1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
|
|
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <spells.h> |
26 | #include <spells.h> |
27 | #include <object.h> |
27 | #include <object.h> |
28 | #include <errno.h> |
28 | #include <errno.h> |
29 | #ifndef __CEXTRACT__ |
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|
30 | # include <sproto.h> |
29 | #include <sproto.h> |
31 | #endif |
|
|
32 | #include <sounds.h> |
30 | #include <sounds.h> |
33 | |
31 | |
34 | extern char *spell_mapping[]; |
32 | extern char *spell_mapping[]; |
35 | |
33 | |
36 | /* This returns a random spell from 'ob'. If skill is set, then |
34 | /* This returns a random spell from 'ob'. If skill is set, then |
… | |
… | |
151 | } |
149 | } |
152 | |
150 | |
153 | /* pretty basic function - basically just takes |
151 | /* pretty basic function - basically just takes |
154 | * an object, sets the x,y, and calls insert_ob_in_map |
152 | * an object, sets the x,y, and calls insert_ob_in_map |
155 | */ |
153 | */ |
156 | |
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|
157 | void |
154 | void |
158 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
155 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
159 | { |
156 | { |
160 | |
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161 | if (spob->other_arch != NULL) |
157 | if (spob->other_arch) |
162 | { |
158 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
163 | object *effect = arch_to_object (spob->other_arch); |
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164 | |
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165 | effect->x = x; |
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166 | effect->y = y; |
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167 | |
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168 | insert_ob_in_map (effect, map, originator, 0); |
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|
169 | } |
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170 | } |
159 | } |
171 | |
160 | |
172 | /* |
161 | /* |
173 | * This function takes a caster and spell and presents the |
162 | * This function takes a caster and spell and presents the |
174 | * effective level the caster needs to be to cast the spell. |
163 | * effective level the caster needs to be to cast the spell. |
175 | * basically, it just adjusts the spell->level with attuned/repelled |
164 | * basically, it just adjusts the spell->level with attuned/repelled |
176 | * spellpaths. Was called path_level_mod |
165 | * spellpaths. Was called path_level_mod. |
177 | * |
166 | * |
178 | * caster is person casting hte spell. |
167 | * caster is person casting the spell. |
179 | * spell is the spell object. |
168 | * spell is the spell object. |
180 | * Returns modified level. |
169 | * Returns modified level. |
181 | */ |
170 | */ |
182 | int |
171 | int |
183 | min_casting_level (object *caster, object *spell) |
172 | min_casting_level (object *caster, object *spell) |
… | |
… | |
186 | |
175 | |
187 | if (caster->path_denied & spell->path_attuned) |
176 | if (caster->path_denied & spell->path_attuned) |
188 | return 1; |
177 | return 1; |
189 | |
178 | |
190 | new_level = spell->level |
179 | new_level = spell->level |
191 | + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); |
180 | + (caster->path_repelled & spell->path_attuned ? +2 : 0) |
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|
181 | + (caster->path_attuned & spell->path_attuned ? -2 : 0); |
192 | |
182 | |
193 | return (new_level < 1) ? 1 : new_level; |
183 | return max (1, new_level); |
194 | } |
184 | } |
195 | |
|
|
196 | |
185 | |
197 | /* This function returns the effective level the spell |
186 | /* This function returns the effective level the spell |
198 | * is being cast at. |
187 | * is being cast at. |
199 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
188 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
200 | * This is because the new code compares casting_level against |
189 | * This is because the new code compares casting_level against |
201 | * min_caster_level, so the difference is effectively 4 |
190 | * min_caster_level, so the difference is effectively 4 |
202 | */ |
191 | */ |
203 | |
|
|
204 | int |
192 | int |
205 | caster_level (object *caster, object *spell) |
193 | caster_level (object *caster, object *spell) |
206 | { |
194 | { |
207 | int level = caster->level; |
195 | int level = caster->level; |
208 | |
196 | |
… | |
… | |
223 | |
211 | |
224 | level = MIN (level, sk_level + level / 10 + 1); |
212 | level = MIN (level, sk_level + level / 10 + 1); |
225 | } |
213 | } |
226 | |
214 | |
227 | /* Got valid caster level. Now adjust for attunement */ |
215 | /* Got valid caster level. Now adjust for attunement */ |
228 | level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); |
