1 | /* |
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2 | * static char *rcsid_spell_util_c = |
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3 | * "$Id: spell_util.C,v 1.1 2006/08/13 17:16:05 elmex Exp $"; |
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4 | */ |
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5 | |
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6 | |
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7 | /* |
1 | /* |
8 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
9 | |
3 | |
10 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
22 | |
16 | |
23 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
24 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 | |
20 | |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
28 | */ |
22 | */ |
29 | |
23 | |
30 | |
24 | |
31 | #include <global.h> |
25 | #include <global.h> |
32 | #include <spells.h> |
26 | #include <spells.h> |
33 | #include <object.h> |
27 | #include <object.h> |
34 | #include <errno.h> |
28 | #include <errno.h> |
35 | #ifndef __CEXTRACT__ |
29 | #ifndef __CEXTRACT__ |
36 | #include <sproto.h> |
30 | # include <sproto.h> |
37 | #endif |
31 | #endif |
38 | #include <sounds.h> |
32 | #include <sounds.h> |
39 | |
33 | |
40 | extern char *spell_mapping[]; |
34 | extern char *spell_mapping[]; |
41 | |
35 | |
42 | /* This returns a random spell from 'ob'. If skill is set, then |
36 | /* This returns a random spell from 'ob'. If skill is set, then |
43 | * the spell must be of this skill, it can be NULL in which case all |
37 | * the spell must be of this skill, it can be NULL in which case all |
44 | * matching spells are used. |
38 | * matching spells are used. |
45 | */ |
39 | */ |
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40 | object * |
46 | object *find_random_spell_in_ob(object *ob, const char *skill) |
41 | find_random_spell_in_ob (object *ob, const char *skill) |
47 | { |
42 | { |
48 | int k=0,s; |
43 | int k = 0, s; |
49 | object *tmp; |
44 | object *tmp; |
50 | |
45 | |
51 | for (tmp=ob->inv; tmp; tmp=tmp->below) |
46 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
52 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++; |
47 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
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48 | k++; |
53 | |
49 | |
54 | /* No spells, no need to progess further */ |
50 | /* No spells, no need to progess further */ |
55 | if (!k) return NULL; |
51 | if (!k) |
56 | |
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57 | s = RANDOM() % k; |
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58 | |
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59 | for (tmp=ob->inv; tmp; tmp=tmp->below) |
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60 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) { |
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61 | if (!s) return tmp; |
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62 | else s--; |
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63 | } |
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64 | /* Should never get here, but just in case */ |
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65 | return NULL; |
52 | return NULL; |
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53 | |
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54 | s = RANDOM () % k; |
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55 | |
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56 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
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57 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
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58 | { |
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59 | if (!s) |
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60 | return tmp; |
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61 | else |
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62 | s--; |
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63 | } |
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64 | /* Should never get here, but just in case */ |
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65 | return NULL; |
66 | } |
66 | } |
67 | |
67 | |
68 | /* Relatively simple function that gets used a lot. |
68 | /* Relatively simple function that gets used a lot. |
69 | * Basically, it sets up the skill pointer for the spell being |
69 | * Basically, it sets up the skill pointer for the spell being |
70 | * cast. If op is really casting the spell, then the skill |
70 | * cast. If op is really casting the spell, then the skill |
71 | * is whatever skill the spell requires. |
71 | * is whatever skill the spell requires. |
72 | * if instead caster (rod, horn, wand, etc) is casting the skill, |
72 | * if instead caster (rod, horn, wand, etc) is casting the skill, |
73 | * then they get exp for the skill that you need to use for |
73 | * then they get exp for the skill that you need to use for |
74 | * that object (use magic device). |
74 | * that object (use magic device). |
75 | */ |
75 | */ |
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76 | void |
76 | void set_spell_skill(object *op, object *caster, object *spob, object *dest) |
77 | set_spell_skill (object *op, object *caster, object *spob, object *dest) |
77 | { |
78 | { |
78 | if (dest->skill) FREE_AND_CLEAR_STR(dest->skill); |
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79 | if (caster == op && spob->skill) |
79 | if (caster == op && spob->skill) |
80 | dest->skill = add_refcount(spob->skill); |
80 | dest->skill = spob->skill; |
81 | else if (caster->skill) |
81 | else |
82 | dest->skill = add_refcount(caster->skill); |
82 | dest->skill = caster->skill; |
83 | } |
83 | } |
84 | |
84 | |
85 | /* init_spells: This should really be called check_spells, as that |
85 | /* init_spells: This should really be called check_spells, as that |
86 | * is what it does. It goes through the spells looking for any |
86 | * is what it does. It goes through the spells looking for any |
87 | * obvious errors. This was most useful in debugging when re-doing |
87 | * obvious errors. This was most useful in debugging when re-doing |
88 | * all the spells to catch simple errors. To use it all the time |
88 | * all the spells to catch simple errors. To use it all the time |
89 | * will result in it spitting out messages that aren't really errors. |
89 | * will result in it spitting out messages that aren't really errors. |
90 | */ |
90 | */ |
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91 | void |
91 | void init_spells(void) { |
92 | init_spells (void) |
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93 | { |
92 | #ifdef SPELL_DEBUG |
94 | #ifdef SPELL_DEBUG |
93 | static int init_spells_done = 0; |
95 | static int init_spells_done = 0; |
94 | int i; |
96 | int i; |
95 | archetype *at; |
97 | archetype *at; |
96 | |
98 | |
97 | if (init_spells_done) |
99 | if (init_spells_done) |
98 | return; |
100 | return; |
99 | LOG(llevDebug, "Checking spells...\n"); |
101 | LOG (llevDebug, "Checking spells...\n"); |
100 | |
102 | |
101 | for (at=first_archetype; at; at=at->next) { |
103 | for (at = first_archetype; at; at = at->next) |
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104 | { |
102 | if (at->clone.type == SPELL) { |
105 | if (at->clone.type == SPELL) |
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106 | { |
103 | if (at->clone.skill) { |
107 | if (at->clone.skill) |
104 | for (i=1; i<NUM_SKILLS; i++) |
108 | { |
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109 | for (i = 1; i < NUM_SKILLS; i++) |
105 | if (!strcmp(skill_names[i], at->clone.skill)) break; |
110 | if (!strcmp (skill_names[i], at->clone.skill)) |
106 | if (i==NUM_SKILLS) { |
111 | break; |
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112 | if (i == NUM_SKILLS) |
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113 | { |
107 | LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
114 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
108 | } |
115 | } |
109 | } |
116 | } |
110 | /* other_arch is already checked for in the loader */ |
117 | /* other_arch is already checked for in the loader */ |
111 | } |
118 | } |
112 | } |
119 | } |
113 | |
120 | |
114 | i=0; |
121 | i = 0; |
115 | while (spell_mapping[i]) { |
122 | while (spell_mapping[i]) |
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123 | { |
116 | if (!find_archetype(spell_mapping[i])) { |
124 | if (!archetype::find (spell_mapping[i])) |
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125 | { |
117 | LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
126 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
118 | } |
127 | } |
119 | i++; |
128 | i++; |
120 | } |
129 | } |
121 | LOG(llevDebug, "Checking spells completed.\n"); |
130 | LOG (llevDebug, "Checking spells completed.\n"); |
122 | #endif |
131 | #endif |
123 | } |
132 | } |
124 | |
133 | |
125 | /* Dumps all the spells - now also dumps skill associated with the spell. |
134 | /* Dumps all the spells - now also dumps skill associated with the spell. |
126 | * not sure what this would be used for, as the data seems pretty |
135 | * not sure what this would be used for, as the data seems pretty |
127 | * minimal, but easy enough to keep around. |
136 | * minimal, but easy enough to keep around. |
128 | */ |
137 | */ |
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138 | void |
129 | void dump_spells(void) |
139 | dump_spells (void) |
130 | { |
140 | { |
131 | archetype *at; |
141 | archetype *at; |
132 | |
142 | |
133 | for (at=first_archetype; at; at=at->next) { |
143 | for (at = first_archetype; at; at = at->next) |
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144 | { |
134 | if (at->clone.type == SPELL) { |
145 | if (at->clone.type == SPELL) |
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146 | { |
135 | fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name?at->clone.name:"null", |
147 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
136 | at->name, at->clone.other_arch?at->clone.other_arch->name:"null", |
148 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
137 | at->clone.skill?at->clone.skill:"null", at->clone.level); |
149 | } |
138 | } |
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139 | } |
150 | } |
140 | } |
151 | } |
141 | |
152 | |
142 | /* pretty basic function - basically just takes |
153 | /* pretty basic function - basically just takes |
143 | * an object, sets the x,y, and calls insert_ob_in_map |
154 | * an object, sets the x,y, and calls insert_ob_in_map |
144 | */ |
155 | */ |
145 | |
156 | |
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157 | void |
146 | void spell_effect (object *spob, int x, int y, mapstruct *map, |
158 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
147 | object *originator) |
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148 | { |
159 | { |
149 | |
160 | |
150 | if (spob->other_arch != NULL) { |
161 | if (spob->other_arch != NULL) |
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162 | { |
151 | object *effect = arch_to_object(spob->other_arch); |
163 | object *effect = arch_to_object (spob->other_arch); |
152 | |
164 | |
153 | effect->x = x; |
165 | effect->x = x; |
154 | effect->y = y; |
166 | effect->y = y; |
155 | |
167 | |
156 | insert_ob_in_map(effect, map, originator,0); |
168 | insert_ob_in_map (effect, map, originator, 0); |
157 | } |
169 | } |
158 | } |
170 | } |
159 | |
171 | |
160 | /* |
172 | /* |
161 | * This function takes a caster and spell and presents the |
173 | * This function takes a caster and spell and presents the |
… | |
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165 | * |
177 | * |
166 | * caster is person casting hte spell. |
178 | * caster is person casting hte spell. |
167 | * spell is the spell object. |
179 | * spell is the spell object. |
168 | * Returns modified level. |
180 | * Returns modified level. |
169 | */ |
181 | */ |
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182 | int |
170 | int min_casting_level(object *caster, object *spell) |
183 | min_casting_level (object *caster, object *spell) |
171 | { |
184 | { |
172 | int new_level; |
185 | int new_level; |
173 | |
186 | |
174 | if (caster->path_denied & spell->path_attuned) { |
187 | if (caster->path_denied & spell->path_attuned) |
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188 | { |
175 | /* This case is not a bug, just the fact that this function is |
189 | /* This case is not a bug, just the fact that this function is |
176 | * usually called BEFORE checking for path_deny. -AV |
190 | * usually called BEFORE checking for path_deny. -AV |
177 | */ |
191 | */ |
178 | #if 0 |
192 | #if 0 |
179 | LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " |
193 | LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " "spell\n", caster->arch->name, caster->name); |
180 | "spell\n", caster->arch->name, caster->name); |
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181 | #endif |
194 | #endif |
182 | return 1; |
195 | return 1; |
183 | } |
196 | } |
184 | new_level = spell->level |
197 | new_level = spell->level |
185 | + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) |
