1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <spells.h> |
26 | #include <spells.h> |
… | |
… | |
82 | */ |
83 | */ |
83 | void |
84 | void |
84 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
85 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
85 | { |
86 | { |
86 | if (spob->other_arch) |
87 | if (spob->other_arch) |
87 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
88 | map->insert (spob->other_arch->instance (), x, y, originator); |
88 | } |
89 | } |
89 | |
90 | |
90 | static int |
91 | static int |
91 | attuned_bonus (object *caster, object *spell, int level) |
92 | attuned_bonus (object *caster, object *spell, int level) |
92 | { |
93 | { |
… | |
… | |
148 | int sp, grace, level = casting_level (caster, spell); |
149 | int sp, grace, level = casting_level (caster, spell); |
149 | |
150 | |
150 | if (settings.spellpoint_level_depend == TRUE) |
151 | if (settings.spellpoint_level_depend == TRUE) |
151 | { |
152 | { |
152 | if (spell->stats.sp && spell->stats.maxsp) |
153 | if (spell->stats.sp && spell->stats.maxsp) |
153 | { |
|
|
154 | sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); |
154 | sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp)); |
155 | } |
|
|
156 | else |
155 | else |
157 | sp = spell->stats.sp; |
156 | sp = spell->stats.sp; |
158 | |
157 | |
159 | sp *= (int) PATH_SP_MULT (caster, spell); |
158 | sp *= (int) PATH_SP_MULT (caster, spell); |
160 | if (!sp && spell->stats.sp) |
159 | if (!sp && spell->stats.sp) |
161 | sp = 1; |
160 | sp = 1; |
162 | |
161 | |
163 | if (spell->stats.grace && spell->stats.maxgrace) |
162 | if (spell->stats.grace && spell->stats.maxgrace) |
164 | { |
|
|
165 | grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); |
163 | grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace)); |
166 | } |
|
|
167 | else |
164 | else |
168 | grace = spell->stats.grace; |
165 | grace = spell->stats.grace; |
169 | |
166 | |
170 | grace *= (int) PATH_SP_MULT (caster, spell); |
167 | grace *= PATH_SP_MULT (caster, spell); |
171 | if (spell->stats.grace && !grace) |
168 | if (spell->stats.grace && !grace) |
172 | grace = 1; |
169 | grace = 1; |
173 | } |
170 | } |
174 | else |
171 | else |
175 | { |
172 | { |
… | |
… | |
181 | if (spell->stats.grace && !grace) |
178 | if (spell->stats.grace && !grace) |
182 | grace = 1; |
179 | grace = 1; |
183 | } |
180 | } |
184 | |
181 | |
185 | if (flags == SPELL_HIGHEST) |
182 | if (flags == SPELL_HIGHEST) |
186 | return MAX (sp, grace); |
183 | return max (sp, grace); |
187 | else if (flags == SPELL_GRACE) |
184 | else if (flags == SPELL_GRACE) |
188 | return grace; |
185 | return grace; |
189 | else if (flags == SPELL_MANA) |
186 | else if (flags == SPELL_MANA) |
190 | return sp; |
187 | return sp; |
191 | else |
188 | else |
… | |
… | |
258 | return spop; |
255 | return spop; |
259 | |
256 | |
260 | return 0; |
257 | return 0; |
261 | } |
258 | } |
262 | |
259 | |
263 | /* |
260 | /* |
264 | * Look at object 'op' and see if they know the spell |
261 | * Look at object 'op' and see if they know the spell |
265 | * spname. This is pretty close to check_spell_known |
262 | * spname. This is pretty close to check_spell_known |
266 | * above, but it uses a looser matching mechanism. |
263 | * above, but it uses a looser matching mechanism. |
267 | * returns the matching spell object, or NULL. |
264 | * returns the matching spell object, or NULL. |
268 | * If we match multiple spells but don't get an |
265 | * If we match multiple spells but don't get an |
269 | * exact match, we also return NULL. |
266 | * exact match, we also return NULL. |
270 | */ |
267 | */ |
271 | object * |
268 | object * |
272 | lookup_spell_by_name (object *op, const char *spname) |
269 | object::find_spell (const_utf8_string prefix) const |
273 | { |
270 | { |
274 | object *spob1 = 0, *spob2 = 0; |
271 | if (shstr_cmp name = prefix) |
275 | int nummatch = 0; |
272 | { |
276 | |
273 | // case 1, match spell name exactly |
277 | if (!spname) |
|
|
278 | return 0; |
|
|
279 | |
|
|
280 | /* Try to find the spell. We store the results in spob1 |
|
|
281 | * and spob2 - spob1 is only taking the length of |
|
|
282 | * the past spname, spob2 uses the length of the spell name. |
|
|
283 | */ |
|
|
284 | for (object *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; |
285 | { |
277 | } |
|
|
278 | else |
|
|
279 | { |
|
|
280 | // case 2, match prefix |
|
|
281 | int len = strlen (prefix); |
|
|
282 | |
|
|
283 | for (object *spob = inv; spob; spob = spob->below) |
286 | if (spob->type == SPELL) |
284 | if (spob->type == SPELL |
287 | { |
285 | && spob->name.length () < len |
288 | // TODO: WTF? |
286 | && prefix [spob->name.length ()] <= ' ' |
289 | if (!strncmp (spob->name, spname, strlen (spname))) |
287 | && !memcmp (prefix, spob->name, spob->name.length ())) |
290 | { |
|
|
291 | nummatch++; |
|
|
292 | spob1 = spob; |
|
|
293 | } |
|
|
294 | else if (!strncmp (spob->name, spname, strlen (spob->name))) |
|
|
295 | { |
|
|
296 | /* if spells have ambiguous names, it makes matching |
|
|
297 | * really difficult. (eg, fire and fireball would |
|
|
298 | * fall into this category). It shouldn't be hard to |
|
|
299 | * make sure spell names don't overlap in that fashion. |
|
|
300 | */ |
|
|
301 | if (spob2) |
|
|
302 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
|
|
303 | |
|
|
304 | spob2 = spob; |
|
|
