1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
23 | |
|
|
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <spells.h> |
25 | #include <spells.h> |
27 | #include <object.h> |
26 | #include <object.h> |
28 | #include <errno.h> |
27 | #include <errno.h> |
29 | #ifndef __CEXTRACT__ |
|
|
30 | # include <sproto.h> |
28 | #include <sproto.h> |
31 | #endif |
|
|
32 | #include <sounds.h> |
29 | #include <sounds.h> |
33 | |
30 | |
34 | extern char *spell_mapping[]; |
31 | extern char *spell_mapping[]; |
35 | |
32 | |
36 | /* This returns a random spell from 'ob'. If skill is set, then |
33 | /* This returns a random spell from 'ob'. If skill is set, then |
… | |
… | |
98 | |
95 | |
99 | if (init_spells_done) |
96 | if (init_spells_done) |
100 | return; |
97 | return; |
101 | LOG (llevDebug, "Checking spells...\n"); |
98 | LOG (llevDebug, "Checking spells...\n"); |
102 | |
99 | |
103 | for (at = first_archetype; at; at = at->next) |
100 | for_all_archetypes (at) |
104 | { |
101 | { |
105 | if (at->clone.type == SPELL) |
102 | if (at->type == SPELL) |
106 | { |
103 | { |
107 | if (at->clone.skill) |
104 | if (at->skill) |
108 | { |
105 | { |
109 | for (i = 1; i < NUM_SKILLS; i++) |
106 | for (i = 1; i < NUM_SKILLS; i++) |
110 | if (!strcmp (skill_names[i], at->clone.skill)) |
107 | if (!strcmp (skill_names[i], at->skill)) |
111 | break; |
108 | break; |
112 | if (i == NUM_SKILLS) |
109 | if (i == NUM_SKILLS) |
113 | { |
110 | { |
114 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
111 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill); |
115 | } |
112 | } |
116 | } |
113 | } |
117 | /* other_arch is already checked for in the loader */ |
114 | /* other_arch is already checked for in the loader */ |
118 | } |
115 | } |
119 | } |
116 | } |
… | |
… | |
134 | /* Dumps all the spells - now also dumps skill associated with the spell. |
131 | /* Dumps all the spells - now also dumps skill associated with the spell. |
135 | * not sure what this would be used for, as the data seems pretty |
132 | * not sure what this would be used for, as the data seems pretty |
136 | * minimal, but easy enough to keep around. |
133 | * minimal, but easy enough to keep around. |
137 | */ |
134 | */ |
138 | void |
135 | void |
139 | dump_spells (void) |
136 | dump_spells () |
140 | { |
137 | { |
141 | archetype *at; |
138 | for_all_archetypes (at) |
142 | |
|
|
143 | for (at = first_archetype; at; at = at->next) |
|
|
144 | { |
|
|
145 | if (at->clone.type == SPELL) |
139 | if (at->type == SPELL) |
146 | { |
|
|
147 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
140 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name, |
148 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
141 | &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level); |
149 | } |
|
|
150 | } |
|
|
151 | } |
142 | } |
152 | |
143 | |
153 | /* pretty basic function - basically just takes |
144 | /* pretty basic function - basically just takes |
154 | * an object, sets the x,y, and calls insert_ob_in_map |
145 | * an object, sets the x,y, and calls insert_ob_in_map |
155 | */ |
146 | */ |
156 | |
|
|
157 | void |
147 | void |
158 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
148 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
159 | { |
149 | { |
160 | |
|
|
161 | if (spob->other_arch != NULL) |
150 | if (spob->other_arch) |
162 | { |
151 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
163 | object *effect = arch_to_object (spob->other_arch); |
|
|
164 | |
|
|
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); |
|
|
169 | } |
|
|
170 | } |
152 | } |
171 | |
153 | |
172 | /* |
154 | /* |
173 | * This function takes a caster and spell and presents the |
155 | * This function takes a caster and spell and presents the |
174 | * effective level the caster needs to be to cast the spell. |
156 | * effective level the caster needs to be to cast the spell. |
175 | * basically, it just adjusts the spell->level with attuned/repelled |
157 | * basically, it just adjusts the spell->level with attuned/repelled |
176 | * spellpaths. Was called path_level_mod |
158 | * spellpaths. Was called path_level_mod. |
177 | * |
159 | * |
178 | * caster is person casting hte spell. |
160 | * caster is person casting the spell. |
179 | * spell is the spell object. |
161 | * spell is the spell object. |
180 | * Returns modified level. |
162 | * Returns modified level. |
181 | */ |