198 | + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); |
186 | + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); |
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187 | return (new_level < 1) ? 1 : new_level; |
199 | return (new_level < 1) ? 1 : new_level; |
188 | } |
200 | } |
189 | |
201 | |
190 | |
202 | |
191 | /* This function returns the effective level the spell |
203 | /* This function returns the effective level the spell |
192 | * is being cast at. |
204 | * is being cast at. |
193 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
205 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
194 | * This is because the new code compares casting_level against |
206 | * This is because the new code compares casting_level against |
195 | * min_caster_level, so the difference is effectively 4 |
207 | * min_caster_level, so the difference is effectively 4 |
196 | */ |
208 | */ |
197 | |
209 | |
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210 | int |
198 | int caster_level(object *caster, object *spell) |
211 | caster_level (object *caster, object *spell) |
199 | { |
212 | { |
200 | int level = caster->level; |
213 | int level = caster->level; |
201 | |
214 | |
202 | /* If this is a player, try to find the matching skill */ |
215 | /* If this is a player, try to find the matching skill */ |
203 | if (caster->type == PLAYER && spell->skill) { |
216 | if (caster->type == PLAYER && spell->skill) |
204 | int i; |
217 | { |
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218 | int i; |
205 | |
219 | |
206 | for (i=0; i < NUM_SKILLS; i++) |
220 | for (i = 0; i < NUM_SKILLS; i++) |
207 | if (caster->contr->last_skill_ob[i] && |
221 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
208 | caster->contr->last_skill_ob[i]->skill == spell->skill) { |
222 | { |
209 | level = caster->contr->last_skill_ob[i]->level; |
223 | level = caster->contr->last_skill_ob[i]->level; |
210 | break; |
224 | break; |
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225 | } |
211 | } |
226 | } |
212 | } |
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213 | |
227 | |
214 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
228 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
215 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
229 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
216 | { |
230 | { |
217 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
231 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
218 | int sk_level = skill ? skill->level : 1; |
232 | int sk_level = skill ? skill->level : 1; |
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233 | |
219 | level = MIN (level, sk_level + level / 10 + 1); |
234 | level = MIN (level, sk_level + level / 10 + 1); |
220 | } |
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221 | |
235 | } |
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236 | |
222 | /* Got valid caster level. Now adjust for attunement */ |
237 | /* Got valid caster level. Now adjust for attunement */ |
223 | level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) |
238 | level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); |
224 | + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); |
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225 | |
239 | |
226 | /* Always make this at least 1. If this is zero, we get divide by zero |
240 | /* Always make this at least 1. If this is zero, we get divide by zero |
227 | * errors in various places. |
241 | * errors in various places. |
228 | */ |
242 | */ |
229 | if (level < 1) level = 1; |
243 | if (level < 1) |
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244 | level = 1; |
230 | return level; |
245 | return level; |
231 | } |
246 | } |
232 | |
247 | |
233 | /* The following function scales the spellpoint cost of |
248 | /* The following function scales the spellpoint cost of |
234 | * a spell by it's increased effectiveness. Some of the |
249 | * a spell by it's increased effectiveness. Some of the |
235 | * lower level spells become incredibly vicious at high |
250 | * lower level spells become incredibly vicious at high |
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240 | * spell is the spell object. |
255 | * spell is the spell object. |
241 | * Note that it is now possible for a spell to cost both grace and |
256 | * Note that it is now possible for a spell to cost both grace and |
242 | * mana. In that case, we return which ever value is higher. |
257 | * mana. In that case, we return which ever value is higher. |
243 | */ |
258 | */ |
244 | |
259 | |
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260 | sint16 |
245 | sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags) |
261 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
246 | { |
262 | { |
247 | int sp, grace, level = caster_level(caster, spell); |
263 | int sp, grace, level = caster_level (caster, spell); |
248 | |
264 | |
249 | if (settings.spellpoint_level_depend == TRUE) { |
265 | if (settings.spellpoint_level_depend == TRUE) |
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266 | { |
250 | if (spell->stats.sp && spell->stats.maxsp) { |
267 | if (spell->stats.sp && spell->stats.maxsp) |
251 | sp= (int) (spell->stats.sp * |
268 | { |
252 | (1.0 + MAX(0, |
269 | sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); |
253 | (float)(level-spell->level)/ (float)spell->stats.maxsp))); |
270 | } |
254 | } |
271 | else |
255 | else sp = spell->stats.sp; |
272 | sp = spell->stats.sp; |
256 | |
273 | |
257 | sp *= (int) PATH_SP_MULT(caster,spell); |
274 | sp *= (int) PATH_SP_MULT (caster, spell); |
258 | if (!sp && spell->stats.sp) sp=1; |
275 | if (!sp && spell->stats.sp) |
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276 | sp = 1; |
259 | |
277 | |
260 | if (spell->stats.grace && spell->stats.maxgrace) { |
278 | if (spell->stats.grace && spell->stats.maxgrace) |
261 | grace= (int) (spell->stats.grace * |
279 | { |
262 | (1.0 + MAX(0, |
280 | grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); |
263 | (float)(level-spell->level)/ (float)spell->stats.maxgrace))); |
281 | } |
264 | } |
282 | else |
265 | else grace = spell->stats.grace; |
283 | grace = spell->stats.grace; |
266 | |
284 | |
267 | grace *= (int) PATH_SP_MULT(caster,spell); |
285 | grace *= (int) PATH_SP_MULT (caster, spell); |
268 | if (spell->stats.grace && !grace) grace=1; |
286 | if (spell->stats.grace && !grace) |
269 | } else { |
287 | grace = 1; |
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288 | } |
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289 | else |
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290 | { |
270 | sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell)); |
291 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
271 | if (spell->stats.sp && !sp) sp=1; |
292 | if (spell->stats.sp && !sp) |
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293 | sp = 1; |
272 | grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell)); |
294 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
273 | if (spell->stats.grace && !grace) grace=1; |
295 | if (spell->stats.grace && !grace) |
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296 | grace = 1; |
274 | } |
297 | } |
275 | if (flags == SPELL_HIGHEST) |
298 | if (flags == SPELL_HIGHEST) |
276 | return MAX(sp, grace); |
299 | return MAX (sp, grace); |
277 | else if (flags == SPELL_GRACE) |
300 | else if (flags == SPELL_GRACE) |
278 | return grace; |
301 | return grace; |
279 | else if (flags == SPELL_MANA) |
302 | else if (flags == SPELL_MANA) |
280 | return sp; |
303 | return sp; |
281 | else { |
304 | else |
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305 | { |
282 | LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
306 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
283 | return 0; |
307 | return 0; |
284 | } |
308 | } |
285 | } |
309 | } |
286 | |
310 | |
287 | |
311 | |
288 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
312 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
289 | * spob is the spell we are adjusting. |
313 | * spob is the spell we are adjusting. |
290 | */ |
314 | */ |
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315 | int |
291 | int SP_level_dam_adjust(object *caster, object *spob) |
316 | SP_level_dam_adjust (object *caster, object *spob) |
292 | { |
317 | { |
293 | int level = caster_level (caster, spob); |
318 | int level = caster_level (caster, spob); |
294 | int adj = level - min_casting_level(caster, spob); |
319 | int adj = level - min_casting_level (caster, spob); |
295 | |
320 | |
296 | if(adj < 0) adj=0; |
321 | if (adj < 0) |
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322 | adj = 0; |
297 | if (spob->dam_modifier) |
323 | if (spob->dam_modifier) |
298 | adj/=spob->dam_modifier; |
324 | adj /= spob->dam_modifier; |
299 | else adj=0; |
325 | else |
|
|
326 | adj = 0; |
300 | return adj; |
327 | return adj; |
301 | } |
328 | } |
302 | |
329 | |
303 | /* Adjust the strength of the spell based on level. |
330 | /* Adjust the strength of the spell based on level. |
304 | * This is basically the same as SP_level_dam_adjust above, |
331 | * This is basically the same as SP_level_dam_adjust above, |
305 | * but instead looks at the level_modifier value. |
332 | * but instead looks at the level_modifier value. |
306 | */ |
333 | */ |
|
|
334 | int |
307 | int SP_level_duration_adjust(object *caster, object *spob) |
335 | SP_level_duration_adjust (object *caster, object *spob) |
308 | { |
336 | { |
309 | int level = caster_level (caster, spob); |
337 | int level = caster_level (caster, spob); |
310 | int adj = level - min_casting_level(caster, spob); |
338 | int adj = level - min_casting_level (caster, spob); |
311 | |
339 | |
312 | if(adj < 0) adj=0; |
340 | if (adj < 0) |
|
|
341 | adj = 0; |
313 | if(spob->duration_modifier) |
342 | if (spob->duration_modifier) |
314 | adj/=spob->duration_modifier; |
343 | adj /= spob->duration_modifier; |
315 | else adj=0; |
344 | else |
|
|
345 | adj = 0; |
316 | |
346 | |
317 | return adj; |
347 | return adj; |
318 | } |
348 | } |
319 | |
349 | |
320 | /* Adjust the strength of the spell based on level. |
350 | /* Adjust the strength of the spell based on level. |
321 | * This is basically the same as SP_level_dam_adjust above, |
351 | * This is basically the same as SP_level_dam_adjust above, |
322 | * but instead looks at the level_modifier value. |
352 | * but instead looks at the level_modifier value. |
323 | */ |
353 | */ |
|
|
354 | int |
324 | int SP_level_range_adjust(object *caster, object *spob) |
355 | SP_level_range_adjust (object *caster, object *spob) |
325 | { |
356 | { |
326 | int level = caster_level (caster, spob); |
357 | int level = caster_level (caster, spob); |
327 | int adj = level - min_casting_level(caster, spob); |
358 | int adj = level - min_casting_level (caster, spob); |
328 | |
359 | |
329 | if(adj < 0) adj=0; |
360 | if (adj < 0) |
|
|
361 | adj = 0; |
330 | if(spob->range_modifier) |
362 | if (spob->range_modifier) |
331 | adj/=spob->range_modifier; |
363 | adj /= spob->range_modifier; |
332 | else adj=0; |
364 | else |
|
|
365 | adj = 0; |
333 | |
366 | |
334 | return adj; |
367 | return adj; |
335 | } |
368 | } |
336 | |
369 | |
337 | /* Checks to see if player knows the spell. If the name is the same |
370 | /* Checks to see if player knows the spell. If the name is the same |
338 | * as an existing spell, we presume they know it. |
371 | * as an existing spell, we presume they know it. |
339 | * returns 1 if they know the spell, 0 if they don't. |
372 | * returns 1 if they know the spell, 0 if they don't. |
340 | */ |
373 | */ |
|
|
374 | object * |
341 | object *check_spell_known (object *op, const char *name) |
375 | check_spell_known (object *op, const char *name) |
342 | { |
376 | { |
343 | object *spop; |
377 | object *spop; |
344 | |
378 | |
345 | for (spop=op->inv; spop; spop=spop->below) |
379 | for (spop = op->inv; spop; spop = spop->below) |
346 | if (spop->type == SPELL && !strcmp(spop->name, name)) return spop; |
380 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
|
|
381 | return spop; |
347 | |
382 | |
348 | return NULL; |
383 | return NULL; |
349 | } |
384 | } |
350 | |
385 | |
351 | |
386 | |
352 | /* |
387 | /* |
353 | * Look at object 'op' and see if they know the spell |
388 | * Look at object 'op' and see if they know the spell |
… | |
… | |
356 | * returns the matching spell object, or NULL. |
391 | * returns the matching spell object, or NULL. |
357 | * If we match multiple spells but don't get an |
392 | * If we match multiple spells but don't get an |
358 | * exact match, we also return NULL. |
393 | * exact match, we also return NULL. |
359 | */ |
394 | */ |
360 | |
395 | |
|
|
396 | object * |
361 | object *lookup_spell_by_name(object *op,const char *spname) { |
397 | lookup_spell_by_name (object *op, const char *spname) |
|
|
398 | { |
362 | object *spob1=NULL, *spob2=NULL, *spob; |
399 | object *spob1 = NULL, *spob2 = NULL, *spob; |
363 | int nummatch=0; |
400 | int nummatch = 0; |
364 | |
401 | |
365 | if(spname==NULL) return NULL; |
402 | if (spname == NULL) |
366 | |
|
|
367 | /* Try to find the spell. We store the results in spob1 |