216 | level += caster->path_repelled & spell->path_attuned ? -2 : 0; |
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217 | level += caster->path_attuned & spell->path_attuned ? +2 : 0; |
229 | |
218 | |
230 | /* Always make this at least 1. If this is zero, we get divide by zero |
219 | /* Always make this at least 1. If this is zero, we get divide by zero |
231 | * errors in various places. |
220 | * errors in various places. |
232 | */ |
221 | */ |
233 | if (level < 1) |
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234 | level = 1; |
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235 | |
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236 | return level; |
222 | return max (level, 1); |
237 | } |
223 | } |
238 | |
224 | |
239 | /* The following function scales the spellpoint cost of |
225 | /* The following function scales the spellpoint cost of |
240 | * a spell by it's increased effectiveness. Some of the |
226 | * a spell by it's increased effectiveness. Some of the |
241 | * lower level spells become incredibly vicious at high |
227 | * lower level spells become incredibly vicious at high |
… | |
… | |
444 | if (OUT_OF_REAL_MAP (m, x, y)) |
430 | if (OUT_OF_REAL_MAP (m, x, y)) |
445 | return 0; |
431 | return 0; |
446 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
432 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
447 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
433 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
448 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
434 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
449 | || sp_op->type == LIGHTNING // XXX: elmex: why is LIGHTNING special cased here? |
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|
450 | // most spells use subtypes for bolts today... |
|
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451 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
435 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
452 | return 1; |
436 | return 1; |
453 | |
437 | |
454 | return 0; |
438 | return 0; |
455 | } |
439 | } |
… | |
… | |
473 | { |
457 | { |
474 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
458 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
475 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
459 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
476 | dir = 0; |
460 | dir = 0; |
477 | } |
461 | } |
478 | new_op->x = op->x + freearr_x[dir]; |
462 | |
479 | new_op->y = op->y + freearr_y[dir]; |
463 | op->map->insert (new_op, |
480 | if (dir == 0) |
464 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
481 | insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); |
465 | op, |
482 | else |
466 | dir ? 0 : INS_BELOW_ORIGINATOR); |
483 | insert_ob_in_map (new_op, op->map, op, 0); |
467 | |
484 | return dir; |
468 | return dir; |
485 | } |
469 | } |
486 | |
470 | |
487 | /* Returns true if it is ok to put spell *op on the space/may provided. |
471 | /* Returns true if it is ok to put spell *op on the space/may provided. |
488 | * immune_stop is basically the attacktype of the spell (why |
472 | * immune_stop is basically the attacktype of the spell (why |
… | |
… | |
490 | * has the AT_MAGIC bit set, and there is a counterwall |
474 | * has the AT_MAGIC bit set, and there is a counterwall |
491 | * on the space, the object doesn't get placed. if immune stop |
475 | * on the space, the object doesn't get placed. if immune stop |
492 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
476 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
493 | * |
477 | * |
494 | */ |
478 | */ |
495 | |
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|
496 | int |
479 | int |
497 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
480 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
498 | { |
481 | { |
499 | object *tmp; |
482 | if (!xy_normalise (m, x, y)) |
500 | int mflags; |
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501 | maptile *mp; |
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502 | |
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503 | mp = m; |
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504 | mflags = get_map_flags (m, &mp, x, y, &x, &y); |
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505 | |
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506 | if (mflags & P_OUT_OF_MAP) |
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507 | return 0; |
483 | return 0; |
508 | |
484 | |
509 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) |
485 | mapspace &ms = m->at (x, y); |
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486 | |
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487 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
510 | return 0; |
488 | return 0; |
511 | |
489 | |
512 | for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) |