163 | */ |
182 | int |
164 | int |
183 | min_casting_level (object *caster, object *spell) |
165 | min_casting_level (object *caster, object *spell) |
184 | { |
166 | { |
185 | int new_level; |
|
|
186 | |
|
|
187 | if (caster->path_denied & spell->path_attuned) |
167 | if (caster->path_denied & spell->path_attuned) |
188 | return 1; |
168 | return 1; |
189 | |
169 | |
190 | new_level = spell->level |
170 | int new_level = spell->level |
191 | + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); |
171 | + (caster->path_repelled & spell->path_attuned ? +8 : 0) |
|
|
172 | + (caster->path_attuned & spell->path_attuned ? -8 : 0); |
192 | |
173 | |
193 | return (new_level < 1) ? 1 : new_level; |
174 | return max (1, new_level); |
194 | } |
175 | } |
195 | |
|
|
196 | |
176 | |
197 | /* This function returns the effective level the spell |
177 | /* This function returns the effective level the spell |
198 | * is being cast at. |
178 | * is being cast at. |
199 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
179 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
200 | * This is because the new code compares casting_level against |
180 | * This is because the new code compares casting_level against |
201 | * min_caster_level, so the difference is effectively 4 |
181 | * min_caster_level, so the difference is effectively 4 |
202 | */ |
182 | */ |
203 | |
|
|
204 | int |
183 | int |
205 | caster_level (object *caster, object *spell) |
184 | caster_level (object *caster, object *spell) |
206 | { |
185 | { |
207 | int level = caster->level; |
186 | int level = caster->level; |
208 | |
187 | |
209 | /* If this is a player, try to find the matching skill */ |
188 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
210 | if (caster->type == PLAYER && spell->skill) |
189 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
|
|
190 | { |
|
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191 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
|
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192 | int sk_level = skill ? skill->level : 1; |
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193 | |
|
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194 | level = min (level, sk_level + level / 10 + 1); |
|
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195 | } |
|
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196 | else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ |
211 | for (int i = 0; i < NUM_SKILLS; i++) |
197 | for (int i = 0; i < NUM_SKILLS; i++) |
212 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
198 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
213 | { |
199 | { |
214 | level = caster->contr->last_skill_ob[i]->level; |
200 | level = caster->contr->last_skill_ob[i]->level; |
215 | break; |
201 | break; |
216 | } |
202 | } |
217 | |
203 | |
218 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
|
|
219 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
|
|
220 | { |
|
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221 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
|
|
222 | int sk_level = skill ? skill->level : 1; |
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223 | |
|
|
224 | level = MIN (level, sk_level + level / 10 + 1); |
|
|
225 | } |
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226 | |
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|
227 | /* Got valid caster level. Now adjust for attunement */ |
204 | /* 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); |
205 | level += caster->path_repelled & spell->path_attuned ? -8 : 0; |
|
|
206 | level += caster->path_attuned & spell->path_attuned ? +8 : 0; |
229 | |
207 | |
230 | /* Always make this at least 1. If this is zero, we get divide by zero |
208 | /* Always make this at least 1. If this is zero, we get divide by zero |
231 | * errors in various places. |
209 | * errors in various places. |
232 | */ |
210 | */ |
233 | if (level < 1) |
|
|
234 | level = 1; |
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235 | |
|
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236 | return level; |
211 | return max (level, 1); |
237 | } |
212 | } |
238 | |
213 | |
239 | /* The following function scales the spellpoint cost of |
214 | /* The following function scales the spellpoint cost of |
240 | * a spell by it's increased effectiveness. Some of the |
215 | * a spell by it's increased effectiveness. Some of the |