305 | } |
|
|
306 | } |
|
|
307 | } |
|
|
308 | /* if we have best match, return it. Otherwise, if we have one match |
|
|
309 | * on the loser match, return that, otehrwise null |
|
|
310 | */ |
|
|
311 | if (spob2) |
|
|
312 | return spob2; |
288 | return spob; |
|
|
289 | } |
313 | |
290 | |
314 | if (spob1 && nummatch == 1) |
|
|
315 | return spob1; |
|
|
316 | |
|
|
317 | return NULL; |
291 | return 0; |
318 | } |
292 | } |
319 | |
293 | |
320 | /* reflwall - decides weither the (spell-)object sp_op will |
294 | /* reflwall - decides weither the (spell-)object sp_op will |
321 | * be reflected from the given mapsquare. Returns 1 if true. |
295 | * be reflected from the given mapsquare. Returns 1 if true. |
322 | * (Note that for living creatures there is a small chance that |
296 | * (Note that for living creatures there is a small chance that |
… | |
… | |
329 | { |
303 | { |
330 | if (OUT_OF_REAL_MAP (m, x, y)) |
304 | if (OUT_OF_REAL_MAP (m, x, y)) |
331 | return 0; |
305 | return 0; |
332 | |
306 | |
333 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
307 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
334 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
308 | if (op->flag [FLAG_REFL_SPELL] |
335 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
309 | && (!op->flag [FLAG_ALIVE] |
336 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
310 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
337 | return 1; |
311 | return 1; |
338 | |
312 | |
339 | return 0; |
313 | return 0; |
340 | } |
314 | } |
341 | |
315 | |
342 | /* cast_create_object: creates object new_op in direction dir |
316 | /* cast_create_object: creates object new_op in direction dir |
343 | * or if that is blocked, beneath the player (op). |
317 | * or if that is blocked, beneath the player (op). |
344 | * we pass 'caster', but don't use it for anything. |
318 | * we pass 'caster', but don't use it for anything. |
345 | * This is really just a simple wrapper function . |
319 | * This is really just a simple wrapper function . |
346 | * returns the direction that the object was actually placed |
320 | * returns true to indicate whether the operation was successful. |
347 | * in. |
321 | * destroys the object is unsuccessful. |
348 | */ |
322 | */ |
349 | int |
323 | bool |
350 | 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) |
351 | { |
325 | { |
352 | maptile *m; |
326 | mapxy pos (op); |
353 | sint16 sx, sy; |
327 | pos.move (dir); |
354 | |
328 | |
355 | if (dir && |
329 | if (!pos.normalise () |
356 | ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || |
330 | || pos->blocks (op) // perversely enough, we check if the palyer can reach that space |
357 | OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) |
331 | || !new_op->can_drop_at (pos.m, pos.x, pos.y) |
358 | { |
332 | ) |
359 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
|
|
360 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
|
|
361 | dir = 0; |
|
|
362 | } |
333 | { |
|
|
334 | op->failmsg ("Your spell fizzles! H<Something is in the way.>"); |
|
|
335 | new_op->destroy (); |
|
|
336 | return 0; |
|
|
337 | } |
363 | |
338 | |
364 | SET_FLAG (new_op, FLAG_IDENTIFIED); |
339 | new_op->set_flag (FLAG_IDENTIFIED); |
365 | op->map->insert (new_op, |
|
|
366 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
|
|
367 | op, |
|
|
368 | dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
369 | |
340 | |
|
|
341 | pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
342 | |
370 | return dir; |
343 | return 1; |
371 | } |
344 | } |
372 | |
345 | |
373 | static bool |
346 | static bool |
374 | mergable_owner (object *o1, object *o2) |
347 | mergable_owner (object *o1, object *o2) |
375 | { |
348 | { |
… | |
… | |
407 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
380 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
408 | return 0; |
381 | return 0; |
409 | |
382 | |
410 | int max_effects = 5; // max. number of similar spells per mapspace |
383 | int max_effects = 5; // max. number of similar spells per mapspace |
411 | |
384 | |
412 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
385 | for (object *tmp = ms.top; tmp; tmp = tmp->below) |
413 | { |
386 | { |
414 | /* If there is a counterspell on the space, and this |
387 | /* If there is a counterspell on the space, and this |
415 | * object is using magic, don't progress. I believe we could |
388 | * object is using magic, don't progress. I believe we could |
416 | * 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 |
417 | * 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 |
… | |
… | |
419 | * 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 |
420 | * 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 |
421 | * spell to actually hit the counterwall and be sucked up. |
394 | * spell to actually hit the counterwall and be sucked up. |
422 | */ |
395 | */ |
423 | if ((tmp->attacktype & AT_COUNTERSPELL) |
396 | if ((tmp->attacktype & AT_COUNTERSPELL) |
424 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
397 | && !tmp->flag [FLAG_MONSTER] |
425 | && (tmp->type != PLAYER) |
398 | && (tmp->type != PLAYER) |
426 | && (tmp->type != WEAPON) |
399 | && (tmp->type != WEAPON) |
427 | && (tmp->type != BOW) |
400 | && (tmp->type != BOW) |
428 | && (tmp->type != ARROW) |
401 | && (tmp->type != ARROW) |
429 | && (tmp->type != GOLEM) |