490 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
513 | { |
491 | { |
514 | /* If there is a counterspell on the space, and this |
492 | /* If there is a counterspell on the space, and this |
515 | * object is using magic, don't progress. I believe we could |
493 | * object is using magic, don't progress. I believe we could |
516 | * leave this out and let in progress, and other areas of the code |
494 | * leave this out and let in progress, and other areas of the code |
517 | * will then remove it, but that would seem to to use more |
495 | * will then remove it, but that would seem to to use more |
518 | * resources, and may not work as well if a player is standing |
496 | * resources, and may not work as well if a player is standing |
519 | * on top of a counterwall spell (may hit the player before being |
497 | * on top of a counterwall spell (may hit the player before being |
520 | * removed.) On the other hand, it may be more dramatic for the |
498 | * removed.) On the other hand, it may be more dramatic for the |
521 | * spell to actually hit the counterwall and be sucked up. |
499 | * spell to actually hit the counterwall and be sucked up. |
522 | */ |
500 | */ |
523 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
501 | if ((tmp->attacktype & AT_COUNTERSPELL) |
524 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
502 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
525 | (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) |
503 | && (tmp->type != PLAYER) |
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504 | && (tmp->type != WEAPON) |
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505 | && (tmp->type != BOW) |
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506 | && (tmp->type != ARROW) |
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507 | && (tmp->type != GOLEM) |
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508 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
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509 | // we special case floor here because there |
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510 | // are sometimes spell effect floors |
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511 | // which are used to inflict damage |
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512 | // (and those shouldn't go away from |
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513 | // sanctuary) see also: permanent lava |
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514 | && (immune_stop & AT_MAGIC)) |
526 | return 0; |
515 | return 0; |
527 | |
516 | |
528 | /* This is to prevent 'out of control' spells. Basically, this |
517 | /* This is to prevent 'out of control' spells. Basically, this |
529 | * limits one spell effect per space per spell. This is definately |
518 | * limits one spell effect per space per spell. This is definately |
530 | * needed for performance reasons, and just for playability I believe. |
519 | * needed for performance reasons, and just for playability I believe. |
… | |
… | |
540 | * playability reasons. |
529 | * playability reasons. |
541 | */ |
530 | */ |
542 | if (tmp->arch == op->arch |
531 | if (tmp->arch == op->arch |
543 | && tmp->type == op->type |
532 | && tmp->type == op->type |
544 | && tmp->subtype == op->subtype |
533 | && tmp->subtype == op->subtype |
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|
534 | && tmp->owner == op->owner |
545 | && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
535 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
546 | { |
536 | { |
547 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
537 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
548 | tmp->range = MAX (tmp->range, op->range); |
538 | tmp->range = MAX (tmp->range, op->range); |
549 | tmp->duration = MAX (tmp->duration, op->duration); |
539 | tmp->duration = MAX (tmp->duration, op->duration); |
550 | return 0; |
540 | return 0; |
… | |
… | |
552 | |
542 | |
553 | /* Perhaps we should also put checks in for no magic and unholy |
543 | /* Perhaps we should also put checks in for no magic and unholy |
554 | * ground to prevent it from moving along? |
544 | * ground to prevent it from moving along? |
555 | */ |
545 | */ |
556 | } |
546 | } |
|
|
547 | |
557 | /* If it passes the above tests, it must be OK */ |
548 | /* If it passes the above tests, it must be OK */ |
558 | return 1; |
549 | return 1; |
559 | } |
550 | } |
560 | |
551 | |
561 | /* fire_arch_from_position: fires an archetype. |
552 | /* fire_arch_from_position: fires an archetype. |
… | |
… | |
621 | return 0; |
612 | return 0; |
622 | } |
613 | } |
623 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
614 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
624 | SET_ANIMATION (tmp, dir); |
615 | SET_ANIMATION (tmp, dir); |
