… | |
… | |
362 | } |
362 | } |
363 | |
363 | |
364 | /* Returns true if it is ok to put spell *op on the space/may provided. |
364 | /* Returns true if it is ok to put spell *op on the space/may provided. |
365 | * immune_stop is basically the attacktype of the spell (why |
365 | * immune_stop is basically the attacktype of the spell (why |
366 | * passed as a different value, not sure of). If immune_stop |
366 | * passed as a different value, not sure of). If immune_stop |
367 | * has the AT_MAGIC bit set, and there is a counterwall |
367 | * has the AT_MAGIC bit set, and there is a counterwall |
368 | * on the space, the object doesn't get placed. if immune stop |
368 | * on the space, the object doesn't get placed. if immune stop |
369 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
369 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
370 | */ |
370 | */ |
371 | int |
371 | int |
372 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
372 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
… | |
… | |
544 | tmp = op; |
544 | tmp = op; |
545 | } |
545 | } |
546 | else |
546 | else |
547 | { |
547 | { |
548 | maptile *m = op->map; |
548 | maptile *m = op->map; |
549 | sint16 x = op->x + freearr_x[dir]; |
549 | sint16 x = op->x + DIRX (dir); |
550 | sint16 y = op->y + freearr_y[dir]; |
550 | sint16 y = op->y + DIRY (dir); |
551 | |
551 | |
552 | tmp = xy_normalise (m, x, y) |
552 | tmp = xy_normalise (m, x, y) |
553 | ? m->at (x, y).player () |
553 | ? m->at (x, y).player () |
554 | : 0; |
554 | : 0; |
555 | } |
555 | } |
… | |
… | |
586 | if (exclude && exclude->type) |
586 | if (exclude && exclude->type) |
587 | owner_type = exclude->type; |
587 | owner_type = exclude->type; |
588 | |
588 | |
589 | for (i = rndm (1, 8); i < max; i++) |
589 | for (i = rndm (1, 8); i < max; i++) |
590 | { |
590 | { |
591 | nx = x + freearr_x[i]; |
591 | nx = x + DIRX (i); |
592 | ny = y + freearr_y[i]; |
592 | ny = y + DIRY (i); |
593 | mp = m; |
593 | mp = m; |
594 | mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
594 | mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
595 | if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
595 | if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
596 | continue; |
596 | continue; |
597 | |
597 | |
… | |
… | |
623 | |
623 | |
624 | if ((at = archetype::find (monstername)) == NULL) |
624 | if ((at = archetype::find (monstername)) == NULL) |
625 | return; |
625 | return; |
626 | |
626 | |
627 | /* find a free square nearby |
627 | /* find a free square nearby |
628 | * first we check the closest square for free squares |
628 | * first we check the closest square for free squares |
629 | */ |
629 | */ |
630 | |
630 | |
631 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
631 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
632 | if (dir != -1) |
632 | if (dir != -1) |
633 | { |
633 | { |
… | |
… | |
636 | */ |
636 | */ |
637 | //TODO: use expand_tail + ... |
637 | //TODO: use expand_tail + ... |
638 | while (at != NULL) |
638 | while (at != NULL) |
639 | { |
639 | { |
640 | tmp = at->instance (); |
640 | tmp = at->instance (); |
641 | tmp->x = op->x + freearr_x[dir] + at->x; |
641 | tmp->x = op->x + DIRX (dir) + at->x; |
642 | tmp->y = op->y + freearr_y[dir] + at->y; |
642 | tmp->y = op->y + DIRY (dir) + at->y; |
643 | tmp->map = op->map; |
643 | tmp->map = op->map; |
644 | if (head) |
644 | if (head) |
645 | { |
645 | { |
646 | tmp->head = head; |
646 | tmp->head = head; |
647 | prev->more = tmp; |
647 | prev->more = tmp; |
… | |
… | |
659 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
659 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
660 | |
660 | |
661 | insert_ob_in_map (head, op->map, op, 0); |
661 | insert_ob_in_map (head, op->map, op, 0); |
662 | |
662 | |
663 | /* thought it'd be cool to insert a burnout, too. */ |
663 | /* thought it'd be cool to insert a burnout, too. */ |
664 | op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
664 | op->map->insert (archetype::get (shstr_burnout), op->x + DIRX (dir), op->y + DIRY (dir), op); |
665 | } |
665 | } |
666 | } |
666 | } |
667 | |
667 | |
668 | /* peterm: function which summons hostile monsters and |
668 | /* peterm: function which summons hostile monsters and |
669 | * places them in nearby squares. |
669 | * places them in nearby squares. |
… | |
… | |
720 | { AT_PARALYZE, 9}, |
720 | { AT_PARALYZE, 9}, |
721 | { AT_FEAR, 10}, |
721 | { AT_FEAR, 10}, |
722 | }; |
722 | }; |
723 | |
723 | |
724 | /* shuffle_attack: peterm |
724 | /* shuffle_attack: peterm |
725 | * This routine shuffles the attack of op to one of the |
