1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
17 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
23 | */ |
21 | * |
24 | |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
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23 | */ |
25 | |
24 | |
26 | #include <global.h> |
25 | #include <global.h> |
27 | #include <spells.h> |
26 | #include <spells.h> |
28 | #include <object.h> |
27 | #include <object.h> |
29 | #include <errno.h> |
28 | #include <errno.h> |
… | |
… | |
35 | /* This returns a random spell from 'ob'. If skill is set, then |
34 | /* This returns a random spell from 'ob'. If skill is set, then |
36 | * the spell must be of this skill, it can be NULL in which case all |
35 | * the spell must be of this skill, it can be NULL in which case all |
37 | * matching spells are used. |
36 | * matching spells are used. |
38 | */ |
37 | */ |
39 | object * |
38 | object * |
40 | find_random_spell_in_ob (object *ob, const char *skill) |
39 | find_random_spell_in_ob (object *ob, shstr_cmp skill) |
41 | { |
40 | { |
42 | int k = 0, s; |
41 | int k = 0, s; |
43 | object *tmp; |
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44 | |
42 | |
45 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
43 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
46 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
47 | k++; |
45 | k++; |
48 | |
46 | |
49 | /* No spells, no need to progess further */ |
47 | /* No spells, no need to progess further */ |
50 | if (!k) |
48 | if (!k) |
51 | return NULL; |
49 | return NULL; |
52 | |
50 | |
53 | s = RANDOM () % k; |
51 | s = rndm (k); |
54 | |
52 | |
55 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
53 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
56 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
57 | { |
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58 | if (!s) |
55 | if (!s) |
59 | return tmp; |
56 | return tmp; |
60 | else |
57 | else |
61 | s--; |
58 | s--; |
62 | } |
59 | |
63 | /* Should never get here, but just in case */ |
60 | /* Should never get here, but just in case */ |
64 | return NULL; |
61 | return 0; |
65 | } |
62 | } |
66 | |
63 | |
67 | /* Relatively simple function that gets used a lot. |
64 | /* Relatively simple function that gets used a lot. |
68 | * Basically, it sets up the skill pointer for the spell being |
65 | * Basically, it sets up the skill pointer for the spell being |
69 | * cast. If op is really casting the spell, then the skill |
66 | * cast. If op is really casting the spell, then the skill |
… | |
… | |
79 | dest->skill = spob->skill; |
76 | dest->skill = spob->skill; |
80 | else |
77 | else |
81 | dest->skill = caster->skill; |
78 | dest->skill = caster->skill; |
82 | } |
79 | } |
83 | |
80 | |
84 | /* init_spells: This should really be called check_spells, as that |
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85 | * is what it does. It goes through the spells looking for any |
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86 | * obvious errors. This was most useful in debugging when re-doing |
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87 | * all the spells to catch simple errors. To use it all the time |
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88 | * will result in it spitting out messages that aren't really errors. |
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89 | */ |
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90 | void |
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91 | init_spells (void) |
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92 | { |
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93 | #ifdef SPELL_DEBUG |
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94 | static int init_spells_done = 0; |
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95 | int i; |
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96 | archetype *at; |
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97 | |
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98 | if (init_spells_done) |
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99 | return; |
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100 | LOG (llevDebug, "Checking spells...\n"); |
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101 | |
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102 | for (at = first_archetype; at; at = at->next) |
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103 | { |
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104 | if (at->clone.type == SPELL) |
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105 | { |
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106 | if (at->clone.skill) |
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107 | { |
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108 | for (i = 1; i < NUM_SKILLS; i++) |
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109 | if (!strcmp (skill_names[i], at->clone.skill)) |
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110 | break; |
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111 | if (i == NUM_SKILLS) |
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112 | { |
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113 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
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114 | } |
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115 | } |
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116 | /* other_arch is already checked for in the loader */ |
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117 | } |
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118 | } |
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119 | |
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120 | i = 0; |
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121 | while (spell_mapping[i]) |
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122 | { |
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123 | if (!archetype::find (spell_mapping[i])) |
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124 | { |
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125 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
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126 | } |
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127 | i++; |
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128 | } |
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129 | LOG (llevDebug, "Checking spells completed.\n"); |
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130 | #endif |
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131 | } |
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132 | |
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133 | /* Dumps all the spells - now also dumps skill associated with the spell. |
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134 | * not sure what this would be used for, as the data seems pretty |
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135 | * minimal, but easy enough to keep around. |
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136 | */ |
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137 | void |
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138 | dump_spells (void) |
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139 | { |
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140 | archetype *at; |
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141 | |
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142 | for (at = first_archetype; at; at = at->next) |
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143 | { |
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144 | if (at->clone.type == SPELL) |
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145 | { |
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146 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
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147 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
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148 | } |
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149 | } |
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150 | } |
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151 | |
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152 | /* pretty basic function - basically just takes |
81 | /* pretty basic function - basically just takes |
153 | * an object, sets the x,y, and calls insert_ob_in_map |
82 | * an object, sets the x,y, and calls insert_ob_in_map |
154 | */ |
83 | */ |
155 | void |
84 | void |
156 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
85 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
157 | { |
86 | { |
158 | if (spob->other_arch) |
87 | if (spob->other_arch) |
159 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
88 | map->insert (spob->other_arch->instance (), x, y, originator); |
160 | } |
89 | } |
161 | |
90 | |
162 | /* |
91 | static int |
163 | * This function takes a caster and spell and presents the |
92 | attuned_bonus (object *caster, object *spell, int level) |
164 | * effective level the caster needs to be to cast the spell. |
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165 | * basically, it just adjusts the spell->level with attuned/repelled |
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166 | * spellpaths. Was called path_level_mod. |
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167 | * |
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168 | * caster is person casting the spell. |
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169 | * spell is the spell object. |
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170 | * Returns modified level. |
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171 | */ |
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172 | int |
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173 | min_casting_level (object *caster, object *spell) |
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174 | { |
93 | { |
175 | int new_level; |
94 | // compute the attuned/repelled bonus |
176 | |
95 | // attuned only increases up to 2 times the original level (i.e. bonus <= level) */ |
177 | if (caster->path_denied & spell->path_attuned) |
96 | // repell has no such quarrels |
178 | return 1; |
97 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
179 | |
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180 | new_level = spell->level |
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181 | + (caster->path_repelled & spell->path_attuned ? +2 : 0) |
98 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
182 | + (caster->path_attuned & spell->path_attuned ? -2 : 0); |
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183 | |
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184 | return max (1, new_level); |
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185 | } |
99 | } |
186 | |
100 | |
187 | /* This function returns the effective level the spell |
101 | /* This function returns the effective level the spell |
188 | * is being cast at. |
102 | * is being cast at. |
189 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
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190 | * This is because the new code compares casting_level against |
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191 | * min_caster_level, so the difference is effectively 4 |
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192 | */ |
103 | */ |
193 | |
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194 | int |
