |
916 | * 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), |
917 | * this function will decrease the mana/grace appropriately. For other |
944 | * this function will decrease the mana/grace appropriately. For other |
918 | * objects, the caller should do what it considers appropriate. |
945 | * objects, the caller should do what it considers appropriate. |
919 | */ |
946 | */ |
920 | int |
947 | int |
921 | 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) |
922 | { |
949 | { |
923 | const char *godname; |
950 | const char *godname; |
924 | int success = 0; |
951 | int success = 0; |
925 | 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 |
926 | |
956 | |
927 | if (!spell_ob) |
957 | if (!spell_ob) |
928 | { |
958 | { |
929 | LOG (llevError, "cast_spell: null spell object passed\n"); |
959 | LOG (llevError, "cast_spell: null spell object passed\n"); |
930 | return 0; |
960 | return 0; |
… | |
… | |
941 | } |
971 | } |
942 | |
972 | |
943 | /* 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 |
944 | * an issue, because they don't have any spellpaths set up. |
974 | * an issue, because they don't have any spellpaths set up. |
945 | */ |
975 | */ |
946 | 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]) |
947 | { |
977 | { |
948 | new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); |
978 | op->failmsg ("That spell path is denied to you."); |
949 | return 0; |
979 | return 0; |
950 | } |
980 | } |
|
|
981 | |
|
|
982 | object *skill = 0; |
951 | |
983 | |
952 | /* 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 |
953 | * (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 |
954 | * checks. We let monsters do special things - eg, they |
986 | * checks. We let monsters do special things - eg, they |
955 | * 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 |
956 | * should take care of that. |
988 | * should take care of that. |
957 | * 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 |
958 | * 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 |
959 | * at least process that code. |
991 | * at least process that code. |
960 | */ |
992 | */ |
… | |
… | |
964 | { |
996 | { |
965 | skill = find_skill_by_name (op, spell_ob->skill); |
997 | skill = find_skill_by_name (op, spell_ob->skill); |
966 | |
998 | |
967 | if (!skill) |
999 | if (!skill) |
968 | { |
1000 | { |
969 | op->failmsg (format ("You need the skill %s to cast %s! " |
1001 | op->failmsgf ("You need the %s skill to cast %s! " |
970 | "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 " |
971 | "or you need to wear a talisman or holy symbol.>", |
1003 | "or you need to wear a talisman, holy symbol or another skill tool.>", |
972 | &spell_ob->skill, &spell_ob->name)); |
1004 | &spell_ob->skill, &spell_ob->name); |
973 | return 0; |
1005 | return 0; |
974 | } |
1006 | } |
975 | |
1007 | |
976 | const char *msg = ""; |
1008 | const char *msg = ""; |
977 | |
1009 | |
978 | int caster_level = skill->level; |
1010 | int caster_level = skill->level; |
… | |
… | |
989 | msg = " (repelled)"; |
1021 | msg = " (repelled)"; |
990 | } |
1022 | } |
991 | |
1023 | |
992 | if (spell_ob->level > caster_level) |
1024 | if (spell_ob->level > caster_level) |
993 | { |
1025 | { |
994 | op->failmsg (format ("You lack enough skill to cast that spell! " |
1026 | op->failmsgf ("You lack enough skill to cast that spell! " |
995 | "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.>", |
996 | caster_level, msg, spell_ob->level)); |
1028 | caster_level, msg, spell_ob->level); |
997 | if (!op->is_wiz ()) |
1029 | if (!op->is_wiz ()) |
998 | return 0; |
1030 | return 0; |
999 | } |
1031 | } |
1000 | } |
1032 | } |
1001 | |
1033 | |
1002 | /* 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 |
1003 | * to have sufficient grace/mana. |
1035 | * to have sufficient grace/mana. |
1004 | */ |
1036 | */ |
1005 | if (!QUERY_FLAG (op, FLAG_WIZCAST)) |
1037 | if (!op->flag [FLAG_WIZCAST]) |
1006 | { |
1038 | { |
1007 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1039 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1008 | 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) |
1009 | { |
1041 | { |
1010 | op->failmsg ("You don't have enough mana!"); |
1042 | op->failmsg ("You don't have enough mana!"); |
… | |
… | |
1018 | 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) |
1019 | 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)); |
1020 | else |
1052 | else |
1021 | { |
1053 | { |
1022 | 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); |