625 | |
616 | |
626 | if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) |
617 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
627 | return 1; |
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628 | |
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629 | move_spell_effect (tmp); |
618 | move_spell_effect (tmp); |
630 | |
619 | |
631 | return 1; |
620 | return 1; |
632 | } |
621 | } |
633 | |
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634 | |
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635 | |
622 | |
636 | /***************************************************************************** |
623 | /***************************************************************************** |
637 | * |
624 | * |
638 | * Code related to rods - perhaps better located in another file? |
625 | * Code related to rods - perhaps better located in another file? |
639 | * |
626 | * |
640 | ****************************************************************************/ |
627 | ****************************************************************************/ |
641 | |
|
|
642 | void |
628 | void |
643 | regenerate_rod (object *rod) |
629 | regenerate_rod (object *rod) |
644 | { |
630 | { |
645 | if (rod->stats.hp < rod->stats.maxhp) |
631 | if (rod->stats.hp < rod->stats.maxhp) |
646 | { |
632 | { |
… | |
… | |
655 | void |
641 | void |
656 | drain_rod_charge (object *rod) |
642 | drain_rod_charge (object *rod) |
657 | { |
643 | { |
658 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
644 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
659 | } |
645 | } |
660 | |
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661 | |
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662 | |
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663 | |
646 | |
664 | /* this function is commonly used to find a friendly target for |
647 | /* this function is commonly used to find a friendly target for |
665 | * spells such as heal or protection or armour |
648 | * spells such as heal or protection or armour |
666 | * op is what is looking for the target (which can be a player), |
649 | * op is what is looking for the target (which can be a player), |
667 | * dir is the direction we are looking in. Return object found, or |
650 | * dir is the direction we are looking in. Return object found, or |
668 | * NULL if no good object. |
651 | * NULL if no good object. |
669 | */ |
652 | */ |
670 | |
|
|
671 | object * |
653 | object * |
672 | find_target_for_friendly_spell (object *op, int dir) |
654 | find_target_for_friendly_spell (object *op, int dir) |
673 | { |
655 | { |
674 | object *tmp; |
656 | object *tmp; |
675 | maptile *m; |
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|
676 | sint16 x, y; |
|
|
677 | int mflags; |
|
|
678 | |
657 | |
679 | /* I don't really get this block - if op isn't a player or rune, |
658 | /* I don't really get this block - if op isn't a player or rune, |
680 | * we then make the owner of this object the target. |
659 | * we then make the owner of this object the target. |
681 | * The owner could very well be no where near op. |
660 | * The owner could very well be no where near op. |
682 | */ |
661 | */ |
… | |
… | |
689 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
668 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
690 | tmp = op; |
669 | tmp = op; |
691 | } |
670 | } |
692 | else |
671 | else |
693 | { |
672 | { |
694 | m = op->map; |
673 | maptile *m = op->map; |
695 | x = op->x + freearr_x[dir]; |
674 | sint16 x = op->x + freearr_x[dir]; |
696 | y = op->y + freearr_y[dir]; |
675 | sint16 y = op->y + freearr_y[dir]; |
697 | |
|
|
698 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
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699 | |
|
|
700 | if (mflags & P_OUT_OF_MAP) |
|
|
701 | tmp = NULL; |
|
|
702 | else |
|
|
703 | { |
676 | |
704 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
677 | tmp = xy_normalise (m, x, y) |
705 | if (tmp->type == PLAYER) |
678 | ? m->at (x, y).player () |
706 | break; |
679 | : 0; |
707 | } |
|
|
708 | } |
680 | } |
|
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681 | |
709 | /* didn't find a player there, look in current square for a player */ |
682 | /* didn't find a player there, look in current square for a player */ |
710 | if (tmp == NULL) |
683 | if (!tmp) |
711 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
684 | tmp = op->ms ().player (); |
712 | { |
|
|
713 | if (tmp->type == PLAYER) |
|
|
714 | break; |
|
|
715 | } |
|
|
716 | |
685 | |
717 | return tmp; |
686 | return tmp; |
718 | } |
687 | } |
719 | |
688 | |
720 | |
689 | |
… | |
… | |
765 | return freedir[i]; |
734 | return freedir[i]; |
766 | } |
735 | } |
767 | return -1; /* flag for "keep going the way you were" */ |
736 | return -1; /* flag for "keep going the way you were" */ |