402 | && (tmp->type != GOLEM) |
430 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
403 | && !tmp->flag [FLAG_IS_FLOOR] // XXX: |
431 | // we special case floor here because there |
404 | // we special case floor here because there |
432 | // are sometimes spell effect floors |
405 | // are sometimes spell effect floors |
433 | // which are used to inflict damage |
406 | // which are used to inflict damage |
434 | // (and those shouldn't go away from |
407 | // (and those shouldn't go away from |
435 | // sanctuary) see also: permanent lava |
408 | // sanctuary) see also: permanent lava |
… | |
… | |
517 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
490 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
518 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
491 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
519 | if (!tailor_god_spell (tmp, op)) |
492 | if (!tailor_god_spell (tmp, op)) |
520 | return 0; |
493 | return 0; |
521 | |
494 | |
522 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
495 | if (tmp->flag [FLAG_IS_TURNABLE]) |
523 | SET_ANIMATION (tmp, dir); |
496 | SET_ANIMATION (tmp, dir); |
524 | |
497 | |
525 | if ((tmp = op->map->insert (tmp, x, y, op))) |
498 | if ((tmp = op->map->insert (tmp, x, y, op))) |
526 | move_spell_effect (tmp); |
499 | move_spell_effect (tmp); |
527 | |
500 | |
… | |
… | |
535 | ****************************************************************************/ |
508 | ****************************************************************************/ |
536 | void |
509 | void |
537 | regenerate_rod (object *rod) |
510 | regenerate_rod (object *rod) |
538 | { |
511 | { |
539 | if (rod->stats.hp < rod->stats.maxhp) |
512 | if (rod->stats.hp < rod->stats.maxhp) |
540 | 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); |
541 | } |
514 | } |
542 | |
515 | |
543 | void |
516 | void |
544 | drain_rod_charge (object *rod) |
517 | drain_rod_charge (object *rod) |
545 | { |
518 | { |
… | |
… | |
565 | { |
538 | { |
566 | tmp = op->owner; |
539 | tmp = op->owner; |
567 | /* 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 |
568 | * to the caster. |
541 | * to the caster. |
569 | */ |
542 | */ |
570 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
543 | if (!tmp || !tmp->flag [FLAG_MONSTER]) |
571 | tmp = op; |
544 | tmp = op; |
572 | } |
545 | } |
573 | else |
546 | else |
574 | { |
547 | { |
575 | maptile *m = op->map; |
548 | maptile *m = op->map; |
… | |
… | |
623 | continue; |
596 | continue; |
624 | |
597 | |
625 | tmp = GET_MAP_OB (mp, nx, ny); |
598 | tmp = GET_MAP_OB (mp, nx, ny); |
626 | |
599 | |
627 | while (tmp != NULL && (((owner_type == PLAYER && |
600 | while (tmp != NULL && (((owner_type == PLAYER && |
628 | !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
601 | !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) || |
629 | (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)))) |
630 | tmp = tmp->above; |
603 | tmp = tmp->above; |
631 | |
604 | |
632 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
605 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
633 | return freedir[i]; |
606 | return freedir[i]; |
… | |
… | |
637 | |
610 | |
638 | /* put_a_monster: puts a monster named monstername near by |
611 | /* put_a_monster: puts a monster named monstername near by |
639 | * op. This creates the treasures for the monsters, and |
612 | * op. This creates the treasures for the monsters, and |
640 | * also deals with multipart monsters properly. |
613 | * also deals with multipart monsters properly. |
641 | */ |
614 | */ |
642 | void |
615 | static void |
643 | put_a_monster (object *op, const char *monstername) |
616 | put_a_monster (object *op, const char *monstername) |
644 | { |
617 | { |
645 | object *tmp, *head = NULL, *prev = NULL; |
618 | object *tmp, *head = NULL, *prev = NULL; |
646 | archetype *at; |
619 | archetype *at; |
647 | int dir; |
620 | int dir; |
… | |
… | |
662 | * insert multipart monsters properly |
635 | * insert multipart monsters properly |
663 | */ |
636 | */ |
664 | //TODO: use expand_tail + ... |
637 | //TODO: use expand_tail + ... |
665 | while (at != NULL) |
638 | while (at != NULL) |
666 | { |
639 | { |
667 | tmp = arch_to_object (at); |
640 | tmp = at->instance (); |
668 | tmp->x = op->x + freearr_x[dir] + at->x; |
641 | tmp->x = op->x + freearr_x[dir] + at->x; |
669 | tmp->y = op->y + freearr_y[dir] + at->y; |
642 | tmp->y = op->y + freearr_y[dir] + at->y; |
670 | tmp->map = op->map; |
643 | tmp->map = op->map; |
671 | if (head) |
644 | if (head) |
672 | { |
645 | { |
… | |
… | |
783 | * at casting a prayer. |
756 | * at casting a prayer. |
784 | * op is the player. |
757 | * op is the player. |
785 | * failure is basically how much grace they had. |
758 | * failure is basically how much grace they had. |
786 | * 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. |
787 | */ |
760 | */ |
788 | void |
761 | |
|
|
762 | #define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>" |
|
|
763 | |
|
|
764 | static void |
789 | prayer_failure (object *op, int failure, int power) |
765 | prayer_failure (object *op, int failure, int power) |
790 | { |
766 | { |
791 | const char *godname; |
767 | const char *godname; |
792 | object *tmp; |
768 | object *tmp; |
793 | |
769 | |
794 | if (!strcmp ((godname = determine_god (op)), "none")) |
770 | if (!strcmp ((godname = determine_god (op)), "none")) |