|
|
368 | * and spob2 - spob1 is only taking the length of |
|
|
369 | * the past spname, spob2 uses the length of the spell name. |
|
|
370 | */ |
|
|
371 | for (spob = op->inv; spob; spob=spob->below) { |
|
|
372 | if (spob->type == SPELL) { |
|
|
373 | if (!strncmp(spob->name, spname, strlen(spname))) { |
|
|
374 | nummatch++; |
|
|
375 | spob1 = spob; |
|
|
376 | } else if (!strncmp(spob->name, spname, strlen(spob->name))) { |
|
|
377 | /* if spells have ambiguous names, it makes matching |
|
|
378 | * really difficult. (eg, fire and fireball would |
|
|
379 | * fall into this category). It shouldn't be hard to |
|
|
380 | * make sure spell names don't overlap in that fashion. |
|
|
381 | */ |
|
|
382 | if (spob2) |
|
|
383 | LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n", |
|
|
384 | spob2->name, spob->name); |
|
|
385 | spob2 = spob; |
|
|
386 | } |
|
|
387 | } |
|
|
388 | } |
|
|
389 | /* if we have best match, return it. Otherwise, if we have one match |
|
|
390 | * on the loser match, return that, otehrwise null |
|
|
391 | */ |
|
|
392 | if (spob2) return spob2; |
|
|
393 | if (spob1 && nummatch == 1) return spob1; |
|
|
394 | return NULL; |
403 | return NULL; |
|
|
404 | |
|
|
405 | /* Try to find the spell. We store the results in spob1 |
|
|
406 | * and spob2 - spob1 is only taking the length of |
|
|
407 | * the past spname, spob2 uses the length of the spell name. |
|
|
408 | */ |
|
|
409 | for (spob = op->inv; spob; spob = spob->below) |
|
|
410 | { |
|
|
411 | if (spob->type == SPELL) |
|
|
412 | { |
|
|
413 | if (!strncmp (spob->name, spname, strlen (spname))) |
|
|
414 | { |
|
|
415 | nummatch++; |
|
|
416 | spob1 = spob; |
|
|
417 | } |
|
|
418 | else if (!strncmp (spob->name, spname, strlen (spob->name))) |
|
|
419 | { |
|
|
420 | /* if spells have ambiguous names, it makes matching |
|
|
421 | * really difficult. (eg, fire and fireball would |
|
|
422 | * fall into this category). It shouldn't be hard to |
|
|
423 | * make sure spell names don't overlap in that fashion. |
|
|
424 | */ |
|
|
425 | if (spob2) |
|
|
426 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
|
|
427 | spob2 = spob; |
|
|
428 | } |
|
|
429 | } |
|
|
430 | } |
|
|
431 | /* if we have best match, return it. Otherwise, if we have one match |
|
|
432 | * on the loser match, return that, otehrwise null |
|
|
433 | */ |
|
|
434 | if (spob2) |
|
|
435 | return spob2; |
|
|
436 | if (spob1 && nummatch == 1) |
|
|
437 | return spob1; |
|
|
438 | return NULL; |
395 | } |
439 | } |
396 | |
440 | |
397 | /* reflwall - decides weither the (spell-)object sp_op will |
441 | /* reflwall - decides weither the (spell-)object sp_op will |
398 | * be reflected from the given mapsquare. Returns 1 if true. |
442 | * be reflected from the given mapsquare. Returns 1 if true. |
399 | * (Note that for living creatures there is a small chance that |
443 | * (Note that for living creatures there is a small chance that |
400 | * reflect_spell fails.) |
444 | * reflect_spell fails.) |
401 | * Caller should be sure it passes us valid map coordinates |
445 | * Caller should be sure it passes us valid map coordinates |
402 | * eg, updated for tiled maps. |
446 | * eg, updated for tiled maps. |
403 | */ |
447 | */ |
|
|
448 | int |
404 | int reflwall(mapstruct *m,int x,int y, object *sp_op) { |
449 | reflwall (maptile *m, int x, int y, object *sp_op) |
|
|
450 | { |
405 | object *op; |
451 | object *op; |
406 | |
452 | |
407 | if(OUT_OF_REAL_MAP(m,x,y)) return 0; |
453 | if (OUT_OF_REAL_MAP (m, x, y)) |
408 | for(op=get_map_ob(m,x,y);op!=NULL;op=op->above) |
|
|
409 | if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) || |
|
|
410 | sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10))) |
|
|
411 | return 1; |
|
|
412 | |
|
|
413 | return 0; |
454 | return 0; |
|
|
455 | for (op = get_map_ob (m, x, y); op != NULL; op = op->above) |
|
|
456 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) || |
|
|
457 | sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
|
|
458 | return 1; |
|
|
459 | |
|
|
460 | return 0; |
414 | } |
461 | } |
415 | |
462 | |
416 | /* cast_create_object: creates object new_op in direction dir |
463 | /* cast_create_object: creates object new_op in direction dir |
417 | * or if that is blocked, beneath the player (op). |
464 | * or if that is blocked, beneath the player (op). |
418 | * we pass 'caster', but don't use it for anything. |
465 | * we pass 'caster', but don't use it for anything. |
419 | * This is really just a simple wrapper function . |
466 | * This is really just a simple wrapper function . |
420 | * returns the direction that the object was actually placed |
467 | * returns the direction that the object was actually placed |
421 | * in. |
468 | * in. |
422 | */ |
469 | */ |
|
|
470 | int |
423 | int cast_create_obj(object *op,object *caster,object *new_op, int dir) |
471 | cast_create_obj (object *op, object *caster, object *new_op, int dir) |
424 | { |
472 | { |
425 | mapstruct *m; |
473 | maptile *m; |
426 | sint16 sx, sy; |
474 | sint16 sx, sy; |
427 | |
475 | |
428 | if(dir && |
476 | if (dir && |
429 | ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || |
477 | ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || |
430 | OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) { |
478 | OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) |
|
|
479 | { |
431 | new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
480 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
432 | new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet."); |
481 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
433 | dir = 0; |
482 | dir = 0; |
434 | } |
483 | } |
435 | new_op->x=op->x+freearr_x[dir]; |
484 | new_op->x = op->x + freearr_x[dir]; |
436 | new_op->y=op->y+freearr_y[dir]; |
485 | new_op->y = op->y + freearr_y[dir]; |
437 | if (dir == 0) |
486 | if (dir == 0) |
438 | insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR); |
487 | insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); |
439 | else |
488 | else |
440 | insert_ob_in_map(new_op,op->map,op,0); |
489 | insert_ob_in_map (new_op, op->map, op, 0); |
441 | return dir; |
490 | return dir; |
442 | } |
491 | } |
443 | |
492 | |
444 | /* Returns true if it is ok to put spell *op on the space/may provided. |
493 | /* Returns true if it is ok to put spell *op on the space/may provided. |
445 | * immune_stop is basically the attacktype of the spell (why |
494 | * immune_stop is basically the attacktype of the spell (why |
446 | * passed as a different value, not sure of). If immune_stop |
495 | * passed as a different value, not sure of). If immune_stop |
… | |
… | |
448 | * on the space, the object doesn't get placed. if immune stop |
497 | * on the space, the object doesn't get placed. if immune stop |
449 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
498 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
450 | * |
499 | * |
451 | */ |
500 | */ |
452 | |
501 | |
|
|
502 | int |
453 | int ok_to_put_more(mapstruct *m,sint16 x,sint16 y,object *op,int immune_stop) { |
503 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
|
|
504 | { |
454 | object *tmp; |
505 | object *tmp; |
455 | int mflags; |
506 | int mflags; |
456 | mapstruct *mp; |
507 | maptile *mp; |
457 | |
508 | |
458 | mp = m; |
509 | mp = m; |
459 | mflags = get_map_flags(m, &mp, x, y, &x, &y); |
510 | mflags = get_map_flags (m, &mp, x, y, &x, &y); |
460 | |
511 | |
461 | if (mflags & P_OUT_OF_MAP) return 0; |
512 | if (mflags & P_OUT_OF_MAP) |
462 | |
|
|
463 | if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0; |
|
|
464 | |
|
|
465 | for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) { |
|
|
466 | /* If there is a counterspell on the space, and this |
|
|
467 | * object is using magic, don't progress. I believe we could |
|
|
468 | * leave this out and let in progress, and other areas of the code |
|
|
469 | * will then remove it, but that would seem to to use more |
|
|
470 | * resources, and may not work as well if a player is standing |
|
|
471 | * on top of a counterwall spell (may hit the player before being |
|
|
472 | * removed.) On the other hand, it may be more dramatic for the |
|
|
473 | * spell to actually hit the counterwall and be sucked up. |
|
|
474 | */ |
|
|
475 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
|
|
476 | (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) && |
|
|
477 | (tmp->type != WEAPON) && (tmp->type != BOW) && |
|
|
478 | (tmp->type != ARROW) && (tmp->type != GOLEM) && |
|
|
479 | (immune_stop & AT_MAGIC)) return 0; |
|
|
480 | |
|
|
481 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
482 | * limits one spell effect per space per spell. This is definately |
|
|
483 | * needed for performance reasons, and just for playability I believe. |
|
|
484 | * there are no such things as multispaced spells right now, so |
|
|
485 | * we don't need to worry about the head. |
|
|
486 | */ |
|
|
487 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && |
|
|
488 | (tmp->subtype == op->subtype)) |
|
|
489 | return 0; |
513 | return 0; |
490 | |
514 | |
|
|
515 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) |
|
|
516 | return 0; |
|
|
517 | |
|
|
518 | for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above) |
|
|
519 | { |
|
|
520 | /* If there is a counterspell on the space, and this |
|
|
521 | * object is using magic, don't progress. I believe we could |
|
|
522 | * leave this out and let in progress, and other areas of the code |
|
|
523 | * will then remove it, but that would seem to to use more |
|
|
524 | * resources, and may not work as well if a player is standing |
|
|
525 | * on top of a counterwall spell (may hit the player before being |
|
|
526 | * removed.) On the other hand, it may be more dramatic for the |
|
|
527 | * spell to actually hit the counterwall and be sucked up. |
|
|
528 | */ |
|
|
529 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
|
|
530 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
|
|
531 | (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) |
|
|
532 | return 0; |
|
|
533 | |
|
|
534 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
535 | * limits one spell effect per space per spell. This is definately |
|
|
536 | * needed for performance reasons, and just for playability I believe. |
|
|
537 | * there are no such things as multispaced spells right now, so |
|
|
538 | * we don't need to worry about the head. |
|
|
539 | */ |
|
|
540 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
|
|
541 | return 0; |
|
|
542 | |
491 | /* |
543 | /* |
492 | * Combine similar spell effects into one spell effect. Needed for |
544 | * Combine similar spell effects into one spell effect. Needed for |
493 | * performance reasons with meteor swarm and the like, but also for |
545 | * performance reasons with meteor swarm and the like, but also for |
494 | * playability reasons. |
546 | * playability reasons. |
495 | */ |
547 | */ |
496 | if (tmp->arch == op->arch |
548 | if (tmp->arch == op->arch |
497 | && tmp->type == op->type |
549 | && tmp->type == op->type |
498 | && tmp->subtype == op->subtype |
550 | && tmp->subtype == op->subtype |
499 | && tmp->owner == op->owner |
551 | && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
500 | && ((tmp->subtype == SP_EXPLOSION) |
|
|
501 | || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)) |
|
|
502 | ) { |
552 | { |
503 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
553 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
504 | tmp->range = MAX (tmp->range, op->range); |
554 | tmp->range = MAX (tmp->range, op->range); |
505 | tmp->duration = MAX (tmp->duration, op->duration); |
555 | tmp->duration = MAX (tmp->duration, op->duration); |
506 | return 0; |
556 | return 0; |
507 | } |
557 | } |
508 | |
558 | |
509 | /* Perhaps we should also put checks in for no magic and unholy |
559 | /* Perhaps we should also put checks in for no magic and unholy |
510 | * ground to prevent it from moving along? |
560 | * ground to prevent it from moving along? |
511 | */ |
561 | */ |
512 | } |
562 | } |
513 | /* If it passes the above tests, it must be OK */ |
563 | /* If it passes the above tests, it must be OK */ |
514 | return 1; |
564 | return 1; |
515 | } |
565 | } |
516 | |
566 | |
517 | /* fire_arch_from_position: fires an archetype. |
567 | /* fire_arch_from_position: fires an archetype. |
518 | * op: person firing the object. |
568 | * op: person firing the object. |
519 | * caster: object casting the spell. |
569 | * caster: object casting the spell. |
… | |
… | |
522 | * dir: direction to fire in. |
572 | * dir: direction to fire in. |
523 | * spell: spell that is being fired. It uses other_arch for the archetype |
573 | * spell: spell that is being fired. It uses other_arch for the archetype |
524 | * to fire. |
574 | * to fire. |
525 | * returns 0 on failure, 1 on success. |
575 | * returns 0 on failure, 1 on success. |
526 | */ |
576 | */ |
527 | |
577 | |
|
|
578 | int |
528 | int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, |
579 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
529 | int dir, object *spell) |
|
|
530 | { |
580 | { |
531 | object *tmp; |
