1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
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 | * |
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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/>. |
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21 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <spells.h> |
26 | #include <spells.h> |
27 | #include <object.h> |
27 | #include <object.h> |
… | |
… | |
34 | /* 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 |
35 | * 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 |
36 | * matching spells are used. |
36 | * matching spells are used. |
37 | */ |
37 | */ |
38 | object * |
38 | object * |
39 | find_random_spell_in_ob (object *ob, const char *skill) |
39 | find_random_spell_in_ob (object *ob, shstr_cmp skill) |
40 | { |
40 | { |
41 | int k = 0, s; |
41 | int k = 0, s; |
42 | object *tmp; |
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43 | |
42 | |
44 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
43 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
45 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
46 | k++; |
45 | k++; |
47 | |
46 | |
48 | /* No spells, no need to progess further */ |
47 | /* No spells, no need to progess further */ |
49 | if (!k) |
48 | if (!k) |
50 | return NULL; |
49 | return NULL; |
51 | |
50 | |
52 | s = RANDOM () % k; |
51 | s = rndm (k); |
53 | |
52 | |
54 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
53 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
55 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
56 | { |
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57 | if (!s) |
55 | if (!s) |
58 | return tmp; |
56 | return tmp; |
59 | else |
57 | else |
60 | s--; |
58 | s--; |
61 | } |
59 | |
62 | /* Should never get here, but just in case */ |
60 | /* Should never get here, but just in case */ |
63 | return NULL; |
61 | return 0; |
64 | } |
62 | } |
65 | |
63 | |
66 | /* Relatively simple function that gets used a lot. |
64 | /* Relatively simple function that gets used a lot. |
67 | * Basically, it sets up the skill pointer for the spell being |
65 | * Basically, it sets up the skill pointer for the spell being |
68 | * cast. If op is really casting the spell, then the skill |
66 | * cast. If op is really casting the spell, then the skill |
… | |
… | |
78 | dest->skill = spob->skill; |
76 | dest->skill = spob->skill; |
79 | else |
77 | else |
80 | dest->skill = caster->skill; |
78 | dest->skill = caster->skill; |
81 | } |
79 | } |
82 | |
80 | |
83 | /* init_spells: This should really be called check_spells, as that |
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84 | * is what it does. It goes through the spells looking for any |
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85 | * obvious errors. This was most useful in debugging when re-doing |
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86 | * all the spells to catch simple errors. To use it all the time |
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87 | * will result in it spitting out messages that aren't really errors. |
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88 | */ |
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89 | void |
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90 | init_spells (void) |
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91 | { |
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92 | #ifdef SPELL_DEBUG |
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93 | static int init_spells_done = 0; |
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94 | int i; |
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95 | archetype *at; |
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96 | |
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97 | if (init_spells_done) |
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98 | return; |
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99 | LOG (llevDebug, "Checking spells...\n"); |
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100 | |
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101 | for (at = first_archetype; at; at = at->next) |
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102 | { |
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103 | if (at->clone.type == SPELL) |
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104 | { |
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105 | if (at->clone.skill) |
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106 | { |
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107 | for (i = 1; i < NUM_SKILLS; i++) |
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108 | if (!strcmp (skill_names[i], at->clone.skill)) |
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109 | break; |
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110 | if (i == NUM_SKILLS) |
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111 | { |
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112 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
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113 | } |
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114 | } |
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115 | /* other_arch is already checked for in the loader */ |
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116 | } |
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117 | } |
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118 | |
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119 | i = 0; |
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120 | while (spell_mapping[i]) |
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121 | { |
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122 | if (!archetype::find (spell_mapping[i])) |
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123 | { |
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124 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
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125 | } |
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126 | i++; |
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127 | } |
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128 | LOG (llevDebug, "Checking spells completed.\n"); |
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129 | #endif |
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130 | } |
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131 | |
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132 | /* Dumps all the spells - now also dumps skill associated with the spell. |
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133 | * not sure what this would be used for, as the data seems pretty |
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134 | * minimal, but easy enough to keep around. |
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135 | */ |
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136 | void |
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137 | dump_spells (void) |
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138 | { |
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139 | archetype *at; |
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140 | |
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141 | for (at = first_archetype; at; at = at->next) |
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142 | { |
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143 | if (at->clone.type == SPELL) |
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144 | { |
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145 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
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146 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
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147 | } |
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148 | } |
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149 | } |
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150 | |
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151 | /* pretty basic function - basically just takes |
81 | /* pretty basic function - basically just takes |
152 | * 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 |
153 | */ |
83 | */ |
154 | void |
84 | void |
155 | 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) |
156 | { |
86 | { |
157 | if (spob->other_arch) |
87 | if (spob->other_arch) |
158 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
88 | map->insert (spob->other_arch->instance (), x, y, originator); |
159 | } |
89 | } |
160 | |
90 | |
161 | /* |
91 | static int |
162 | * This function takes a caster and spell and presents the |
92 | attuned_bonus (object *caster, object *spell, int level) |
163 | * effective level the caster needs to be to cast the spell. |
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164 | * basically, it just adjusts the spell->level with attuned/repelled |
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165 | * spellpaths. Was called path_level_mod. |
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166 | * |
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167 | * caster is person casting the spell. |