768 | } |
737 | } |
769 | |
738 | |
770 | |
|
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771 | |
|
|
772 | /* put_a_monster: puts a monster named monstername near by |
739 | /* put_a_monster: puts a monster named monstername near by |
773 | * op. This creates the treasures for the monsters, and |
740 | * op. This creates the treasures for the monsters, and |
774 | * also deals with multipart monsters properly. |
741 | * also deals with multipart monsters properly. |
775 | */ |
742 | */ |
776 | |
|
|
777 | void |
743 | void |
778 | put_a_monster (object *op, const char *monstername) |
744 | put_a_monster (object *op, const char *monstername) |
779 | { |
745 | { |
780 | object *tmp, *head = NULL, *prev = NULL; |
746 | object *tmp, *head = NULL, *prev = NULL; |
781 | archetype *at; |
747 | archetype *at; |
… | |
… | |
817 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
783 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
818 | |
784 | |
819 | insert_ob_in_map (head, op->map, op, 0); |
785 | insert_ob_in_map (head, op->map, op, 0); |
820 | |
786 | |
821 | /* thought it'd be cool to insert a burnout, too. */ |
787 | /* thought it'd be cool to insert a burnout, too. */ |
822 | tmp = get_archetype ("burnout"); |
788 | op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
823 | tmp->map = op->map; |
|
|
824 | tmp->x = op->x + freearr_x[dir]; |
|
|
825 | tmp->y = op->y + freearr_y[dir]; |
|
|
826 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
827 | } |
789 | } |
828 | } |
790 | } |
829 | |
791 | |
830 | /* peterm: function which summons hostile monsters and |
792 | /* peterm: function which summons hostile monsters and |
831 | * places them in nearby squares. |
793 | * places them in nearby squares. |
… | |
… | |
858 | { |
820 | { |
859 | int attacktype; |
821 | int attacktype; |
860 | int face; |
822 | int face; |
861 | } ATTACKS[22] = |
823 | } ATTACKS[22] = |
862 | { |
824 | { |
863 | { |
|
|
864 | AT_PHYSICAL, 0}, |
825 | { AT_PHYSICAL, 0}, |
865 | { |
|
|
866 | AT_PHYSICAL, 0}, /*face = explosion */ |
826 | { AT_PHYSICAL, 0}, /*face = explosion */ |
867 | { |
|
|
868 | AT_PHYSICAL, 0}, |
827 | { AT_PHYSICAL, 0}, |
869 | { |
|
|
870 | AT_MAGIC, 1}, |
828 | { AT_MAGIC, 1}, |
871 | { |
|
|
872 | AT_MAGIC, 1}, /* face = last-burnout */ |
829 | { AT_MAGIC, 1}, /* face = last-burnout */ |
873 | { |
|
|
874 | AT_MAGIC, 1}, |
830 | { AT_MAGIC, 1}, |
875 | { |
|
|
876 | AT_FIRE, 2}, |
831 | { AT_FIRE, 2}, |
877 | { |
|
|
878 | AT_FIRE, 2}, /* face = fire.... */ |
832 | { AT_FIRE, 2}, /* face = fire.... */ |
879 | { |
|
|
880 | AT_FIRE, 2}, |
833 | { AT_FIRE, 2}, |
881 | { |
|
|
882 | AT_ELECTRICITY, 3}, |
834 | { AT_ELECTRICITY, 3}, |
883 | { |
|
|
884 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
835 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
885 | { |
|
|
886 | AT_ELECTRICITY, 3}, |
836 | { AT_ELECTRICITY, 3}, |
887 | { |
|
|
888 | AT_COLD, 4}, |
837 | { AT_COLD, 4}, |
889 | { |
|
|
890 | AT_COLD, 4}, /* face=icestorm */ |
838 | { AT_COLD, 4}, /* face=icestorm */ |
891 | { |
|
|
892 | AT_COLD, 4}, |
839 | { AT_COLD, 4}, |
893 | { |
|
|
894 | AT_CONFUSION, 5}, |
840 | { AT_CONFUSION, 5}, |
895 | { |
|
|
896 | AT_POISON, 7}, |
841 | { AT_POISON, 7}, |
897 | { |
|
|
898 | AT_POISON, 7}, /* face = acid sphere. generator */ |
842 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
899 | { |
|
|
900 | AT_POISON, 7}, /* poisoncloud face */ |
843 | { AT_POISON, 7}, /* poisoncloud face */ |
901 | { |
|
|
902 | AT_SLOW, 8}, |
844 | { AT_SLOW, 8}, |
903 | { |
|
|
904 | AT_PARALYZE, 9}, |
845 | { AT_PARALYZE, 9}, |
905 | { |
|
|
906 | AT_FEAR, 10}}; |
846 | { AT_FEAR, 10}, |
907 | |
847 | }; |
908 | |
|
|
909 | |
848 | |
910 | /* shuffle_attack: peterm |
849 | /* shuffle_attack: peterm |
911 | * This routine shuffles the attack of op to one of the |
850 | * This routine shuffles the attack of op to one of the |
912 | * ones in the list. It does this at random. It also |
851 | * ones in the list. It does this at random. It also |
913 | * chooses a face appropriate to the attack that is |
852 | * chooses a face appropriate to the attack that is |
… | |
… | |
1031 | else |
970 | else |
1032 | { |
971 | { |
1033 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
972 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
1034 | tmp = get_archetype (LOOSE_MANA); |
973 | tmp = get_archetype (LOOSE_MANA); |
1035 | tmp->level = skill->level; |
974 | tmp->level = skill->level; |
1036 | tmp->x = op->x; |
|
|
1037 | tmp->y = op->y; |
|
|
1038 | |
975 | |
1039 | /* increase the area of destruction a little for more powerful spells */ |
976 | /* increase the area of destruction a little for more powerful spells */ |
1040 | tmp->range += isqrt (power); |
977 | tmp->range += isqrt (power); |
1041 | |
978 | |
1042 | if (power > 25) |
979 | if (power > 25) |