581 | object *tmp; |
532 | int mflags; |
582 | int mflags; |
533 | mapstruct *m; |
583 | maptile *m; |
534 | |
584 | |
535 | if(spell->other_arch==NULL) |
585 | if (spell->other_arch == NULL) |
536 | return 0; |
586 | return 0; |
537 | |
587 | |
538 | m = op->map; |
588 | m = op->map; |
539 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
589 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
540 | if (mflags & P_OUT_OF_MAP) { |
590 | if (mflags & P_OUT_OF_MAP) |
541 | return 0; |
|
|
542 | } |
591 | { |
|
|
592 | return 0; |
|
|
593 | } |
543 | |
594 | |
544 | tmp=arch_to_object(spell->other_arch); |
595 | tmp = arch_to_object (spell->other_arch); |
545 | |
596 | |
546 | if(tmp==NULL) |
597 | if (tmp == NULL) |
547 | return 0; |
598 | return 0; |
548 | |
599 | |
549 | if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) { |
600 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
601 | { |
550 | new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
602 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
551 | free_object(tmp); |
603 | free_object (tmp); |
552 | return 0; |
604 | return 0; |
553 | } |
605 | } |
554 | |
606 | |
555 | |
607 | |
556 | |
608 | |
557 | tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell); |
609 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
558 | tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell); |
610 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
559 | /* code in time.c uses food for some things, duration for others */ |
611 | /* code in time.c uses food for some things, duration for others */ |
560 | tmp->stats.food = tmp->duration; |
612 | tmp->stats.food = tmp->duration; |
561 | tmp->range=spell->range+SP_level_range_adjust(caster,spell); |
613 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
562 | tmp->attacktype = spell->attacktype; |
614 | tmp->attacktype = spell->attacktype; |
563 | tmp->x=x; |
615 | tmp->x = x; |
564 | tmp->y=y; |
616 | tmp->y = y; |
565 | tmp->direction=dir; |
617 | tmp->direction = dir; |
566 | if (get_owner (op) != NULL) |
618 | if (get_owner (op) != NULL) |
567 | copy_owner (tmp, op); |
619 | copy_owner (tmp, op); |
568 | else |
620 | else |
569 | set_owner (tmp, op); |
621 | set_owner (tmp, op); |
570 | tmp->level = caster_level (caster, spell); |
622 | tmp->level = caster_level (caster, spell); |
571 | set_spell_skill(op, caster, spell, tmp); |
623 | set_spell_skill (op, caster, spell, tmp); |
572 | |
624 | |
573 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
625 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
574 | if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) { |
626 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
575 | if(!tailor_god_spell(tmp,op)) return 0; |
|
|
576 | } |
627 | { |
|
|
628 | if (!tailor_god_spell (tmp, op)) |
|
|
629 | return 0; |
|
|
630 | } |
577 | if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) |
631 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
578 | SET_ANIMATION(tmp, dir); |
632 | SET_ANIMATION (tmp, dir); |
579 | |
633 | |
580 | if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) |
634 | if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) |
581 | return 1; |
|
|
582 | |
|
|
583 | move_spell_effect(tmp); |
|
|
584 | |
|
|
585 | return 1; |
635 | return 1; |
|
|
636 | |
|
|
637 | move_spell_effect (tmp); |
|
|
638 | |
|
|
639 | return 1; |
586 | } |
640 | } |
587 | |
641 | |
588 | |
642 | |
589 | |
643 | |
590 | /***************************************************************************** |
644 | /***************************************************************************** |
591 | * |
645 | * |
592 | * Code related to rods - perhaps better located in another file? |
646 | * Code related to rods - perhaps better located in another file? |
593 | * |
647 | * |
594 | ****************************************************************************/ |
648 | ****************************************************************************/ |
595 | |
649 | |
|
|
650 | void |
596 | void regenerate_rod(object *rod) { |
651 | regenerate_rod (object *rod) |
|
|
652 | { |
597 | if (rod->stats.hp < rod->stats.maxhp) { |
653 | if (rod->stats.hp < rod->stats.maxhp) |
|
|
654 | { |
598 | rod->stats.hp+= 1 + rod->stats.maxhp/10; |
655 | rod->stats.hp += 1 + rod->stats.maxhp / 10; |
599 | |
656 | |
600 | if (rod->stats.hp > rod->stats.maxhp) |
657 | if (rod->stats.hp > rod->stats.maxhp) |
601 | rod->stats.hp = rod->stats.maxhp; |
658 | rod->stats.hp = rod->stats.maxhp; |
602 | } |
659 | } |
603 | } |
660 | } |
604 | |
661 | |
605 | |
662 | |
|
|
663 | void |
606 | void drain_rod_charge(object *rod) { |
664 | drain_rod_charge (object *rod) |
|
|
665 | { |
607 | rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST); |
666 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
608 | } |
667 | } |
609 | |
668 | |
610 | |
669 | |
611 | |
670 | |
612 | |
671 | |
… | |
… | |
615 | * op is what is looking for the target (which can be a player), |
674 | * op is what is looking for the target (which can be a player), |
616 | * dir is the direction we are looking in. Return object found, or |
675 | * dir is the direction we are looking in. Return object found, or |
617 | * NULL if no good object. |
676 | * NULL if no good object. |
618 | */ |
677 | */ |
619 | |
678 | |
|
|
679 | object * |
620 | object *find_target_for_friendly_spell(object *op,int dir) { |
680 | find_target_for_friendly_spell (object *op, int dir) |
|
|
681 | { |
621 | object *tmp; |
682 | object *tmp; |
622 | mapstruct *m; |
683 | maptile *m; |
623 | sint16 x, y; |
684 | sint16 x, y; |
624 | int mflags; |
685 | int mflags; |
625 | |
686 | |
626 | /* I don't really get this block - if op isn't a player or rune, |
687 | /* I don't really get this block - if op isn't a player or rune, |
627 | * we then make the owner of this object the target. |
688 | * we then make the owner of this object the target. |
628 | * The owner could very well be no where near op. |
689 | * The owner could very well be no where near op. |
629 | */ |
690 | */ |
630 | if(op->type!=PLAYER && op->type!=RUNE) { |
691 | if (op->type != PLAYER && op->type != RUNE) |
|
|
692 | { |
631 | tmp=get_owner(op); |
693 | tmp = get_owner (op); |
632 | /* If the owner does not exist, or is not a monster, than apply the spell |
694 | /* If the owner does not exist, or is not a monster, than apply the spell |
633 | * to the caster. |
695 | * to the caster. |
634 | */ |
696 | */ |
635 | if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; |
697 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
|
|
698 | tmp = op; |
|
|
699 | } |
|
|
700 | else |
636 | } |
701 | { |
637 | else { |
|
|
638 | m = op->map; |
702 | m = op->map; |
639 | x = op->x+freearr_x[dir]; |
703 | x = op->x + freearr_x[dir]; |
640 | y = op->y+freearr_y[dir]; |
704 | y = op->y + freearr_y[dir]; |
641 | |
705 | |
642 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
706 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
643 | |
707 | |
644 | if (mflags & P_OUT_OF_MAP) |
708 | if (mflags & P_OUT_OF_MAP) |
645 | tmp=NULL; |
709 | tmp = NULL; |
646 | else { |
710 | else |
647 | for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) |
|
|
648 | if(tmp->type==PLAYER) |
|
|
649 | break; |
|
|
650 | } |
|
|
651 | } |
|
|
652 | /* didn't find a player there, look in current square for a player */ |
|
|
653 | if(tmp==NULL) |
|
|
654 | for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) |
|
|
655 | { |
711 | { |
|
|
712 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
656 | if(tmp->type==PLAYER) |
713 | if (tmp->type == PLAYER) |
657 | break; |
714 | break; |
658 | /* Don't forget to browse inside transports ! - gros 2006/07/25 */ |
|
|
659 | if(tmp->type==TRANSPORT) |
|
|
660 | { |
|
|
661 | object* inv; |
|
|
662 | for (inv=tmp->inv; inv; inv=inv->below) |
|
|
663 | { |
|
|
664 | if ((inv->type == PLAYER) && (op == inv)) |
|
|
665 | return inv; |
|
|
666 | } |
|
|
667 | } |
715 | } |
|
|
716 | } |
|
|
717 | /* didn't find a player there, look in current square for a player */ |
|
|
718 | if (tmp == NULL) |
|
|
719 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
|
|
720 | { |
|
|
721 | if (tmp->type == PLAYER) |
|
|
722 | break; |
668 | } |
723 | } |
669 | |
724 | |
670 | return tmp; |
725 | return tmp; |
671 | } |
726 | } |
672 | |
727 | |
673 | |
728 | |
674 | |
729 | |
675 | /* raytrace: |
730 | /* raytrace: |
… | |
… | |
682 | * It returns the direction toward the first/closest live object if it finds |
737 | * It returns the direction toward the first/closest live object if it finds |
683 | * any, otherwise -1. |
738 | * any, otherwise -1. |
684 | * note that exclude can be NULL, in which case all bets are off. |
739 | * note that exclude can be NULL, in which case all bets are off. |
685 | */ |
740 | */ |
686 | |
741 | |
|
|
742 | int |
687 | int spell_find_dir(mapstruct *m, int x, int y, object *exclude) { |
743 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
|
|
744 | { |
688 | int i,max=SIZEOFFREE; |
745 | int i, max = SIZEOFFREE; |
689 | sint16 nx,ny; |
746 | sint16 nx, ny; |
690 | int owner_type=0, mflags; |
747 | int owner_type = 0, mflags; |
691 | object *tmp; |
748 | object *tmp; |
692 | mapstruct *mp; |
749 | maptile *mp; |
693 | |
750 | |
694 | if (exclude && exclude->head) |
751 | if (exclude && exclude->head) |
695 | exclude = exclude->head; |
752 | exclude = exclude->head; |
696 | if (exclude && exclude->type) |
753 | if (exclude && exclude->type) |
697 | owner_type = exclude->type; |
754 | owner_type = exclude->type; |
698 | |
755 | |
699 | for(i=rndm(1, 8);i<max;i++) { |
756 | for (i = rndm (1, 8); i < max; i++) |
|
|
757 | { |
700 | nx = x + freearr_x[i]; |
758 | nx = x + freearr_x[i]; |
701 | ny = y + freearr_y[i]; |
759 | ny = y + freearr_y[i]; |
702 | mp = m; |
760 | mp = m; |
703 | mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); |
761 | mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
704 | if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; |
762 | if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
|
|
763 | continue; |
705 | |
764 | |
706 | tmp=get_map_ob(mp,nx,ny); |
765 | tmp = get_map_ob (mp, nx, ny); |
707 | |
766 | |
708 | while(tmp!=NULL && (((owner_type==PLAYER && |
767 | while (tmp != NULL && (((owner_type == PLAYER && |
709 | !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) || |
768 | !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
710 | (owner_type!=PLAYER && tmp->type!=PLAYER)) || |
769 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
711 | (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
|
|
712 | tmp=tmp->above; |
770 | tmp = tmp->above; |
713 | |
771 | |
714 | if(tmp!=NULL && can_see_monsterP(m,x,y,i)) |
772 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
715 | return freedir[i]; |
773 | return freedir[i]; |
716 | } |
774 | } |
717 | return -1; /* flag for "keep going the way you were" */ |
775 | return -1; /* flag for "keep going the way you were" */ |
718 | } |
776 | } |
719 | |
777 | |
720 | |
778 | |
721 | |
779 | |
722 | /* put_a_monster: puts a monster named monstername near by |
780 | /* put_a_monster: puts a monster named monstername near by |
723 | * op. This creates the treasures for the monsters, and |
781 | * op. This creates the treasures for the monsters, and |
724 | * also deals with multipart monsters properly. |
782 | * also deals with multipart monsters properly. |
725 | */ |
783 | */ |
726 | |
784 | |
|
|
785 | void |
727 | void put_a_monster(object *op,const char *monstername) { |
786 | put_a_monster (object *op, const char *monstername) |
|
|
787 | { |
728 | object *tmp,*head=NULL,*prev=NULL; |
788 | object *tmp, *head = NULL, *prev = NULL; |
729 | archetype *at; |
789 | archetype *at; |
730 | int dir; |
790 | int dir; |
731 | |
791 | |
732 | /* Handle cases where we are passed a bogus mosntername */ |
792 | /* Handle cases where we are passed a bogus mosntername */ |
733 | |
793 | |
734 | if((at=find_archetype(monstername))==NULL) return; |
794 | if ((at = archetype::find (monstername)) == NULL) |
|
|
795 | return; |
735 | |
796 | |
736 | /* find a free square nearby |
797 | /* find a free square nearby |
737 | * first we check the closest square for free squares |
798 | * first we check the closest square for free squares |
738 | */ |
799 | */ |
739 | |
800 | |
740 | dir=find_first_free_spot(&at->clone,op->map,op->x,op->y); |
801 | dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); |
741 | if(dir!=-1) { |
802 | if (dir != -1) |
|
|
803 | { |
742 | /* This is basically grabbed for generate monster. Fixed 971225 to |
804 | /* This is basically grabbed for generate monster. Fixed 971225 to |
743 | * insert multipart monsters properly |
805 | * insert multipart monsters properly |
744 | */ |
806 | */ |
745 | while (at!=NULL) { |
807 | while (at != NULL) |
|
|
808 | { |
746 | tmp=arch_to_object(at); |
809 | tmp = arch_to_object (at); |
747 | tmp->x=op->x+freearr_x[dir]+at->clone.x; |
810 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
748 | tmp->y=op->y+freearr_y[dir]+at->clone.y; |
811 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
749 | tmp->map = op->map; |
812 | tmp->map = op->map; |
750 | if (head) { |
813 | if (head) |