104 | int |
195 | caster_level (object *caster, object *spell) |
105 | casting_level (object *caster, object *spell) |
196 | { |
106 | { |
197 | int level = caster->level; |
107 | int level = caster->level; |
198 | |
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199 | /* If this is a player, try to find the matching skill */ |
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200 | if (caster->type == PLAYER && spell->skill) |
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201 | for (int i = 0; i < NUM_SKILLS; i++) |
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202 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
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203 | { |
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204 | level = caster->contr->last_skill_ob[i]->level; |
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205 | break; |
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206 | } |
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207 | |
108 | |
208 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
109 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
209 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
110 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
210 | { |
111 | { |
211 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
112 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
212 | int sk_level = skill ? skill->level : 1; |
113 | int sk_level = skill ? skill->level : 1; |
213 | |
114 | |
214 | level = MIN (level, sk_level + level / 10 + 1); |
115 | level = min (level, sk_level + level / 10 + 1); |
215 | } |
116 | } |
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117 | else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */ |
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118 | if (object *skill = caster->contr->find_skill (spell->skill)) |
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119 | level = skill->level; |
216 | |
120 | |
217 | /* Got valid caster level. Now adjust for attunement */ |
121 | int bonus = attuned_bonus (caster, spell, level); |
218 | level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); |
122 | |
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123 | level += bonus; |
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124 | |
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125 | // now scale the effective level from the startinglevel..100 range to 1..100 |
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126 | if (level < 100) |
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127 | level = lerp (level, (int)spell->level, 100, 1, 100); |
219 | |
128 | |
220 | /* Always make this at least 1. If this is zero, we get divide by zero |
129 | /* Always make this at least 1. If this is zero, we get divide by zero |
221 | * errors in various places. |
130 | * errors in various places. |
222 | */ |
131 | */ |
223 | if (level < 1) |
132 | return clamp (level, 1, settings.max_level); |
224 | level = 1; |
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225 | |
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226 | return level; |
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227 | } |
133 | } |
228 | |
134 | |
229 | /* The following function scales the spellpoint cost of |
135 | /* The following function scales the spellpoint cost of |
230 | * a spell by it's increased effectiveness. Some of the |
136 | * a spell by it's increased effectiveness. Some of the |
231 | * lower level spells become incredibly vicious at high |
137 | * lower level spells become incredibly vicious at high |
… | |
… | |
235 | * caster is what is casting the spell, can be op. |
141 | * caster is what is casting the spell, can be op. |
236 | * spell is the spell object. |
142 | * spell is the spell object. |
237 | * Note that it is now possible for a spell to cost both grace and |
143 | * Note that it is now possible for a spell to cost both grace and |
238 | * mana. In that case, we return which ever value is higher. |
144 | * mana. In that case, we return which ever value is higher. |
239 | */ |
145 | */ |
240 | |
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241 | sint16 |
146 | sint16 |
242 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
147 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
243 | { |
148 | { |
244 | int sp, grace, level = caster_level (caster, spell); |
149 | int sp, grace, level = casting_level (caster, spell); |
245 | |
150 | |
246 | if (settings.spellpoint_level_depend == TRUE) |
151 | if (settings.spellpoint_level_depend == TRUE) |
247 | { |
152 | { |
248 | if (spell->stats.sp && spell->stats.maxsp) |
153 | if (spell->stats.sp && spell->stats.maxsp) |
249 | { |
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250 | 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)); |
251 | } |
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252 | else |
155 | else |
253 | sp = spell->stats.sp; |
156 | sp = spell->stats.sp; |
254 | |
157 | |
255 | sp *= (int) PATH_SP_MULT (caster, spell); |
158 | sp *= (int) PATH_SP_MULT (caster, spell); |
256 | if (!sp && spell->stats.sp) |
159 | if (!sp && spell->stats.sp) |
257 | sp = 1; |
160 | sp = 1; |
258 | |
161 | |
259 | if (spell->stats.grace && spell->stats.maxgrace) |
162 | if (spell->stats.grace && spell->stats.maxgrace) |
260 | { |
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261 | 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)); |
262 | } |
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263 | else |
164 | else |
264 | grace = spell->stats.grace; |
165 | grace = spell->stats.grace; |
265 | |
166 | |
266 | grace *= (int) PATH_SP_MULT (caster, spell); |
167 | grace *= PATH_SP_MULT (caster, spell); |
267 | if (spell->stats.grace && !grace) |
168 | if (spell->stats.grace && !grace) |
268 | grace = 1; |
169 | grace = 1; |
269 | } |
170 | } |
270 | else |
171 | else |
271 | { |
172 | { |
272 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
173 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
273 | if (spell->stats.sp && !sp) |
174 | if (spell->stats.sp && !sp) |
274 | sp = 1; |
175 | sp = 1; |
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176 | |
275 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
177 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
276 | if (spell->stats.grace && !grace) |
178 | if (spell->stats.grace && !grace) |
277 | grace = 1; |
179 | grace = 1; |
278 | } |
180 | } |
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181 | |
279 | if (flags == SPELL_HIGHEST) |
182 | if (flags == SPELL_HIGHEST) |
280 | return MAX (sp, grace); |
183 | return max (sp, grace); |
281 | else if (flags == SPELL_GRACE) |
184 | else if (flags == SPELL_GRACE) |
282 | return grace; |
185 | return grace; |
283 | else if (flags == SPELL_MANA) |
186 | else if (flags == SPELL_MANA) |
284 | return sp; |
187 | return sp; |
285 | else |
188 | else |
… | |
… | |
287 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
190 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
288 | return 0; |
191 | return 0; |
289 | } |
192 | } |
290 | } |
193 | } |
291 | |
194 | |
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195 | /* |
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196 | * Return the effective casting level of the spell. |
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197 | * To make spells independent of their starting level, this function |
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198 | * scales the range spellstartlevel .. 100 into the range 1..100 |
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199 | */ |
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200 | static int |
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201 | SP_casting_level (object *caster, object *spell) |
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202 | { |
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203 | return casting_level (caster, spell); |
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204 | } |
292 | |
205 | |
293 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
206 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
294 | * spob is the spell we are adjusting. |
207 | * spob is the spell we are adjusting. |
295 | */ |
208 | */ |
296 | int |
209 | int |
297 | SP_level_dam_adjust (object *caster, object *spob) |
210 | SP_level_dam_adjust (object *caster, object *spob) |
298 | { |
211 | { |
299 | int level = caster_level (caster, spob); |
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300 | int adj = level - min_casting_level (caster, spob); |
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301 | |
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302 | if (adj < 0) |
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303 | adj = 0; |
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304 | if (spob->dam_modifier) |
212 | if (!spob->dam_modifier) |
305 | adj /= spob->dam_modifier; |
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306 | else |
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307 | adj = 0; |
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308 | return adj; |
213 | return 0; |
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214 | |
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215 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
309 | } |
216 | } |
310 | |
217 | |
311 | /* Adjust the strength of the spell based on level. |
218 | /* Adjust the strength of the spell based on level. |
312 | * This is basically the same as SP_level_dam_adjust above, |
219 | * This is basically the same as SP_level_dam_adjust above, |
313 | * but instead looks at the level_modifier value. |
220 | * but instead looks at the level_modifier value. |
314 | */ |
221 | */ |
315 | int |
222 | int |
316 | SP_level_duration_adjust (object *caster, object *spob) |
223 | SP_level_duration_adjust (object *caster, object *spob) |
317 | { |
224 | { |
318 | int level = caster_level (caster, spob); |
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319 | int adj = level - min_casting_level (caster, spob); |
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320 | |
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321 | if (adj < 0) |
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322 | adj = 0; |
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323 | if (spob->duration_modifier) |
225 | if (!spob->duration_modifier) |
324 | adj /= spob->duration_modifier; |
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325 | else |
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326 | adj = 0; |
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327 | |
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328 | return adj; |
226 | return 0; |
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227 | |
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228 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
329 | } |
229 | } |
330 | |
230 | |
331 | /* Adjust the strength of the spell based on level. |
231 | /* Adjust the strength of the spell based on level. |
332 | * This is basically the same as SP_level_dam_adjust above, |
232 | * This is basically the same as SP_level_dam_adjust above, |
333 | * but instead looks at the level_modifier value. |
233 | * but instead looks at the level_modifier value. |
334 | */ |
234 | */ |
335 | int |
235 | int |
336 | SP_level_range_adjust (object *caster, object *spob) |
236 | SP_level_range_adjust (object *caster, object *spob) |
337 | { |