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168 | * spell is the spell object. |
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169 | * Returns modified level. |
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170 | */ |
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171 | int |
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172 | min_casting_level (object *caster, object *spell) |
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173 | { |
93 | { |
174 | int new_level; |
94 | // compute the attuned/repelled bonus |
175 | |
95 | // attuned only increases up to 2 times the original level (i.e. bonus <= level) */ |
176 | if (caster->path_denied & spell->path_attuned) |
96 | // repell has no such quarrels |
177 | return 1; |
97 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
178 | |
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179 | new_level = spell->level |
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180 | + (caster->path_repelled & spell->path_attuned ? +2 : 0) |
98 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
181 | + (caster->path_attuned & spell->path_attuned ? -2 : 0); |
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182 | |
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183 | return max (1, new_level); |
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184 | } |
99 | } |
185 | |
100 | |
186 | /* This function returns the effective level the spell |
101 | /* This function returns the effective level the spell |
187 | * is being cast at. |
102 | * is being cast at. |
188 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
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189 | * This is because the new code compares casting_level against |
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190 | * min_caster_level, so the difference is effectively 4 |
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191 | */ |
103 | */ |
192 | int |
104 | int |
193 | caster_level (object *caster, object *spell) |
105 | casting_level (object *caster, object *spell) |
194 | { |
106 | { |
195 | int level = caster->level; |
107 | int level = caster->level; |
196 | |
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197 | /* If this is a player, try to find the matching skill */ |
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198 | if (caster->type == PLAYER && spell->skill) |
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199 | for (int i = 0; i < NUM_SKILLS; i++) |
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200 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
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201 | { |
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202 | level = caster->contr->last_skill_ob[i]->level; |
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203 | break; |
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204 | } |
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205 | |
108 | |
206 | /* 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. */ |
207 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
110 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
208 | { |
111 | { |
209 | 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); |
210 | int sk_level = skill ? skill->level : 1; |
113 | int sk_level = skill ? skill->level : 1; |
211 | |
114 | |
212 | level = MIN (level, sk_level + level / 10 + 1); |
115 | level = min (level, sk_level + level / 10 + 1); |
213 | } |
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; |
214 | |
120 | |
215 | /* Got valid caster level. Now adjust for attunement */ |
121 | int bonus = attuned_bonus (caster, spell, level); |
216 | level += caster->path_repelled & spell->path_attuned ? -2 : 0; |
122 | |
217 | level += caster->path_attuned & spell->path_attuned ? +2 : 0; |
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); |
218 | |
128 | |
219 | /* 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 |
220 | * errors in various places. |
130 | * errors in various places. |
221 | */ |
131 | */ |
222 | return max (level, 1); |
132 | return clamp (level, 1, settings.max_level); |
223 | } |
133 | } |
224 | |
134 | |
225 | /* The following function scales the spellpoint cost of |
135 | /* The following function scales the spellpoint cost of |
226 | * a spell by it's increased effectiveness. Some of the |
136 | * a spell by it's increased effectiveness. Some of the |
227 | * lower level spells become incredibly vicious at high |
137 | * lower level spells become incredibly vicious at high |
… | |
… | |
231 | * caster is what is casting the spell, can be op. |
141 | * caster is what is casting the spell, can be op. |
232 | * spell is the spell object. |
142 | * spell is the spell object. |
233 | * 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 |
234 | * mana. In that case, we return which ever value is higher. |
144 | * mana. In that case, we return which ever value is higher. |
235 | */ |
145 | */ |
236 | |
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237 | sint16 |
146 | sint16 |
238 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
147 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
239 | { |
148 | { |
240 | int sp, grace, level = caster_level (caster, spell); |
149 | int sp, grace, level = casting_level (caster, spell); |
241 | |
150 | |
242 | if (settings.spellpoint_level_depend == TRUE) |
151 | if (settings.spellpoint_level_depend == TRUE) |
243 | { |
152 | { |
244 | if (spell->stats.sp && spell->stats.maxsp) |
153 | if (spell->stats.sp && spell->stats.maxsp) |
245 | { |
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246 | 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)); |
247 | } |
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248 | else |
155 | else |
249 | sp = spell->stats.sp; |
156 | sp = spell->stats.sp; |
250 | |
157 | |
251 | sp *= (int) PATH_SP_MULT (caster, spell); |
158 | sp *= (int) PATH_SP_MULT (caster, spell); |
252 | if (!sp && spell->stats.sp) |
159 | if (!sp && spell->stats.sp) |
253 | sp = 1; |
160 | sp = 1; |
254 | |
161 | |
255 | if (spell->stats.grace && spell->stats.maxgrace) |
162 | if (spell->stats.grace && spell->stats.maxgrace) |
256 | { |
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257 | 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)); |
258 | } |
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259 | else |
164 | else |
260 | grace = spell->stats.grace; |
165 | grace = spell->stats.grace; |
261 | |
166 | |
262 | grace *= (int) PATH_SP_MULT (caster, spell); |
167 | grace *= PATH_SP_MULT (caster, spell); |
263 | if (spell->stats.grace && !grace) |
168 | if (spell->stats.grace && !grace) |
264 | grace = 1; |
169 | grace = 1; |
265 | } |
170 | } |
266 | else |
171 | else |
267 | { |
172 | { |
268 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
173 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
269 | if (spell->stats.sp && !sp) |
174 | if (spell->stats.sp && !sp) |
270 | sp = 1; |
175 | sp = 1; |
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176 | |
271 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
177 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
272 | if (spell->stats.grace && !grace) |
178 | if (spell->stats.grace && !grace) |
273 | grace = 1; |
179 | grace = 1; |
274 | } |
180 | } |
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181 | |
275 | if (flags == SPELL_HIGHEST) |
182 | if (flags == SPELL_HIGHEST) |
276 | return MAX (sp, grace); |
183 | return max (sp, grace); |
277 | else if (flags == SPELL_GRACE) |
184 | else if (flags == SPELL_GRACE) |
278 | return grace; |
185 | return grace; |
279 | else if (flags == SPELL_MANA) |
186 | else if (flags == SPELL_MANA) |
280 | return sp; |
187 | return sp; |
281 | else |
188 | else |
… | |
… | |
283 | 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); |
284 | return 0; |
191 | return 0; |
285 | } |
192 | } |
286 | } |
193 | } |
287 | |
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 | } |
288 | |
205 | |
289 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
206 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
290 | * spob is the spell we are adjusting. |
207 | * spob is the spell we are adjusting. |
291 | */ |
208 | */ |
292 | int |
209 | int |
293 | SP_level_dam_adjust (object *caster, object *spob) |
210 | SP_level_dam_adjust (object *caster, object *spob) |
294 | { |
211 | { |
295 | int level = caster_level (caster, spob); |
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296 | int adj = level - min_casting_level (caster, spob); |
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297 | |
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298 | if (adj < 0) |
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299 | adj = 0; |
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300 | if (spob->dam_modifier) |
212 | if (!spob->dam_modifier) |
301 | adj /= spob->dam_modifier; |
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302 | else |
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303 | adj = 0; |
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304 | return adj; |
213 | return 0; |
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214 | |
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215 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