751 | tmp->head=head; |
814 | { |
752 | prev->more=tmp; |
815 | tmp->head = head; |
753 | } |
816 | prev->more = tmp; |
754 | if (!head) head=tmp; |
817 | } |
755 | prev=tmp; |
818 | if (!head) |
|
|
819 | head = tmp; |
|
|
820 | prev = tmp; |
756 | at=at->more; |
821 | at = at->more; |
757 | } |
822 | } |
758 | |
823 | |
759 | if (head->randomitems) |
824 | if (head->randomitems) |
760 | create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); |
825 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
761 | |
826 | |
762 | insert_ob_in_map(head,op->map,op,0); |
827 | insert_ob_in_map (head, op->map, op, 0); |
763 | |
828 | |
764 | /* thought it'd be cool to insert a burnout, too.*/ |
829 | /* thought it'd be cool to insert a burnout, too. */ |
765 | tmp=get_archetype("burnout"); |
830 | tmp = get_archetype ("burnout"); |
766 | tmp->map = op->map; |
831 | tmp->map = op->map; |
767 | tmp->x=op->x+freearr_x[dir]; |
832 | tmp->x = op->x + freearr_x[dir]; |
768 | tmp->y=op->y+freearr_y[dir]; |
833 | tmp->y = op->y + freearr_y[dir]; |
769 | insert_ob_in_map(tmp,op->map,op,0); |
834 | insert_ob_in_map (tmp, op->map, op, 0); |
770 | } |
835 | } |
771 | } |
836 | } |
772 | |
837 | |
773 | /* peterm: function which summons hostile monsters and |
838 | /* peterm: function which summons hostile monsters and |
774 | * places them in nearby squares. |
839 | * places them in nearby squares. |
… | |
… | |
782 | * use to call this, but best I can tell, that spell/ability was |
847 | * use to call this, but best I can tell, that spell/ability was |
783 | * never used. This is however used by various failures on the |
848 | * never used. This is however used by various failures on the |
784 | * players part (alchemy, reincarnation, etc) |
849 | * players part (alchemy, reincarnation, etc) |
785 | */ |
850 | */ |
786 | |
851 | |
|
|
852 | int |
787 | int summon_hostile_monsters(object *op,int n,const char *monstername){ |
853 | summon_hostile_monsters (object *op, int n, const char *monstername) |
|
|
854 | { |
788 | int i; |
855 | int i; |
|
|
856 | |
789 | for(i=0;i<n;i++) |
857 | for (i = 0; i < n; i++) |
790 | put_a_monster(op,monstername); |
858 | put_a_monster (op, monstername); |
791 | |
859 | |
792 | return n; |
860 | return n; |
793 | } |
861 | } |
794 | |
862 | |
795 | |
863 | |
796 | /* Some local definitions for shuffle-attack */ |
864 | /* Some local definitions for shuffle-attack */ |
797 | struct attacktype_shuffle { |
865 | struct attacktype_shuffle |
|
|
866 | { |
798 | int attacktype; |
867 | int attacktype; |
799 | int face; |
868 | int face; |
800 | } ATTACKS[22] = { |
869 | } ATTACKS[22] = |
|
|
870 | { |
|
|
871 | { |
801 | {AT_PHYSICAL,0}, |
872 | AT_PHYSICAL, 0}, |
|
|
873 | { |
802 | {AT_PHYSICAL,0}, /*face = explosion*/ |
874 | AT_PHYSICAL, 0}, /*face = explosion */ |
|
|
875 | { |
803 | {AT_PHYSICAL,0}, |
876 | AT_PHYSICAL, 0}, |
|
|
877 | { |
804 | {AT_MAGIC,1}, |
878 | AT_MAGIC, 1}, |
|
|
879 | { |
805 | {AT_MAGIC,1}, /* face = last-burnout */ |
880 | AT_MAGIC, 1}, /* face = last-burnout */ |
|
|
881 | { |
806 | {AT_MAGIC,1}, |
882 | AT_MAGIC, 1}, |
|
|
883 | { |
807 | {AT_FIRE,2}, |
884 | AT_FIRE, 2}, |
|
|
885 | { |
808 | {AT_FIRE,2}, /* face = fire.... */ |
886 | AT_FIRE, 2}, /* face = fire.... */ |
|
|
887 | { |
809 | {AT_FIRE,2}, |
888 | AT_FIRE, 2}, |
|
|
889 | { |
810 | {AT_ELECTRICITY,3}, |
890 | AT_ELECTRICITY, 3}, |
|
|
891 | { |
811 | {AT_ELECTRICITY,3}, /* ball_lightning */ |
892 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
|
|
893 | { |
812 | {AT_ELECTRICITY,3}, |
894 | AT_ELECTRICITY, 3}, |
813 | {AT_COLD,4}, |
895 | { |
814 | {AT_COLD,4}, /* face=icestorm*/ |
|
|
815 | {AT_COLD,4}, |
896 | AT_COLD, 4}, |
|
|
897 | { |
|
|
898 | AT_COLD, 4}, /* face=icestorm */ |
|
|
899 | { |
|
|
900 | AT_COLD, 4}, |
|
|
901 | { |
816 | {AT_CONFUSION,5}, |
902 | AT_CONFUSION, 5}, |
|
|
903 | { |
817 | {AT_POISON,7}, |
904 | AT_POISON, 7}, |
|
|
905 | { |
818 | {AT_POISON,7}, /* face = acid sphere. generator */ |
906 | AT_POISON, 7}, /* face = acid sphere. generator */ |
|
|
907 | { |
819 | {AT_POISON,7}, /* poisoncloud face */ |
908 | AT_POISON, 7}, /* poisoncloud face */ |
|
|
909 | { |
820 | {AT_SLOW,8}, |
910 | AT_SLOW, 8}, |
|
|
911 | { |
821 | {AT_PARALYZE,9}, |
912 | AT_PARALYZE, 9}, |
|
|
913 | { |
822 | {AT_FEAR,10} }; |
914 | AT_FEAR, 10}}; |
823 | |
915 | |
824 | |
916 | |
825 | |
917 | |
826 | /* shuffle_attack: peterm |
918 | /* shuffle_attack: peterm |
827 | * This routine shuffles the attack of op to one of the |
919 | * This routine shuffles the attack of op to one of the |
… | |
… | |
837 | * would be nice. |
929 | * would be nice. |
838 | * I also fixed a bug here in that attacktype was |= - |
930 | * I also fixed a bug here in that attacktype was |= - |
839 | * to me, that would be that it would quickly get all |
931 | * to me, that would be that it would quickly get all |
840 | * attacktypes, which probably wasn't the intent. MSW 2003-06-03 |
932 | * attacktypes, which probably wasn't the intent. MSW 2003-06-03 |
841 | */ |
933 | */ |
|
|
934 | void |
842 | void shuffle_attack(object *op,int change_face) |
935 | shuffle_attack (object *op, int change_face) |
843 | { |
936 | { |
844 | int i; |
937 | int i; |
|
|
938 | |
845 | i=rndm(0, 21); |
939 | i = rndm (0, 21); |
846 | |
940 | |
847 | op->attacktype=ATTACKS[i].attacktype|AT_MAGIC; |
941 | op->attacktype = ATTACKS[i].attacktype | AT_MAGIC; |
848 | |
942 | |
849 | if(change_face) { |
943 | if (change_face) |
|
|
944 | { |
850 | SET_ANIMATION(op, ATTACKS[i].face); |
945 | SET_ANIMATION (op, ATTACKS[i].face); |
851 | } |
946 | } |
852 | } |
947 | } |
853 | |
948 | |
854 | |
949 | |
855 | /* prayer_failure: This is called when a player fails |
950 | /* prayer_failure: This is called when a player fails |
… | |
… | |
857 | * op is the player. |
952 | * op is the player. |
858 | * failure is basically how much grace they had. |
953 | * failure is basically how much grace they had. |
859 | * power is how much grace the spell would normally take to cast. |
954 | * power is how much grace the spell would normally take to cast. |
860 | */ |
955 | */ |
861 | |
956 | |
|
|
957 | void |
862 | void prayer_failure(object *op, int failure,int power) |
958 | prayer_failure (object *op, int failure, int power) |
863 | { |
959 | { |
864 | const char *godname; |
960 | const char *godname; |
865 | object *tmp; |
961 | object *tmp; |
866 | |
962 | |
867 | if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; |
963 | if (!strcmp ((godname = determine_god (op)), "none")) |
|
|
964 | godname = "Your spirit"; |
868 | |
965 | |
869 | if(failure<= -20 && failure > -40) /* wonder */ |
966 | if (failure <= -20 && failure > -40) /* wonder */ |
870 | { |
967 | { |
871 | new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname); |
968 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); |
872 | tmp = get_archetype(SPELL_WONDER); |
969 | tmp = get_archetype (SPELL_WONDER); |
873 | cast_cone(op,op,0,tmp); |
970 | cast_cone (op, op, 0, tmp); |
874 | free_object(tmp); |
971 | free_object (tmp); |
875 | } |
972 | } |
876 | |
973 | |
877 | else if (failure <= -40 && failure > -60) /* confusion */ |
974 | else if (failure <= -40 && failure > -60) /* confusion */ |
878 | { |
975 | { |
879 | new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!"); |
976 | new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); |
880 | confuse_player(op,op,99); |
977 | confuse_player (op, op, 99); |
881 | } |
978 | } |
882 | else if (failure <= -60 && failure> -150) /* paralysis */ |
979 | else if (failure <= -60 && failure > -150) /* paralysis */ |
883 | { |
980 | { |
884 | new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname); |
981 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); |
885 | new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else."); |
982 | new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); |
886 | paralyze_player(op,op,99); |
983 | paralyze_player (op, op, 99); |
887 | } |
984 | } |
888 | else if (failure <= -150) /* blast the immediate area */ |
985 | else if (failure <= -150) /* blast the immediate area */ |
889 | { |
986 | { |
890 | tmp = get_archetype(GOD_POWER); |
987 | tmp = get_archetype (GOD_POWER); |
891 | new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname); |
988 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); |
892 | cast_magic_storm(op,tmp, power); |
989 | cast_magic_storm (op, tmp, power); |
893 | } |
990 | } |
894 | } |
991 | } |
895 | |
992 | |
896 | /* |
993 | /* |
897 | * spell_failure() handles the various effects for differing degrees |
994 | * spell_failure() handles the various effects for differing degrees |
… | |
… | |
900 | * failure is a random value of how badly you failed. |
997 | * failure is a random value of how badly you failed. |
901 | * power is how many spellpoints you'd normally need for the spell. |
998 | * power is how many spellpoints you'd normally need for the spell. |
902 | * skill is the skill you'd need to cast the spell. |
999 | * skill is the skill you'd need to cast the spell. |
903 | */ |
1000 | */ |
904 | |
1001 | |
|
|
1002 | void |
905 | void spell_failure(object *op, int failure,int power, object *skill) |
1003 | spell_failure (object *op, int failure, int power, object *skill) |
906 | { |
1004 | { |
907 | object *tmp; |
1005 | object *tmp; |
908 | |
1006 | |
909 | if (settings.spell_failure_effects == FALSE) |
1007 | if (settings.spell_failure_effects == FALSE) |
910 | return; |
1008 | return; |
911 | |
1009 | |
912 | if (failure<=-20 && failure > -40) /* wonder */ |
1010 | if (failure <= -20 && failure > -40) /* wonder */ |
913 | { |
1011 | { |
914 | new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect."); |
1012 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); |
915 | tmp = get_archetype(SPELL_WONDER); |
1013 | tmp = get_archetype (SPELL_WONDER); |
916 | cast_cone(op,op,0,tmp); |
1014 | cast_cone (op, op, 0, tmp); |
917 | free_object(tmp); |
1015 | free_object (tmp); |
918 | } |
1016 | } |
919 | |
1017 | |
920 | else if (failure <= -40 && failure > -60) /* confusion */ |
1018 | else if (failure <= -40 && failure > -60) /* confusion */ |
921 | { |
1019 | { |
922 | new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!"); |
1020 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); |
923 | confuse_player(op,op,99); |
1021 | confuse_player (op, op, 99); |
924 | } |
1022 | } |
925 | else if (failure <= -60 && failure> -80) /* paralysis */ |
1023 | else if (failure <= -60 && failure > -80) /* paralysis */ |
926 | { |
1024 | { |
927 | new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); |
1025 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); |
928 | paralyze_player(op,op,99); |
1026 | paralyze_player (op, op, 99); |
929 | } |
1027 | } |
930 | else if (failure <= -80) /* blast the immediate area */ |
1028 | else if (failure <= -80) /* blast the immediate area */ |
931 | { |
1029 | { |
932 | object *tmp; |
1030 | object *tmp; |
|
|
1031 | |
933 | /* Safety check to make sure we don't get any mana storms in scorn */ |
1032 | /* Safety check to make sure we don't get any mana storms in scorn */ |
934 | if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) { |
1033 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) |
935 | new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); |
|
|
936 | hit_player(op,9998,op,AT_INTERNAL,1); |
|
|
937 | |
|
|
938 | } else { |
|
|
939 | new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!"); |
|
|
940 | tmp=get_archetype(LOOSE_MANA); |
|
|
941 | tmp->level=skill->level; |
|
|
942 | tmp->x=op->x; |
|
|
943 | tmp->y=op->y; |
|
|
944 | |
|
|
945 | /* increase the area of destruction a little for more powerful spells */ |
|
|
946 | tmp->range+=isqrt(power); |
|
|
947 | |
|
|
948 | if (power>25) tmp->stats.dam = 25 + isqrt(power); |
|
|
949 | else tmp->stats.dam=power; /* nasty recoils! */ |
|
|
950 | |
|
|
951 | tmp->stats.maxhp=tmp->count; |
|
|
952 | insert_ob_in_map(tmp,op->map,NULL,0); |
|
|
953 | } |
|
|
954 | } |
|
|
955 | } |
|
|
956 | |
|
|
957 | int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) |
|
|
958 | { |
|
|
959 | int success; |
|
|
960 | player *pl; |
|
|
961 | object *spell; |
|
|
962 | |
|
|
963 | if ( !spell_ob->other_arch ) |
|
|
964 | { |
1034 | { |
965 | LOG( llevError, "cast_party_spell: empty other arch\n" ); |
1035 | new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); |
966 | return 0; |
1036 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
967 | } |
|
|
968 | spell = arch_to_object( spell_ob->other_arch ); |
|
|
969 | |
1037 | |
970 | /* Always cast spell on caster */ |
1038 | } |
971 | success = cast_spell( op, caster, dir, spell, stringarg ); |
1039 | else |
972 | |
|
|
973 | if ( caster->contr->party == NULL ) |
|
|
974 | { |
1040 | { |
|
|
1041 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
|
|
1042 | tmp = get_archetype (LOOSE_MANA); |
|
|
1043 | tmp->level = skill->level; |
|
|
1044 | tmp->x = op->x; |
|
|
1045 | tmp->y = op->y; |
|
|
1046 | |
|
|
1047 | /* increase the area of destruction a little for more powerful spells */ |
|
|
1048 | tmp->range += isqrt (power); |
|
|
1049 | |
|
|
1050 | if (power > 25) |
|
|
1051 | tmp->stats.dam = 25 + isqrt (power); |