1023 | op->failmsg (format ("%s ignores your prayer.", godname)); |
1055 | op->failmsgf ("%s ignores your prayer.", godname); |
1024 | return 0; |
1056 | return 0; |
1025 | } |
1057 | } |
1026 | } |
1058 | } |
1027 | |
1059 | |
1028 | /* player/monster is trying to cast the spell. might fumble it */ |
1060 | /* player/monster is trying to cast the spell. might fumble it */ |
1029 | 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) < |
1030 | (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])) |
1031 | { |
1063 | { |
1032 | op->contr->play_sound (sound_find ("fumble_spell")); |
1064 | op->contr->play_sound (sound_find ("fumble_spell")); |
1033 | op->failmsg ("You fumble the prayer."); |
1065 | op->failmsg ("You fumble the prayer."); |
1034 | |
1066 | |
1035 | 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); |
… | |
… | |
1058 | * not alive, then this would mean that the mapmaker put the |
1090 | * not alive, then this would mean that the mapmaker put the |
1059 | * objects on the space - presume that they know what they are |
1091 | * objects on the space - presume that they know what they are |
1060 | * doing. |
1092 | * doing. |
1061 | */ |
1093 | */ |
1062 | |
1094 | |
1063 | 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 :-)! |
1064 | { |
1096 | { |
|
|
1097 | op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood |
1065 | 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!"); |
1066 | return 0; |
1099 | return 0; |
1067 | } |
1100 | } |
1068 | |
1101 | |
1069 | if ((spell_ob->type == SPELL) |
1102 | if ((spell_ob->type == SPELL) |
1070 | && (caster->type != POTION) |
1103 | && (caster->type != POTION) |
1071 | && !QUERY_FLAG (op, FLAG_WIZCAST) |
1104 | && !op->flag [FLAG_WIZCAST] |
1072 | && (QUERY_FLAG (caster, FLAG_ALIVE) |
1105 | && (caster->flag [FLAG_ALIVE] |
1073 | || QUERY_FLAG (op, FLAG_ALIVE)) |
1106 | || op->flag [FLAG_ALIVE]) |
1074 | && (((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))) |
1075 | { |
1108 | { |
1076 | if (op->type != PLAYER) |
1109 | if (op->type != PLAYER) |
1077 | return 0; |
1110 | return 0; |
1078 | |
1111 | |
1079 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1112 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1080 | op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); |
1113 | op->failmsgf ("This ground is unholy! %s ignores you.", godname); |
1081 | else if (object *item = op->contr->ranged_ob) |
1114 | else if (object *item = op->contr->ranged_ob) |
1082 | { |
1115 | { |
1083 | if (item->type == SPELL) |
1116 | if (item->type == SPELL) |
1084 | op->failmsg ("Something blocks your spellcasting."); |
1117 | op->failmsg ("Something blocks your spellcasting."); |
1085 | else if (item->type == SCROLL) |
1118 | else if (item->type == SCROLL) |
… | |
… | |
1091 | op->failmsg ("Something blocks the spell!"); |
1124 | op->failmsg ("Something blocks the spell!"); |
1092 | |
1125 | |
1093 | return 0; |
1126 | return 0; |
1094 | } |
1127 | } |
1095 | |
1128 | |
|
|
1129 | // undo the flood protection from earlier |
|
|
1130 | op->speed_left += 4 * op->speed; // ~0.5s on failure |
|
|
1131 | |
1096 | /* Take into account how long it takes to cast the spell. |
1132 | /* Take into account how long it takes to cast the spell. |
1097 | * 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 |
1098 | * the spell object. If it is a spell object, have it |
1134 | * the spell object. If it is a spell object, have it |
1099 | * take two ticks. Things that cast spells on the players |
1135 | * take two ticks. Things that cast spells on the players |
1100 | * behalf (eg, altars, and whatever else) shouldn't cost |
1136 | * behalf (eg, altars, and whatever else) shouldn't cost |
1101 | * the player any time. |
1137 | * the player any time. |
1102 | * Ignore casting time for firewalls |
1138 | * Ignore casting time for firewalls |
1103 | */ |
1139 | */ |
1104 | if (caster == op && caster->type != FIREWALL) |
1140 | if (caster == op && caster->type != FIREWALL) |
1105 | { |
1141 | { |
1106 | 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; |
1107 | /* 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 |
1108 | * 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 |
1109 | */ |
1145 | */ |
1110 | 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) |
1111 | 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; |
1112 | } |
1148 | } |
1113 | 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) |
1114 | op->speed_left -= 2 * FABS (op->speed); |
1150 | op->speed_left -= 2 * op->speed; |