305 | } |
216 | } |
306 | |
217 | |
307 | /* Adjust the strength of the spell based on level. |
218 | /* Adjust the strength of the spell based on level. |
308 | * This is basically the same as SP_level_dam_adjust above, |
219 | * This is basically the same as SP_level_dam_adjust above, |
309 | * but instead looks at the level_modifier value. |
220 | * but instead looks at the level_modifier value. |
310 | */ |
221 | */ |
311 | int |
222 | int |
312 | SP_level_duration_adjust (object *caster, object *spob) |
223 | SP_level_duration_adjust (object *caster, object *spob) |
313 | { |
224 | { |
314 | int level = caster_level (caster, spob); |
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315 | int adj = level - min_casting_level (caster, spob); |
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316 | |
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317 | if (adj < 0) |
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318 | adj = 0; |
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319 | if (spob->duration_modifier) |
225 | if (!spob->duration_modifier) |
320 | adj /= spob->duration_modifier; |
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321 | else |
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322 | adj = 0; |
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323 | |
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324 | return adj; |
226 | return 0; |
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227 | |
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228 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
325 | } |
229 | } |
326 | |
230 | |
327 | /* Adjust the strength of the spell based on level. |
231 | /* Adjust the strength of the spell based on level. |
328 | * This is basically the same as SP_level_dam_adjust above, |
232 | * This is basically the same as SP_level_dam_adjust above, |
329 | * but instead looks at the level_modifier value. |
233 | * but instead looks at the level_modifier value. |
330 | */ |
234 | */ |
331 | int |
235 | int |
332 | SP_level_range_adjust (object *caster, object *spob) |
236 | SP_level_range_adjust (object *caster, object *spob) |
333 | { |
237 | { |
334 | int level = caster_level (caster, spob); |
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335 | int adj = level - min_casting_level (caster, spob); |
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336 | |
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337 | if (adj < 0) |
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338 | adj = 0; |
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339 | if (spob->range_modifier) |
238 | if (!spob->range_modifier) |
340 | adj /= spob->range_modifier; |
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341 | else |
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342 | adj = 0; |
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343 | |
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344 | return adj; |
239 | return 0; |
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240 | |
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241 | return SP_casting_level (caster, spob) / spob->range_modifier; |
345 | } |
242 | } |
346 | |
243 | |
347 | /* 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 |
348 | * as an existing spell, we presume they know it. |
245 | * as an existing spell, we presume they know it. |
349 | * 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. |
350 | */ |
247 | */ |
351 | object * |
248 | object * |
352 | check_spell_known (object *op, const char *name) |
249 | check_spell_known (object *op, shstr_cmp name) |
353 | { |
250 | { |
354 | object *spop; |
251 | object *spop; |
355 | |
252 | |
356 | for (spop = op->inv; spop; spop = spop->below) |
253 | for (spop = op->inv; spop; spop = spop->below) |
357 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
254 | if (spop->type == SPELL && spop->name == name) |
358 | return spop; |
255 | return spop; |
359 | |
256 | |
360 | return NULL; |
257 | return 0; |
361 | } |
258 | } |
362 | |
259 | |
363 | |
260 | /* |
364 | /* |
|
|
365 | * Look at object 'op' and see if they know the spell |
261 | * Look at object 'op' and see if they know the spell |
366 | * spname. This is pretty close to check_spell_known |
262 | * spname. This is pretty close to check_spell_known |
367 | * above, but it uses a looser matching mechanism. |
263 | * above, but it uses a looser matching mechanism. |
368 | * returns the matching spell object, or NULL. |
264 | * returns the matching spell object, or NULL. |
369 | * If we match multiple spells but don't get an |
265 | * If we match multiple spells but don't get an |
370 | * exact match, we also return NULL. |
266 | * exact match, we also return NULL. |
371 | */ |
267 | */ |
372 | |
|
|
373 | object * |
268 | object * |
374 | lookup_spell_by_name (object *op, const char *spname) |
269 | object::find_spell (const_utf8_string prefix) const |
375 | { |
270 | { |
376 | object *spob1 = NULL, *spob2 = NULL, *spob; |
271 | if (shstr_cmp name = prefix) |
377 | int nummatch = 0; |
272 | { |
378 | |
273 | // case 1, match spell name exactly |
379 | if (spname == NULL) |
|
|
380 | return NULL; |
|
|
381 | |
|
|
382 | /* Try to find the spell. We store the results in spob1 |
|
|
383 | * and spob2 - spob1 is only taking the length of |
|
|
384 | * the past spname, spob2 uses the length of the spell name. |
|
|
385 | */ |
|
|
386 | 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; |
387 | { |
277 | } |
|
|
278 | else |
|
|
279 | { |
|
|
280 | // case 2, match prefix |
|
|
281 | int len = strlen (prefix); |
|
|
282 | |
|
|
283 | for (object *spob = inv; spob; spob = spob->below) |
388 | if (spob->type == SPELL) |
284 | if (spob->type == SPELL |
389 | { |
285 | && spob->name.length () < len |
390 | if (!strncmp (spob->name, spname, strlen (spname))) |
286 | && prefix [spob->name.length ()] <= ' ' |
391 | { |
287 | && !memcmp (prefix, spob->name, spob->name.length ())) |
392 | nummatch++; |
|
|
393 | spob1 = spob; |
|
|
394 | } |
|
|
395 | else if (!strncmp (spob->name, spname, strlen (spob->name))) |
|
|
396 | { |
|
|
397 | /* if spells have ambiguous names, it makes matching |
|
|
398 | * really difficult. (eg, fire and fireball would |
|
|
399 | * fall into this category). It shouldn't be hard to |
|
|
400 | * make sure spell names don't overlap in that fashion. |
|
|
401 | */ |
|
|
402 | if (spob2) |
|
|
403 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
|
|
404 | spob2 = spob; |
|
|
405 | } |
|
|
406 | } |
|
|
407 | } |
|
|
408 | /* if we have best match, return it. Otherwise, if we have one match |
|
|
409 | * on the loser match, return that, otehrwise null |
|
|
410 | */ |
|
|
411 | if (spob2) |
|
|
412 | return spob2; |
288 | return spob; |
413 | if (spob1 && nummatch == 1) |
289 | } |
414 | return spob1; |
290 | |
415 | return NULL; |
291 | return 0; |
416 | } |
292 | } |
417 | |
293 | |
418 | /* reflwall - decides weither the (spell-)object sp_op will |
294 | /* reflwall - decides weither the (spell-)object sp_op will |
419 | * be reflected from the given mapsquare. Returns 1 if true. |
295 | * be reflected from the given mapsquare. Returns 1 if true. |
420 | * (Note that for living creatures there is a small chance that |
296 | * (Note that for living creatures there is a small chance that |
… | |
… | |
423 | * eg, updated for tiled maps. |
299 | * eg, updated for tiled maps. |
424 | */ |
300 | */ |
425 | int |
301 | int |
426 | reflwall (maptile *m, int x, int y, object *sp_op) |
302 | reflwall (maptile *m, int x, int y, object *sp_op) |
427 | { |
303 | { |
428 | object *op; |
|
|
429 | |
|
|
430 | if (OUT_OF_REAL_MAP (m, x, y)) |
304 | if (OUT_OF_REAL_MAP (m, x, y)) |
431 | return 0; |
305 | return 0; |
|
|
306 | |
432 | 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) |
433 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
308 | if (op->flag [FLAG_REFL_SPELL] |
434 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
309 | && (!op->flag [FLAG_ALIVE] |
435 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
310 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
436 | return 1; |
311 | return 1; |
437 | |
312 | |
438 | return 0; |
313 | return 0; |
439 | } |
314 | } |
440 | |
315 | |
441 | /* cast_create_object: creates object new_op in direction dir |
316 | /* cast_create_object: creates object new_op in direction dir |
442 | * or if that is blocked, beneath the player (op). |
317 | * or if that is blocked, beneath the player (op). |
443 | * we pass 'caster', but don't use it for anything. |
318 | * we pass 'caster', but don't use it for anything. |
444 | * This is really just a simple wrapper function . |
319 | * This is really just a simple wrapper function . |
445 | * returns the direction that the object was actually placed |
320 | * returns true to indicate whether the operation was successful. |
446 | * in. |
321 | * destroys the object is unsuccessful. |
447 | */ |
322 | */ |
448 | int |
323 | bool |
449 | 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) |
450 | { |
325 | { |
451 | maptile *m; |
326 | mapxy pos (op); |
452 | sint16 sx, sy; |
327 | pos.move (dir); |
453 | |
328 | |
454 | if (dir && |
329 | if (!pos.normalise () |