241 | * lower level spells become incredibly vicious at high |
216 | * lower level spells become incredibly vicious at high |
… | |
… | |
280 | else |
255 | else |
281 | { |
256 | { |
282 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
257 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
283 | if (spell->stats.sp && !sp) |
258 | if (spell->stats.sp && !sp) |
284 | sp = 1; |
259 | sp = 1; |
|
|
260 | |
285 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
261 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
286 | if (spell->stats.grace && !grace) |
262 | if (spell->stats.grace && !grace) |
287 | grace = 1; |
263 | grace = 1; |
288 | } |
264 | } |
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|
265 | |
289 | if (flags == SPELL_HIGHEST) |
266 | if (flags == SPELL_HIGHEST) |
290 | return MAX (sp, grace); |
267 | return MAX (sp, grace); |
291 | else if (flags == SPELL_GRACE) |
268 | else if (flags == SPELL_GRACE) |
292 | return grace; |
269 | return grace; |
293 | else if (flags == SPELL_MANA) |
270 | else if (flags == SPELL_MANA) |
… | |
… | |
297 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
274 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
298 | return 0; |
275 | return 0; |
299 | } |
276 | } |
300 | } |
277 | } |
301 | |
278 | |
302 | |
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|
303 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
279 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
304 | * spob is the spell we are adjusting. |
280 | * spob is the spell we are adjusting. |
305 | */ |
281 | */ |
306 | int |
282 | int |
307 | SP_level_dam_adjust (object *caster, object *spob) |
283 | SP_level_dam_adjust (object *caster, object *spob) |
308 | { |
284 | { |
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285 | if (!spob->dam_modifier) |
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286 | return 0; |
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287 | |
309 | int level = caster_level (caster, spob); |
288 | int level = caster_level (caster, spob); |
310 | int adj = level - min_casting_level (caster, spob); |
289 | return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; |
311 | |
|
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312 | if (adj < 0) |
|
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313 | adj = 0; |
|
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314 | if (spob->dam_modifier) |
|
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315 | adj /= spob->dam_modifier; |
|
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316 | else |
|
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317 | adj = 0; |
|
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318 | return adj; |
|
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319 | } |
290 | } |
320 | |
291 | |
321 | /* Adjust the strength of the spell based on level. |
292 | /* Adjust the strength of the spell based on level. |
322 | * This is basically the same as SP_level_dam_adjust above, |
293 | * This is basically the same as SP_level_dam_adjust above, |
323 | * but instead looks at the level_modifier value. |
294 | * but instead looks at the level_modifier value. |
324 | */ |
295 | */ |
325 | int |
296 | int |
326 | SP_level_duration_adjust (object *caster, object *spob) |
297 | SP_level_duration_adjust (object *caster, object *spob) |
327 | { |
298 | { |
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299 | if (!spob->duration_modifier) |
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300 | return 0; |
|
|
301 | |
328 | int level = caster_level (caster, spob); |
302 | int level = caster_level (caster, spob); |
329 | int adj = level - min_casting_level (caster, spob); |
303 | return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; |
330 | |
|
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331 | if (adj < 0) |
|
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332 | adj = 0; |
|
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333 | if (spob->duration_modifier) |
|
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334 | adj /= spob->duration_modifier; |
|
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335 | else |
|
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336 | adj = 0; |
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337 | |
|
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338 | return adj; |