1115 | |
1151 | |
1116 | if (op->type == PLAYER && op == caster) |
1152 | if (op->type == PLAYER && op == caster) |
1117 | { |
1153 | { |
1118 | 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); |
1119 | 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); |
… | |
… | |
1124 | * object requires. |
1160 | * object requires. |
1125 | */ |
1161 | */ |
1126 | if (op != caster && !skill && caster->skill) |
1162 | if (op != caster && !skill && caster->skill) |
1127 | { |
1163 | { |
1128 | skill = find_skill_by_name (op, caster->skill); |
1164 | skill = find_skill_by_name (op, caster->skill); |
|
|
1165 | |
1129 | if (!skill) |
1166 | if (!skill) |
1130 | { |
1167 | { |
1131 | 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)); |
1132 | return 0; |
1169 | return 0; |
1133 | } |
1170 | } |
1134 | |
|
|
1135 | op->change_skill (skill); /* needed for proper exp credit */ |
|
|
1136 | } |
1171 | } |
1137 | |
1172 | |
1138 | 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))) |
1139 | return RESULT_INT (0); |
1174 | return RESULT_INT (0); |
1140 | |
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 | |
1141 | switch (spell_ob->subtype) |
1183 | switch (spell_ob->subtype) |
1142 | { |
1184 | { |
1143 | /* 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 |
1144 | * in in spells.h. |
1186 | * in spells.h. |
1145 | */ |
1187 | */ |
1146 | case SP_RAISE_DEAD: |
1188 | case SP_RAISE_DEAD: |
1147 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1189 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam); |
1148 | break; |
1190 | break; |
1149 | |
1191 | |
1150 | case SP_RUNE: |
1192 | case SP_RUNE: |
1151 | success = write_rune (op, caster, spell_ob, dir, stringarg); |
1193 | success = write_rune (op, caster, spell_ob, dir, spellparam); |
1152 | break; |
1194 | break; |
1153 | |
1195 | |
1154 | case SP_MAKE_MARK: |
1196 | case SP_MAKE_MARK: |
1155 | success = write_mark (op, spell_ob, stringarg); |
1197 | success = write_mark (op, spell_ob, spellparam); |
1156 | break; |
1198 | break; |
1157 | |
1199 | |
1158 | case SP_BOLT: |
1200 | case SP_BOLT: |
1159 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1201 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1160 | break; |
1202 | break; |
… | |
… | |
1189 | |
1231 | |
1190 | case SP_DIMENSION_DOOR: |
1232 | case SP_DIMENSION_DOOR: |
1191 | /* dimension door needs the actual caster, because that is what is |
1233 | /* dimension door needs the actual caster, because that is what is |
1192 | * moved. |
1234 | * moved. |
1193 | */ |
1235 | */ |
1194 | success = dimension_door (op, caster, spell_ob, dir); |
1236 | success = dimension_door (op, caster, spell_ob, dir, spellparam); |
1195 | break; |
1237 | break; |
1196 | |
1238 | |
1197 | case SP_MAGIC_MAPPING: |
1239 | case SP_MAGIC_MAPPING: |
1198 | if (op->type == PLAYER) |
1240 | if (op->type == PLAYER) |
1199 | { |
1241 | { |
… | |
… | |
1232 | case SP_HEALING: |
1274 | case SP_HEALING: |
1233 | success = cast_heal (op, caster, spell_ob, dir); |
1275 | success = cast_heal (op, caster, spell_ob, dir); |
1234 | break; |
1276 | break; |
1235 | |
1277 | |
1236 | case SP_CREATE_FOOD: |
1278 | case SP_CREATE_FOOD: |
1237 | success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1279 | success = cast_create_food (op, caster, spell_ob, dir, spellparam); |
1238 | break; |
1280 | break; |
1239 | |
1281 | |
1240 | case SP_EARTH_TO_DUST: |
1282 | case SP_EARTH_TO_DUST: |
1241 | success = cast_earth_to_dust (op, caster, spell_ob); |
1283 | success = cast_earth_to_dust (op, caster, spell_ob); |
1242 | break; |
1284 | break; |
… | |
… | |
1252 | case SP_CURSE: |
1294 | case SP_CURSE: |
1253 | success = cast_curse (op, caster, spell_ob, dir); |
1295 | success = cast_curse (op, caster, spell_ob, dir); |
1254 | break; |
1296 | break; |
1255 | |
1297 | |
1256 | case SP_SUMMON_MONSTER: |
1298 | case SP_SUMMON_MONSTER: |
1257 | success = summon_object (op, caster, spell_ob, dir, stringarg); |
1299 | success = summon_object (op, caster, spell_ob, dir, spellparam); |
1258 | break; |
1300 | break; |
1259 | |
1301 | |
1260 | case SP_CHARGING: |
1302 | case SP_CHARGING: |
1261 | success = recharge (op, caster, spell_ob); |
1303 | success = recharge (op, caster, spell_ob); |
1262 | break; |
1304 | break; |
… | |
… | |
1295 | break; |
1337 | break; |
1296 | |
1338 | |
1297 | case SP_MOVING_BALL: |
1339 | case SP_MOVING_BALL: |
1298 | 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) |
1299 | { |
1341 | { |
1300 | 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); |