455 | ((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 |
456 | OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) |
331 | || !new_op->can_drop_at (pos.m, pos.x, pos.y) |
457 | { |
332 | ) |
458 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
|
|
459 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
|
|
460 | dir = 0; |
|
|
461 | } |
333 | { |
|
|
334 | op->failmsg ("Your spell fizzles! H<Something is in the way.>"); |
|
|
335 | new_op->destroy (); |
|
|
336 | return 0; |
|
|
337 | } |
462 | |
338 | |
463 | op->map->insert (new_op, |
339 | new_op->set_flag (FLAG_IDENTIFIED); |
464 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
|
|
465 | op, |
|
|
466 | dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
467 | |
340 | |
|
|
341 | pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
342 | |
468 | 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; |
469 | } |
362 | } |
470 | |
363 | |
471 | /* 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. |
472 | * immune_stop is basically the attacktype of the spell (why |
365 | * immune_stop is basically the attacktype of the spell (why |
473 | * passed as a different value, not sure of). If immune_stop |
366 | * passed as a different value, not sure of). If immune_stop |
474 | * has the AT_MAGIC bit set, and there is a counterwall |
367 | * has the AT_MAGIC bit set, and there is a counterwall |
475 | * 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 |
476 | * 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. |
477 | * |
|
|
478 | */ |
370 | */ |
479 | int |
371 | int |
480 | 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) |
481 | { |
373 | { |
482 | if (!xy_normalise (m, x, y)) |
374 | if (!xy_normalise (m, x, y)) |
483 | return 0; |
375 | return 0; |
484 | |
376 | |
485 | mapspace &ms = m->at (x, y); |
377 | mapspace &ms = m->at (x, y); |
|
|
378 | ms.update (); |
486 | |
379 | |
487 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
380 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
488 | return 0; |
381 | return 0; |
489 | |
382 | |
|
|
383 | int max_effects = 5; // max. number of similar spells per mapspace |
|
|
384 | |
490 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
385 | for (object *tmp = ms.top; tmp; tmp = tmp->below) |
491 | { |
386 | { |
492 | /* If there is a counterspell on the space, and this |
387 | /* If there is a counterspell on the space, and this |
493 | * object is using magic, don't progress. I believe we could |
388 | * object is using magic, don't progress. I believe we could |
494 | * 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 |
495 | * 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 |
… | |
… | |
497 | * 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 |
498 | * 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 |
499 | * spell to actually hit the counterwall and be sucked up. |
394 | * spell to actually hit the counterwall and be sucked up. |
500 | */ |
395 | */ |
501 | if ((tmp->attacktype & AT_COUNTERSPELL) |
396 | if ((tmp->attacktype & AT_COUNTERSPELL) |
502 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
397 | && !tmp->flag [FLAG_MONSTER] |
503 | && (tmp->type != PLAYER) |
398 | && (tmp->type != PLAYER) |
504 | && (tmp->type != WEAPON) |
399 | && (tmp->type != WEAPON) |
505 | && (tmp->type != BOW) |
400 | && (tmp->type != BOW) |
506 | && (tmp->type != ARROW) |
401 | && (tmp->type != ARROW) |
507 | && (tmp->type != GOLEM) |
402 | && (tmp->type != GOLEM) |
508 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
403 | && !tmp->flag [FLAG_IS_FLOOR] // XXX: |
509 | // we special case floor here because there |
404 | // we special case floor here because there |
510 | // are sometimes spell effect floors |
405 | // are sometimes spell effect floors |
511 | // which are used to inflict damage |
406 | // which are used to inflict damage |
512 | // (and those shouldn't go away from |
407 | // (and those shouldn't go away from |
513 | // sanctuary) see also: permanent lava |
408 | // sanctuary) see also: permanent lava |
514 | && (immune_stop & AT_MAGIC)) |
409 | && (immune_stop & AT_MAGIC)) |
515 | return 0; |
410 | return 0; |
516 | |
411 | |
517 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
518 | * limits one spell effect per space per spell. This is definately |
|
|
519 | * needed for performance reasons, and just for playability I believe. |
|
|
520 | * there are no such things as multispaced spells right now, so |
|
|
521 | * we don't need to worry about the head. |
|
|
522 | */ |
|
|
523 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
|
|
524 | return 0; |
|
|
525 | |
|
|
526 | /* |
|
|
527 | * Combine similar spell effects into one spell effect. Needed for |
|
|
528 | * performance reasons with meteor swarm and the like, but also for |
|
|
529 | * playability reasons. |
|
|
530 | */ |
|
|
531 | if (tmp->arch == op->arch |
|
|
532 | && tmp->type == op->type |
412 | if (tmp->type == op->type) |
533 | && tmp->subtype == op->subtype |
|
|
534 | && tmp->owner == op->owner |
|
|
535 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
536 | { |
413 | { |
537 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
414 | if (tmp->subtype == op->subtype |
538 | tmp->range = MAX (tmp->range, op->range); |
415 | && tmp->arch == op->arch /* no harm if not comparing by name here */) |
539 | 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) |
540 | return 0; |
446 | return 0; |
541 | } |
447 | } |
542 | |
448 | |
543 | /* 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 |
544 | * ground to prevent it from moving along? |
450 | * ground to prevent it from moving along? |
545 | */ |
451 | */ |
… | |
… | |
557 | * dir: direction to fire in. |
463 | * dir: direction to fire in. |
558 | * 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 |
559 | * to fire. |
465 | * to fire. |
560 | * returns 0 on failure, 1 on success. |
466 | * returns 0 on failure, 1 on success. |
561 | */ |
467 | */ |
562 | |
|
|
563 | int |
468 | int |
564 | 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) |
565 | { |
470 | { |
566 | object *tmp; |
|
|
567 | int mflags; |
|
|
568 | maptile *m; |
|
|
569 | |
|
|
570 | if (spell->other_arch == NULL) |
471 | if (!spell->other_arch) |
571 | return 0; |
472 | return 0; |
572 | |
473 | |
573 | m = op->map; |
474 | object *tmp = spell->other_arch->instance (); |
574 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
575 | if (mflags & P_OUT_OF_MAP) |
|
|
576 | { |
|
|
577 | return 0; |
|
|
578 | } |
|
|
579 | |
475 | |
580 | tmp = arch_to_object (spell->other_arch); |
476 | if (!tmp) |
581 | |
|
|
582 | if (tmp == NULL) |
|
|
583 | return 0; |
477 | return 0; |
584 | |
|
|
585 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
586 | { |
|
|
587 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
588 | tmp->destroy (); |
|
|
589 | return 0; |
|
|
590 | } |
|
|
591 | |
478 | |
592 | 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); |
593 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
480 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
594 | /* 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 */ |
595 | tmp->stats.food = tmp->duration; |
482 | tmp->stats.food = tmp->duration; |
596 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
483 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
597 | tmp->attacktype = spell->attacktype; |
484 | tmp->attacktype = spell->attacktype; |
598 | tmp->x = x; |
|
|
599 | tmp->y = y; |
|
|
600 | tmp->direction = dir; |
485 | tmp->direction = dir; |
601 | if (op->owner != NULL) |
|
|
602 | tmp->set_owner (op); |
486 | tmp->set_owner (op); |
603 | else |
|
|
604 | tmp->set_owner (op); |
|
|
605 | tmp->level = caster_level (caster, spell); |
487 | tmp->level = casting_level (caster, spell); |
606 | set_spell_skill (op, caster, spell, tmp); |
488 | set_spell_skill (op, caster, spell, tmp); |
607 | |
489 | |
608 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
490 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
609 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
491 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
610 | { |
|
|
611 | if (!tailor_god_spell (tmp, op)) |
492 | if (!tailor_god_spell (tmp, op)) |
612 | return 0; |
493 | return 0; |
613 | } |
494 | |
614 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
495 | if (tmp->flag [FLAG_IS_TURNABLE]) |
615 | SET_ANIMATION (tmp, dir); |
496 | SET_ANIMATION (tmp, dir); |
616 | |
497 | |
617 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
498 | if ((tmp = op->map->insert (tmp, x, y, op))) |
618 | move_spell_effect (tmp); |
499 | move_spell_effect (tmp); |
619 | |
500 | |
620 | return 1; |
501 | return 1; |
621 | } |
502 | } |
622 | |
503 | |
… | |
… | |
627 | ****************************************************************************/ |
508 | ****************************************************************************/ |
628 | void |
509 | void |
629 | regenerate_rod (object *rod) |
510 | regenerate_rod (object *rod) |
630 | { |
511 | { |
631 | if (rod->stats.hp < rod->stats.maxhp) |
512 | if (rod->stats.hp < rod->stats.maxhp) |
632 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
513 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20); |
633 | } |
514 | } |
634 | |