237 | { |
338 | int level = caster_level (caster, spob); |
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339 | int adj = level - min_casting_level (caster, spob); |
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340 | |
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341 | if (adj < 0) |
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342 | adj = 0; |
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343 | if (spob->range_modifier) |
238 | if (!spob->range_modifier) |
344 | adj /= spob->range_modifier; |
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345 | else |
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346 | adj = 0; |
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347 | |
|
|
348 | return adj; |
239 | return 0; |
|
|
240 | |
|
|
241 | return SP_casting_level (caster, spob) / spob->range_modifier; |
349 | } |
242 | } |
350 | |
243 | |
351 | /* 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 |
352 | * as an existing spell, we presume they know it. |
245 | * as an existing spell, we presume they know it. |
353 | * 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. |
354 | */ |
247 | */ |
355 | object * |
248 | object * |
356 | check_spell_known (object *op, const char *name) |
249 | check_spell_known (object *op, shstr_cmp name) |
357 | { |
250 | { |
358 | object *spop; |
251 | object *spop; |
359 | |
252 | |
360 | for (spop = op->inv; spop; spop = spop->below) |
253 | for (spop = op->inv; spop; spop = spop->below) |
361 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
254 | if (spop->type == SPELL && spop->name == name) |
362 | return spop; |
255 | return spop; |
363 | |
256 | |
364 | return NULL; |
257 | return 0; |
365 | } |
258 | } |
366 | |
259 | |
367 | |
260 | /* |
368 | /* |
|
|
369 | * Look at object 'op' and see if they know the spell |
261 | * Look at object 'op' and see if they know the spell |
370 | * spname. This is pretty close to check_spell_known |
262 | * spname. This is pretty close to check_spell_known |
371 | * above, but it uses a looser matching mechanism. |
263 | * above, but it uses a looser matching mechanism. |
372 | * returns the matching spell object, or NULL. |
264 | * returns the matching spell object, or NULL. |
373 | * If we match multiple spells but don't get an |
265 | * If we match multiple spells but don't get an |
374 | * exact match, we also return NULL. |
266 | * exact match, we also return NULL. |
375 | */ |
267 | */ |
376 | |
|
|
377 | object * |
268 | object * |
378 | lookup_spell_by_name (object *op, const char *spname) |
269 | object::find_spell (const_utf8_string prefix) const |
379 | { |
270 | { |
380 | object *spob1 = NULL, *spob2 = NULL, *spob; |
271 | if (shstr_cmp name = prefix) |
381 | int nummatch = 0; |
272 | { |
382 | |
273 | // case 1, match spell name exactly |
383 | if (spname == NULL) |
|
|
384 | return NULL; |
|
|
385 | |
|
|
386 | /* Try to find the spell. We store the results in spob1 |
|
|
387 | * and spob2 - spob1 is only taking the length of |
|
|
388 | * the past spname, spob2 uses the length of the spell name. |
|
|
389 | */ |
|
|
390 | for (spob = op->inv; spob; spob = spob->below) |
274 | for (object *spob = inv; spob; spob = spob->below) |
|
|
275 | if (spob->name == name && spob->type == SPELL) |
|
|
276 | return spob; |
391 | { |
277 | } |
|
|
278 | else |
|
|
279 | { |
|
|
280 | // case 2, match prefix |
|
|
281 | int len = strlen (prefix); |
|
|
282 | |
|
|
283 | for (object *spob = inv; spob; spob = spob->below) |
392 | if (spob->type == SPELL) |
284 | if (spob->type == SPELL |
393 | { |
285 | && spob->name.length () < len |
394 | if (!strncmp (spob->name, spname, strlen (spname))) |
286 | && prefix [spob->name.length ()] <= ' ' |
395 | { |
287 | && !memcmp (prefix, spob->name, spob->name.length ())) |
396 | nummatch++; |
|
|
397 | spob1 = spob; |
|
|
398 | } |
|
|
399 | else if (!strncmp (spob->name, spname, strlen (spob->name))) |
|
|
400 | { |
|
|
401 | /* if spells have ambiguous names, it makes matching |
|
|
402 | * really difficult. (eg, fire and fireball would |
|
|
403 | * fall into this category). It shouldn't be hard to |
|
|
404 | * make sure spell names don't overlap in that fashion. |
|
|
405 | */ |
|
|
406 | if (spob2) |
|
|
407 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
|
|
408 | spob2 = spob; |
|
|
409 | } |
|
|
410 | } |
|
|
411 | } |
|
|
412 | /* if we have best match, return it. Otherwise, if we have one match |
|
|
413 | * on the loser match, return that, otehrwise null |
|
|
414 | */ |
|
|
415 | if (spob2) |
|
|
416 | return spob2; |
288 | return spob; |
417 | if (spob1 && nummatch == 1) |
289 | } |
418 | return spob1; |
290 | |
419 | return NULL; |
291 | return 0; |
420 | } |
292 | } |
421 | |
293 | |
422 | /* reflwall - decides weither the (spell-)object sp_op will |
294 | /* reflwall - decides weither the (spell-)object sp_op will |
423 | * be reflected from the given mapsquare. Returns 1 if true. |
295 | * be reflected from the given mapsquare. Returns 1 if true. |
424 | * (Note that for living creatures there is a small chance that |
296 | * (Note that for living creatures there is a small chance that |
… | |
… | |
427 | * eg, updated for tiled maps. |
299 | * eg, updated for tiled maps. |
428 | */ |
300 | */ |
429 | int |
301 | int |
430 | reflwall (maptile *m, int x, int y, object *sp_op) |
302 | reflwall (maptile *m, int x, int y, object *sp_op) |
431 | { |
303 | { |
432 | object *op; |
|
|
433 | |
|
|
434 | if (OUT_OF_REAL_MAP (m, x, y)) |
304 | if (OUT_OF_REAL_MAP (m, x, y)) |
435 | return 0; |
305 | return 0; |
|
|
306 | |
436 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
307 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
437 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
308 | if (op->flag [FLAG_REFL_SPELL] |
438 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
309 | && (!op->flag [FLAG_ALIVE] |
439 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
310 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
440 | return 1; |
311 | return 1; |
441 | |
312 | |
442 | return 0; |
313 | return 0; |
443 | } |
314 | } |
444 | |
315 | |
445 | /* cast_create_object: creates object new_op in direction dir |
316 | /* cast_create_object: creates object new_op in direction dir |
446 | * or if that is blocked, beneath the player (op). |
317 | * or if that is blocked, beneath the player (op). |
447 | * we pass 'caster', but don't use it for anything. |
318 | * we pass 'caster', but don't use it for anything. |
448 | * This is really just a simple wrapper function . |
319 | * This is really just a simple wrapper function . |
449 | * returns the direction that the object was actually placed |
320 | * returns true to indicate whether the operation was successful. |
450 | * in. |
321 | * destroys the object is unsuccessful. |
451 | */ |
322 | */ |
452 | int |
323 | bool |
453 | cast_create_obj (object *op, object *caster, object *new_op, int dir) |
324 | cast_create_obj (object *op, object *caster, object *new_op, int dir) |
454 | { |
325 | { |
455 | maptile *m; |
326 | mapxy pos (op); |
456 | sint16 sx, sy; |
327 | pos.move (dir); |
457 | |
328 | |
458 | if (dir && |
329 | if (!pos.normalise () |
459 | ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || |
330 | || pos->blocks (op) // perversely enough, we check if the palyer can reach that space |
460 | OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) |
331 | || !new_op->can_drop_at (pos.m, pos.x, pos.y) |
461 | { |
332 | ) |
462 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
|
|
463 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
|
|
464 | dir = 0; |
|
|
465 | } |
333 | { |
|
|
334 | op->failmsg ("Your spell fizzles! H<Something is in the way.>"); |
|
|
335 | new_op->destroy (); |
|
|
336 | return 0; |
|
|
337 | } |
466 | |
338 | |
467 | op->map->insert (new_op, |
339 | new_op->set_flag (FLAG_IDENTIFIED); |
468 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
|
|
469 | op, |
|
|
470 | dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
471 | |
340 | |
|
|
341 | pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
342 | |
472 | return dir; |
343 | return 1; |
|
|
344 | } |
|
|
345 | |
|
|
346 | static bool |
|
|
347 | mergable_owner (object *o1, object *o2) |
|
|
348 | { |
|
|
349 | if (o1 == o2) |
|
|
350 | return 1; |
|
|
351 | |
|
|
352 | if (!o1 || !o2) |
|
|
353 | return 0; |
|
|
354 | |
|
|
355 | if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY]) |
|
|
356 | return 0; |
|
|
357 | |
|
|
358 | if (o1->is_player () || o2->is_player ()) |
|
|
359 | return 0; |
|
|
360 | |
|
|
361 | return 1; |
473 | } |
362 | } |
474 | |
363 | |
475 | /* 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. |
476 | * immune_stop is basically the attacktype of the spell (why |
365 | * immune_stop is basically the attacktype of the spell (why |
477 | * passed as a different value, not sure of). If immune_stop |
366 | * passed as a different value, not sure of). If immune_stop |
478 | * has the AT_MAGIC bit set, and there is a counterwall |
367 | * has the AT_MAGIC bit set, and there is a counterwall |
479 | * 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 |
480 | * 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. |
481 | * |
|
|
482 | */ |
370 | */ |
483 | int |
371 | int |
484 | 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) |
485 | { |
373 | { |
486 | if (!xy_normalise (m, x, y)) |
374 | if (!xy_normalise (m, x, y)) |
487 | return 0; |
375 | return 0; |
488 | |
376 | |
489 | mapspace &ms = m->at (x, y); |
377 | mapspace &ms = m->at (x, y); |
|
|
378 | ms.update (); |
490 | |
379 | |
491 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
380 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
492 | return 0; |
381 | return 0; |
493 | |
382 | |
|
|
383 | int max_effects = 5; // max. number of similar spells per mapspace |
|
|
384 | |
494 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
385 | for (object *tmp = ms.top; tmp; tmp = tmp->below) |
495 | { |
386 | { |
496 | /* If there is a counterspell on the space, and this |
387 | /* If there is a counterspell on the space, and this |
497 | * object is using magic, don't progress. I believe we could |
388 | * object is using magic, don't progress. I believe we could |
498 | * leave this out and let in progress, and other areas of the code |
389 | * leave this out and let in progress, and other areas of the code |
499 | * will then remove it, but that would seem to to use more |
390 | * will then remove it, but that would seem to to use more |
500 | * resources, and may not work as well if a player is standing |
391 | * resources, and may not work as well if a player is standing |
501 | * on top of a counterwall spell (may hit the player before being |
392 | * on top of a counterwall spell (may hit the player before being |
502 | * removed.) On the other hand, it may be more dramatic for the |
393 | * removed.) On the other hand, it may be more dramatic for the |
503 | * spell to actually hit the counterwall and be sucked up. |
394 | * spell to actually hit the counterwall and be sucked up. |
504 | */ |
395 | */ |
505 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
396 | if ((tmp->attacktype & AT_COUNTERSPELL) |
506 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
397 | && !tmp->flag [FLAG_MONSTER] |
507 | (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) |
398 | && (tmp->type != PLAYER) |
|
|
399 | && (tmp->type != WEAPON) |
|
|
400 | && (tmp->type != BOW) |
|
|
401 | && (tmp->type != ARROW) |
|
|