|
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339 | } |
304 | } |
340 | |
305 | |
341 | /* Adjust the strength of the spell based on level. |
306 | /* Adjust the strength of the spell based on level. |
342 | * This is basically the same as SP_level_dam_adjust above, |
307 | * This is basically the same as SP_level_dam_adjust above, |
343 | * but instead looks at the level_modifier value. |
308 | * but instead looks at the level_modifier value. |
344 | */ |
309 | */ |
345 | int |
310 | int |
346 | SP_level_range_adjust (object *caster, object *spob) |
311 | SP_level_range_adjust (object *caster, object *spob) |
347 | { |
312 | { |
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313 | if (!spob->range_modifier) |
|
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314 | return 0; |
|
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315 | |
348 | int level = caster_level (caster, spob); |
316 | int level = caster_level (caster, spob); |
349 | int adj = level - min_casting_level (caster, spob); |
317 | return (level - min_casting_level (caster, spob)) / spob->range_modifier; |
350 | |
|
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351 | if (adj < 0) |
|
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352 | adj = 0; |
|
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353 | if (spob->range_modifier) |
|
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354 | adj /= spob->range_modifier; |
|
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355 | else |
|
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356 | adj = 0; |
|
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357 | |
|
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358 | return adj; |
|
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359 | } |
318 | } |
360 | |
319 | |
361 | /* Checks to see if player knows the spell. If the name is the same |
320 | /* Checks to see if player knows the spell. If the name is the same |
362 | * as an existing spell, we presume they know it. |
321 | * as an existing spell, we presume they know it. |
363 | * returns 1 if they know the spell, 0 if they don't. |
322 | * returns 1 if they know the spell, 0 if they don't. |
… | |
… | |
444 | if (OUT_OF_REAL_MAP (m, x, y)) |
403 | if (OUT_OF_REAL_MAP (m, x, y)) |
445 | return 0; |
404 | return 0; |
446 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
405 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
447 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
406 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
448 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
407 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
449 | || sp_op->type == LIGHTNING // XXX: elmex: why is LIGHTNING special cased here? |
|
|
450 | // most spells use subtypes for bolts today... |
|
|
451 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
408 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
452 | return 1; |
409 | return 1; |
453 | |
410 | |
454 | return 0; |
411 | return 0; |
455 | } |
412 | } |
… | |
… | |
473 | { |
430 | { |
474 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
431 | 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."); |
432 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
476 | dir = 0; |
433 | dir = 0; |
477 | } |
434 | } |
478 | new_op->x = op->x + freearr_x[dir]; |
435 | |
479 | new_op->y = op->y + freearr_y[dir]; |
436 | SET_FLAG (new_op, FLAG_IDENTIFIED); |
480 | if (dir == 0) |
437 | op->map->insert (new_op, |
481 | insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); |
438 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
482 | else |
439 | op, |
483 | insert_ob_in_map (new_op, op->map, op, 0); |
440 | dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
441 | |
484 | return dir; |
442 | return dir; |
485 | } |
443 | } |
486 | |
444 | |
487 | /* Returns true if it is ok to put spell *op on the space/may provided. |
445 | /* 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 |
446 | * immune_stop is basically the attacktype of the spell (why |
… | |
… | |
490 | * has the AT_MAGIC bit set, and there is a counterwall |
448 | * has the AT_MAGIC bit set, and there is a counterwall |
491 | * on the space, the object doesn't get placed. if immune stop |
449 | * 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. |
450 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
493 | * |
451 | * |