725 | * This routine shuffles the attack of op to one of the |
726 | * ones in the list. It does this at random. It also |
726 | * ones in the list. It does this at random. It also |
727 | * chooses a face appropriate to the attack that is |
727 | * chooses a face appropriate to the attack that is |
728 | * being committed by that square at the moment. |
728 | * being committed by that square at the moment. |
729 | * right now it's being used by color spray and create pool of |
729 | * right now it's being used by color spray and create pool of |
730 | * chaos. |
730 | * chaos. |
731 | * This could really be a better implementation - the |
731 | * This could really be a better implementation - the |
732 | * faces and attacktypes above are hardcoded, which is never |
732 | * faces and attacktypes above are hardcoded, which is never |
733 | * good. The faces refer to faces in the animation sequence. |
733 | * good. The faces refer to faces in the animation sequence. |
… | |
… | |
945 | { |
945 | { |
946 | LOG (llevError, "cast_spell: null caster object passed\n"); |
946 | LOG (llevError, "cast_spell: null caster object passed\n"); |
947 | return 0; |
947 | return 0; |
948 | } |
948 | } |
949 | |
949 | |
950 | /* if caster is a spell casting object, this normally shouldn't be |
950 | /* if caster is a spell casting object, this normally shouldn't be |
951 | * an issue, because they don't have any spellpaths set up. |
951 | * an issue, because they don't have any spellpaths set up. |
952 | */ |
952 | */ |
953 | if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST]) |
953 | if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST]) |
954 | { |
954 | { |
955 | op->failmsg ("That spell path is denied to you."); |
955 | op->failmsg ("That spell path is denied to you."); |
… | |
… | |
957 | } |
957 | } |
958 | |
958 | |
959 | object *skill = 0; |
959 | object *skill = 0; |
960 | |
960 | |
961 | /* if it is a player casting the spell, and they are really casting it |
961 | /* if it is a player casting the spell, and they are really casting it |
962 | * (vs it coming from a wand, scroll, or whatever else), do some |
962 | * (vs it coming from a wand, scroll, or whatever else), do some |
963 | * checks. We let monsters do special things - eg, they |
963 | * checks. We let monsters do special things - eg, they |
964 | * don't need the SKILL, BYpass level checks, etc. The monster function |
964 | * don't need the SKILL, BYpass level checks, etc. The monster function |
965 | * should take care of that. |
965 | * should take care of that. |
966 | * Remove the wiz check here and move it further down - some spells |
966 | * Remove the wiz check here and move it further down - some spells |
967 | * need to have the right skill pointer passed, so we need to |
967 | * need to have the right skill pointer passed, so we need to |
… | |
… | |
999 | } |
999 | } |
1000 | |
1000 | |
1001 | if (spell_ob->level > caster_level) |
1001 | if (spell_ob->level > caster_level) |
1002 | { |
1002 | { |
1003 | op->failmsgf ("You lack enough skill to cast that spell! " |
1003 | op->failmsgf ("You lack enough skill to cast that spell! " |
1004 | "H<Your effective cast level is %d%s, but level %d is required.>", |
1004 | "H<Your effective cast level is %d%s, but level %d is required.>", |
1005 | caster_level, msg, spell_ob->level); |
1005 | caster_level, msg, spell_ob->level); |
1006 | if (!op->is_wiz ()) |
1006 | if (!op->is_wiz ()) |
1007 | return 0; |
1007 | return 0; |
1008 | } |
1008 | } |
1009 | } |
1009 | } |
… | |
… | |
1105 | |
1105 | |
1106 | // undo the flood protection from earlier |
1106 | // undo the flood protection from earlier |
1107 | op->speed_left += 4 * op->speed; // ~0.5s on failure |
1107 | op->speed_left += 4 * op->speed; // ~0.5s on failure |
1108 | |
1108 | |
1109 | /* Take into account how long it takes to cast the spell. |
1109 | /* Take into account how long it takes to cast the spell. |
1110 | * if the player is casting it, then we use the time in |
1110 | * if the player is casting it, then we use the time in |
1111 | * the spell object. If it is a spell object, have it |
1111 | * the spell object. If it is a spell object, have it |
1112 | * take two ticks. Things that cast spells on the players |
1112 | * take two ticks. Things that cast spells on the players |
1113 | * behalf (eg, altars, and whatever else) shouldn't cost |
1113 | * behalf (eg, altars, and whatever else) shouldn't cost |
1114 | * the player any time. |
1114 | * the player any time. |
1115 | * Ignore casting time for firewalls |
1115 | * Ignore casting time for firewalls |