1043 | tmp->stats.dam = 25 + isqrt (power); |
980 | tmp->stats.dam = 25 + isqrt (power); |
1044 | else |
981 | else |
1045 | tmp->stats.dam = power; /* nasty recoils! */ |
982 | tmp->stats.dam = power; /* nasty recoils! */ |
1046 | |
983 | |
1047 | tmp->stats.maxhp = tmp->count; |
984 | tmp->stats.maxhp = tmp->count; |
1048 | insert_ob_in_map (tmp, op->map, NULL, 0); |
985 | |
|
|
986 | tmp->insert_at (op); |
1049 | } |
987 | } |
1050 | } |
988 | } |
1051 | } |
989 | } |
1052 | |
990 | |
1053 | int |
991 | int |
1054 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
992 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1055 | { |
993 | { |
1056 | int success; |
994 | int success; |
1057 | player *pl; |
|
|
1058 | object *spell; |
995 | object *spell; |
1059 | |
996 | |
1060 | if (!spell_ob->other_arch) |
997 | if (!spell_ob->other_arch) |
1061 | { |
998 | { |
1062 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
999 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
… | |
… | |
1070 | if (caster->contr->party == NULL) |
1007 | if (caster->contr->party == NULL) |
1071 | { |
1008 | { |
1072 | spell->remove (); |
1009 | spell->remove (); |
1073 | return success; |
1010 | return success; |
1074 | } |
1011 | } |
1075 | for (pl = first_player; pl != NULL; pl = pl->next) |
1012 | for_all_players (pl) |
1076 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
1013 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
1077 | { |
1014 | { |
1078 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
1015 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
1079 | } |
1016 | } |
1080 | spell->remove (); |
1017 | spell->remove (); |
… | |
… | |
1106 | * |
1043 | * |
1107 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1044 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1108 | * this function will decrease the mana/grace appropriately. For other |
1045 | * this function will decrease the mana/grace appropriately. For other |
1109 | * objects, the caller should do what it considers appropriate. |
1046 | * objects, the caller should do what it considers appropriate. |
1110 | */ |
1047 | */ |
1111 | |
|
|
1112 | int |
1048 | int |
1113 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1049 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1114 | { |
1050 | { |
1115 | const char *godname; |
1051 | const char *godname; |
1116 | int success = 0, mflags, cast_level = 0, old_shoottype; |
1052 | int success = 0, mflags, cast_level = 0; |
1117 | object *skill = NULL; |
1053 | object *skill = NULL; |
1118 | |
|
|
1119 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
|
|
1120 | |
1054 | |
1121 | if (!spell_ob) |
1055 | if (!spell_ob) |
1122 | { |
1056 | { |
1123 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1057 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1124 | return 0; |
1058 | return 0; |
… | |
… | |
1178 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1112 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1179 | { |
1113 | { |
1180 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1114 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1181 | return 0; |
1115 | return 0; |
1182 | } |
1116 | } |
|
|
1117 | |
1183 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1118 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1184 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1119 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1185 | { |
1120 | { |
1186 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1121 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1187 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1122 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
… | |
… | |
1200 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1135 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1201 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1136 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1202 | { |
1137 | { |
1203 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1138 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1204 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1139 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
|
|
1140 | |
1205 | if (settings.casting_time == TRUE) |
1141 | if (settings.casting_time == TRUE) |
1206 | { |
|
|
1207 | op->casting_time = -1; |
1142 | op->casting_time = -1; |
1208 | } |
1143 | |
1209 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1144 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1210 | return 0; |
1145 | return 0; |
1211 | } |
1146 | } |
1212 | else if (spell_ob->stats.sp) |
1147 | else if (spell_ob->stats.sp) |
1213 | { |
1148 | { |
… | |
… | |
1216 | if (failure < 0) |
1151 | if (failure < 0) |
1217 | { |
1152 | { |
1218 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1153 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1219 | if (settings.spell_failure_effects == TRUE) |