494 | */ |
452 | */ |
495 | |
|
|
496 | int |
453 | int |
497 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
454 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
498 | { |
455 | { |
499 | object *tmp; |
456 | if (!xy_normalise (m, x, y)) |
500 | int mflags; |
|
|
501 | maptile *mp; |
|
|
502 | |
|
|
503 | mp = m; |
|
|
504 | mflags = get_map_flags (m, &mp, x, y, &x, &y); |
|
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505 | |
|
|
506 | if (mflags & P_OUT_OF_MAP) |
|
|
507 | return 0; |
457 | return 0; |
508 | |
458 | |
509 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) |
459 | mapspace &ms = m->at (x, y); |
|
|
460 | |
|
|
461 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
510 | return 0; |
462 | return 0; |
511 | |
463 | |
512 | for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) |
464 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
513 | { |
465 | { |
514 | /* If there is a counterspell on the space, and this |
466 | /* If there is a counterspell on the space, and this |
515 | * object is using magic, don't progress. I believe we could |
467 | * 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 |
468 | * 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 |
469 | * 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 |
470 | * 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 |
471 | * 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 |
472 | * removed.) On the other hand, it may be more dramatic for the |
521 | * spell to actually hit the counterwall and be sucked up. |
473 | * spell to actually hit the counterwall and be sucked up. |
522 | */ |
474 | */ |
523 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
475 | if ((tmp->attacktype & AT_COUNTERSPELL) |
524 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
476 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
525 | (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) |
477 | && (tmp->type != PLAYER) |
|
|
478 | && (tmp->type != WEAPON) |
|
|
479 | && (tmp->type != BOW) |
|
|
480 | && (tmp->type != ARROW) |
|
|
481 | && (tmp->type != GOLEM) |
|
|
482 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
|
|
483 | // we special case floor here because there |
|
|
484 | // are sometimes spell effect floors |
|
|
485 | // which are used to inflict damage |
|
|
486 | // (and those shouldn't go away from |
|
|
487 | // sanctuary) see also: permanent lava |
|
|
488 | && (immune_stop & AT_MAGIC)) |
526 | return 0; |
489 | return 0; |
527 | |
490 | |
528 | /* This is to prevent 'out of control' spells. Basically, this |
491 | /* This is to prevent 'out of control' spells. Basically, this |
529 | * limits one spell effect per space per spell. This is definately |
492 | * limits one spell effect per space per spell. This is definately |
530 | * needed for performance reasons, and just for playability I believe. |
493 | * needed for performance reasons, and just for playability I believe. |
… | |
… | |
540 | * playability reasons. |
503 | * playability reasons. |
541 | */ |
504 | */ |
542 | if (tmp->arch == op->arch |
505 | if (tmp->arch == op->arch |
543 | && tmp->type == op->type |
506 | && tmp->type == op->type |
544 | && tmp->subtype == op->subtype |
507 | && tmp->subtype == op->subtype |
|
|
508 | && tmp->owner == op->owner |
545 | && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
509 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
546 | { |
510 | { |
547 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
511 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
548 | tmp->range = MAX (tmp->range, op->range); |
512 | tmp->range = MAX (tmp->range, op->range); |
549 | tmp->duration = MAX (tmp->duration, op->duration); |
513 | tmp->duration = MAX (tmp->duration, op->duration); |
550 | return 0; |
514 | return 0; |
… | |
… | |
552 | |
516 | |
553 | /* Perhaps we should also put checks in for no magic and unholy |
517 | /* Perhaps we should also put checks in for no magic and unholy |
554 | * ground to prevent it from moving along? |
518 | * ground to prevent it from moving along? |
555 | */ |
519 | */ |
556 | } |
520 | } |
|
|
521 | |
557 | /* If it passes the above tests, it must be OK */ |
522 | /* If it passes the above tests, it must be OK */ |
558 | return 1; |
523 | return 1; |
559 | } |
524 | } |
560 | |
525 | |
561 | /* fire_arch_from_position: fires an archetype. |
526 | /* fire_arch_from_position: fires an archetype. |