795 | godname = "Your spirit"; |
771 | godname = "Your spirit"; |
796 | |
772 | |
797 | if (failure <= -20 && failure > -40) /* wonder */ |
773 | if (failure <= -20 && failure > -40) /* wonder */ |
798 | { |
774 | { |
799 | 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); |
800 | tmp = get_archetype (SPELL_WONDER); |
776 | tmp = archetype::get (SPELL_WONDER); |
801 | cast_cone (op, op, 0, tmp); |
777 | cast_cone (op, op, 0, tmp); |
802 | tmp->destroy (); |
778 | tmp->destroy (); |
803 | } |
779 | } |
804 | |
780 | |
805 | else if (failure <= -40 && failure > -60) /* confusion */ |
781 | else if (failure <= -40 && failure > -60) /* confusion */ |
806 | { |
782 | { |
807 | new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); |
783 | op->failmsg ("Your diety touches your mind!" HINT_GRACE); |
808 | confuse_player (op, op, 99); |
784 | confuse_player (op, op, 99); |
809 | } |
785 | } |
810 | else if (failure <= -60 && failure > -150) /* paralysis */ |
786 | else if (failure <= -60 && failure > -150) /* paralysis */ |
811 | { |
787 | { |
812 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); |
788 | op->failmsgf ("%s requires you to pray NOW. " |
813 | new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); |
789 | "You comply, ignoring all else." HINT_GRACE, |
|
|
790 | godname); |
814 | paralyze_player (op, op, 99); |
791 | paralyze_player (op, op, 99); |
815 | } |
792 | } |
816 | else if (failure <= -150) /* blast the immediate area */ |
793 | else if (failure <= -150) /* blast the immediate area */ |
817 | { |
794 | { |
818 | tmp = get_archetype (GOD_POWER); |
795 | tmp = archetype::get (GOD_POWER); |
819 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); |
796 | op->failmsgf ("%s smites you!" HINT_GRACE, godname); |
820 | cast_magic_storm (op, tmp, power); |
797 | cast_magic_storm (op, tmp, power); |
821 | } |
798 | } |
822 | } |
799 | } |
823 | |
800 | |
824 | /* |
801 | /* |
825 | * spell_failure() handles the various effects for differing degrees |
802 | * spell_failure() handles the various effects for differing degrees |
826 | * of failure badness. |
803 | * of failure badness. |
827 | * op is the player that failed. |
804 | * op is the player that failed. |
828 | * failure is a random value of how badly you failed. |
805 | * failure is a random value of how badly you failed. |
829 | * 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. |
830 | * skill is the skill you'd need to cast the spell. |
807 | * skill is the skill you'd need to cast the spell. |
831 | */ |
808 | */ |
832 | |
|
|
833 | void |
809 | void |
834 | spell_failure (object *op, int failure, int power, object *skill) |
810 | spell_failure (object *op, int failure, int power, object *skill) |
835 | { |
811 | { |
836 | object *tmp; |
812 | object *tmp; |
837 | |
813 | |
838 | if (settings.spell_failure_effects == FALSE) |
814 | if (settings.spell_failure_effects == FALSE) |
839 | return; |
815 | return; |
840 | |
816 | |
841 | if (failure <= -20 && failure > -40) /* wonder */ |
817 | if (failure <= -20 && failure > -40) /* wonder */ |
842 | { |
818 | { |
843 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); |
819 | op->failmsg ("Your spell causes an unexpected effect."); |
844 | tmp = get_archetype (SPELL_WONDER); |
820 | tmp = archetype::get (SPELL_WONDER); |
845 | cast_cone (op, op, 0, tmp); |
821 | cast_cone (op, op, 0, tmp); |
846 | tmp->destroy (); |
822 | tmp->destroy (); |
847 | } |
823 | } |
848 | |
824 | |
849 | else if (failure <= -40 && failure > -60) /* confusion */ |
825 | else if (failure <= -40 && failure > -60) /* confusion */ |
850 | { |
826 | { |
851 | 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!"); |
852 | confuse_player (op, op, 99); |
828 | confuse_player (op, op, 99); |
853 | } |
829 | } |
854 | else if (failure <= -60 && failure > -80) /* paralysis */ |
830 | else if (failure <= -60 && failure > -80) /* paralysis */ |
855 | { |
831 | { |
856 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); |
832 | op->failmsg ("Your magic stuns you!"); |
857 | paralyze_player (op, op, 99); |
833 | paralyze_player (op, op, 99); |
858 | } |
834 | } |
859 | else if (failure <= -80) /* blast the immediate area */ |
835 | else if (failure <= -80) /* blast the immediate area */ |
860 | { |
836 | { |
861 | object *tmp; |
837 | object *tmp; |
862 | |
838 | |
863 | /* 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 */ |
864 | 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) |
865 | { |
841 | { |
866 | 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!"); |
867 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
843 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
868 | |
844 | |
869 | } |
845 | } |
870 | else |
846 | else |
871 | { |
847 | { |
872 | 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!"); |
873 | tmp = get_archetype (LOOSE_MANA); |
849 | tmp = archetype::get (LOOSE_MANA); |
874 | tmp->level = skill->level; |
850 | tmp->level = skill->level; |
875 | |
851 | |
876 | /* increase the area of destruction a little for more powerful spells */ |
852 | /* increase the area of destruction a little for more powerful spells */ |
877 | tmp->range += isqrt (power); |
853 | tmp->range += isqrt (power); |
878 | |
854 | |
… | |
… | |
886 | tmp->insert_at (op); |
862 | tmp->insert_at (op); |
887 | } |
863 | } |
888 | } |
864 | } |
889 | } |
865 | } |