402 | && (tmp->type != GOLEM) |
|
|
403 | && !tmp->flag [FLAG_IS_FLOOR] // XXX: |
|
|
404 | // we special case floor here because there |
|
|
405 | // are sometimes spell effect floors |
|
|
406 | // which are used to inflict damage |
|
|
407 | // (and those shouldn't go away from |
|
|
408 | // sanctuary) see also: permanent lava |
|
|
409 | && (immune_stop & AT_MAGIC)) |
508 | return 0; |
410 | return 0; |
509 | |
411 | |
510 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
511 | * limits one spell effect per space per spell. This is definately |
|
|
512 | * needed for performance reasons, and just for playability I believe. |
|
|
513 | * there are no such things as multispaced spells right now, so |
|
|
514 | * we don't need to worry about the head. |
|
|
515 | */ |
|
|
516 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
|
|
517 | return 0; |
|
|
518 | |
|
|
519 | /* |
|
|
520 | * Combine similar spell effects into one spell effect. Needed for |
|
|
521 | * performance reasons with meteor swarm and the like, but also for |
|
|
522 | * playability reasons. |
|
|
523 | */ |
|
|
524 | if (tmp->arch == op->arch |
|
|
525 | && tmp->type == op->type |
412 | if (tmp->type == op->type) |
526 | && tmp->subtype == op->subtype |
|
|
527 | && tmp->owner == op->owner |
|
|
528 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
529 | { |
413 | { |
530 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
414 | if (tmp->subtype == op->subtype |
531 | tmp->range = MAX (tmp->range, op->range); |
415 | && tmp->arch == op->arch /* no harm if not comparing by name here */) |
532 | tmp->duration = MAX (tmp->duration, op->duration); |
416 | { |
|
|
417 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
418 | * limits one spell effect per space per spell. This is definately |
|
|
419 | * needed for performance reasons, and just for playability I believe. |
|
|
420 | * there are no such things as multispaced spells right now, so |
|
|
421 | * we don't need to worry about the head. |
|
|
422 | */ |
|
|
423 | if (tmp->stats.maxhp == op->stats.maxhp) |
|
|
424 | return 0; |
|
|
425 | |
|
|
426 | /* |
|
|
427 | * Combine similar spell effects into one spell effect. Needed for |
|
|
428 | * performance reasons with meteor swarm and the like, but also for |
|
|
429 | * playability reasons. |
|
|
430 | */ |
|
|
431 | if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
432 | if (mergable_owner (tmp, op)) |
|
|
433 | { |
|
|
434 | // if same owner, then combine, but reduce advantage of multiple spells |
|
|
435 | max_it (tmp->stats.dam, op->stats.dam); |
|
|
436 | max_it (tmp->range , op->range); |
|
|
437 | max_it (tmp->duration , op->duration); |
|
|
438 | return 0; |
|
|
439 | } |
|
|
440 | } |
|
|
441 | |
|
|
442 | // if there are too many spell effects on this space, |
|
|
443 | // then don't allow more of them, for performance reasons. |
|
|
444 | if (tmp->type == SPELL_EFFECT |
|
|
445 | && !--max_effects) |
533 | return 0; |
446 | return 0; |
534 | } |
447 | } |
535 | |
448 | |
536 | /* Perhaps we should also put checks in for no magic and unholy |
449 | /* Perhaps we should also put checks in for no magic and unholy |
537 | * ground to prevent it from moving along? |
450 | * ground to prevent it from moving along? |
538 | */ |
451 | */ |
… | |
… | |
550 | * dir: direction to fire in. |
463 | * dir: direction to fire in. |
551 | * spell: spell that is being fired. It uses other_arch for the archetype |
464 | * spell: spell that is being fired. It uses other_arch for the archetype |
552 | * to fire. |
465 | * to fire. |
553 | * returns 0 on failure, 1 on success. |
466 | * returns 0 on failure, 1 on success. |
554 | */ |
467 | */ |
555 | |
|
|
556 | int |
468 | int |
557 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
469 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
558 | { |
470 | { |
559 | object *tmp; |
|
|
560 | int mflags; |
|
|
561 | maptile *m; |
|
|
562 | |
|
|
563 | if (spell->other_arch == NULL) |
471 | if (!spell->other_arch) |
564 | return 0; |
472 | return 0; |
565 | |
473 | |
566 | m = op->map; |
474 | object *tmp = spell->other_arch->instance (); |
567 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
568 | if (mflags & P_OUT_OF_MAP) |
|
|
569 | { |
|
|
570 | return 0; |
|
|
571 | } |
|
|
572 | |
475 | |
573 | tmp = arch_to_object (spell->other_arch); |
476 | if (!tmp) |
574 | |
|
|
575 | if (tmp == NULL) |
|
|
576 | return 0; |
477 | return 0; |
577 | |
|
|
578 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
579 | { |
|
|
580 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
581 | tmp->destroy (); |
|
|
582 | return 0; |
|
|
583 | } |
|
|
584 | |
478 | |
585 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
479 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
586 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
480 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
587 | /* code in time.c uses food for some things, duration for others */ |
481 | /* code in time.c uses food for some things, duration for others */ |
588 | tmp->stats.food = tmp->duration; |
482 | tmp->stats.food = tmp->duration; |
589 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
483 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
590 | tmp->attacktype = spell->attacktype; |
484 | tmp->attacktype = spell->attacktype; |
591 | tmp->x = x; |
|
|
592 | tmp->y = y; |
|
|
593 | tmp->direction = dir; |
485 | tmp->direction = dir; |
594 | if (op->owner != NULL) |
|
|
595 | tmp->set_owner (op); |
486 | tmp->set_owner (op); |
596 | else |
|
|
597 | tmp->set_owner (op); |
|
|
598 | tmp->level = caster_level (caster, spell); |
487 | tmp->level = casting_level (caster, spell); |
599 | set_spell_skill (op, caster, spell, tmp); |
488 | set_spell_skill (op, caster, spell, tmp); |
600 | |
489 | |
601 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
490 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
602 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
491 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
603 | { |
|
|
604 | if (!tailor_god_spell (tmp, op)) |
492 | if (!tailor_god_spell (tmp, op)) |
605 | return 0; |
493 | return 0; |
606 | } |
494 | |
607 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
495 | if (tmp->flag [FLAG_IS_TURNABLE]) |
608 | SET_ANIMATION (tmp, dir); |
496 | SET_ANIMATION (tmp, dir); |
609 | |
497 | |
610 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
498 | if ((tmp = op->map->insert (tmp, x, y, op))) |
611 | move_spell_effect (tmp); |
499 | move_spell_effect (tmp); |
612 | |
500 | |
613 | return 1; |
501 | return 1; |
614 | } |
502 | } |
615 | |
503 | |
… | |
… | |
620 | ****************************************************************************/ |
508 | ****************************************************************************/ |
621 | void |
509 | void |
622 | regenerate_rod (object *rod) |
510 | regenerate_rod (object *rod) |
623 | { |
511 | { |
624 | if (rod->stats.hp < rod->stats.maxhp) |
512 | if (rod->stats.hp < rod->stats.maxhp) |
625 | { |
513 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20); |
626 | rod->stats.hp += 1 + rod->stats.maxhp / 10; |
|
|
627 | |
|
|
628 | if (rod->stats.hp > rod->stats.maxhp) |
|
|
629 | rod->stats.hp = rod->stats.maxhp; |
|
|
630 | } |
|
|
631 | } |
514 | } |
632 | |
|
|
633 | |
515 | |
634 | void |
516 | void |
635 | drain_rod_charge (object *rod) |
517 | drain_rod_charge (object *rod) |
636 | { |
518 | { |
637 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
519 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
638 | } |
520 | } |
639 | |
|
|
640 | |
|
|
641 | |
|
|
642 | |
521 | |
643 | /* this function is commonly used to find a friendly target for |
522 | /* this function is commonly used to find a friendly target for |
644 | * spells such as heal or protection or armour |
523 | * spells such as heal or protection or armour |
645 | * op is what is looking for the target (which can be a player), |
524 | * op is what is looking for the target (which can be a player), |
646 | * dir is the direction we are looking in. Return object found, or |
525 | * dir is the direction we are looking in. Return object found, or |
647 | * NULL if no good object. |
526 | * NULL if no good object. |
648 | */ |
527 | */ |
649 | |
|
|
650 | object * |
528 | object * |
651 | find_target_for_friendly_spell (object *op, int dir) |
529 | find_target_for_friendly_spell (object *op, int dir) |
652 | { |
530 | { |
653 | object *tmp; |
531 | object *tmp; |
654 | maptile *m; |
|
|
655 | sint16 x, y; |
|
|
656 | int mflags; |
|
|
657 | |
532 | |
658 | /* I don't really get this block - if op isn't a player or rune, |
533 | /* I don't really get this block - if op isn't a player or rune, |
659 | * we then make the owner of this object the target. |
534 | * we then make the owner of this object the target. |
660 | * The owner could very well be no where near op. |
535 | * The owner could very well be no where near op. |
661 | */ |
536 | */ |
… | |
… | |
663 | { |
538 | { |
664 | tmp = op->owner; |
539 | tmp = op->owner; |
665 | /* If the owner does not exist, or is not a monster, than apply the spell |
540 | /* If the owner does not exist, or is not a monster, than apply the spell |
666 | * to the caster. |
541 | * to the caster. |
667 | */ |
542 | */ |
668 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
543 | if (!tmp || !tmp->flag [FLAG_MONSTER]) |
669 | tmp = op; |
544 | tmp = op; |
670 | } |
545 | } |
671 | else |
546 | else |
672 | { |
547 | { |
673 | m = op->map; |
548 | maptile *m = op->map; |
674 | x = op->x + freearr_x[dir]; |
549 | sint16 x = op->x + freearr_x[dir]; |
675 | y = op->y + freearr_y[dir]; |
550 | sint16 y = op->y + freearr_y[dir]; |
676 | |
|
|
677 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
678 | |
|
|
679 | if (mflags & P_OUT_OF_MAP) |
|
|
680 | tmp = 0; |
|
|
681 | else |
551 | |
|
|
552 | tmp = xy_normalise (m, x, y) |
682 | tmp = m->at (x, y).player (); |
553 | ? m->at (x, y).player () |
|
|
554 | : 0; |
683 | } |
555 | } |
684 | |
556 | |
685 | /* didn't find a player there, look in current square for a player */ |
557 | /* didn't find a player there, look in current square for a player */ |
686 | if (!tmp) |
558 | if (!tmp) |
687 | tmp = op->ms ().player (); |
559 | tmp = op->ms ().player (); |
688 | |
560 | |
689 | return tmp; |
561 | return tmp; |
690 | } |
562 | } |
691 | |
|
|
692 | |
|
|
693 | |
563 | |
694 | /* raytrace: |
564 | /* raytrace: |
695 | * spell_find_dir(map, x, y, exclude) will search first the center square |
565 | * spell_find_dir(map, x, y, exclude) will search first the center square |
696 | * then some close squares in the given map at the given coordinates for |
566 | * then some close squares in the given map at the given coordinates for |
697 | * live objects. |
567 | * live objects. |
… | |
… | |
700 | * monsters/generators only. If not, the spell will hunt players only. |
570 | * monsters/generators only. If not, the spell will hunt players only. |
701 | * It returns the direction toward the first/closest live object if it finds |
571 | * It returns the direction toward the first/closest live object if it finds |
702 | * any, otherwise -1. |
572 | * any, otherwise -1. |
703 | * note that exclude can be NULL, in which case all bets are off. |
573 | * note that exclude can be NULL, in which case all bets are off. |
704 | */ |
574 | */ |
705 | |
|
|
706 | int |
575 | int |
707 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
576 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