|
|
1052 | else |
|
|
1053 | tmp->stats.dam = power; /* nasty recoils! */ |
|
|
1054 | |
|
|
1055 | tmp->stats.maxhp = tmp->count; |
|
|
1056 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
1057 | } |
|
|
1058 | } |
|
|
1059 | } |
|
|
1060 | |
|
|
1061 | int |
|
|
1062 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
|
|
1063 | { |
|
|
1064 | int success; |
|
|
1065 | player *pl; |
|
|
1066 | object *spell; |
|
|
1067 | |
|
|
1068 | if (!spell_ob->other_arch) |
|
|
1069 | { |
|
|
1070 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
|
|
1071 | return 0; |
|
|
1072 | } |
|
|
1073 | spell = arch_to_object (spell_ob->other_arch); |
|
|
1074 | |
|
|
1075 | /* Always cast spell on caster */ |
|
|
1076 | success = cast_spell (op, caster, dir, spell, stringarg); |
|
|
1077 | |
|
|
1078 | if (caster->contr->party == NULL) |
|
|
1079 | { |
975 | remove_ob( spell ); |
1080 | remove_ob (spell); |
976 | return success; |
1081 | return success; |
977 | } |
1082 | } |
978 | for( pl=first_player; pl!=NULL; pl=pl->next ) |
1083 | for (pl = first_player; pl != NULL; pl = pl->next) |
979 | if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) ) |
1084 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
980 | { |
1085 | { |
981 | cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg ); |
1086 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
982 | } |
1087 | } |
983 | remove_ob( spell ); |
1088 | remove_ob (spell); |
984 | return success; |
1089 | return success; |
985 | } |
1090 | } |
986 | |
1091 | |
987 | /* This is where the main dispatch when someone casts a spell. |
1092 | /* This is where the main dispatch when someone casts a spell. |
988 | * |
1093 | * |
989 | * op is the creature that is owner of the object that is casting the spell - |
1094 | * op is the creature that is owner of the object that is casting the spell - |
990 | * eg, the player or monster. |
1095 | * eg, the player or monster. |
… | |
… | |
1010 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1115 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1011 | * this function will decrease the mana/grace appropriately. For other |
1116 | * this function will decrease the mana/grace appropriately. For other |
1012 | * objects, the caller should do what it considers appropriate. |
1117 | * objects, the caller should do what it considers appropriate. |
1013 | */ |
1118 | */ |
1014 | |
1119 | |
|
|
1120 | int |
1015 | int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) { |
1121 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1016 | |
1122 | { |
1017 | const char *godname; |
1123 | const char *godname; |
1018 | int success=0,mflags, cast_level=0, old_shoottype; |
1124 | int success = 0, mflags, cast_level = 0, old_shoottype; |
1019 | object *skill=NULL; |
1125 | object *skill = NULL; |
1020 | |
1126 | |
1021 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
1127 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
1022 | |
1128 | |
1023 | if (!spell_ob) { |
1129 | if (!spell_ob) |
|
|
1130 | { |
1024 | LOG(llevError,"cast_spell: null spell object passed\n"); |
1131 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1025 | return 0; |
1132 | return 0; |
1026 | } |
1133 | } |
1027 | if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit"; |
|
|
1028 | |
1134 | |
|
|
1135 | if (!strcmp ((godname = determine_god (op)), "none")) |
|
|
1136 | godname = "A random spirit"; |
|
|
1137 | |
1029 | /* the caller should set caster to op if appropriate */ |
1138 | /* the caller should set caster to op if appropriate */ |
1030 | if (!caster) { |
1139 | if (!caster) |
|
|
1140 | { |
1031 | LOG(llevError,"cast_spell: null caster object passed\n"); |
1141 | LOG (llevError, "cast_spell: null caster object passed\n"); |
1032 | return 0; |
1142 | return 0; |
1033 | } |
1143 | } |
1034 | |
1144 | |
1035 | /* if caster is a spell casting object, this normally shouldn't be |
1145 | /* if caster is a spell casting object, this normally shouldn't be |
1036 | * an issue, because they don't have any spellpaths set up. |
1146 | * an issue, because they don't have any spellpaths set up. |
1037 | */ |
1147 | */ |
1038 | if (caster->path_denied & spell_ob->path_attuned) { |
1148 | if (caster->path_denied & spell_ob->path_attuned) |
|
|
1149 | { |
1039 | new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you."); |
1150 | new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); |
1040 | return 0; |
1151 | return 0; |
1041 | } |
1152 | } |
1042 | |
1153 | |
1043 | /* if it is a player casting the spell, and they are really casting it |
1154 | /* if it is a player casting the spell, and they are really casting it |
1044 | * (vs it coming from a wand, scroll, or whatever else), do some |
1155 | * (vs it coming from a wand, scroll, or whatever else), do some |
1045 | * checks. We let monsters do special things - eg, they |
1156 | * checks. We let monsters do special things - eg, they |
1046 | * don't need the skill, bypass level checks, etc. The monster function |
1157 | * don't need the skill, bypass level checks, etc. The monster function |
1047 | * should take care of that. |
1158 | * should take care of that. |
1048 | * Remove the wiz check here and move it further down - some spells |
1159 | * Remove the wiz check here and move it further down - some spells |
1049 | * need to have the right skill pointer passed, so we need to |
1160 | * need to have the right skill pointer passed, so we need to |
1050 | * at least process that code. |
1161 | * at least process that code. |
1051 | */ |
1162 | */ |
1052 | if (op->type == PLAYER && op == caster) { |
1163 | if (op->type == PLAYER && op == caster) |
|
|
1164 | { |
1053 | cast_level = caster_level(caster, spell_ob); |
1165 | cast_level = caster_level (caster, spell_ob); |
1054 | if (spell_ob->skill) { |
1166 | if (spell_ob->skill) |
|
|
1167 | { |
1055 | skill = find_skill_by_name(op, spell_ob->skill); |
1168 | skill = find_skill_by_name (op, spell_ob->skill); |
1056 | if (!skill) { |
1169 | if (!skill) |
1057 | new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.", |
1170 | { |
1058 | spell_ob->skill, spell_ob->name); |
1171 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
1059 | return 0; |
1172 | return 0; |
1060 | } |
1173 | } |
1061 | if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) { |
1174 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1175 | { |
1062 | new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell."); |
1176 | new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); |
1063 | return 0; |
1177 | return 0; |
1064 | } |
1178 | } |
1065 | } |
1179 | } |
1066 | /* If the caster is the wiz, they don't ever fail, and don't have |
1180 | /* If the caster is the wiz, they don't ever fail, and don't have |
1067 | * to have sufficient grace/mana. |
1181 | * to have sufficient grace/mana. |
1068 | */ |
1182 | */ |
1069 | if (!QUERY_FLAG(op, FLAG_WIZ)) { |
1183 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1184 | { |
1070 | if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) && |
1185 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1071 | SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) { |
1186 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
|
|
1187 | { |
1072 | new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana."); |
1188 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1073 | return 0; |
1189 | return 0; |
1074 | } |
1190 | } |
1075 | if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) && |
1191 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1076 | SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) { |
|
|
1077 | if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace - |
|
|
1078 | 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) { |
|
|
1079 | new_draw_info_format(NDI_UNIQUE, 0,op, |
|
|
1080 | "%s grants your prayer, though you are unworthy.",godname); |
|
|
1081 | } |
|
|
1082 | else { |
|
|
1083 | prayer_failure(op,op->stats.grace, |
|
|
1084 | SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace); |
1192 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
|
|
1193 | { |
|
|
1194 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
|
|
1195 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
|
|
1196 | { |
|
|
1197 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); |
|
|
1198 | } |
|
|
1199 | else |
|
|
1200 | { |
|
|
1201 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1085 | new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname); |
1202 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1086 | return 0; |
1203 | return 0; |
1087 | } |
1204 | } |
1088 | } |
1205 | } |
1089 | |
1206 | |
1090 | /* player/monster is trying to cast the spell. might fumble it */ |
1207 | /* player/monster is trying to cast the spell. might fumble it */ |
1091 | if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) < |
1208 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1092 | (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) { |
1209 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
|
|
1210 | { |
1093 | play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); |
1211 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1094 | new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell."); |
1212 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1095 | if (settings.casting_time == TRUE) { |
1213 | if (settings.casting_time == TRUE) |
|
|
1214 | { |
1096 | op->casting_time = -1; |
1215 | op->casting_time = -1; |
1097 | } |
1216 | } |
1098 | op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1217 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1099 | return 0; |
1218 | return 0; |
|
|
1219 | } |
1100 | } else if (spell_ob->stats.sp) { |
1220 | else if (spell_ob->stats.sp) |
1101 | int failure = random_roll(0, 199, op, PREFER_HIGH) - |
1221 | { |
1102 | op->contr->encumbrance +op->level - spell_ob->level +35; |
1222 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1103 | |
1223 | |
1104 | if( failure < 0) { |
1224 | if (failure < 0) |
|
|
1225 | { |
1105 | new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use."); |
1226 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1106 | if (settings.spell_failure_effects == TRUE) |
1227 | if (settings.spell_failure_effects == TRUE) |
1107 | spell_failure(op,failure, |
1228 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1108 | SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), |
|
|
1109 | skill); |
|
|
1110 | op->contr->shoottype = (rangetype) old_shoottype; |
1229 | op->contr->shoottype = (rangetype) old_shoottype; |
1111 | op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW); |
1230 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1112 | return 0; |
1231 | return 0; |
1113 | } |
1232 | } |
|
|
1233 | } |
|
|
1234 | } |
1114 | } |
1235 | } |
1115 | } |
1236 | |
1116 | } |
|
|
1117 | |
|
|
1118 | mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL); |
1237 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1119 | |
1238 | |
1120 | /* See if we can cast a spell here. If the caster and op are |
1239 | /* See if we can cast a spell here. If the caster and op are |
1121 | * not alive, then this would mean that the mapmaker put the |
1240 | * not alive, then this would mean that the mapmaker put the |
1122 | * objects on the space - presume that they know what they are |
1241 | * objects on the space - presume that they know what they are |
1123 | * doing. |
1242 | * doing. |
1124 | */ |
1243 | */ |
1125 | if (spell_ob->type == SPELL && caster->type != POTION && !QUERY_FLAG(op, FLAG_WIZCAST) && |
|
|
1126 | (QUERY_FLAG(caster, FLAG_ALIVE) || QUERY_FLAG(op, FLAG_ALIVE)) && |
|
|
1127 | (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || |
|
|
1128 | ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) { |
|
|
1129 | |
1244 | |
1130 | if (op->type!=PLAYER) |
1245 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
|
|
1246 | { |
|
|
1247 | new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); |
1131 | return 0; |
1248 | return 0; |
|
|
1249 | } |
1132 | |
1250 | |
|
|
1251 | if ((spell_ob->type == SPELL) |
|
|
1252 | && (caster->type != POTION) |
|
|
1253 | && !QUERY_FLAG (op, FLAG_WIZCAST) |
|
|
1254 | && (QUERY_FLAG (caster, FLAG_ALIVE) |
|
|
1255 | || QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1256 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
|
|
1257 | { |
|
|
1258 | if (op->type != PLAYER) |
|
|
1259 | return 0; |
|
|
1260 | |
1133 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1261 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1134 | new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname); |
1262 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1135 | else |
1263 | else |
1136 | switch(op->contr->shoottype) { |
1264 | switch (op->contr->shoottype) |
|
|
1265 | { |
1137 | case range_magic: |
1266 | case range_magic: |
1138 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting."); |
1267 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1139 | break; |
1268 | break; |
1140 | case range_misc: |
1269 | case range_misc: |
1141 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item."); |