… | |
… | |
566 | * dir: direction to fire in. |
531 | * dir: direction to fire in. |
567 | * spell: spell that is being fired. It uses other_arch for the archetype |
532 | * spell: spell that is being fired. It uses other_arch for the archetype |
568 | * to fire. |
533 | * to fire. |
569 | * returns 0 on failure, 1 on success. |
534 | * returns 0 on failure, 1 on success. |
570 | */ |
535 | */ |
571 | |
|
|
572 | int |
536 | int |
573 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
537 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
574 | { |
538 | { |
575 | object *tmp; |
539 | object *tmp; |
576 | int mflags; |
540 | int mflags; |
… | |
… | |
621 | return 0; |
585 | return 0; |
622 | } |
586 | } |
623 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
587 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
624 | SET_ANIMATION (tmp, dir); |
588 | SET_ANIMATION (tmp, dir); |
625 | |
589 | |
626 | if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) |
590 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
627 | return 1; |
|
|
628 | |
|
|
629 | move_spell_effect (tmp); |
591 | move_spell_effect (tmp); |
630 | |
592 | |
631 | return 1; |
593 | return 1; |
632 | } |
594 | } |
633 | |
|
|
634 | |
|
|
635 | |
595 | |
636 | /***************************************************************************** |
596 | /***************************************************************************** |
637 | * |
597 | * |
638 | * Code related to rods - perhaps better located in another file? |
598 | * Code related to rods - perhaps better located in another file? |
639 | * |
599 | * |
640 | ****************************************************************************/ |
600 | ****************************************************************************/ |
641 | |
|
|
642 | void |
601 | void |
643 | regenerate_rod (object *rod) |
602 | regenerate_rod (object *rod) |
644 | { |
603 | { |
645 | if (rod->stats.hp < rod->stats.maxhp) |
604 | if (rod->stats.hp < rod->stats.maxhp) |
646 | { |
605 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
647 | rod->stats.hp += 1 + rod->stats.maxhp / 10; |
|
|
648 | |
|
|
649 | if (rod->stats.hp > rod->stats.maxhp) |
|
|
650 | rod->stats.hp = rod->stats.maxhp; |
|
|
651 | } |
|
|
652 | } |
606 | } |
653 | |
|
|
654 | |
607 | |
655 | void |
608 | void |
656 | drain_rod_charge (object *rod) |
609 | drain_rod_charge (object *rod) |
657 | { |
610 | { |
658 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
611 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
659 | } |
612 | } |
660 | |
|
|
661 | |
|
|
662 | |
|
|
663 | |
613 | |
664 | /* this function is commonly used to find a friendly target for |
614 | /* this function is commonly used to find a friendly target for |
665 | * spells such as heal or protection or armour |
615 | * spells such as heal or protection or armour |
666 | * op is what is looking for the target (which can be a player), |
616 | * 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 |
617 | * dir is the direction we are looking in. Return object found, or |
668 | * NULL if no good object. |
618 | * NULL if no good object. |
669 | */ |
619 | */ |
670 | |
|
|
671 | object * |
620 | object * |
672 | find_target_for_friendly_spell (object *op, int dir) |
621 | find_target_for_friendly_spell (object *op, int dir) |
673 | { |
622 | { |
674 | object *tmp; |
623 | object *tmp; |
675 | maptile *m; |
|
|
676 | sint16 x, y; |
|
|
677 | int mflags; |
|
|
678 | |
624 | |
679 | /* I don't really get this block - if op isn't a player or rune, |
625 | /* 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. |
626 | * we then make the owner of this object the target. |
681 | * The owner could very well be no where near op. |
627 | * The owner could very well be no where near op. |
682 | */ |
628 | */ |
… | |
… | |
689 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
635 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
690 | tmp = op; |
636 | tmp = op; |
691 | } |
637 | } |
692 | else |
638 | else |
693 | { |
639 | { |
694 | m = op->map; |
640 | maptile *m = op->map; |
695 | x = op->x + freearr_x[dir]; |
641 | sint16 x = op->x + freearr_x[dir]; |
696 | y = op->y + freearr_y[dir]; |
642 | sint16 y = op->y + freearr_y[dir]; |
697 | |
|
|
698 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
699 | |
|
|
700 | if (mflags & P_OUT_OF_MAP) |
|
|
701 | tmp = NULL; |
|
|
702 | else |