515 | |
635 | void |
516 | void |
636 | drain_rod_charge (object *rod) |
517 | drain_rod_charge (object *rod) |
637 | { |
518 | { |
… | |
… | |
657 | { |
538 | { |
658 | tmp = op->owner; |
539 | tmp = op->owner; |
659 | /* 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 |
660 | * to the caster. |
541 | * to the caster. |
661 | */ |
542 | */ |
662 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
543 | if (!tmp || !tmp->flag [FLAG_MONSTER]) |
663 | tmp = op; |
544 | tmp = op; |
664 | } |
545 | } |
665 | else |
546 | else |
666 | { |
547 | { |
667 | maptile *m = op->map; |
548 | maptile *m = op->map; |
… | |
… | |
677 | if (!tmp) |
558 | if (!tmp) |
678 | tmp = op->ms ().player (); |
559 | tmp = op->ms ().player (); |
679 | |
560 | |
680 | return tmp; |
561 | return tmp; |
681 | } |
562 | } |
682 | |
|
|
683 | |
|
|
684 | |
563 | |
685 | /* raytrace: |
564 | /* raytrace: |
686 | * 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 |
687 | * 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 |
688 | * live objects. |
567 | * live objects. |
… | |
… | |
691 | * monsters/generators only. If not, the spell will hunt players only. |
570 | * monsters/generators only. If not, the spell will hunt players only. |
692 | * 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 |
693 | * any, otherwise -1. |
572 | * any, otherwise -1. |
694 | * 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. |
695 | */ |
574 | */ |
696 | |
|
|
697 | int |
575 | int |
698 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
576 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
699 | { |
577 | { |
700 | int i, max = SIZEOFFREE; |
578 | int i, max = SIZEOFFREE; |
701 | sint16 nx, ny; |
579 | sint16 nx, ny; |
… | |
… | |
718 | continue; |
596 | continue; |
719 | |
597 | |
720 | tmp = GET_MAP_OB (mp, nx, ny); |
598 | tmp = GET_MAP_OB (mp, nx, ny); |
721 | |
599 | |
722 | while (tmp != NULL && (((owner_type == PLAYER && |
600 | while (tmp != NULL && (((owner_type == PLAYER && |
723 | !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
601 | !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) || |
724 | (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)))) |
725 | tmp = tmp->above; |
603 | tmp = tmp->above; |
726 | |
604 | |
727 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
605 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
728 | return freedir[i]; |
606 | return freedir[i]; |
… | |
… | |
732 | |
610 | |
733 | /* put_a_monster: puts a monster named monstername near by |
611 | /* put_a_monster: puts a monster named monstername near by |
734 | * op. This creates the treasures for the monsters, and |
612 | * op. This creates the treasures for the monsters, and |
735 | * also deals with multipart monsters properly. |
613 | * also deals with multipart monsters properly. |
736 | */ |
614 | */ |
737 | void |
615 | static void |
738 | put_a_monster (object *op, const char *monstername) |
616 | put_a_monster (object *op, const char *monstername) |
739 | { |
617 | { |
740 | object *tmp, *head = NULL, *prev = NULL; |
618 | object *tmp, *head = NULL, *prev = NULL; |
741 | archetype *at; |
619 | archetype *at; |
742 | int dir; |
620 | int dir; |
… | |
… | |
748 | |
626 | |
749 | /* find a free square nearby |
627 | /* find a free square nearby |
750 | * first we check the closest square for free squares |
628 | * first we check the closest square for free squares |
751 | */ |
629 | */ |
752 | |
630 | |
753 | 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); |
754 | if (dir != -1) |
632 | if (dir != -1) |
755 | { |
633 | { |
756 | /* This is basically grabbed for generate monster. Fixed 971225 to |
634 | /* This is basically grabbed for generate monster. Fixed 971225 to |
757 | * insert multipart monsters properly |
635 | * insert multipart monsters properly |
758 | */ |
636 | */ |
|
|
637 | //TODO: use expand_tail + ... |
759 | while (at != NULL) |
638 | while (at != NULL) |
760 | { |
639 | { |
761 | tmp = arch_to_object (at); |
640 | tmp = at->instance (); |
762 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
641 | tmp->x = op->x + freearr_x[dir] + at->x; |
763 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
642 | tmp->y = op->y + freearr_y[dir] + at->y; |
764 | tmp->map = op->map; |
643 | tmp->map = op->map; |
765 | if (head) |
644 | if (head) |
766 | { |
645 | { |
767 | tmp->head = head; |
646 | tmp->head = head; |
768 | prev->more = tmp; |
647 | prev->more = tmp; |
769 | } |
648 | } |
|
|
649 | |
770 | if (!head) |
650 | if (!head) |
771 | head = tmp; |
651 | head = tmp; |
|
|
652 | |
772 | prev = tmp; |
653 | prev = tmp; |
|
|
654 | |
773 | at = at->more; |
655 | at = (archetype *)at->more; |
774 | } |
656 | } |
775 | |
657 | |
776 | if (head->randomitems) |
658 | if (head->randomitems) |
777 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
659 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
778 | |
660 | |
779 | insert_ob_in_map (head, op->map, op, 0); |
661 | insert_ob_in_map (head, op->map, op, 0); |
780 | |
662 | |
781 | /* thought it'd be cool to insert a burnout, too. */ |
663 | /* thought it'd be cool to insert a burnout, too. */ |
782 | 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); |
783 | } |
665 | } |
784 | } |
666 | } |
785 | |
667 | |
786 | /* peterm: function which summons hostile monsters and |
668 | /* peterm: function which summons hostile monsters and |
787 | * places them in nearby squares. |
669 | * places them in nearby squares. |
… | |
… | |
794 | * 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 |
795 | * 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 |
796 | * never used. This is however used by various failures on the |
678 | * never used. This is however used by various failures on the |
797 | * players part (alchemy, reincarnation, etc) |
679 | * players part (alchemy, reincarnation, etc) |
798 | */ |
680 | */ |
799 | |
|
|
800 | int |
681 | int |
801 | summon_hostile_monsters (object *op, int n, const char *monstername) |
682 | summon_hostile_monsters (object *op, int n, const char *monstername) |
802 | { |
683 | { |
803 | int i; |
684 | int i; |
804 | |
685 | |
… | |
… | |
869 | { |
750 | { |
870 | SET_ANIMATION (op, ATTACKS[i].face); |
751 | SET_ANIMATION (op, ATTACKS[i].face); |
871 | } |
752 | } |
872 | } |
753 | } |
873 | |
754 | |
874 | |
|
|
875 | /* prayer_failure: This is called when a player fails |
755 | /* prayer_failure: This is called when a player fails |
876 | * at casting a prayer. |
756 | * at casting a prayer. |
877 | * op is the player. |
757 | * op is the player. |
878 | * failure is basically how much grace they had. |
758 | * failure is basically how much grace they had. |
879 | * 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. |
880 | */ |
760 | */ |
881 | |
761 | |
882 | void |
762 | #define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>" |
|
|
763 | |
|
|
764 | static void |
883 | prayer_failure (object *op, int failure, int power) |
765 | prayer_failure (object *op, int failure, int power) |
884 | { |
766 | { |
885 | const char *godname; |
767 | const char *godname; |
886 | object *tmp; |
768 | object *tmp; |
887 | |
769 | |
888 | if (!strcmp ((godname = determine_god (op)), "none")) |
770 | if (!strcmp ((godname = determine_god (op)), "none")) |
889 | godname = "Your spirit"; |
771 | godname = "Your spirit"; |
890 | |
772 | |
891 | if (failure <= -20 && failure > -40) /* wonder */ |
773 | if (failure <= -20 && failure > -40) /* wonder */ |
892 | { |
774 | { |
893 | 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); |
894 | tmp = get_archetype (SPELL_WONDER); |
776 | tmp = archetype::get (SPELL_WONDER); |
895 | cast_cone (op, op, 0, tmp); |
777 | cast_cone (op, op, 0, tmp); |
896 | tmp->destroy (); |
778 | tmp->destroy (); |
897 | } |
779 | } |
898 | |
780 | |
899 | else if (failure <= -40 && failure > -60) /* confusion */ |
781 | else if (failure <= -40 && failure > -60) /* confusion */ |
900 | { |
782 | { |
901 | new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); |
783 | op->failmsg ("Your diety touches your mind!" HINT_GRACE); |
902 | confuse_player (op, op, 99); |
784 | confuse_player (op, op, 99); |
903 | } |
785 | } |
904 | else if (failure <= -60 && failure > -150) /* paralysis */ |
786 | else if (failure <= -60 && failure > -150) /* paralysis */ |
905 | { |
787 | { |
906 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); |
788 | op->failmsgf ("%s requires you to pray NOW. " |
907 | new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); |
789 | "You comply, ignoring all else." HINT_GRACE, |
|
|
790 | godname); |
908 | paralyze_player (op, op, 99); |
791 | paralyze_player (op, op, 99); |
909 | } |
792 | } |
910 | else if (failure <= -150) /* blast the immediate area */ |
793 | else if (failure <= -150) /* blast the immediate area */ |
911 | { |
794 | { |
912 | tmp = get_archetype (GOD_POWER); |
795 | tmp = archetype::get (GOD_POWER); |
913 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); |
796 | op->failmsgf ("%s smites you!" HINT_GRACE, godname); |
914 | cast_magic_storm (op, tmp, power); |
797 | cast_magic_storm (op, tmp, power); |
915 | } |
798 | } |
916 | } |
799 | } |
917 | |
800 | |
918 | /* |
801 | /* |
919 | * spell_failure() handles the various effects for differing degrees |