890 | |
866 | |
891 | int |
867 | static int |
892 | 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) |
893 | { |
869 | { |
894 | int success; |
|
|
895 | object *spell; |
|
|
896 | |
|
|
897 | if (!spell_ob->other_arch) |
870 | if (!spell_ob->other_arch) |
898 | { |
871 | { |
899 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
872 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
900 | return 0; |
873 | return 0; |
901 | } |
874 | } |
902 | |
875 | |
903 | spell = arch_to_object (spell_ob->other_arch); |
876 | object *spell = spell_ob->other_arch->instance (); |
904 | |
877 | |
905 | /* Always cast spell on caster */ |
878 | /* Always cast spell on caster */ |
906 | success = cast_spell (op, caster, dir, spell, stringarg); |
879 | int success = cast_spell (op, caster, dir, spell, spellparam); |
907 | |
880 | |
908 | if (!op->contr || !op->contr->party) |
881 | if (!op->contr || !op->contr->party) |
909 | { |
882 | { |
910 | spell->remove (); |
883 | spell->remove (); |
911 | return success; |
884 | return success; |
912 | } |
885 | } |
913 | |
886 | |
914 | for_all_players (pl) |
887 | for_all_players (pl) |
915 | if ((pl->ob->contr->party == op->contr->party) && (on_same_map (pl->ob, caster))) |
888 | if ((pl->ob->contr->party == op->contr->party) |
|
|
889 | && on_same_map (pl->ob, op) |
|
|
890 | && pl->ob != op) |
916 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
891 | cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam); |
917 | |
892 | |
918 | spell->remove (); |
893 | spell->remove (); |
919 | return success; |
894 | return success; |
920 | } |
895 | } |
921 | |
896 | |
… | |
… | |
927 | * same as op. |
902 | * same as op. |
928 | * 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 |
929 | * is self only, dir really doesn't make a difference. |
904 | * is self only, dir really doesn't make a difference. |
930 | * 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, |
931 | * we can determine what to do. |
906 | * we can determine what to do. |
932 | * 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 |
933 | * 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 |
934 | * 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, |
935 | * etc. |
910 | * etc. |
936 | * 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 |
937 | * 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 |
… | |
… | |
945 | * 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), |
946 | * this function will decrease the mana/grace appropriately. For other |
921 | * this function will decrease the mana/grace appropriately. For other |
947 | * objects, the caller should do what it considers appropriate. |
922 | * objects, the caller should do what it considers appropriate. |
948 | */ |
923 | */ |
949 | int |
924 | int |
950 | 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) |
951 | { |
926 | { |
952 | const char *godname; |
927 | const char *godname; |
953 | int success = 0; |
928 | int success = 0; |
954 | 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 |
955 | |
933 | |
956 | if (!spell_ob) |
934 | if (!spell_ob) |
957 | { |
935 | { |
958 | LOG (llevError, "cast_spell: null spell object passed\n"); |
936 | LOG (llevError, "cast_spell: null spell object passed\n"); |
959 | return 0; |
937 | return 0; |
… | |
… | |
970 | } |
948 | } |
971 | |
949 | |
972 | /* 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 |
973 | * an issue, because they don't have any spellpaths set up. |
951 | * an issue, because they don't have any spellpaths set up. |
974 | */ |
952 | */ |
975 | 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]) |
976 | { |
954 | { |
977 | new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); |
955 | op->failmsg ("That spell path is denied to you."); |
978 | return 0; |
956 | return 0; |
979 | } |
957 | } |
|
|
958 | |
|
|
959 | object *skill = 0; |
980 | |
960 | |
981 | /* 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 |
982 | * (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 |
983 | * checks. We let monsters do special things - eg, they |
963 | * checks. We let monsters do special things - eg, they |
984 | * 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 |
985 | * should take care of that. |
965 | * should take care of that. |
986 | * 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 |
987 | * 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 |
988 | * at least process that code. |
968 | * at least process that code. |
989 | */ |
969 | */ |
… | |
… | |
993 | { |
973 | { |
994 | skill = find_skill_by_name (op, spell_ob->skill); |
974 | skill = find_skill_by_name (op, spell_ob->skill); |
995 | |
975 | |
996 | if (!skill) |
976 | if (!skill) |
997 | { |
977 | { |
998 | op->failmsg (format ("You need the skill %s to cast %s! " |
978 | op->failmsgf ("You need the %s skill to cast %s! " |
999 | "H<You either need to learn the skill via a skill scroll " |
979 | "H<You either need to learn the skill via a skill scroll " |
1000 | "or you need to wear a talisman or holy symbol.>", |
980 | "or you need to wear a talisman, holy symbol or another skill tool.>", |
1001 | &spell_ob->skill, &spell_ob->name)); |
981 | &spell_ob->skill, &spell_ob->name); |
1002 | return 0; |
982 | return 0; |
1003 | } |
983 | } |
1004 | |
984 | |
1005 | const char *msg = ""; |
985 | const char *msg = ""; |
1006 | |
986 | |
1007 | int caster_level = skill->level; |