1301 | success = 0; |
1343 | success = 0; |
1302 | } |
1344 | } |
1303 | else |
1345 | else |
1304 | 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); |
1305 | break; |
1347 | break; |
… | |
… | |
1316 | /* in rune.c */ |
1358 | /* in rune.c */ |
1317 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1359 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1318 | break; |
1360 | break; |
1319 | |
1361 | |
1320 | case SP_CREATE_MISSILE: |
1362 | case SP_CREATE_MISSILE: |
1321 | success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1363 | success = cast_create_missile (op, caster, spell_ob, dir, spellparam); |
1322 | break; |
1364 | break; |
1323 | |
1365 | |
1324 | case SP_CONSECRATE: |
1366 | case SP_CONSECRATE: |
1325 | success = cast_consecrate (op, caster, spell_ob); |
1367 | success = cast_consecrate (op, caster, spell_ob); |
1326 | break; |
1368 | break; |
… | |
… | |
1348 | case SP_AURA: |
1390 | case SP_AURA: |
1349 | success = create_aura (op, caster, spell_ob); |
1391 | success = create_aura (op, caster, spell_ob); |
1350 | break; |
1392 | break; |
1351 | |
1393 | |
1352 | case SP_PARTY_SPELL: |
1394 | case SP_PARTY_SPELL: |
1353 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1395 | success = cast_party_spell (op, caster, dir, spell_ob, spellparam); |
1354 | break; |
1396 | break; |
1355 | |
1397 | |
1356 | default: |
1398 | default: |
1357 | 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); |
1358 | } |
1400 | } |
|
|
1401 | |
|
|
1402 | // restore chosen_skill |
|
|
1403 | op->chosen_skill = chosen_skill; |
1359 | |
1404 | |
1360 | op->play_sound ( |
1405 | op->play_sound ( |
1361 | success |
1406 | success |
1362 | ? spell_ob->sound |
1407 | ? spell_ob->sound |
1363 | ? spell_ob->sound |
1408 | ? spell_ob->sound |
… | |
… | |
1417 | move_aura (op); |
1462 | move_aura (op); |
1418 | break; |
1463 | break; |
1419 | } |
1464 | } |
1420 | } |
1465 | } |
1421 | |
1466 | |
1422 | /* this checks to see if something special should happen if |
|
|
1423 | * something runs into the object. |
|
|
1424 | */ |
|
|
1425 | void |
|
|
1426 | check_spell_effect (object *op) |
|
|
1427 | { |
|
|
1428 | switch (op->subtype) |
|
|
1429 | { |
|
|
1430 | case SP_BOLT: |
|
|
1431 | move_bolt (op); |
|
|
1432 | return; |
|
|
1433 | |
|
|
1434 | case SP_BULLET: |
|
|
1435 | check_bullet (op); |
|
|
1436 | return; |
|
|
1437 | } |
|
|
1438 | } |
|
|
1439 | |
|
|
1440 | /* This is called by move_apply. Basically, if someone |
1467 | /* This is called by move_apply. Basically, if someone |
1441 | * 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 |
1442 | * are set, this is called. This should only be called for |
1469 | * are set, this is called. This should only be called for |
1443 | * objects of the appropriate type. |
1470 | * objects of the appropriate type. |
1444 | */ |
1471 | */ |
… | |
… | |
1446 | apply_spell_effect (object *spell, object *victim) |
1473 | apply_spell_effect (object *spell, object *victim) |
1447 | { |
1474 | { |
1448 | switch (spell->subtype) |
1475 | switch (spell->subtype) |
1449 | { |
1476 | { |
1450 | case SP_CONE: |
1477 | case SP_CONE: |
1451 | if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1478 | if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype) |
1452 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1479 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1453 | break; |
1480 | break; |
1454 | |
1481 | |
1455 | case SP_MAGIC_MISSILE: |
1482 | case SP_MAGIC_MISSILE: |
1456 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1483 | if (victim->flag [FLAG_ALIVE]) |
1457 | { |
1484 | { |
1458 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1485 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1459 | spell->destroy (); |
1486 | spell->destroy (); |
1460 | } |
1487 | } |
1461 | break; |
1488 | break; |
1462 | |
1489 | |
1463 | case SP_MOVING_BALL: |
1490 | case SP_MOVING_BALL: |
1464 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1491 | if (victim->flag [FLAG_ALIVE]) |
1465 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1492 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1466 | else if (victim->materialname) |
1493 | else if (victim->material != MATERIAL_NULL) |
1467 | save_throw_object (victim, spell->attacktype, spell); |
1494 | save_throw_object (victim, spell->attacktype, spell); |
1468 | |
1495 | |
1469 | break; |
1496 | break; |
1470 | } |
1497 | } |
1471 | } |
1498 | } |
1472 | |
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 | } |