708 | { |
577 | { |
709 | int i, max = SIZEOFFREE; |
578 | int i, max = SIZEOFFREE; |
710 | sint16 nx, ny; |
579 | sint16 nx, ny; |
… | |
… | |
727 | continue; |
596 | continue; |
728 | |
597 | |
729 | tmp = GET_MAP_OB (mp, nx, ny); |
598 | tmp = GET_MAP_OB (mp, nx, ny); |
730 | |
599 | |
731 | while (tmp != NULL && (((owner_type == PLAYER && |
600 | while (tmp != NULL && (((owner_type == PLAYER && |
732 | !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
601 | !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) || |
733 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
602 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
734 | tmp = tmp->above; |
603 | tmp = tmp->above; |
735 | |
604 | |
736 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
605 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
737 | return freedir[i]; |
606 | return freedir[i]; |
738 | } |
607 | } |
739 | return -1; /* flag for "keep going the way you were" */ |
608 | return -1; /* flag for "keep going the way you were" */ |
740 | } |
609 | } |
741 | |
|
|
742 | |
|
|
743 | |
610 | |
744 | /* put_a_monster: puts a monster named monstername near by |
611 | /* put_a_monster: puts a monster named monstername near by |
745 | * op. This creates the treasures for the monsters, and |
612 | * op. This creates the treasures for the monsters, and |
746 | * also deals with multipart monsters properly. |
613 | * also deals with multipart monsters properly. |
747 | */ |
614 | */ |
748 | |
615 | static void |
749 | void |
|
|
750 | put_a_monster (object *op, const char *monstername) |
616 | put_a_monster (object *op, const char *monstername) |
751 | { |
617 | { |
752 | object *tmp, *head = NULL, *prev = NULL; |
618 | object *tmp, *head = NULL, *prev = NULL; |
753 | archetype *at; |
619 | archetype *at; |
754 | int dir; |
620 | int dir; |
… | |
… | |
760 | |
626 | |
761 | /* find a free square nearby |
627 | /* find a free square nearby |
762 | * first we check the closest square for free squares |
628 | * first we check the closest square for free squares |
763 | */ |
629 | */ |
764 | |
630 | |
765 | dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); |
631 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
766 | if (dir != -1) |
632 | if (dir != -1) |
767 | { |
633 | { |
768 | /* This is basically grabbed for generate monster. Fixed 971225 to |
634 | /* This is basically grabbed for generate monster. Fixed 971225 to |
769 | * insert multipart monsters properly |
635 | * insert multipart monsters properly |
770 | */ |
636 | */ |
|
|
637 | //TODO: use expand_tail + ... |
771 | while (at != NULL) |
638 | while (at != NULL) |
772 | { |
639 | { |
773 | tmp = arch_to_object (at); |
640 | tmp = at->instance (); |
774 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
641 | tmp->x = op->x + freearr_x[dir] + at->x; |
775 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
642 | tmp->y = op->y + freearr_y[dir] + at->y; |
776 | tmp->map = op->map; |
643 | tmp->map = op->map; |
777 | if (head) |
644 | if (head) |
778 | { |
645 | { |
779 | tmp->head = head; |
646 | tmp->head = head; |
780 | prev->more = tmp; |
647 | prev->more = tmp; |
781 | } |
648 | } |
|
|
649 | |
782 | if (!head) |
650 | if (!head) |
783 | head = tmp; |
651 | head = tmp; |
|
|
652 | |
784 | prev = tmp; |
653 | prev = tmp; |
|
|
654 | |
785 | at = at->more; |
655 | at = (archetype *)at->more; |
786 | } |
656 | } |
787 | |
657 | |
788 | if (head->randomitems) |
658 | if (head->randomitems) |
789 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
659 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
790 | |
660 | |
791 | insert_ob_in_map (head, op->map, op, 0); |
661 | insert_ob_in_map (head, op->map, op, 0); |
792 | |
662 | |
793 | /* thought it'd be cool to insert a burnout, too. */ |
663 | /* thought it'd be cool to insert a burnout, too. */ |
794 | op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
664 | op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
795 | } |
665 | } |
796 | } |
666 | } |
797 | |
667 | |
798 | /* peterm: function which summons hostile monsters and |
668 | /* peterm: function which summons hostile monsters and |
799 | * places them in nearby squares. |
669 | * places them in nearby squares. |
… | |
… | |
806 | * Note that this is not used by any spells (summon evil monsters |
676 | * Note that this is not used by any spells (summon evil monsters |
807 | * use to call this, but best I can tell, that spell/ability was |
677 | * use to call this, but best I can tell, that spell/ability was |
808 | * never used. This is however used by various failures on the |
678 | * never used. This is however used by various failures on the |
809 | * players part (alchemy, reincarnation, etc) |
679 | * players part (alchemy, reincarnation, etc) |
810 | */ |
680 | */ |
811 | |
|
|
812 | int |
681 | int |
813 | summon_hostile_monsters (object *op, int n, const char *monstername) |
682 | summon_hostile_monsters (object *op, int n, const char *monstername) |
814 | { |
683 | { |
815 | int i; |
684 | int i; |
816 | |
685 | |
… | |
… | |
826 | { |
695 | { |
827 | int attacktype; |
696 | int attacktype; |
828 | int face; |
697 | int face; |
829 | } ATTACKS[22] = |
698 | } ATTACKS[22] = |
830 | { |
699 | { |
831 | { |
|
|
832 | AT_PHYSICAL, 0}, |
700 | { AT_PHYSICAL, 0}, |
833 | { |
|
|
834 | AT_PHYSICAL, 0}, /*face = explosion */ |
701 | { AT_PHYSICAL, 0}, /*face = explosion */ |
835 | { |
|
|
836 | AT_PHYSICAL, 0}, |
702 | { AT_PHYSICAL, 0}, |
837 | { |
|
|
838 | AT_MAGIC, 1}, |
703 | { AT_MAGIC, 1}, |
839 | { |
|
|
840 | AT_MAGIC, 1}, /* face = last-burnout */ |
704 | { AT_MAGIC, 1}, /* face = last-burnout */ |
841 | { |
|
|
842 | AT_MAGIC, 1}, |
705 | { AT_MAGIC, 1}, |
843 | { |
|
|
844 | AT_FIRE, 2}, |
706 | { AT_FIRE, 2}, |
845 | { |
|
|
846 | AT_FIRE, 2}, /* face = fire.... */ |
707 | { AT_FIRE, 2}, /* face = fire.... */ |
847 | { |
|
|
848 | AT_FIRE, 2}, |
708 | { AT_FIRE, 2}, |
849 | { |
|
|
850 | AT_ELECTRICITY, 3}, |
709 | { AT_ELECTRICITY, 3}, |
851 | { |
|
|
852 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
710 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
853 | { |
|
|
854 | AT_ELECTRICITY, 3}, |
711 | { AT_ELECTRICITY, 3}, |
855 | { |
|
|
856 | AT_COLD, 4}, |
712 | { AT_COLD, 4}, |
857 | { |
|
|
858 | AT_COLD, 4}, /* face=icestorm */ |
713 | { AT_COLD, 4}, /* face=icestorm */ |
859 | { |
|
|
860 | AT_COLD, 4}, |
714 | { AT_COLD, 4}, |
861 | { |
|
|
862 | AT_CONFUSION, 5}, |
715 | { AT_CONFUSION, 5}, |
863 | { |
|
|
864 | AT_POISON, 7}, |
716 | { AT_POISON, 7}, |
865 | { |
|
|
866 | AT_POISON, 7}, /* face = acid sphere. generator */ |
717 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
867 | { |
|
|
868 | AT_POISON, 7}, /* poisoncloud face */ |
718 | { AT_POISON, 7}, /* poisoncloud face */ |
869 | { |
|
|
870 | AT_SLOW, 8}, |
719 | { AT_SLOW, 8}, |
871 | { |
|
|
872 | AT_PARALYZE, 9}, |
720 | { AT_PARALYZE, 9}, |
873 | { |
|
|
874 | AT_FEAR, 10}}; |
721 | { AT_FEAR, 10}, |
875 | |
722 | }; |
876 | |
|
|
877 | |
723 | |
878 | /* shuffle_attack: peterm |
724 | /* shuffle_attack: peterm |
879 | * This routine shuffles the attack of op to one of the |
725 | * This routine shuffles the attack of op to one of the |
880 | * ones in the list. It does this at random. It also |
726 | * ones in the list. It does this at random. It also |
881 | * chooses a face appropriate to the attack that is |
727 | * chooses a face appropriate to the attack that is |
… | |
… | |
904 | { |
750 | { |
905 | SET_ANIMATION (op, ATTACKS[i].face); |
751 | SET_ANIMATION (op, ATTACKS[i].face); |
906 | } |
752 | } |
907 | } |
753 | } |
908 | |
754 | |
909 | |
|
|
910 | /* prayer_failure: This is called when a player fails |
755 | /* prayer_failure: This is called when a player fails |
911 | * at casting a prayer. |
756 | * at casting a prayer. |
912 | * op is the player. |
757 | * op is the player. |
913 | * failure is basically how much grace they had. |
758 | * failure is basically how much grace they had. |
914 | * power is how much grace the spell would normally take to cast. |
759 | * power is how much grace the spell would normally take to cast. |
915 | */ |
760 | */ |
916 | |
761 | |
917 | void |
762 | #define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>" |
|
|
763 | |
|
|
764 | static void |
918 | prayer_failure (object *op, int failure, int power) |
765 | prayer_failure (object *op, int failure, int power) |
919 | { |
766 | { |
920 | const char *godname; |
767 | const char *godname; |
921 | object *tmp; |
768 | object *tmp; |
922 | |
769 | |
923 | if (!strcmp ((godname = determine_god (op)), "none")) |
770 | if (!strcmp ((godname = determine_god (op)), "none")) |
924 | godname = "Your spirit"; |
771 | godname = "Your spirit"; |
925 | |
772 | |
926 | if (failure <= -20 && failure > -40) /* wonder */ |
773 | if (failure <= -20 && failure > -40) /* wonder */ |
927 | { |
774 | { |
928 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); |
775 | op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname); |
929 | tmp = get_archetype (SPELL_WONDER); |
776 | tmp = archetype::get (SPELL_WONDER); |
930 | cast_cone (op, op, 0, tmp); |
777 | cast_cone (op, op, 0, tmp); |
931 | tmp->destroy (); |
778 | tmp->destroy (); |
932 | } |
779 | } |
933 | |
780 | |
934 | else if (failure <= -40 && failure > -60) /* confusion */ |
781 | else if (failure <= -40 && failure > -60) /* confusion */ |
935 | { |
782 | { |
936 | new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); |
783 | op->failmsg ("Your diety touches your mind!" HINT_GRACE); |
937 | confuse_player (op, op, 99); |
784 | confuse_player (op, op, 99); |
938 | } |
785 | } |
939 | else if (failure <= -60 && failure > -150) /* paralysis */ |
786 | else if (failure <= -60 && failure > -150) /* paralysis */ |
940 | { |
787 | { |
941 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); |
788 | op->failmsgf ("%s requires you to pray NOW. " |
942 | new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); |
789 | "You comply, ignoring all else." HINT_GRACE, |
|
|
790 | godname); |
943 | paralyze_player (op, op, 99); |
791 | paralyze_player (op, op, 99); |
944 | } |
792 | } |
945 | else if (failure <= -150) /* blast the immediate area */ |
793 | else if (failure <= -150) /* blast the immediate area */ |
946 | { |
794 | { |
947 | tmp = get_archetype (GOD_POWER); |
795 | tmp = archetype::get (GOD_POWER); |
948 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); |
796 | op->failmsgf ("%s smites you!" HINT_GRACE, godname); |
949 | cast_magic_storm (op, tmp, power); |
797 | cast_magic_storm (op, tmp, power); |
950 | } |
798 | } |
951 | } |
799 | } |
952 | |
800 | |
953 | /* |
801 | /* |
954 | * spell_failure() handles the various effects for differing degrees |
802 | * spell_failure() handles the various effects for differing degrees |
955 | * of failure badness. |
803 | * of failure badness. |
956 | * op is the player that failed. |
804 | * op is the player that failed. |
957 | * failure is a random value of how badly you failed. |
805 | * failure is a random value of how badly you failed. |
958 | * power is how many spellpoints you'd normally need for the spell. |
806 | * power is how many spellpoints you'd normally need for the spell. |
959 | * skill is the skill you'd need to cast the spell. |
807 | * skill is the skill you'd need to cast the spell. |
960 | */ |
808 | */ |
961 | |
|
|
962 | void |
809 | void |
963 | spell_failure (object *op, int failure, int power, object *skill) |
810 | spell_failure (object *op, int failure, int power, object *skill) |