802 | * spell_failure() handles the various effects for differing degrees |
920 | * of failure badness. |
803 | * of failure badness. |
921 | * op is the player that failed. |
804 | * op is the player that failed. |
922 | * failure is a random value of how badly you failed. |
805 | * failure is a random value of how badly you failed. |
923 | * 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. |
924 | * skill is the skill you'd need to cast the spell. |
807 | * skill is the skill you'd need to cast the spell. |
925 | */ |
808 | */ |
926 | |
|
|
927 | void |
809 | void |
928 | spell_failure (object *op, int failure, int power, object *skill) |
810 | spell_failure (object *op, int failure, int power, object *skill) |
929 | { |
811 | { |
930 | object *tmp; |
812 | object *tmp; |
931 | |
813 | |
932 | if (settings.spell_failure_effects == FALSE) |
814 | if (settings.spell_failure_effects == FALSE) |
933 | return; |
815 | return; |
934 | |
816 | |
935 | if (failure <= -20 && failure > -40) /* wonder */ |
817 | if (failure <= -20 && failure > -40) /* wonder */ |
936 | { |
818 | { |
937 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); |
819 | op->failmsg ("Your spell causes an unexpected effect."); |
938 | tmp = get_archetype (SPELL_WONDER); |
820 | tmp = archetype::get (SPELL_WONDER); |
939 | cast_cone (op, op, 0, tmp); |
821 | cast_cone (op, op, 0, tmp); |
940 | tmp->destroy (); |
822 | tmp->destroy (); |
941 | } |
823 | } |
942 | |
824 | |
943 | else if (failure <= -40 && failure > -60) /* confusion */ |
825 | else if (failure <= -40 && failure > -60) /* confusion */ |
944 | { |
826 | { |
945 | 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!"); |
946 | confuse_player (op, op, 99); |
828 | confuse_player (op, op, 99); |
947 | } |
829 | } |
948 | else if (failure <= -60 && failure > -80) /* paralysis */ |
830 | else if (failure <= -60 && failure > -80) /* paralysis */ |
949 | { |
831 | { |
950 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); |
832 | op->failmsg ("Your magic stuns you!"); |
951 | paralyze_player (op, op, 99); |
833 | paralyze_player (op, op, 99); |
952 | } |
834 | } |
953 | else if (failure <= -80) /* blast the immediate area */ |
835 | else if (failure <= -80) /* blast the immediate area */ |
954 | { |
836 | { |
955 | object *tmp; |
837 | object *tmp; |
956 | |
838 | |
957 | /* 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 */ |
958 | 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) |
959 | { |
841 | { |
960 | 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!"); |
961 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
843 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
962 | |
844 | |
963 | } |
845 | } |
964 | else |
846 | else |
965 | { |
847 | { |
966 | 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!"); |
967 | tmp = get_archetype (LOOSE_MANA); |
849 | tmp = archetype::get (LOOSE_MANA); |
968 | tmp->level = skill->level; |
850 | tmp->level = skill->level; |
969 | |
851 | |
970 | /* increase the area of destruction a little for more powerful spells */ |
852 | /* increase the area of destruction a little for more powerful spells */ |
971 | tmp->range += isqrt (power); |
853 | tmp->range += isqrt (power); |
972 | |
854 | |
… | |
… | |
980 | tmp->insert_at (op); |
862 | tmp->insert_at (op); |
981 | } |
863 | } |
982 | } |
864 | } |
983 | } |
865 | } |
984 | |
866 | |
985 | int |
867 | static int |
986 | 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) |
987 | { |
869 | { |
988 | int success; |
|
|
989 | object *spell; |
|
|
990 | |
|
|
991 | if (!spell_ob->other_arch) |
870 | if (!spell_ob->other_arch) |
992 | { |
871 | { |
993 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
872 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
994 | return 0; |
873 | return 0; |
995 | } |
874 | } |
996 | spell = arch_to_object (spell_ob->other_arch); |
875 | |
|
|
876 | object *spell = spell_ob->other_arch->instance (); |
997 | |
877 | |
998 | /* Always cast spell on caster */ |
878 | /* Always cast spell on caster */ |
999 | success = cast_spell (op, caster, dir, spell, stringarg); |
879 | int success = cast_spell (op, caster, dir, spell, spellparam); |
1000 | |
880 | |
1001 | if (caster->contr->party == NULL) |
881 | if (!op->contr || !op->contr->party) |
1002 | { |
882 | { |
1003 | spell->remove (); |
883 | spell->remove (); |
1004 | return success; |
884 | return success; |
1005 | } |
885 | } |
|
|
886 | |
1006 | for_all_players (pl) |
887 | for_all_players (pl) |
1007 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
888 | if ((pl->ob->contr->party == op->contr->party) |
1008 | { |
889 | && on_same_map (pl->ob, op) |
|
|
890 | && pl->ob != op) |
1009 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
891 | cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam); |
1010 | } |
892 | |
1011 | spell->remove (); |
893 | spell->remove (); |
1012 | return success; |
894 | return success; |
1013 | } |
895 | } |
1014 | |
896 | |
1015 | /* This is where the main dispatch when someone casts a spell. |
897 | /* This is where the main dispatch when someone casts a spell. |
… | |
… | |
1020 | * same as op. |
902 | * same as op. |
1021 | * 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 |
1022 | * is self only, dir really doesn't make a difference. |
904 | * is self only, dir really doesn't make a difference. |
1023 | * 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, |
1024 | * we can determine what to do. |
906 | * we can determine what to do. |
1025 | * 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 |
1026 | * 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 |
1027 | * 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, |
1028 | * etc. |
910 | * etc. |
1029 | * 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 |
1030 | * 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 |
… | |
… | |
1038 | * 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), |
1039 | * this function will decrease the mana/grace appropriately. For other |
921 | * this function will decrease the mana/grace appropriately. For other |
1040 | * objects, the caller should do what it considers appropriate. |
922 | * objects, the caller should do what it considers appropriate. |
1041 | */ |
923 | */ |
1042 | int |
924 | int |
1043 | 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) |
1044 | { |
926 | { |
1045 | const char *godname; |
927 | const char *godname; |
1046 | int success = 0, mflags, cast_level = 0; |
928 | int success = 0; |
1047 | object *skill = NULL; |
929 | |
|
|
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 |
1048 | |
933 | |
1049 | if (!spell_ob) |
934 | if (!spell_ob) |
1050 | { |
935 | { |
1051 | LOG (llevError, "cast_spell: null spell object passed\n"); |
936 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1052 | return 0; |
937 | return 0; |
… | |
… | |
1063 | } |
948 | } |
1064 | |
949 | |
1065 | /* 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 |
1066 | * an issue, because they don't have any spellpaths set up. |
951 | * an issue, because they don't have any spellpaths set up. |
1067 | */ |
952 | */ |
1068 | 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]) |
1069 | { |
954 | { |
1070 | new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); |
955 | op->failmsg ("That spell path is denied to you."); |
1071 | return 0; |
956 | return 0; |
1072 | } |
957 | } |
|
|
958 | |
|
|
959 | object *skill = 0; |
1073 | |
960 | |
1074 | /* 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 |
1075 | * (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 |
1076 | * checks. We let monsters do special things - eg, they |
963 | * checks. We let monsters do special things - eg, they |
1077 | * 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 |
1078 | * should take care of that. |
965 | * should take care of that. |
1079 | * 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 |
1080 | * 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 |
1081 | * at least process that code. |
968 | * at least process that code. |
1082 | */ |
969 | */ |
1083 | if (op->type == PLAYER && op == caster) |
970 | if (op->type == PLAYER && op == caster) |
1084 | { |
971 | { |
1085 | cast_level = caster_level (caster, spell_ob); |
|
|
1086 | |
|
|
1087 | if (spell_ob->skill) |
972 | if (spell_ob->skill) |
1088 | { |
973 | { |
1089 | skill = find_skill_by_name (op, spell_ob->skill); |
974 | skill = find_skill_by_name (op, spell_ob->skill); |
1090 | |
975 | |
1091 | if (!skill) |
976 | if (!skill) |
1092 | { |
977 | { |
1093 | 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); |
1094 | return 0; |
982 | return 0; |
1095 | } |
983 | } |
1096 | |
984 | |
1097 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
985 | const char *msg = ""; |
|
|
986 | |
|
|
987 | int caster_level = skill->level; |
|
|
988 | |
|
|
989 | if (op->path_attuned & spell_ob->path_attuned) |
1098 | { |
990 | { |
1099 | 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 ()) |
1100 | return 0; |
1007 | return 0; |
1101 | } |
1008 | } |
1102 | } |
1009 | } |
1103 | |
1010 | |
1104 | /* 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 |
1105 | * to have sufficient grace/mana. |
1012 | * to have sufficient grace/mana. |