987 | int caster_level = skill->level; |
… | |
… | |
1018 | msg = " (repelled)"; |
998 | msg = " (repelled)"; |
1019 | } |
999 | } |
1020 | |
1000 | |
1021 | if (spell_ob->level > caster_level) |
1001 | if (spell_ob->level > caster_level) |
1022 | { |
1002 | { |
1023 | op->failmsg (format ("You lack enough skill to cast that spell! " |
1003 | op->failmsgf ("You lack enough skill to cast that spell! " |
1024 | "H<Your effective cast level is %d%s, but level %d is required.>", |
1004 | "H<Your effective cast level is %d%s, but level %d is required.>", |
1025 | caster_level, msg, spell_ob->level)); |
1005 | caster_level, msg, spell_ob->level); |
1026 | if (!op->is_wiz ()) |
1006 | if (!op->is_wiz ()) |
1027 | return 0; |
1007 | return 0; |
1028 | } |
1008 | } |
1029 | } |
1009 | } |
1030 | |
1010 | |
1031 | /* 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 |
1032 | * to have sufficient grace/mana. |
1012 | * to have sufficient grace/mana. |
1033 | */ |
1013 | */ |
1034 | if (!QUERY_FLAG (op, FLAG_WIZCAST)) |
1014 | if (!op->flag [FLAG_WIZCAST]) |
1035 | { |
1015 | { |
1036 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1016 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1037 | 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) |
1038 | { |
1018 | { |
1039 | op->failmsg ("You don't have enough mana!"); |
1019 | op->failmsg ("You don't have enough mana!"); |
… | |
… | |
1047 | 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) |
1048 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1028 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1049 | else |
1029 | else |
1050 | { |
1030 | { |
1051 | 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); |
1052 | op->failmsg (format ("%s ignores your prayer.", godname)); |
1032 | op->failmsgf ("%s ignores your prayer.", godname); |
1053 | return 0; |
1033 | return 0; |
1054 | } |
1034 | } |
1055 | } |
1035 | } |
1056 | |
1036 | |
1057 | /* player/monster is trying to cast the spell. might fumble it */ |
1037 | /* player/monster is trying to cast the spell. might fumble it */ |
1058 | 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) < |
1059 | (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])) |
1060 | { |
1040 | { |
1061 | op->contr->play_sound (sound_find ("fumble_spell")); |
1041 | op->contr->play_sound (sound_find ("fumble_spell")); |
1062 | op->failmsg ("You fumble the prayer."); |
1042 | op->failmsg ("You fumble the prayer."); |
1063 | |
1043 | |
1064 | 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); |
… | |
… | |
1087 | * not alive, then this would mean that the mapmaker put the |
1067 | * not alive, then this would mean that the mapmaker put the |
1088 | * objects on the space - presume that they know what they are |
1068 | * objects on the space - presume that they know what they are |
1089 | * doing. |
1069 | * doing. |
1090 | */ |
1070 | */ |
1091 | |
1071 | |
1092 | 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 :-)! |
1093 | { |
1073 | { |
|
|
1074 | op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood |
1094 | op->failmsg ("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!"); |
1095 | return 0; |
1076 | return 0; |
1096 | } |
1077 | } |
1097 | |
1078 | |
1098 | if ((spell_ob->type == SPELL) |
1079 | if ((spell_ob->type == SPELL) |
1099 | && (caster->type != POTION) |
1080 | && (caster->type != POTION) |
1100 | && !QUERY_FLAG (op, FLAG_WIZCAST) |
1081 | && !op->flag [FLAG_WIZCAST] |
1101 | && (QUERY_FLAG (caster, FLAG_ALIVE) |
1082 | && (caster->flag [FLAG_ALIVE] |
1102 | || QUERY_FLAG (op, FLAG_ALIVE)) |
1083 | || op->flag [FLAG_ALIVE]) |
1103 | && (((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))) |
1104 | { |
1085 | { |
1105 | if (op->type != PLAYER) |
1086 | if (op->type != PLAYER) |
1106 | return 0; |
1087 | return 0; |
1107 | |
1088 | |
1108 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1089 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1109 | op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); |
1090 | op->failmsgf ("This ground is unholy! %s ignores you.", godname); |
1110 | else if (object *item = op->contr->ranged_ob) |
1091 | else if (object *item = op->contr->ranged_ob) |
1111 | { |
1092 | { |
1112 | if (item->type == SPELL) |
1093 | if (item->type == SPELL) |
1113 | op->failmsg ("Something blocks your spellcasting."); |
1094 | op->failmsg ("Something blocks your spellcasting."); |
1114 | else if (item->type == SCROLL) |
1095 | else if (item->type == SCROLL) |
… | |
… | |
1120 | op->failmsg ("Something blocks the spell!"); |
1101 | op->failmsg ("Something blocks the spell!"); |
1121 | |
1102 | |
1122 | return 0; |
1103 | return 0; |
1123 | } |
1104 | } |
1124 | |
1105 | |
|
|
1106 | // undo the flood protection from earlier |
|
|
1107 | op->speed_left += 4 * op->speed; // ~0.5s on failure |
|
|
1108 | |
1125 | /* Take into account how long it takes to cast the spell. |
1109 | /* Take into account how long it takes to cast the spell. |
1126 | * 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 |
1127 | * the spell object. If it is a spell object, have it |
1111 | * the spell object. If it is a spell object, have it |
1128 | * take two ticks. Things that cast spells on the players |
1112 | * take two ticks. Things that cast spells on the players |
1129 | * behalf (eg, altars, and whatever else) shouldn't cost |