964 | { |
811 | { |
965 | object *tmp; |
812 | object *tmp; |
966 | |
813 | |
967 | if (settings.spell_failure_effects == FALSE) |
814 | if (settings.spell_failure_effects == FALSE) |
968 | return; |
815 | return; |
969 | |
816 | |
970 | if (failure <= -20 && failure > -40) /* wonder */ |
817 | if (failure <= -20 && failure > -40) /* wonder */ |
971 | { |
818 | { |
972 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); |
819 | op->failmsg ("Your spell causes an unexpected effect."); |
973 | tmp = get_archetype (SPELL_WONDER); |
820 | tmp = archetype::get (SPELL_WONDER); |
974 | cast_cone (op, op, 0, tmp); |
821 | cast_cone (op, op, 0, tmp); |
975 | tmp->destroy (); |
822 | tmp->destroy (); |
976 | } |
823 | } |
977 | |
824 | |
978 | else if (failure <= -40 && failure > -60) /* confusion */ |
825 | else if (failure <= -40 && failure > -60) /* confusion */ |
979 | { |
826 | { |
980 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); |
827 | op->failmsg ("Your magic recoils on you, making you confused!"); |
981 | confuse_player (op, op, 99); |
828 | confuse_player (op, op, 99); |
982 | } |
829 | } |
983 | else if (failure <= -60 && failure > -80) /* paralysis */ |
830 | else if (failure <= -60 && failure > -80) /* paralysis */ |
984 | { |
831 | { |
985 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); |
832 | op->failmsg ("Your magic stuns you!"); |
986 | paralyze_player (op, op, 99); |
833 | paralyze_player (op, op, 99); |
987 | } |
834 | } |
988 | else if (failure <= -80) /* blast the immediate area */ |
835 | else if (failure <= -80) /* blast the immediate area */ |
989 | { |
836 | { |
990 | object *tmp; |
837 | object *tmp; |
991 | |
838 | |
992 | /* Safety check to make sure we don't get any mana storms in scorn */ |
839 | /* Safety check to make sure we don't get any mana storms in scorn */ |
993 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) |
840 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) |
994 | { |
841 | { |
995 | new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); |
842 | op->failmsg ("The magic warps and you are turned inside out!"); |
996 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
843 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
997 | |
844 | |
998 | } |
845 | } |
999 | else |
846 | else |
1000 | { |
847 | { |
1001 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
848 | op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!"); |
1002 | tmp = get_archetype (LOOSE_MANA); |
849 | tmp = archetype::get (LOOSE_MANA); |
1003 | tmp->level = skill->level; |
850 | tmp->level = skill->level; |
1004 | |
851 | |
1005 | /* increase the area of destruction a little for more powerful spells */ |
852 | /* increase the area of destruction a little for more powerful spells */ |
1006 | tmp->range += isqrt (power); |
853 | tmp->range += isqrt (power); |
1007 | |
854 | |
… | |
… | |
1015 | tmp->insert_at (op); |
862 | tmp->insert_at (op); |
1016 | } |
863 | } |
1017 | } |
864 | } |
1018 | } |
865 | } |
1019 | |
866 | |
1020 | int |
867 | static int |
1021 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
868 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
1022 | { |
869 | { |
1023 | int success; |
|
|
1024 | player *pl; |
|
|
1025 | object *spell; |
|
|
1026 | |
|
|
1027 | if (!spell_ob->other_arch) |
870 | if (!spell_ob->other_arch) |
1028 | { |
871 | { |
1029 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
872 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
1030 | return 0; |
873 | return 0; |
1031 | } |
874 | } |
1032 | spell = arch_to_object (spell_ob->other_arch); |
875 | |
|
|
876 | object *spell = spell_ob->other_arch->instance (); |
1033 | |
877 | |
1034 | /* Always cast spell on caster */ |
878 | /* Always cast spell on caster */ |
1035 | success = cast_spell (op, caster, dir, spell, stringarg); |
879 | int success = cast_spell (op, caster, dir, spell, spellparam); |
1036 | |
880 | |
1037 | if (caster->contr->party == NULL) |
881 | if (!op->contr || !op->contr->party) |
1038 | { |
882 | { |
1039 | spell->remove (); |
883 | spell->remove (); |
1040 | return success; |
884 | return success; |
1041 | } |
885 | } |
|
|
886 | |
1042 | for_all_players (pl) |
887 | for_all_players (pl) |
1043 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
888 | if ((pl->ob->contr->party == op->contr->party) |
1044 | { |
889 | && on_same_map (pl->ob, op) |
|
|
890 | && pl->ob != op) |
1045 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
891 | cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam); |
1046 | } |
892 | |
1047 | spell->remove (); |
893 | spell->remove (); |
1048 | return success; |
894 | return success; |
1049 | } |
895 | } |
1050 | |
896 | |
1051 | /* This is where the main dispatch when someone casts a spell. |
897 | /* This is where the main dispatch when someone casts a spell. |
… | |
… | |
1056 | * same as op. |
902 | * same as op. |
1057 | * dir is the direction to cast in. Note in some cases, if the spell |
903 | * dir is the direction to cast in. Note in some cases, if the spell |
1058 | * is self only, dir really doesn't make a difference. |
904 | * is self only, dir really doesn't make a difference. |
1059 | * spell_ob is the spell object that is being cast. From that, |
905 | * spell_ob is the spell object that is being cast. From that, |
1060 | * we can determine what to do. |
906 | * we can determine what to do. |
1061 | * stringarg is any options that are being used. It can be NULL. Almost |
907 | * spellparam is any options that are being used. It can be NULL. Almost |
1062 | * certainly, only players will set it. It is basically used as optional |
908 | * certainly, only players will set it. It is basically used as optional |
1063 | * parameters to a spell (eg, item to create, information for marking runes, |
909 | * parameters to a spell (eg, item to create, information for marking runes, |
1064 | * etc. |
910 | * etc. |
1065 | * returns 1 on successful cast, or 0 on error. These values should really |
911 | * returns 1 on successful cast, or 0 on error. These values should really |
1066 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
912 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
… | |
… | |
1073 | * |
919 | * |
1074 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
920 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1075 | * this function will decrease the mana/grace appropriately. For other |
921 | * this function will decrease the mana/grace appropriately. For other |
1076 | * objects, the caller should do what it considers appropriate. |
922 | * objects, the caller should do what it considers appropriate. |
1077 | */ |
923 | */ |
1078 | |
|
|
1079 | int |
924 | int |
1080 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
925 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
1081 | { |
926 | { |
1082 | const char *godname; |
927 | const char *godname; |
1083 | int success = 0, mflags, cast_level = 0, old_shoottype; |
928 | int success = 0; |
1084 | object *skill = NULL; |
|
|
1085 | |
929 | |
1086 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
930 | // make sure spells always take a while, so a) we don't flood the |
|
|
931 | // user with messages and b) too many failures can be harmful (smiting). |
|
|
932 | op->speed_left -= 4 * op->speed; // ~0.5s on failure |
1087 | |
933 | |
1088 | if (!spell_ob) |
934 | if (!spell_ob) |
1089 | { |
935 | { |
1090 | LOG (llevError, "cast_spell: null spell object passed\n"); |
936 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1091 | return 0; |
937 | return 0; |
… | |
… | |
1102 | } |
948 | } |
1103 | |
949 | |
1104 | /* 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 |
1105 | * an issue, because they don't have any spellpaths set up. |
951 | * an issue, because they don't have any spellpaths set up. |
1106 | */ |
952 | */ |
1107 | if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) |
953 | if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST]) |
1108 | { |
954 | { |
1109 | new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); |
955 | op->failmsg ("That spell path is denied to you."); |
1110 | return 0; |
956 | return 0; |
1111 | } |
957 | } |
|
|
958 | |
|
|
959 | object *skill = 0; |
1112 | |
960 | |
1113 | /* 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 |
1114 | * (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 |
1115 | * checks. We let monsters do special things - eg, they |
963 | * checks. We let monsters do special things - eg, they |
1116 | * 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 |
1117 | * should take care of that. |
965 | * should take care of that. |
1118 | * 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 |
1119 | * 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 |
1120 | * at least process that code. |
968 | * at least process that code. |
1121 | */ |
969 | */ |
1122 | if (op->type == PLAYER && op == caster) |
970 | if (op->type == PLAYER && op == caster) |
1123 | { |
971 | { |
1124 | cast_level = caster_level (caster, spell_ob); |
|
|
1125 | if (spell_ob->skill) |
972 | if (spell_ob->skill) |
1126 | { |
973 | { |
1127 | skill = find_skill_by_name (op, spell_ob->skill); |
974 | skill = find_skill_by_name (op, spell_ob->skill); |
|
|
975 | |
1128 | if (!skill) |
976 | if (!skill) |
1129 | { |
977 | { |
1130 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
978 | op->failmsgf ("You need the %s skill to cast %s! " |
|
|
979 | "H<You either need to learn the skill via a skill scroll " |
|
|
980 | "or you need to wear a talisman, holy symbol or another skill tool.>", |
|
|
981 | &spell_ob->skill, &spell_ob->name); |
1131 | return 0; |
982 | return 0; |
1132 | } |
983 | } |
1133 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
984 | |
|
|
985 | const char *msg = ""; |
|
|
986 | |
|
|
987 | int caster_level = skill->level; |
|
|
988 | |
|
|
989 | if (op->path_attuned & spell_ob->path_attuned) |
1134 | { |
990 | { |
1135 | new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); |
991 | caster_level += min (caster_level, ATTUNE_REPELL); |
|
|
992 | msg = " (attuned)"; |
|
|
993 | } |
|
|
994 | |
|
|
995 | if (op->path_repelled & spell_ob->path_attuned) |
|
|
996 | { |
|
|
997 | caster_level -= ATTUNE_REPELL; // negative is ok |
|
|
998 | msg = " (repelled)"; |
|
|
999 | } |
|
|
1000 | |
|
|
1001 | if (spell_ob->level > caster_level) |
|
|
1002 | { |
|
|
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.>", |
|
|
1005 | caster_level, msg, spell_ob->level); |
|
|
1006 | if (!op->is_wiz ()) |
1136 | return 0; |
1007 | return 0; |
1137 | } |
1008 | } |
1138 | } |
1009 | } |
|
|
1010 | |
1139 | /* If the caster is the wiz, they don't ever fail, and don't have |
1011 | /* If the caster is the wiz, they don't ever fail, and don't have |
1140 | * to have sufficient grace/mana. |
1012 | * to have sufficient grace/mana. |
1141 | */ |
1013 | */ |
1142 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1014 | if (!op->flag [FLAG_WIZCAST]) |
1143 | { |
1015 | { |
1144 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1016 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1145 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1017 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1146 | { |
1018 | { |
1147 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1019 | op->failmsg ("You don't have enough mana!"); |
1148 | return 0; |
1020 | return 0; |
1149 | } |
1021 | } |
1150 | |
1022 | |