1106 | */ |
1013 | */ |
1107 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1014 | if (!op->flag [FLAG_WIZCAST]) |
1108 | { |
1015 | { |
1109 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1016 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1110 | 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) |
1111 | { |
1018 | { |
1112 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1019 | op->failmsg ("You don't have enough mana!"); |
1113 | return 0; |
1020 | return 0; |
1114 | } |
1021 | } |
1115 | |
1022 | |
1116 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1023 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1117 | 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) |
1118 | { |
1025 | { |
1119 | 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 - |
1120 | 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) |
1121 | { |
|
|
1122 | 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)); |
1123 | } |
|
|
1124 | else |
1029 | else |
1125 | { |
1030 | { |
1126 | 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); |
1127 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1032 | op->failmsgf ("%s ignores your prayer.", godname); |
1128 | return 0; |
1033 | return 0; |
1129 | } |
1034 | } |
1130 | } |
1035 | } |
1131 | |
1036 | |
1132 | /* player/monster is trying to cast the spell. might fumble it */ |
1037 | /* player/monster is trying to cast the spell. might fumble it */ |
1133 | 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) < |
1134 | (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])) |
1135 | { |
1040 | { |
1136 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1041 | op->contr->play_sound (sound_find ("fumble_spell")); |
1137 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1042 | op->failmsg ("You fumble the prayer."); |
1138 | |
1043 | |
1139 | 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); |
1140 | return 0; |
1045 | return 0; |
1141 | } |
1046 | } |
1142 | else if (spell_ob->stats.sp) |
1047 | else if (spell_ob->stats.sp) |
1143 | { |
1048 | { |
1144 | 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; |
1145 | |
1050 | |
1146 | if (failure < 0) |
1051 | if (failure < 0) |
1147 | { |
1052 | { |
1148 | 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."); |
1149 | if (settings.spell_failure_effects == TRUE) |
1054 | if (settings.spell_failure_effects == TRUE) |
1150 | 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); |
1151 | |
1056 | |
1152 | 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); |
1153 | return 0; |
1058 | return 0; |
1154 | } |
1059 | } |
1155 | } |
1060 | } |
1156 | } |
1061 | } |
1157 | } |
1062 | } |
1158 | |
1063 | |
1159 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1064 | int mflags = op->ms ().flags (); |
1160 | |
1065 | |
1161 | /* 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 |
1162 | * not alive, then this would mean that the mapmaker put the |
1067 | * not alive, then this would mean that the mapmaker put the |
1163 | * objects on the space - presume that they know what they are |
1068 | * objects on the space - presume that they know what they are |
1164 | * doing. |
1069 | * doing. |
1165 | */ |
1070 | */ |
1166 | |
1071 | |
1167 | 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 :-)! |
1168 | { |
1073 | { |
|
|
1074 | op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood |
1169 | 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!"); |
1170 | return 0; |
1076 | return 0; |
1171 | } |
1077 | } |
1172 | |
1078 | |
1173 | if ((spell_ob->type == SPELL) |
1079 | if ((spell_ob->type == SPELL) |
1174 | && (caster->type != POTION) |
1080 | && (caster->type != POTION) |
1175 | && !QUERY_FLAG (op, FLAG_WIZCAST) |
1081 | && !op->flag [FLAG_WIZCAST] |
1176 | && (QUERY_FLAG (caster, FLAG_ALIVE) |
1082 | && (caster->flag [FLAG_ALIVE] |
1177 | || QUERY_FLAG (op, FLAG_ALIVE)) |
1083 | || op->flag [FLAG_ALIVE]) |
1178 | && (((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))) |
1179 | { |
1085 | { |
1180 | if (op->type != PLAYER) |
1086 | if (op->type != PLAYER) |
1181 | return 0; |
1087 | return 0; |
1182 | |
1088 | |
1183 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1089 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1184 | 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); |
1185 | else if (object *item = op->contr->ranged_ob) |
1091 | else if (object *item = op->contr->ranged_ob) |
1186 | { |
1092 | { |
1187 | if (item->type == SPELL) |
1093 | if (item->type == SPELL) |
1188 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1094 | op->failmsg ("Something blocks your spellcasting."); |
1189 | else if (item->type == SCROLL) |
1095 | else if (item->type == SCROLL) |
1190 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
1096 | op->failmsg ("Something blocks the magic of your scroll."); |
1191 | else |
1097 | else |
1192 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
1098 | op->failmsg ("Something blocks the magic of your item."); |
1193 | } |
1099 | } |
1194 | else |
1100 | else |
1195 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); |
1101 | op->failmsg ("Something blocks the spell!"); |
1196 | |
1102 | |
1197 | return 0; |
1103 | return 0; |
1198 | } |
1104 | } |
|
|
1105 | |
|
|
1106 | // undo the flood protection from earlier |
|
|
1107 | op->speed_left += 4 * op->speed; // ~0.5s on failure |
1199 | |
1108 | |
1200 | /* Take into account how long it takes to cast the spell. |
1109 | /* Take into account how long it takes to cast the spell. |
1201 | * 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 |
1202 | * the spell object. If it is a spell object, have it |
1111 | * the spell object. If it is a spell object, have it |
1203 | * take two ticks. Things that cast spells on the players |
1112 | * take two ticks. Things that cast spells on the players |
… | |
… | |
1205 | * the player any time. |
1114 | * the player any time. |
1206 | * Ignore casting time for firewalls |
1115 | * Ignore casting time for firewalls |
1207 | */ |
1116 | */ |
1208 | if (caster == op && caster->type != FIREWALL) |
1117 | if (caster == op && caster->type != FIREWALL) |
1209 | { |
1118 | { |
1210 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1119 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed; |
1211 | /* Other portions of the code may also decrement the speed of the player, so |
1120 | /* Other portions of the code may also decrement the speed of the player, so |
1212 | * put a lower limit so that the player isn't stuck here too long |
1121 | * put a lower limit so that the player isn't stuck here too long |
1213 | */ |
1122 | */ |
1214 | 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) |
1215 | 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; |
1216 | } |
1125 | } |
1217 | 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) |
1218 | op->speed_left -= 2 * FABS (op->speed); |
1127 | op->speed_left -= 2 * op->speed; |
1219 | |
1128 | |
1220 | if (op->type == PLAYER && op == caster) |
1129 | if (op->type == PLAYER && op == caster) |
1221 | { |
1130 | { |
1222 | 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); |
1223 | 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); |
… | |
… | |
1228 | * object requires. |
1137 | * object requires. |
1229 | */ |
1138 | */ |
1230 | if (op != caster && !skill && caster->skill) |
1139 | if (op != caster && !skill && caster->skill) |
1231 | { |
1140 | { |
1232 | skill = find_skill_by_name (op, caster->skill); |
1141 | skill = find_skill_by_name (op, caster->skill); |
|
|
1142 | |
1233 | if (!skill) |
1143 | if (!skill) |
1234 | { |
1144 | { |
1235 | 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)); |
1236 | return 0; |
1146 | return 0; |
1237 | } |
1147 | } |
1238 | |
|
|
1239 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
|
|
1240 | } |
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; |
1241 | |
1159 | |
1242 | switch (spell_ob->subtype) |
1160 | switch (spell_ob->subtype) |
1243 | { |
1161 | { |
1244 | /* 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 |
1245 | * in in spells.h. |
1163 | * in spells.h. |
1246 | */ |
1164 | */ |
1247 | case SP_RAISE_DEAD: |
1165 | case SP_RAISE_DEAD: |
1248 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1166 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam); |
1249 | break; |
1167 | break; |
1250 | |
1168 | |
1251 | case SP_RUNE: |
1169 | case SP_RUNE: |
1252 | success = write_rune (op, caster, spell_ob, dir, stringarg); |
1170 | success = write_rune (op, caster, spell_ob, dir, spellparam); |
1253 | break; |
1171 | break; |
1254 | |
1172 | |
1255 | case SP_MAKE_MARK: |
1173 | case SP_MAKE_MARK: |
1256 | success = write_mark (op, spell_ob, stringarg); |
1174 | success = write_mark (op, spell_ob, spellparam); |
1257 | break; |
1175 | break; |
1258 | |
1176 | |
1259 | case SP_BOLT: |
1177 | case SP_BOLT: |
1260 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1178 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1261 | break; |
1179 | break; |
… | |
… | |
1279 | case SP_SMITE: |
1197 | case SP_SMITE: |
1280 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1198 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1281 | break; |
1199 | break; |
1282 | |
1200 | |
1283 | case SP_MAGIC_MISSILE: |