1113 | * behalf (eg, altars, and whatever else) shouldn't cost |
1130 | * the player any time. |
1114 | * the player any time. |
1131 | * Ignore casting time for firewalls |
1115 | * Ignore casting time for firewalls |
1132 | */ |
1116 | */ |
1133 | if (caster == op && caster->type != FIREWALL) |
1117 | if (caster == op && caster->type != FIREWALL) |
1134 | { |
1118 | { |
1135 | 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; |
1136 | /* 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 |
1137 | * 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 |
1138 | */ |
1122 | */ |
1139 | 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) |
1140 | 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; |
1141 | } |
1125 | } |
1142 | 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) |
1143 | op->speed_left -= 2 * FABS (op->speed); |
1127 | op->speed_left -= 2 * op->speed; |
1144 | |
1128 | |
1145 | if (op->type == PLAYER && op == caster) |
1129 | if (op->type == PLAYER && op == caster) |
1146 | { |
1130 | { |
1147 | 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); |
1148 | 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); |
… | |
… | |
1153 | * object requires. |
1137 | * object requires. |
1154 | */ |
1138 | */ |
1155 | if (op != caster && !skill && caster->skill) |
1139 | if (op != caster && !skill && caster->skill) |
1156 | { |
1140 | { |
1157 | skill = find_skill_by_name (op, caster->skill); |
1141 | skill = find_skill_by_name (op, caster->skill); |
|
|
1142 | |
1158 | if (!skill) |
1143 | if (!skill) |
1159 | { |
1144 | { |
1160 | op->failmsg (format ("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)); |
1161 | return 0; |
1146 | return 0; |
1162 | } |
1147 | } |
1163 | |
|
|
1164 | op->change_skill (skill); /* needed for proper exp credit */ |
|
|
1165 | } |
1148 | } |
1166 | |
1149 | |
1167 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
1150 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) |
1168 | return RESULT_INT (0); |
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; |
1169 | |
1159 | |
1170 | switch (spell_ob->subtype) |
1160 | switch (spell_ob->subtype) |
1171 | { |
1161 | { |
1172 | /* 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 |
1173 | * in spells.h. |
1163 | * in spells.h. |
1174 | */ |
1164 | */ |
1175 | case SP_RAISE_DEAD: |
1165 | case SP_RAISE_DEAD: |
1176 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1166 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam); |
1177 | break; |
1167 | break; |
1178 | |
1168 | |
1179 | case SP_RUNE: |
1169 | case SP_RUNE: |
1180 | success = write_rune (op, caster, spell_ob, dir, stringarg); |
1170 | success = write_rune (op, caster, spell_ob, dir, spellparam); |
1181 | break; |
1171 | break; |
1182 | |
1172 | |
1183 | case SP_MAKE_MARK: |
1173 | case SP_MAKE_MARK: |
1184 | success = write_mark (op, spell_ob, stringarg); |
1174 | success = write_mark (op, spell_ob, spellparam); |
1185 | break; |
1175 | break; |
1186 | |
1176 | |
1187 | case SP_BOLT: |
1177 | case SP_BOLT: |
1188 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1178 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1189 | break; |
1179 | break; |
… | |
… | |
1218 | |
1208 | |
1219 | case SP_DIMENSION_DOOR: |
1209 | case SP_DIMENSION_DOOR: |
1220 | /* dimension door needs the actual caster, because that is what is |
1210 | /* dimension door needs the actual caster, because that is what is |
1221 | * moved. |
1211 | * moved. |
1222 | */ |
1212 | */ |
1223 | success = dimension_door (op, caster, spell_ob, dir); |
1213 | success = dimension_door (op, caster, spell_ob, dir, spellparam); |
1224 | break; |
1214 | break; |
1225 | |
1215 | |
1226 | case SP_MAGIC_MAPPING: |
1216 | case SP_MAGIC_MAPPING: |
1227 | if (op->type == PLAYER) |
1217 | if (op->type == PLAYER) |
1228 | { |
1218 | { |
… | |
… | |
1261 | case SP_HEALING: |
1251 | case SP_HEALING: |
1262 | success = cast_heal (op, caster, spell_ob, dir); |
1252 | success = cast_heal (op, caster, spell_ob, dir); |
1263 | break; |
1253 | break; |
1264 | |
1254 | |
1265 | case SP_CREATE_FOOD: |
1255 | case SP_CREATE_FOOD: |
1266 | success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1256 | success = cast_create_food (op, caster, spell_ob, dir, spellparam); |
1267 | break; |
1257 | break; |
1268 | |
1258 | |
1269 | case SP_EARTH_TO_DUST: |
1259 | case SP_EARTH_TO_DUST: |
1270 | success = cast_earth_to_dust (op, caster, spell_ob); |
1260 | success = cast_earth_to_dust (op, caster, spell_ob); |
1271 | break; |
1261 | break; |
… | |
… | |
1281 | case SP_CURSE: |
1271 | case SP_CURSE: |
1282 | success = cast_curse (op, caster, spell_ob, dir); |
1272 | success = cast_curse (op, caster, spell_ob, dir); |
1283 | break; |
1273 | break; |
1284 | |
1274 | |
1285 | case SP_SUMMON_MONSTER: |
1275 | case SP_SUMMON_MONSTER: |
1286 | success = summon_object (op, caster, spell_ob, dir, stringarg); |
1276 | success = summon_object (op, caster, spell_ob, dir, spellparam); |
1287 | break; |
1277 | break; |
1288 | |
1278 | |
1289 | case SP_CHARGING: |
1279 | case SP_CHARGING: |
1290 | success = recharge (op, caster, spell_ob); |
1280 | success = recharge (op, caster, spell_ob); |
1291 | break; |
1281 | break; |
… | |
… | |
1324 | break; |
1314 | break; |
1325 | |
1315 | |
1326 | case SP_MOVING_BALL: |
1316 | case SP_MOVING_BALL: |
1327 | 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) |