1151 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1023 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1152 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1024 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1153 | { |
1025 | { |
1154 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1026 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1155 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1027 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1156 | { |
|
|
1157 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); |
1028 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1158 | } |
|
|
1159 | else |
1029 | else |
1160 | { |
1030 | { |
1161 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1031 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1162 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1032 | op->failmsgf ("%s ignores your prayer.", godname); |
1163 | return 0; |
1033 | return 0; |
1164 | } |
1034 | } |
1165 | } |
1035 | } |
1166 | |
1036 | |
1167 | /* player/monster is trying to cast the spell. might fumble it */ |
1037 | /* player/monster is trying to cast the spell. might fumble it */ |
1168 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1038 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1169 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1039 | (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis])) |
1170 | { |
1040 | { |
1171 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1041 | op->contr->play_sound (sound_find ("fumble_spell")); |
1172 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1042 | op->failmsg ("You fumble the prayer."); |
1173 | if (settings.casting_time == TRUE) |
1043 | |
1174 | { |
|
|
1175 | op->casting_time = -1; |
|
|
1176 | } |
|
|
1177 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1044 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1178 | return 0; |
1045 | return 0; |
1179 | } |
1046 | } |
1180 | else if (spell_ob->stats.sp) |
1047 | else if (spell_ob->stats.sp) |
1181 | { |
1048 | { |
1182 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1049 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1183 | |
1050 | |
1184 | if (failure < 0) |
1051 | if (failure < 0) |
1185 | { |
1052 | { |
1186 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1053 | op->failmsg ("You bungle the spell because you have too much heavy equipment in use."); |
1187 | if (settings.spell_failure_effects == TRUE) |
1054 | if (settings.spell_failure_effects == TRUE) |
1188 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1055 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1189 | op->contr->shoottype = (rangetype) old_shoottype; |
1056 | |
1190 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1057 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1191 | return 0; |
1058 | return 0; |
1192 | } |
1059 | } |
1193 | } |
1060 | } |
1194 | } |
1061 | } |
1195 | } |
1062 | } |
1196 | |
1063 | |
1197 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1064 | int mflags = op->ms ().flags (); |
1198 | |
1065 | |
1199 | /* See if we can cast a spell here. If the caster and op are |
1066 | /* See if we can cast a spell here. If the caster and op are |
1200 | * not alive, then this would mean that the mapmaker put the |
1067 | * not alive, then this would mean that the mapmaker put the |
1201 | * objects on the space - presume that they know what they are |
1068 | * objects on the space - presume that they know what they are |
1202 | * doing. |
1069 | * doing. |
1203 | */ |
1070 | */ |
1204 | |
1071 | |
1205 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1072 | if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1206 | { |
1073 | { |
|
|
1074 | op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood |
1207 | new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); |
1075 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1208 | return 0; |
1076 | return 0; |
1209 | } |
1077 | } |
1210 | |
1078 | |
1211 | if ((spell_ob->type == SPELL) |
1079 | if ((spell_ob->type == SPELL) |
1212 | && (caster->type != POTION) |
1080 | && (caster->type != POTION) |
1213 | && !QUERY_FLAG (op, FLAG_WIZCAST) |
1081 | && !op->flag [FLAG_WIZCAST] |
1214 | && (QUERY_FLAG (caster, FLAG_ALIVE) |
1082 | && (caster->flag [FLAG_ALIVE] |
1215 | || QUERY_FLAG (op, FLAG_ALIVE)) |
1083 | || op->flag [FLAG_ALIVE]) |
1216 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1084 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1217 | { |
1085 | { |
1218 | if (op->type != PLAYER) |
1086 | if (op->type != PLAYER) |
1219 | return 0; |
1087 | return 0; |
1220 | |
1088 | |
1221 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1089 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1222 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1090 | op->failmsgf ("This ground is unholy! %s ignores you.", godname); |
1223 | else |
1091 | else if (object *item = op->contr->ranged_ob) |
1224 | switch (op->contr->shoottype) |
|
|
1225 | { |
1092 | { |
1226 | case range_magic: |
1093 | if (item->type == SPELL) |
1227 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1094 | op->failmsg ("Something blocks your spellcasting."); |
1228 | break; |
1095 | else if (item->type == SCROLL) |
1229 | case range_misc: |
1096 | op->failmsg ("Something blocks the magic of your scroll."); |
1230 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1231 | break; |
|
|
1232 | case range_golem: |
|
|
1233 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
|
|
1234 | break; |
|
|
1235 | default: |
|
|
1236 | break; |
|
|
1237 | } |
|
|
1238 | return 0; |
|
|
1239 | } |
|
|
1240 | |
|
|
1241 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
|
|
1242 | { |
|
|
1243 | if (op->casting_time == -1) |
|
|
1244 | { /* begin the casting */ |
|
|
1245 | op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
|
|
1246 | op->spell = spell_ob; |
|
|
1247 | /* put the stringarg into the object struct so that when the |
|
|
1248 | * spell is actually cast, it knows about the stringarg. |
|
|
1249 | * necessary for the invoke command spells. |
|
|
1250 | */ |
|
|
1251 | if (stringarg) |
|
|
1252 | { |
|
|
1253 | op->spellarg = strdup (stringarg); |
|
|
1254 | } |
|
|
1255 | else |
1097 | else |
1256 | op->spellarg = NULL; |
1098 | op->failmsg ("Something blocks the magic of your item."); |
1257 | return 0; |
|
|
1258 | } |
|
|
1259 | else if (op->casting_time != 0) |
|
|
1260 | { |
|
|
1261 | if (op->type == PLAYER) |
|
|
1262 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
|
|
1263 | return 0; |
|
|
1264 | } |
1099 | } |
1265 | else |
1100 | else |
1266 | { /* casting_time == 0 */ |
1101 | op->failmsg ("Something blocks the spell!"); |
1267 | op->casting_time = -1; |
1102 | |
1268 | spell_ob = op->spell; |
1103 | return 0; |
1269 | stringarg = op->spellarg; |
|
|
1270 | } |
|
|
1271 | } |
|
|
1272 | else |
|
|
1273 | { |
1104 | } |
|
|
1105 | |
|
|
1106 | // undo the flood protection from earlier |
|
|
1107 | op->speed_left += 4 * op->speed; // ~0.5s on failure |
|
|
1108 | |
1274 | /* Take into account how long it takes to cast the spell. |
1109 | /* Take into account how long it takes to cast the spell. |
1275 | * 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 |
1276 | * the spell object. If it is a spell object, have it |
1111 | * the spell object. If it is a spell object, have it |
1277 | * take two ticks. Things that cast spells on the players |
1112 | * take two ticks. Things that cast spells on the players |
1278 | * behalf (eg, altars, and whatever else) shouldn't cost |
1113 | * behalf (eg, altars, and whatever else) shouldn't cost |
1279 | * the player any time. |
1114 | * the player any time. |
1280 | * Ignore casting time for firewalls |
1115 | * Ignore casting time for firewalls |
|
|
1116 | */ |
|
|
1117 | if (caster == op && caster->type != FIREWALL) |
|
|
1118 | { |
|
|
1119 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed; |
|
|
1120 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1121 | * put a lower limit so that the player isn't stuck here too long |
1281 | */ |
1122 | */ |
1282 | if (caster == op && caster->type != FIREWALL) |
|
|
1283 | { |
|
|
1284 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1285 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1286 | * put a lower limit so that the player isn't stuck here too long |
|
|
1287 | */ |
|
|
1288 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1123 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed) |
1289 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1124 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed; |
1290 | } |
1125 | } |
1291 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1126 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1292 | { |
|
|
1293 | op->speed_left -= 2 * FABS (op->speed); |
1127 | op->speed_left -= 2 * op->speed; |
1294 | } |
|
|
1295 | } |
|
|
1296 | |
1128 | |
1297 | if (op->type == PLAYER && op == caster) |
1129 | if (op->type == PLAYER && op == caster) |
1298 | { |
1130 | { |
1299 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1131 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1300 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1132 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1305 | * object requires. |
1137 | * object requires. |
1306 | */ |
1138 | */ |
1307 | if (op != caster && !skill && caster->skill) |
1139 | if (op != caster && !skill && caster->skill) |
1308 | { |
1140 | { |
1309 | skill = find_skill_by_name (op, caster->skill); |
1141 | skill = find_skill_by_name (op, caster->skill); |
|
|
1142 | |
1310 | if (!skill) |
1143 | if (!skill) |
1311 | { |
1144 | { |
1312 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1145 | op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster)); |
1313 | return 0; |
1146 | return 0; |
1314 | } |
1147 | } |
1315 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
|
|
1316 | } |
1148 | } |
|
|
1149 | |
|
|
1150 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) |
|
|
1151 | return RESULT_INT (0); |
|
|
1152 | |
|
|
1153 | // temporaroly replace chosen_skill by skill, we assume skill *could* be applied, |
|
|
1154 | // at least temporarily, which might not be true due to slot restrictions, but hey |
|
|
1155 | // invoke requires it basically. |
|
|
1156 | |
|
|
1157 | object *chosen_skill = op->chosen_skill; |
|
|
1158 | op->chosen_skill = skill; |
1317 | |
1159 | |
1318 | switch (spell_ob->subtype) |
1160 | switch (spell_ob->subtype) |
1319 | { |
1161 | { |
1320 | /* The order of case statements is same as the order they show up |
1162 | /* The order of case statements is same as the order they show up |
1321 | * in in spells.h. |
1163 | * in spells.h. |
1322 | */ |
1164 | */ |
1323 | case SP_RAISE_DEAD: |
1165 | case SP_RAISE_DEAD: |
1324 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1166 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam); |
1325 | break; |
1167 | break; |
1326 | |
1168 | |
1327 | case SP_RUNE: |
1169 | case SP_RUNE: |
1328 | success = write_rune (op, caster, spell_ob, dir, stringarg); |
1170 | success = write_rune (op, caster, spell_ob, dir, spellparam); |
1329 | break; |
1171 | break; |
1330 | |
1172 | |
1331 | case SP_MAKE_MARK: |
1173 | case SP_MAKE_MARK: |
1332 | success = write_mark (op, spell_ob, stringarg); |
1174 | success = write_mark (op, spell_ob, spellparam); |
1333 | break; |
1175 | break; |
1334 | |
1176 | |
1335 | case SP_BOLT: |
1177 | case SP_BOLT: |
1336 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1178 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1337 | break; |