1201 | case SP_MAGIC_MISSILE: |
1284 | 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); |
1285 | break; |
1203 | break; |
1286 | |
1204 | |
1287 | case SP_SUMMON_GOLEM: |
1205 | case SP_SUMMON_GOLEM: |
1288 | success = summon_golem (op, caster, dir, spell_ob); |
1206 | success = summon_golem (op, caster, dir, spell_ob); |
1289 | break; |
1207 | break; |
1290 | |
1208 | |
1291 | case SP_DIMENSION_DOOR: |
1209 | case SP_DIMENSION_DOOR: |
1292 | /* dimension door needs the actual caster, because that is what is |
1210 | /* dimension door needs the actual caster, because that is what is |
1293 | * moved. |
1211 | * moved. |
1294 | */ |
1212 | */ |
1295 | success = dimension_door (op, caster, spell_ob, dir); |
1213 | success = dimension_door (op, caster, spell_ob, dir, spellparam); |
1296 | break; |
1214 | break; |
1297 | |
1215 | |
1298 | case SP_MAGIC_MAPPING: |
1216 | case SP_MAGIC_MAPPING: |
1299 | if (op->type == PLAYER) |
1217 | if (op->type == PLAYER) |
1300 | { |
1218 | { |
… | |
… | |
1333 | case SP_HEALING: |
1251 | case SP_HEALING: |
1334 | success = cast_heal (op, caster, spell_ob, dir); |
1252 | success = cast_heal (op, caster, spell_ob, dir); |
1335 | break; |
1253 | break; |
1336 | |
1254 | |
1337 | case SP_CREATE_FOOD: |
1255 | case SP_CREATE_FOOD: |
1338 | success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1256 | success = cast_create_food (op, caster, spell_ob, dir, spellparam); |
1339 | break; |
1257 | break; |
1340 | |
1258 | |
1341 | case SP_EARTH_TO_DUST: |
1259 | case SP_EARTH_TO_DUST: |
1342 | success = cast_earth_to_dust (op, caster, spell_ob); |
1260 | success = cast_earth_to_dust (op, caster, spell_ob); |
1343 | break; |
1261 | break; |
… | |
… | |
1353 | case SP_CURSE: |
1271 | case SP_CURSE: |
1354 | success = cast_curse (op, caster, spell_ob, dir); |
1272 | success = cast_curse (op, caster, spell_ob, dir); |
1355 | break; |
1273 | break; |
1356 | |
1274 | |
1357 | case SP_SUMMON_MONSTER: |
1275 | case SP_SUMMON_MONSTER: |
1358 | success = summon_object (op, caster, spell_ob, dir, stringarg); |
1276 | success = summon_object (op, caster, spell_ob, dir, spellparam); |
1359 | break; |
1277 | break; |
1360 | |
1278 | |
1361 | case SP_CHARGING: |
1279 | case SP_CHARGING: |
1362 | success = recharge (op, caster, spell_ob); |
1280 | success = recharge (op, caster, spell_ob); |
1363 | break; |
1281 | break; |
… | |
… | |
1366 | #ifdef NO_POLYMORPH |
1284 | #ifdef NO_POLYMORPH |
1367 | /* 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 |
1368 | * 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 |
1369 | * it was disabled), they get some feedback. |
1287 | * it was disabled), they get some feedback. |
1370 | */ |
1288 | */ |
1371 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1289 | op->failmsg ("The spell fizzles!"); |
1372 | success = 0; |
1290 | success = 0; |
1373 | #else |
1291 | #else |
1374 | success = cast_polymorph (op, caster, spell_ob, dir); |
1292 | success = cast_polymorph (op, caster, spell_ob, dir); |
1375 | #endif |
1293 | #endif |
1376 | break; |
1294 | break; |
… | |
… | |
1396 | break; |
1314 | break; |
1397 | |
1315 | |
1398 | case SP_MOVING_BALL: |
1316 | case SP_MOVING_BALL: |
1399 | 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) |
1400 | { |
1318 | { |
1401 | 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); |
1402 | success = 0; |
1320 | success = 0; |
1403 | } |
1321 | } |
1404 | else |
1322 | else |
1405 | 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); |
1406 | break; |
1324 | break; |
1407 | |
1325 | |
1408 | case SP_SWARM: |
1326 | case SP_SWARM: |
1409 | success = fire_swarm (op, caster, spell_ob, dir); |
1327 | success = fire_swarm (op, caster, spell_ob, dir); |
1410 | break; |
1328 | break; |
… | |
… | |
1417 | /* in rune.c */ |
1335 | /* in rune.c */ |
1418 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1336 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1419 | break; |
1337 | break; |
1420 | |
1338 | |
1421 | case SP_CREATE_MISSILE: |
1339 | case SP_CREATE_MISSILE: |
1422 | success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1340 | success = cast_create_missile (op, caster, spell_ob, dir, spellparam); |
1423 | break; |
1341 | break; |
1424 | |
1342 | |
1425 | case SP_CONSECRATE: |
1343 | case SP_CONSECRATE: |
1426 | success = cast_consecrate (op, caster, spell_ob); |
1344 | success = cast_consecrate (op, caster, spell_ob); |
1427 | break; |
1345 | break; |
… | |
… | |
1448 | |
1366 | |
1449 | case SP_AURA: |
1367 | case SP_AURA: |
1450 | success = create_aura (op, caster, spell_ob); |
1368 | success = create_aura (op, caster, spell_ob); |
1451 | break; |
1369 | break; |
1452 | |
1370 | |
1453 | case SP_TOWN_PORTAL: |
|
|
1454 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1455 | break; |
|
|
1456 | |
|
|
1457 | case SP_PARTY_SPELL: |
1371 | case SP_PARTY_SPELL: |
1458 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1372 | success = cast_party_spell (op, caster, dir, spell_ob, spellparam); |
1459 | break; |
1373 | break; |
1460 | |
1374 | |
1461 | default: |
1375 | default: |
1462 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1463 | 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); |
1464 | } |
1377 | } |
1465 | |
1378 | |
1466 | /* FIXME - we need some better sound suppport */ |
1379 | // restore chosen_skill |
1467 | // yes, for example, augment map info with the spell effect |
1380 | op->chosen_skill = chosen_skill; |
1468 | // so clients can calculate the sounds themselves |
1381 | |
1469 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
1382 | op->play_sound ( |
|
|
1383 | success |
|
|
1384 | ? spell_ob->sound |
|
|
1385 | ? spell_ob->sound |
|
|
1386 | : sound_find ("spell_success") |
|
|
1387 | : sound_find ("fumble_spell") |
|
|
1388 | ); |
1470 | |
1389 | |
1471 | return success; |
1390 | return success; |
1472 | } |
1391 | } |
1473 | |
1392 | |
1474 | |
|
|
1475 | /* This is called from time.c/process_object(). That function |
1393 | /* This is called from time.c/process_object(). That function |
1476 | * calls this for any SPELL_EFFECT type objects. This function |
1394 | * calls this for any SPELL_EFFECT type objects. This function |
1477 | * then dispatches them to the appropriate specific routines. |
1395 | * then dispatches them to the appropriate specific routines. |
1478 | */ |
1396 | */ |
1479 | void |
1397 | void |
1480 | move_spell_effect (object *op) |
1398 | move_spell_effect (object *op) |
1481 | { |
1399 | { |
… | |
… | |
1521 | move_aura (op); |
1439 | move_aura (op); |
1522 | break; |
1440 | break; |
1523 | } |
1441 | } |
1524 | } |
1442 | } |
1525 | |
1443 | |
1526 | /* this checks to see if something special should happen if |
|
|
1527 | * something runs into the object. |
|
|
1528 | */ |
|
|
1529 | void |
|
|
1530 | check_spell_effect (object *op) |
|
|
1531 | { |
|
|
1532 | switch (op->subtype) |
|
|
1533 | { |
|
|
1534 | case SP_BOLT: |
|
|
1535 | move_bolt (op); |
|
|
1536 | return; |
|
|
1537 | |
|
|
1538 | case SP_BULLET: |
|
|
1539 | check_bullet (op); |
|
|
1540 | return; |
|
|
1541 | } |
|
|
1542 | } |
|
|
1543 | |
|
|
1544 | /* This is called by move_apply. Basically, if someone |
1444 | /* This is called by move_apply. Basically, if someone |
1545 | * 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 |
1546 | * are set, this is called. This should only be called for |
1446 | * are set, this is called. This should only be called for |
1547 | * objects of the appropraite type. |
1447 | * objects of the appropriate type. |
1548 | */ |
1448 | */ |
1549 | void |
1449 | void |
1550 | apply_spell_effect (object *spell, object *victim) |
1450 | apply_spell_effect (object *spell, object *victim) |
1551 | { |
1451 | { |
1552 | switch (spell->subtype) |
1452 | switch (spell->subtype) |
1553 | { |
1453 | { |
1554 | case SP_CONE: |
1454 | case SP_CONE: |
1555 | if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1455 | if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype) |
1556 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1456 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1557 | break; |
1457 | break; |
1558 | |
1458 | |
1559 | case SP_MAGIC_MISSILE: |
1459 | case SP_MAGIC_MISSILE: |
1560 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1460 | if (victim->flag [FLAG_ALIVE]) |
1561 | { |
1461 | { |
1562 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1462 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1563 | |
|
|
1564 | if (!spell->destroyed ()) |
|
|
1565 | spell->destroy (); |
1463 | spell->destroy (); |
1566 | } |
1464 | } |
1567 | break; |
1465 | break; |
1568 | |
1466 | |
1569 | case SP_MOVING_BALL: |
1467 | case SP_MOVING_BALL: |
1570 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1468 | if (victim->flag [FLAG_ALIVE]) |
1571 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1469 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1572 | else if (victim->materialname) |
1470 | else if (victim->material != MATERIAL_NULL) |
1573 | save_throw_object (victim, spell->attacktype, spell); |
1471 | save_throw_object (victim, spell->attacktype, spell); |
|
|
1472 | |
1574 | break; |
1473 | break; |
1575 | } |
1474 | } |
1576 | } |
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 | } |