1270 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
1142 | break; |
1271 | break; |
1143 | case range_golem: |
1272 | case range_golem: |
1144 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll."); |
1273 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
1145 | break; |
1274 | break; |
1146 | default: |
1275 | default: |
1147 | break; |
1276 | break; |
1148 | } |
1277 | } |
1149 | return 0; |
1278 | return 0; |
1150 | } |
1279 | } |
1151 | |
1280 | |
1152 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { |
1281 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
1153 | if (op->casting_time==-1) { /* begin the casting */ |
1282 | { |
|
|
1283 | if (op->casting_time == -1) |
|
|
1284 | { /* begin the casting */ |
1154 | op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob)); |
1285 | op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
1155 | op->spell = spell_ob; |
1286 | op->spell = spell_ob; |
1156 | /* put the stringarg into the object struct so that when the |
1287 | /* put the stringarg into the object struct so that when the |
1157 | * spell is actually cast, it knows about the stringarg. |
1288 | * spell is actually cast, it knows about the stringarg. |
1158 | * necessary for the invoke command spells. |
1289 | * necessary for the invoke command spells. |
1159 | */ |
1290 | */ |
1160 | if(stringarg) { |
1291 | if (stringarg) |
|
|
1292 | { |
1161 | op->spellarg = strdup_local(stringarg); |
1293 | op->spellarg = strdup_local (stringarg); |
|
|
1294 | } |
|
|
1295 | else |
|
|
1296 | op->spellarg = NULL; |
|
|
1297 | return 0; |
|
|
1298 | } |
|
|
1299 | else if (op->casting_time != 0) |
|
|
1300 | { |
|
|
1301 | if (op->type == PLAYER) |
|
|
1302 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
|
|
1303 | return 0; |
|
|
1304 | } |
|
|
1305 | else |
|
|
1306 | { /* casting_time == 0 */ |
|
|
1307 | op->casting_time = -1; |
|
|
1308 | spell_ob = op->spell; |
|
|
1309 | stringarg = op->spellarg; |
|
|
1310 | } |
1162 | } |
1311 | } |
1163 | else op->spellarg=NULL; |
1312 | else |
1164 | return 0; |
1313 | { |
1165 | } |
|
|
1166 | else if (op->casting_time != 0) { |
|
|
1167 | if (op->type == PLAYER ) |
|
|
1168 | new_draw_info(NDI_UNIQUE, 0,op,"You are casting!"); |
|
|
1169 | return 0; |
|
|
1170 | } else { /* casting_time == 0 */ |
|
|
1171 | op->casting_time = -1; |
|
|
1172 | spell_ob = op->spell; |
|
|
1173 | stringarg = op->spellarg; |
|
|
1174 | } |
|
|
1175 | } else { |
|
|
1176 | /* Take into account how long it takes to cast the spell. |
1314 | /* Take into account how long it takes to cast the spell. |
1177 | * if the player is casting it, then we use the time in |
1315 | * if the player is casting it, then we use the time in |
1178 | * the spell object. If it is a spell object, have it |
1316 | * the spell object. If it is a spell object, have it |
1179 | * take two ticks. Things that cast spells on the players |
1317 | * take two ticks. Things that cast spells on the players |
1180 | * behalf (eg, altars, and whatever else) shouldn't cost |
1318 | * behalf (eg, altars, and whatever else) shouldn't cost |
1181 | * the player any time. |
1319 | * the player any time. |
1182 | * Ignore casting time for firewalls |
1320 | * Ignore casting time for firewalls |
1183 | */ |
1321 | */ |
1184 | if (caster == op && caster->type != FIREWALL) { |
1322 | if (caster == op && caster->type != FIREWALL) |
|
|
1323 | { |
1185 | op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); |
1324 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1186 | /* Other portions of the code may also decrement the speed of the player, so |
1325 | /* Other portions of the code may also decrement the speed of the player, so |
1187 | * put a lower limit so that the player isn't stuck here too long |
1326 | * put a lower limit so that the player isn't stuck here too long |
1188 | */ |
1327 | */ |
1189 | if ((spell_ob->casting_time > 0) && |
|
|
1190 | op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed)) |
1328 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1191 | op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); |
1329 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1192 | } else if (caster->type == WAND || caster->type == HORN || |
1330 | } |
1193 | caster->type == ROD || caster->type == POTION || |
1331 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1194 | caster->type == SCROLL) { |
1332 | { |
1195 | op->speed_left -= 2 * FABS(op->speed); |
1333 | op->speed_left -= 2 * FABS (op->speed); |
1196 | } |
1334 | } |
1197 | } |
1335 | } |
1198 | |
1336 | |
1199 | if (op->type == PLAYER && op == caster) { |
1337 | if (op->type == PLAYER && op == caster) |
|
|
1338 | { |
1200 | op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE); |
1339 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1201 | op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA); |
1340 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1202 | } |
1341 | } |
1203 | |
1342 | |
1204 | /* We want to try to find the skill to properly credit exp. |
1343 | /* We want to try to find the skill to properly credit exp. |
1205 | * for spell casting objects, the exp goes to the skill the casting |
1344 | * for spell casting objects, the exp goes to the skill the casting |
1206 | * object requires. |
1345 | * object requires. |
1207 | */ |
1346 | */ |
1208 | if (op != caster && !skill && caster->skill) { |
1347 | if (op != caster && !skill && caster->skill) |
|
|
1348 | { |
1209 | skill = find_skill_by_name(op, caster->skill); |
1349 | skill = find_skill_by_name (op, caster->skill); |
1210 | if (!skill) { |
1350 | if (!skill) |
|
|
1351 | { |
1211 | new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s", |
1352 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1212 | caster->skill, query_name(caster)); |
|
|
1213 | return 0; |
1353 | return 0; |
1214 | } |
1354 | } |
1215 | change_skill(op, skill, 0); /* needed for proper exp credit */ |
1355 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
1216 | } |
1356 | } |
1217 | |
1357 | |
1218 | switch(spell_ob->subtype) { |
1358 | switch (spell_ob->subtype) |
|
|
1359 | { |
1219 | /* The order of case statements is same as the order they show up |
1360 | /* The order of case statements is same as the order they show up |
1220 | * in in spells.h. |
1361 | * in in spells.h. |
1221 | */ |
1362 | */ |
1222 | case SP_RAISE_DEAD: |
1363 | case SP_RAISE_DEAD: |
1223 | success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg); |
1364 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1224 | break; |
1365 | break; |
1225 | |
1366 | |
1226 | case SP_RUNE: |
1367 | case SP_RUNE: |
1227 | success = write_rune(op,caster, spell_ob, dir,stringarg); |
1368 | success = write_rune (op, caster, spell_ob, dir, stringarg); |
1228 | break; |
1369 | break; |
1229 | |
1370 | |
1230 | case SP_MAKE_MARK: |
1371 | case SP_MAKE_MARK: |
1231 | success = write_mark(op, spell_ob, stringarg); |
1372 | success = write_mark (op, spell_ob, stringarg); |
1232 | break; |
1373 | break; |
1233 | |
1374 | |
1234 | case SP_BOLT: |
1375 | case SP_BOLT: |
1235 | success = fire_bolt(op,caster,dir,spell_ob,skill); |
1376 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1236 | break; |
1377 | break; |
1237 | |
1378 | |
1238 | case SP_BULLET: |
1379 | case SP_BULLET: |
1239 | success = fire_bullet(op, caster, dir, spell_ob); |
1380 | success = fire_bullet (op, caster, dir, spell_ob); |
1240 | break; |
1381 | break; |
1241 | |
1382 | |
1242 | case SP_CONE: |
1383 | case SP_CONE: |
1243 | success = cast_cone(op, caster, dir, spell_ob); |
1384 | success = cast_cone (op, caster, dir, spell_ob); |
1244 | break; |
1385 | break; |
1245 | |
1386 | |
1246 | case SP_BOMB: |
1387 | case SP_BOMB: |
1247 | success = create_bomb(op,caster,dir, spell_ob); |
1388 | success = create_bomb (op, caster, dir, spell_ob); |
1248 | break; |
1389 | break; |
1249 | |
1390 | |
1250 | case SP_WONDER: |
1391 | case SP_WONDER: |
1251 | success = cast_wonder(op,caster, dir,spell_ob); |
1392 | success = cast_wonder (op, caster, dir, spell_ob); |
1252 | break; |
1393 | break; |
1253 | |
1394 | |
1254 | case SP_SMITE: |
1395 | case SP_SMITE: |
1255 | success = cast_smite_spell(op,caster, dir,spell_ob); |
1396 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1256 | break; |
1397 | break; |
1257 | |
1398 | |
1258 | case SP_MAGIC_MISSILE: |
1399 | case SP_MAGIC_MISSILE: |
1259 | success = fire_arch_from_position(op, caster, op->x + freearr_x[dir], |
1400 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1260 | op->y + freearr_y[dir], dir, spell_ob); |
|
|
1261 | break; |
1401 | break; |
1262 | |
1402 | |
1263 | case SP_SUMMON_GOLEM: |
1403 | case SP_SUMMON_GOLEM: |
1264 | success = summon_golem(op, caster, dir, spell_ob); |
1404 | success = summon_golem (op, caster, dir, spell_ob); |
1265 | old_shoottype = range_golem; |
1405 | old_shoottype = range_golem; |
1266 | break; |
1406 | break; |
1267 | |
1407 | |
1268 | case SP_DIMENSION_DOOR: |
1408 | case SP_DIMENSION_DOOR: |
1269 | /* dimension door needs the actual caster, because that is what is |
1409 | /* dimension door needs the actual caster, because that is what is |
1270 | * moved. |
1410 | * moved. |
1271 | */ |
1411 | */ |
1272 | success = dimension_door(op,caster, spell_ob, dir); |
1412 | success = dimension_door (op, caster, spell_ob, dir); |
1273 | break; |
1413 | break; |
1274 | |
1414 | |
1275 | case SP_MAGIC_MAPPING: |
1415 | case SP_MAGIC_MAPPING: |
1276 | if(op->type==PLAYER) { |
1416 | if (op->type == PLAYER) |
|
|
1417 | { |
1277 | spell_effect(spell_ob, op->x, op->y, op->map, op); |
1418 | spell_effect (spell_ob, op->x, op->y, op->map, op); |
1278 | draw_magic_map(op); |
1419 | draw_magic_map (op); |
1279 | success=1; |
1420 | success = 1; |
1280 | } |
1421 | } |
1281 | else success=0; |
1422 | else |
|
|
1423 | success = 0; |
1282 | break; |
1424 | break; |
1283 | |
1425 | |
1284 | case SP_MAGIC_WALL: |
1426 | case SP_MAGIC_WALL: |
1285 | success = magic_wall(op,caster,dir,spell_ob); |
1427 | success = magic_wall (op, caster, dir, spell_ob); |
1286 | break; |
1428 | break; |
1287 | |
1429 | |
1288 | case SP_DESTRUCTION: |
1430 | case SP_DESTRUCTION: |
1289 | success = cast_destruction(op,caster,spell_ob); |
1431 | success = cast_destruction (op, caster, spell_ob); |
1290 | break; |
1432 | break; |
1291 | |
1433 | |
1292 | case SP_PERCEIVE_SELF: |
1434 | case SP_PERCEIVE_SELF: |
1293 | success = perceive_self(op); |
1435 | success = perceive_self (op); |
1294 | break; |
1436 | break; |
1295 | |
1437 | |
1296 | case SP_WORD_OF_RECALL: |
1438 | case SP_WORD_OF_RECALL: |
1297 | success = cast_word_of_recall(op,caster,spell_ob); |
1439 | success = cast_word_of_recall (op, caster, spell_ob); |
1298 | break; |
1440 | break; |
1299 | |
1441 | |
1300 | case SP_INVISIBLE: |
1442 | case SP_INVISIBLE: |
1301 | success = cast_invisible(op,caster,spell_ob); |
1443 | success = cast_invisible (op, caster, spell_ob); |
1302 | break; |
1444 | break; |
1303 | |
1445 | |
1304 | case SP_PROBE: |
1446 | case SP_PROBE: |
1305 | success = probe(op,caster, spell_ob, dir); |
1447 | success = probe (op, caster, spell_ob, dir); |
1306 | break; |
1448 | break; |
1307 | |
1449 | |
1308 | case SP_HEALING: |
1450 | case SP_HEALING: |
1309 | success = cast_heal(op,caster, spell_ob, dir); |
1451 | success = cast_heal (op, caster, spell_ob, dir); |
1310 | break; |
1452 | break; |
1311 | |
1453 | |
1312 | case SP_CREATE_FOOD: |
1454 | case SP_CREATE_FOOD: |
1313 | success = cast_create_food(op,caster,spell_ob, dir,stringarg); |
1455 | success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1314 | break; |
1456 | break; |
1315 | |
1457 | |
1316 | case SP_EARTH_TO_DUST: |
1458 | case SP_EARTH_TO_DUST: |
1317 | success = cast_earth_to_dust(op,caster,spell_ob); |
1459 | success = cast_earth_to_dust (op, caster, spell_ob); |
1318 | break; |
1460 | break; |
1319 | |
1461 | |
1320 | case SP_CHANGE_ABILITY: |
1462 | case SP_CHANGE_ABILITY: |
1321 | success = cast_change_ability(op,caster,spell_ob, dir, 0); |
1463 | success = cast_change_ability (op, caster, spell_ob, dir, 0); |
1322 | break; |
1464 | break; |
1323 | |
1465 | |
1324 | case SP_BLESS: |
1466 | case SP_BLESS: |
1325 | success = cast_bless(op,caster,spell_ob, dir); |
1467 | success = cast_bless (op, caster, spell_ob, dir); |
1326 | break; |
1468 | break; |
1327 | |
1469 | |
1328 | case SP_CURSE: |
1470 | case SP_CURSE: |
1329 | success = cast_curse(op,caster,spell_ob, dir); |
1471 | success = cast_curse (op, caster, spell_ob, dir); |
1330 | break; |
1472 | break; |
1331 | |
1473 | |
1332 | case SP_SUMMON_MONSTER: |
1474 | case SP_SUMMON_MONSTER: |
1333 | success = summon_object(op,caster,spell_ob, dir,stringarg); |
1475 | success = summon_object (op, caster, spell_ob, dir, stringarg); |
1334 | break; |
1476 | break; |
1335 | |
1477 | |
1336 | case SP_CHARGING: |
1478 | case SP_CHARGING: |
1337 | success = recharge(op, caster, spell_ob); |
1479 | success = recharge (op, caster, spell_ob); |
1338 | break; |
1480 | break; |
1339 | |
1481 | |
1340 | case SP_POLYMORPH: |
1482 | case SP_POLYMORPH: |
1341 | #ifdef NO_POLYMORPH |
1483 | #ifdef NO_POLYMORPH |
1342 | /* Not great, but at least provide feedback so if players do have |