1328 | { |
1318 | { |
1329 | op->failmsg (format ("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); |
1330 | success = 0; |
1320 | success = 0; |
1331 | } |
1321 | } |
1332 | else |
1322 | else |
1333 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1323 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1334 | break; |
1324 | break; |
… | |
… | |
1345 | /* in rune.c */ |
1335 | /* in rune.c */ |
1346 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1336 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1347 | break; |
1337 | break; |
1348 | |
1338 | |
1349 | case SP_CREATE_MISSILE: |
1339 | case SP_CREATE_MISSILE: |
1350 | success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1340 | success = cast_create_missile (op, caster, spell_ob, dir, spellparam); |
1351 | break; |
1341 | break; |
1352 | |
1342 | |
1353 | case SP_CONSECRATE: |
1343 | case SP_CONSECRATE: |
1354 | success = cast_consecrate (op, caster, spell_ob); |
1344 | success = cast_consecrate (op, caster, spell_ob); |
1355 | break; |
1345 | break; |
… | |
… | |
1377 | case SP_AURA: |
1367 | case SP_AURA: |
1378 | success = create_aura (op, caster, spell_ob); |
1368 | success = create_aura (op, caster, spell_ob); |
1379 | break; |
1369 | break; |
1380 | |
1370 | |
1381 | case SP_PARTY_SPELL: |
1371 | case SP_PARTY_SPELL: |
1382 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1372 | success = cast_party_spell (op, caster, dir, spell_ob, spellparam); |
1383 | break; |
1373 | break; |
1384 | |
1374 | |
1385 | default: |
1375 | default: |
1386 | 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); |
1387 | } |
1377 | } |
|
|
1378 | |
|
|
1379 | // restore chosen_skill |
|
|
1380 | op->chosen_skill = chosen_skill; |
1388 | |
1381 | |
1389 | op->play_sound ( |
1382 | op->play_sound ( |
1390 | success |
1383 | success |
1391 | ? spell_ob->sound |
1384 | ? spell_ob->sound |
1392 | ? spell_ob->sound |
1385 | ? spell_ob->sound |
… | |
… | |
1446 | move_aura (op); |
1439 | move_aura (op); |
1447 | break; |
1440 | break; |
1448 | } |
1441 | } |
1449 | } |
1442 | } |
1450 | |
1443 | |
1451 | /* this checks to see if something special should happen if |
|
|
1452 | * something runs into the object. |
|
|
1453 | */ |
|
|
1454 | void |
|
|
1455 | check_spell_effect (object *op) |
|
|
1456 | { |
|
|
1457 | switch (op->subtype) |
|
|
1458 | { |
|
|
1459 | case SP_BOLT: |
|
|
1460 | move_bolt (op); |
|
|
1461 | return; |
|
|
1462 | |
|
|
1463 | case SP_BULLET: |
|
|
1464 | check_bullet (op); |
|
|
1465 | return; |
|
|
1466 | } |
|
|
1467 | } |
|
|
1468 | |
|
|
1469 | /* This is called by move_apply. Basically, if someone |
1444 | /* This is called by move_apply. Basically, if someone |
1470 | * 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 |
1471 | * are set, this is called. This should only be called for |
1446 | * are set, this is called. This should only be called for |
1472 | * objects of the appropriate type. |
1447 | * objects of the appropriate type. |
1473 | */ |
1448 | */ |
… | |
… | |
1475 | apply_spell_effect (object *spell, object *victim) |
1450 | apply_spell_effect (object *spell, object *victim) |
1476 | { |
1451 | { |
1477 | switch (spell->subtype) |
1452 | switch (spell->subtype) |
1478 | { |
1453 | { |
1479 | case SP_CONE: |
1454 | case SP_CONE: |
1480 | if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1455 | if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype) |
1481 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1456 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1482 | break; |
1457 | break; |
1483 | |
1458 | |
1484 | case SP_MAGIC_MISSILE: |
1459 | case SP_MAGIC_MISSILE: |
1485 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1460 | if (victim->flag [FLAG_ALIVE]) |
1486 | { |
1461 | { |
1487 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1462 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1488 | spell->destroy (); |
1463 | spell->destroy (); |
1489 | } |
1464 | } |
1490 | break; |
1465 | break; |
1491 | |
1466 | |
1492 | case SP_MOVING_BALL: |
1467 | case SP_MOVING_BALL: |
1493 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1468 | if (victim->flag [FLAG_ALIVE]) |
1494 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1469 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1495 | else if (victim->materialname) |
1470 | else if (victim->material != MATERIAL_NULL) |
1496 | save_throw_object (victim, spell->attacktype, spell); |
1471 | save_throw_object (victim, spell->attacktype, spell); |
1497 | |
1472 | |
1498 | break; |
1473 | break; |
1499 | } |
1474 | } |
1500 | } |
1475 | } |
… | |
… | |
1504 | * the victim with a specific maximum level. |
1479 | * the victim with a specific maximum level. |
1505 | */ |
1480 | */ |
1506 | void |
1481 | void |
1507 | create_exploding_ball_at (object *victim, int level) |
1482 | create_exploding_ball_at (object *victim, int level) |
1508 | { |
1483 | { |
1509 | object *ball = get_archetype (EXPLODING_FIREBALL); |
1484 | object *ball = archetype::get (EXPLODING_FIREBALL); |
1510 | ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; |
1485 | ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; |
1511 | ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2; |
1486 | ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2; |
1512 | ball->insert_at (victim); |
1487 | ball->insert_at (victim); |
1513 | } |
1488 | } |