1154 | if (settings.spell_failure_effects == TRUE) |
1220 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1155 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1221 | op->contr->shoottype = (rangetype) old_shoottype; |
1156 | |
1222 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1157 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1223 | return 0; |
1158 | return 0; |
1224 | } |
1159 | } |
1225 | } |
1160 | } |
1226 | } |
1161 | } |
… | |
… | |
1249 | { |
1184 | { |
1250 | if (op->type != PLAYER) |
1185 | if (op->type != PLAYER) |
1251 | return 0; |
1186 | return 0; |
1252 | |
1187 | |
1253 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1188 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1254 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1189 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
|
|
1190 | else if (object *item = op->contr->ranged_ob) |
|
|
1191 | { |
|
|
1192 | if (item->type == SPELL) |
|
|
1193 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
|
|
1194 | else if (item->type == SCROLL) |
|
|
1195 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
|
|
1196 | else |
|
|
1197 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1198 | } |
1255 | else |
1199 | else |
1256 | switch (op->contr->shoottype) |
|
|
1257 | { |
|
|
1258 | case range_magic: |
|
|
1259 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1200 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); |
1260 | break; |
1201 | |
1261 | case range_misc: |
|
|
1262 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1263 | break; |
|
|
1264 | case range_golem: |
|
|
1265 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
|
|
1266 | break; |
|
|
1267 | default: |
|
|
1268 | break; |
|
|
1269 | } |
|
|
1270 | return 0; |
1202 | return 0; |
1271 | } |
1203 | } |
1272 | |
1204 | |
1273 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
1205 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
1274 | { |
1206 | { |
… | |
… | |
1392 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1324 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1393 | break; |
1325 | break; |
1394 | |
1326 | |
1395 | case SP_SUMMON_GOLEM: |
1327 | case SP_SUMMON_GOLEM: |
1396 | success = summon_golem (op, caster, dir, spell_ob); |
1328 | success = summon_golem (op, caster, dir, spell_ob); |
1397 | old_shoottype = range_golem; |
|
|
1398 | break; |
1329 | break; |
1399 | |
1330 | |
1400 | case SP_DIMENSION_DOOR: |
1331 | case SP_DIMENSION_DOOR: |
1401 | /* dimension door needs the actual caster, because that is what is |
1332 | /* dimension door needs the actual caster, because that is what is |
1402 | * moved. |
1333 | * moved. |
… | |
… | |
1535 | success = cast_consecrate (op, caster, spell_ob); |
1466 | success = cast_consecrate (op, caster, spell_ob); |
1536 | break; |
1467 | break; |
1537 | |
1468 | |
1538 | case SP_ANIMATE_WEAPON: |
1469 | case SP_ANIMATE_WEAPON: |
1539 | success = animate_weapon (op, caster, spell_ob, dir); |
1470 | success = animate_weapon (op, caster, spell_ob, dir); |
1540 | old_shoottype = range_golem; |
|
|
1541 | break; |
1471 | break; |
1542 | |
1472 | |
1543 | case SP_LIGHT: |
1473 | case SP_LIGHT: |
1544 | success = cast_light (op, caster, spell_ob, dir); |
1474 | success = cast_light (op, caster, spell_ob, dir); |
1545 | break; |
1475 | break; |
… | |
… | |
1580 | |
1510 | |
1581 | /* free the spell arg */ |
1511 | /* free the spell arg */ |
1582 | if (settings.casting_time == TRUE && stringarg) |
1512 | if (settings.casting_time == TRUE && stringarg) |
1583 | { |
1513 | { |
1584 | free (stringarg); |
1514 | free (stringarg); |
1585 | stringarg = NULL; |
1515 | stringarg = 0; |
1586 | } |
1516 | } |
1587 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
|
|
1588 | * to something like use_magic_item, but you really want to be able to fire |
|
|
1589 | * it again. |
|
|
1590 | */ |
|
|
1591 | if (op->contr) |
|
|
1592 | op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1593 | |
1517 | |
1594 | return success; |
1518 | return success; |
1595 | } |
1519 | } |
1596 | |
1520 | |
1597 | |
1521 | |
… | |
… | |
1690 | break; |
1614 | break; |
1691 | |
1615 | |
1692 | case SP_MOVING_BALL: |
1616 | case SP_MOVING_BALL: |
1693 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1617 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1694 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1618 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1695 | else if (victim->material || victim->materialname) |
1619 | else if (victim->materialname) |
1696 | save_throw_object (victim, spell->attacktype, spell); |
1620 | save_throw_object (victim, spell->attacktype, spell); |
1697 | break; |
1621 | break; |
1698 | } |
1622 | } |
1699 | } |
1623 | } |