1484 | /* Not great, but at least provide feedback so if players do have |
1343 | * polymorph (ie, find it as a preset item or left over from before |
1485 | * polymorph (ie, find it as a preset item or left over from before |
1344 | * it was disabled), they get some feedback. |
1486 | * it was disabled), they get some feedback. |
1345 | */ |
1487 | */ |
1346 | new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); |
1488 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1347 | success = 0; |
1489 | success = 0; |
1348 | #else |
1490 | #else |
1349 | success = cast_polymorph(op,caster,spell_ob, dir); |
1491 | success = cast_polymorph (op, caster, spell_ob, dir); |
1350 | #endif |
1492 | #endif |
1351 | break; |
1493 | break; |
1352 | |
1494 | |
1353 | case SP_ALCHEMY: |
1495 | case SP_ALCHEMY: |
1354 | success = alchemy(op, caster, spell_ob); |
1496 | success = alchemy (op, caster, spell_ob); |
1355 | break; |
1497 | break; |
1356 | |
1498 | |
1357 | case SP_REMOVE_CURSE: |
1499 | case SP_REMOVE_CURSE: |
1358 | success = remove_curse(op, caster, spell_ob); |
1500 | success = remove_curse (op, caster, spell_ob); |
1359 | break; |
1501 | break; |
1360 | |
1502 | |
1361 | case SP_IDENTIFY: |
1503 | case SP_IDENTIFY: |
1362 | success = cast_identify(op, caster, spell_ob); |
1504 | success = cast_identify (op, caster, spell_ob); |
1363 | break; |
1505 | break; |
1364 | |
1506 | |
1365 | case SP_DETECTION: |
1507 | case SP_DETECTION: |
1366 | success = cast_detection(op, caster, spell_ob, skill); |
1508 | success = cast_detection (op, caster, spell_ob, skill); |
1367 | break; |
1509 | break; |
1368 | |
1510 | |
1369 | case SP_MOOD_CHANGE: |
1511 | case SP_MOOD_CHANGE: |
1370 | success = mood_change(op, caster, spell_ob); |
1512 | success = mood_change (op, caster, spell_ob); |
1371 | break; |
1513 | break; |
1372 | |
1514 | |
1373 | case SP_MOVING_BALL: |
1515 | case SP_MOVING_BALL: |
1374 | if (spell_ob->path_repelled && |
|
|
1375 | (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) { |
1516 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1376 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1517 | { |
1377 | "You lack the proper attunement to cast %s", spell_ob->name); |
1518 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); |
1378 | success = 0; |
1519 | success = 0; |
1379 | } else |
1520 | } |
1380 | success = fire_arch_from_position(op,caster, |
1521 | else |
1381 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
1522 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1382 | dir, spell_ob); |
|
|
1383 | break; |
1523 | break; |
1384 | |
1524 | |
1385 | case SP_SWARM: |
1525 | case SP_SWARM: |
1386 | success = fire_swarm(op, caster, spell_ob, dir); |
1526 | success = fire_swarm (op, caster, spell_ob, dir); |
1387 | break; |
1527 | break; |
1388 | |
1528 | |
1389 | case SP_CHANGE_MANA: |
1529 | case SP_CHANGE_MANA: |
1390 | success = cast_transfer(op,caster, spell_ob, dir); |
1530 | success = cast_transfer (op, caster, spell_ob, dir); |
1391 | break; |
1531 | break; |
1392 | |
1532 | |
1393 | case SP_DISPEL_RUNE: |
1533 | case SP_DISPEL_RUNE: |
1394 | /* in rune.c */ |
1534 | /* in rune.c */ |
1395 | success = dispel_rune(op,caster, spell_ob, skill, dir); |
1535 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1396 | break; |
1536 | break; |
1397 | |
1537 | |
1398 | case SP_CREATE_MISSILE: |
1538 | case SP_CREATE_MISSILE: |
1399 | success = cast_create_missile(op,caster,spell_ob, dir,stringarg); |
1539 | success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1400 | break; |
1540 | break; |
1401 | |
1541 | |
1402 | case SP_CONSECRATE: |
1542 | case SP_CONSECRATE: |
1403 | success = cast_consecrate(op, caster, spell_ob); |
1543 | success = cast_consecrate (op, caster, spell_ob); |
1404 | break; |
1544 | break; |
1405 | |
1545 | |
1406 | case SP_ANIMATE_WEAPON: |
1546 | case SP_ANIMATE_WEAPON: |
1407 | success = animate_weapon(op, caster, spell_ob, dir); |
1547 | success = animate_weapon (op, caster, spell_ob, dir); |
1408 | old_shoottype = range_golem; |
1548 | old_shoottype = range_golem; |
1409 | break; |
1549 | break; |
1410 | |
1550 | |
1411 | case SP_LIGHT: |
1551 | case SP_LIGHT: |
1412 | success = cast_light(op, caster, spell_ob, dir); |
1552 | success = cast_light (op, caster, spell_ob, dir); |
1413 | break; |
1553 | break; |
1414 | |
1554 | |
1415 | case SP_CHANGE_MAP_LIGHT: |
1555 | case SP_CHANGE_MAP_LIGHT: |
1416 | success = cast_change_map_lightlevel(op, caster, spell_ob); |
1556 | success = cast_change_map_lightlevel (op, caster, spell_ob); |
1417 | break; |
1557 | break; |
1418 | |
1558 | |
1419 | case SP_FAERY_FIRE: |
1559 | case SP_FAERY_FIRE: |
1420 | success = cast_destruction(op,caster,spell_ob); |
1560 | success = cast_destruction (op, caster, spell_ob); |
1421 | break; |
1561 | break; |
1422 | |
1562 | |
1423 | case SP_CAUSE_DISEASE: |
1563 | case SP_CAUSE_DISEASE: |
1424 | success = cast_cause_disease(op, caster, spell_ob, dir); |
1564 | success = cast_cause_disease (op, caster, spell_ob, dir); |
1425 | break; |
1565 | break; |
1426 | |
1566 | |
1427 | case SP_AURA: |
1567 | case SP_AURA: |
1428 | success = create_aura(op, caster, spell_ob); |
1568 | success = create_aura (op, caster, spell_ob); |
1429 | break; |
1569 | break; |
1430 | |
1570 | |
1431 | case SP_TOWN_PORTAL: |
1571 | case SP_TOWN_PORTAL: |
1432 | success= cast_create_town_portal (op,caster,spell_ob, dir); |
1572 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
1433 | break; |
1573 | break; |
1434 | |
1574 | |
1435 | case SP_PARTY_SPELL: |
1575 | case SP_PARTY_SPELL: |
1436 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1576 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1437 | break; |
1577 | break; |
1438 | |
1578 | |
1439 | case SP_PERL: |
1579 | default: |
1440 | execute_global_event(EVENT_CAST_SPELL, op, caster, spell_ob, dir, stringarg ? stringarg : ""); |
1580 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
1441 | break; |
|
|
1442 | |
|
|
1443 | default: |
|
|
1444 | LOG(llevError,"cast_spell: Unhandled spell subtype %d\n", |
1581 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1445 | spell_ob->subtype); |
|
|
1446 | |
|
|
1447 | |
|
|
1448 | } |
1582 | } |
1449 | |
1583 | |
1450 | /* FIXME - we need some better sound suppport */ |
1584 | /* FIXME - we need some better sound suppport */ |
1451 | // yes, for example, augment map info with the spell effect |
1585 | // yes, for example, augment map info with the spell effect |
1452 | // so clients can calculate the sounds themselves |
1586 | // so clients can calculate the sounds themselves |
1453 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
1587 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
1454 | |
1588 | |
1455 | /* free the spell arg */ |
1589 | /* free the spell arg */ |
1456 | if(settings.casting_time == TRUE && stringarg) { |
1590 | if (settings.casting_time == TRUE && stringarg) |
1457 | free(stringarg); |
|
|
1458 | stringarg=NULL; |
|
|
1459 | } |
1591 | { |
|
|
1592 | free (stringarg); |
|
|
1593 | stringarg = NULL; |
|
|
1594 | } |
1460 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
1595 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
1461 | * to something like use_magic_item, but you really want to be able to fire |
1596 | * to something like use_magic_item, but you really want to be able to fire |
1462 | * it again. |
1597 | * it again. |
1463 | */ |
1598 | */ |
|
|
1599 | if (op->contr) |
1464 | if (op->contr) op->contr->shoottype = (rangetype) old_shoottype; |
1600 | op->contr->shoottype = (rangetype) old_shoottype; |
1465 | |
1601 | |
1466 | return success; |
1602 | return success; |
1467 | } |
1603 | } |
1468 | |
1604 | |
1469 | |
1605 | |
1470 | /* This is called from time.c/process_object(). That function |
1606 | /* This is called from time.c/process_object(). That function |
1471 | * calls this for any SPELL_EFFECT type objects. This function |
1607 | * calls this for any SPELL_EFFECT type objects. This function |
1472 | * then dispatches them to the appropriate specific routines. |
1608 | * then dispatches them to the appropriate specific routines. |
1473 | */ |
1609 | */ |
|
|
1610 | void |
1474 | void move_spell_effect(object *op) { |
1611 | move_spell_effect (object *op) |
1475 | |
1612 | { |
1476 | switch (op->subtype) { |
1613 | switch (op->subtype) |
|
|
1614 | { |
1477 | case SP_BOLT: |
1615 | case SP_BOLT: |
1478 | move_bolt(op); |
1616 | move_bolt (op); |
1479 | break; |
1617 | break; |
1480 | |
1618 | |
1481 | case SP_BULLET: |
1619 | case SP_BULLET: |
1482 | move_bullet(op); |
1620 | move_bullet (op); |
1483 | break; |
1621 | break; |
1484 | |
1622 | |
1485 | case SP_EXPLOSION: |
1623 | case SP_EXPLOSION: |
1486 | explosion(op); |
1624 | explosion (op); |
1487 | break; |
1625 | break; |
1488 | |
1626 | |
1489 | case SP_CONE: |
1627 | case SP_CONE: |
1490 | move_cone(op); |
1628 | move_cone (op); |
1491 | break; |
1629 | break; |
1492 | |
1630 | |
1493 | case SP_BOMB: |
1631 | case SP_BOMB: |
1494 | animate_bomb(op); |
1632 | animate_bomb (op); |
1495 | break; |
1633 | break; |
1496 | |
1634 | |
1497 | case SP_MAGIC_MISSILE: |
1635 | case SP_MAGIC_MISSILE: |
1498 | move_missile(op); |
1636 | move_missile (op); |
1499 | break; |
1637 | break; |
1500 | |
1638 | |
1501 | case SP_WORD_OF_RECALL: |
1639 | case SP_WORD_OF_RECALL: |
1502 | execute_word_of_recall(op); |
1640 | execute_word_of_recall (op); |
1503 | break; |
1641 | break; |
1504 | |
1642 | |
1505 | case SP_MOVING_BALL: |
1643 | case SP_MOVING_BALL: |
1506 | move_ball_spell(op); |
1644 | move_ball_spell (op); |
1507 | break; |
1645 | break; |
1508 | |
1646 | |
1509 | case SP_SWARM: |
1647 | case SP_SWARM: |
1510 | move_swarm_spell(op); |
1648 | move_swarm_spell (op); |
1511 | break; |
1649 | break; |
1512 | |
1650 | |
1513 | case SP_AURA: |
1651 | case SP_AURA: |
1514 | move_aura(op); |
1652 | move_aura (op); |
1515 | break; |
1653 | break; |
1516 | |
|
|
1517 | } |
1654 | } |
1518 | } |
1655 | } |
1519 | |
1656 | |
1520 | /* this checks to see if something special should happen if |
1657 | /* this checks to see if something special should happen if |
1521 | * something runs into the object. |
1658 | * something runs into the object. |
1522 | */ |
1659 | */ |
|
|
1660 | void |
1523 | void check_spell_effect(object *op) { |
1661 | check_spell_effect (object *op) |
1524 | |
1662 | { |
1525 | switch (op->subtype) { |
1663 | switch (op->subtype) |
|
|
1664 | { |
1526 | case SP_BOLT: |
1665 | case SP_BOLT: |
1527 | move_bolt(op); |
1666 | move_bolt (op); |
1528 | return; |
1667 | return; |
1529 | |
1668 | |
1530 | case SP_BULLET: |
1669 | case SP_BULLET: |
1531 | check_bullet(op); |
1670 | check_bullet (op); |
1532 | return; |
1671 | return; |
1533 | } |
1672 | } |
1534 | |
|
|
1535 | } |
1673 | } |
1536 | |
1674 | |
1537 | /* This is called by move_apply. Basically, if someone |
1675 | /* This is called by move_apply. Basically, if someone |
1538 | * moves onto a spell effect and the walk_on or fly_on flags |
1676 | * moves onto a spell effect and the walk_on or fly_on flags |
1539 | * are set, this is called. This should only be called for |
1677 | * are set, this is called. This should only be called for |
1540 | * objects of the appropraite type. |
1678 | * objects of the appropraite type. |
1541 | */ |
1679 | */ |
|
|
1680 | void |
1542 | void apply_spell_effect(object *spell, object *victim) |
1681 | apply_spell_effect (object *spell, object *victim) |
1543 | { |
1682 | { |
1544 | switch (spell->subtype) { |
1683 | switch (spell->subtype) |
|
|
1684 | { |
1545 | case SP_CONE: |
1685 | case SP_CONE: |
1546 | if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1686 | if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1547 | hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); |
1687 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1548 | break; |
1688 | break; |
1549 | |
1689 | |
1550 | case SP_MAGIC_MISSILE: |
1690 | case SP_MAGIC_MISSILE: |
1551 | if (QUERY_FLAG (victim, FLAG_ALIVE)) { |
|
|
1552 | tag_t spell_tag = spell->count; |
|
|
1553 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
|
|
1554 | if ( ! was_destroyed (spell, spell_tag)) { |
|
|
1555 | remove_ob (spell); |
|
|
1556 | free_object (spell); |
|
|
1557 | } |
|
|
1558 | } |
|
|
1559 | break; |
|
|
1560 | |
|
|
1561 | case SP_MOVING_BALL: |
|
|
1562 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1691 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
|
|
1692 | { |
|
|
1693 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
|
|
1694 | |
|
|
1695 | if (!spell->destroyed ()) |
|
|
1696 | { |
|
|
1697 | remove_ob (spell); |
|
|
1698 | free_object (spell); |
|
|
1699 | } |
|
|
1700 | } |
|
|
1701 | break; |
|
|
1702 | |
|
|
1703 | case SP_MOVING_BALL: |
|
|
1704 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1563 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1705 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1564 | else if (victim->material || victim->materialname) |
1706 | else if (victim->material || victim->materialname) |
1565 | save_throw_object (victim, spell->attacktype, spell); |
1707 | save_throw_object (victim, spell->attacktype, spell); |
1566 | break; |
1708 | break; |
1567 | } |
1709 | } |
1568 | } |
1710 | } |