1179 | break; |
… | |
… | |
1355 | case SP_SMITE: |
1197 | case SP_SMITE: |
1356 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1198 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1357 | break; |
1199 | break; |
1358 | |
1200 | |
1359 | case SP_MAGIC_MISSILE: |
1201 | case SP_MAGIC_MISSILE: |
1360 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1202 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1361 | break; |
1203 | break; |
1362 | |
1204 | |
1363 | case SP_SUMMON_GOLEM: |
1205 | case SP_SUMMON_GOLEM: |
1364 | success = summon_golem (op, caster, dir, spell_ob); |
1206 | success = summon_golem (op, caster, dir, spell_ob); |
1365 | old_shoottype = range_golem; |
|
|
1366 | break; |
1207 | break; |
1367 | |
1208 | |
1368 | case SP_DIMENSION_DOOR: |
1209 | case SP_DIMENSION_DOOR: |
1369 | /* dimension door needs the actual caster, because that is what is |
1210 | /* dimension door needs the actual caster, because that is what is |
1370 | * moved. |
1211 | * moved. |
1371 | */ |
1212 | */ |
1372 | success = dimension_door (op, caster, spell_ob, dir); |
1213 | success = dimension_door (op, caster, spell_ob, dir, spellparam); |
1373 | break; |
1214 | break; |
1374 | |
1215 | |
1375 | case SP_MAGIC_MAPPING: |
1216 | case SP_MAGIC_MAPPING: |
1376 | if (op->type == PLAYER) |
1217 | if (op->type == PLAYER) |
1377 | { |
1218 | { |
… | |
… | |
1410 | case SP_HEALING: |
1251 | case SP_HEALING: |
1411 | success = cast_heal (op, caster, spell_ob, dir); |
1252 | success = cast_heal (op, caster, spell_ob, dir); |
1412 | break; |
1253 | break; |
1413 | |
1254 | |
1414 | case SP_CREATE_FOOD: |
1255 | case SP_CREATE_FOOD: |
1415 | success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1256 | success = cast_create_food (op, caster, spell_ob, dir, spellparam); |
1416 | break; |
1257 | break; |
1417 | |
1258 | |
1418 | case SP_EARTH_TO_DUST: |
1259 | case SP_EARTH_TO_DUST: |
1419 | success = cast_earth_to_dust (op, caster, spell_ob); |
1260 | success = cast_earth_to_dust (op, caster, spell_ob); |
1420 | break; |
1261 | break; |
… | |
… | |
1430 | case SP_CURSE: |
1271 | case SP_CURSE: |
1431 | success = cast_curse (op, caster, spell_ob, dir); |
1272 | success = cast_curse (op, caster, spell_ob, dir); |
1432 | break; |
1273 | break; |
1433 | |
1274 | |
1434 | case SP_SUMMON_MONSTER: |
1275 | case SP_SUMMON_MONSTER: |
1435 | success = summon_object (op, caster, spell_ob, dir, stringarg); |
1276 | success = summon_object (op, caster, spell_ob, dir, spellparam); |
1436 | break; |
1277 | break; |
1437 | |
1278 | |
1438 | case SP_CHARGING: |
1279 | case SP_CHARGING: |
1439 | success = recharge (op, caster, spell_ob); |
1280 | success = recharge (op, caster, spell_ob); |
1440 | break; |
1281 | break; |
… | |
… | |
1443 | #ifdef NO_POLYMORPH |
1284 | #ifdef NO_POLYMORPH |
1444 | /* Not great, but at least provide feedback so if players do have |
1285 | /* Not great, but at least provide feedback so if players do have |
1445 | * polymorph (ie, find it as a preset item or left over from before |
1286 | * polymorph (ie, find it as a preset item or left over from before |
1446 | * it was disabled), they get some feedback. |
1287 | * it was disabled), they get some feedback. |
1447 | */ |
1288 | */ |
1448 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1289 | op->failmsg ("The spell fizzles!"); |
1449 | success = 0; |
1290 | success = 0; |
1450 | #else |
1291 | #else |
1451 | success = cast_polymorph (op, caster, spell_ob, dir); |
1292 | success = cast_polymorph (op, caster, spell_ob, dir); |
1452 | #endif |
1293 | #endif |
1453 | break; |
1294 | break; |
… | |
… | |
1473 | break; |
1314 | break; |
1474 | |
1315 | |
1475 | case SP_MOVING_BALL: |
1316 | case SP_MOVING_BALL: |
1476 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1317 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1477 | { |
1318 | { |
1478 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); |
1319 | op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name); |
1479 | success = 0; |
1320 | success = 0; |
1480 | } |
1321 | } |
1481 | else |
1322 | else |
1482 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1323 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1483 | break; |
1324 | break; |
1484 | |
1325 | |
1485 | case SP_SWARM: |
1326 | case SP_SWARM: |
1486 | success = fire_swarm (op, caster, spell_ob, dir); |
1327 | success = fire_swarm (op, caster, spell_ob, dir); |
1487 | break; |
1328 | break; |
… | |
… | |
1494 | /* in rune.c */ |
1335 | /* in rune.c */ |
1495 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1336 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1496 | break; |
1337 | break; |
1497 | |
1338 | |
1498 | case SP_CREATE_MISSILE: |
1339 | case SP_CREATE_MISSILE: |
1499 | success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1340 | success = cast_create_missile (op, caster, spell_ob, dir, spellparam); |
1500 | break; |
1341 | break; |
1501 | |
1342 | |
1502 | case SP_CONSECRATE: |
1343 | case SP_CONSECRATE: |
1503 | success = cast_consecrate (op, caster, spell_ob); |
1344 | success = cast_consecrate (op, caster, spell_ob); |
1504 | break; |
1345 | break; |
1505 | |
1346 | |
1506 | case SP_ANIMATE_WEAPON: |
1347 | case SP_ANIMATE_WEAPON: |
1507 | success = animate_weapon (op, caster, spell_ob, dir); |
1348 | success = animate_weapon (op, caster, spell_ob, dir); |
1508 | old_shoottype = range_golem; |
|
|
1509 | break; |
1349 | break; |
1510 | |
1350 | |
1511 | case SP_LIGHT: |
1351 | case SP_LIGHT: |
1512 | success = cast_light (op, caster, spell_ob, dir); |
1352 | success = cast_light (op, caster, spell_ob, dir); |
1513 | break; |
1353 | break; |
… | |
… | |
1526 | |
1366 | |
1527 | case SP_AURA: |
1367 | case SP_AURA: |
1528 | success = create_aura (op, caster, spell_ob); |
1368 | success = create_aura (op, caster, spell_ob); |
1529 | break; |
1369 | break; |
1530 | |
1370 | |
1531 | case SP_TOWN_PORTAL: |
|
|
1532 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1533 | break; |
|
|
1534 | |
|
|
1535 | case SP_PARTY_SPELL: |
1371 | case SP_PARTY_SPELL: |
1536 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1372 | success = cast_party_spell (op, caster, dir, spell_ob, spellparam); |
1537 | break; |
1373 | break; |
1538 | |
1374 | |
1539 | default: |
1375 | default: |
1540 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1541 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1376 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1542 | } |
|
|
1543 | |
|
|
1544 | /* FIXME - we need some better sound suppport */ |
|
|
1545 | // yes, for example, augment map info with the spell effect |
|
|
1546 | // so clients can calculate the sounds themselves |
|
|
1547 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
|
|
1548 | |
|
|
1549 | /* free the spell arg */ |
|
|
1550 | if (settings.casting_time == TRUE && stringarg) |
|
|
1551 | { |
1377 | } |
1552 | free (stringarg); |
1378 | |
1553 | stringarg = NULL; |
1379 | // restore chosen_skill |
1554 | } |
1380 | op->chosen_skill = chosen_skill; |
1555 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
1381 | |
1556 | * to something like use_magic_item, but you really want to be able to fire |
1382 | op->play_sound ( |
1557 | * it again. |
1383 | success |
1558 | */ |
1384 | ? spell_ob->sound |
1559 | if (op->contr) |
1385 | ? spell_ob->sound |
1560 | op->contr->shoottype = (rangetype) old_shoottype; |
1386 | : sound_find ("spell_success") |
|
|
1387 | : sound_find ("fumble_spell") |
|
|
1388 | ); |
1561 | |
1389 | |
1562 | return success; |
1390 | return success; |
1563 | } |
1391 | } |
1564 | |
1392 | |
1565 | |
|
|
1566 | /* This is called from time.c/process_object(). That function |
1393 | /* This is called from time.c/process_object(). That function |
1567 | * calls this for any SPELL_EFFECT type objects. This function |
1394 | * calls this for any SPELL_EFFECT type objects. This function |
1568 | * then dispatches them to the appropriate specific routines. |
1395 | * then dispatches them to the appropriate specific routines. |
1569 | */ |
1396 | */ |
1570 | void |
1397 | void |
1571 | move_spell_effect (object *op) |
1398 | move_spell_effect (object *op) |
1572 | { |
1399 | { |
… | |
… | |
1612 | move_aura (op); |
1439 | move_aura (op); |
1613 | break; |
1440 | break; |
1614 | } |
1441 | } |
1615 | } |
1442 | } |
1616 | |
1443 | |
1617 | /* this checks to see if something special should happen if |
|
|
1618 | * something runs into the object. |
|
|
1619 | */ |
|
|
1620 | void |
|
|
1621 | check_spell_effect (object *op) |
|
|
1622 | { |
|
|
1623 | switch (op->subtype) |
|
|
1624 | { |
|
|
1625 | case SP_BOLT: |
|
|
1626 | move_bolt (op); |
|
|
1627 | return; |
|
|
1628 | |
|
|
1629 | case SP_BULLET: |
|
|
1630 | check_bullet (op); |
|
|
1631 | return; |
|
|
1632 | } |
|
|
1633 | } |
|
|
1634 | |
|
|
1635 | /* This is called by move_apply. Basically, if someone |
1444 | /* This is called by move_apply. Basically, if someone |
1636 | * moves onto a spell effect and the walk_on or fly_on flags |
1445 | * moves onto a spell effect and the walk_on or fly_on flags |
1637 | * are set, this is called. This should only be called for |
1446 | * are set, this is called. This should only be called for |
1638 | * objects of the appropraite type. |
1447 | * objects of the appropriate type. |
1639 | */ |
1448 | */ |
1640 | void |
1449 | void |
1641 | apply_spell_effect (object *spell, object *victim) |
1450 | apply_spell_effect (object *spell, object *victim) |
1642 | { |
1451 | { |
1643 | switch (spell->subtype) |
1452 | switch (spell->subtype) |
1644 | { |
1453 | { |
1645 | case SP_CONE: |
1454 | case SP_CONE: |
1646 | if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1455 | if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype) |
1647 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1456 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1648 | break; |
1457 | break; |
1649 | |
1458 | |
1650 | case SP_MAGIC_MISSILE: |
1459 | case SP_MAGIC_MISSILE: |
1651 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1460 | if (victim->flag [FLAG_ALIVE]) |
1652 | { |
1461 | { |
1653 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1462 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1654 | |
|
|
1655 | if (!spell->destroyed ()) |
|
|
1656 | spell->destroy (); |
1463 | spell->destroy (); |
1657 | } |
1464 | } |
1658 | break; |
1465 | break; |
1659 | |
1466 | |
1660 | case SP_MOVING_BALL: |
1467 | case SP_MOVING_BALL: |
1661 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1468 | if (victim->flag [FLAG_ALIVE]) |
1662 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1469 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1663 | else if (victim->material || victim->materialname) |
1470 | else if (victim->material != MATERIAL_NULL) |
1664 | save_throw_object (victim, spell->attacktype, spell); |
1471 | save_throw_object (victim, spell->attacktype, spell); |
|
|
1472 | |
1665 | break; |
1473 | break; |
1666 | } |
1474 | } |
1667 | } |
1475 | } |
|
|
1476 | |
|
|
1477 | /** |
|
|
1478 | * This function will let a fireball explode at the position of |
|
|
1479 | * the victim with a specific maximum level. |
|
|
1480 | */ |
|
|
1481 | void |
|
|
1482 | create_exploding_ball_at (object *victim, int level) |
|
|
1483 | { |
|
|
1484 | object *ball = archetype::get (EXPLODING_FIREBALL); |
|
|
1485 | ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; |
|
|
1486 | ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2; |
|
|
1487 | ball->insert_at (victim); |
|
|
1488 | } |