|
|
703 | { |
643 | |
704 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
644 | tmp = xy_normalise (m, x, y) |
705 | if (tmp->type == PLAYER) |
645 | ? m->at (x, y).player () |
706 | break; |
646 | : 0; |
707 | } |
|
|
708 | } |
647 | } |
|
|
648 | |
709 | /* didn't find a player there, look in current square for a player */ |
649 | /* didn't find a player there, look in current square for a player */ |
710 | if (tmp == NULL) |
650 | if (!tmp) |
711 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
651 | tmp = op->ms ().player (); |
712 | { |
|
|
713 | if (tmp->type == PLAYER) |
|
|
714 | break; |
|
|
715 | } |
|
|
716 | |
652 | |
717 | return tmp; |
653 | return tmp; |
718 | } |
654 | } |
719 | |
655 | |
720 | |
656 | |
… | |
… | |
765 | return freedir[i]; |
701 | return freedir[i]; |
766 | } |
702 | } |
767 | return -1; /* flag for "keep going the way you were" */ |
703 | return -1; /* flag for "keep going the way you were" */ |
768 | } |
704 | } |
769 | |
705 | |
770 | |
|
|
771 | |
|
|
772 | /* put_a_monster: puts a monster named monstername near by |
706 | /* put_a_monster: puts a monster named monstername near by |
773 | * op. This creates the treasures for the monsters, and |
707 | * op. This creates the treasures for the monsters, and |
774 | * also deals with multipart monsters properly. |
708 | * also deals with multipart monsters properly. |
775 | */ |
709 | */ |
776 | |
|
|
777 | void |
710 | void |
778 | put_a_monster (object *op, const char *monstername) |
711 | put_a_monster (object *op, const char *monstername) |
779 | { |
712 | { |
780 | object *tmp, *head = NULL, *prev = NULL; |
713 | object *tmp, *head = NULL, *prev = NULL; |
781 | archetype *at; |
714 | archetype *at; |
… | |
… | |
788 | |
721 | |
789 | /* find a free square nearby |
722 | /* find a free square nearby |
790 | * first we check the closest square for free squares |
723 | * first we check the closest square for free squares |
791 | */ |
724 | */ |
792 | |
725 | |
793 | dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); |
726 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
794 | if (dir != -1) |
727 | if (dir != -1) |
795 | { |
728 | { |
796 | /* This is basically grabbed for generate monster. Fixed 971225 to |
729 | /* This is basically grabbed for generate monster. Fixed 971225 to |
797 | * insert multipart monsters properly |
730 | * insert multipart monsters properly |
798 | */ |
731 | */ |
|
|
732 | //TODO: use expand_tail + ... |
799 | while (at != NULL) |
733 | while (at != NULL) |
800 | { |
734 | { |
801 | tmp = arch_to_object (at); |
735 | tmp = arch_to_object (at); |
802 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
736 | tmp->x = op->x + freearr_x[dir] + at->x; |
803 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
737 | tmp->y = op->y + freearr_y[dir] + at->y; |
804 | tmp->map = op->map; |
738 | tmp->map = op->map; |
805 | if (head) |
739 | if (head) |
806 | { |
740 | { |
807 | tmp->head = head; |
741 | tmp->head = head; |
808 | prev->more = tmp; |
742 | prev->more = tmp; |
809 | } |
743 | } |
|
|
744 | |
810 | if (!head) |
745 | if (!head) |
811 | head = tmp; |
746 | head = tmp; |
|
|
747 | |
812 | prev = tmp; |
748 | prev = tmp; |
|
|
749 | |
813 | at = at->more; |
750 | at = (archetype *)at->more; |
814 | } |
751 | } |
815 | |
752 | |
816 | if (head->randomitems) |
753 | if (head->randomitems) |
817 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
754 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
818 | |
755 | |
819 | insert_ob_in_map (head, op->map, op, 0); |
756 | insert_ob_in_map (head, op->map, op, 0); |
820 | |
757 | |
821 | /* thought it'd be cool to insert a burnout, too. */ |
758 | /* thought it'd be cool to insert a burnout, too. */ |
822 | tmp = get_archetype ("burnout"); |
759 | 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 | } |
760 | } |
828 | } |
761 | } |
829 | |
762 | |
830 | /* peterm: function which summons hostile monsters and |
763 | /* peterm: function which summons hostile monsters and |
831 | * places them in nearby squares. |
764 | * places them in nearby squares. |
… | |
… | |
858 | { |
791 | { |
859 | int attacktype; |
792 | int attacktype; |
860 | int face; |
793 | int face; |
861 | } ATTACKS[22] = |
794 | } ATTACKS[22] = |
862 | { |
795 | { |
863 | { |
|
|
864 | AT_PHYSICAL, 0}, |
796 | { AT_PHYSICAL, 0}, |
865 | { |
|
|
866 | AT_PHYSICAL, 0}, /*face = explosion */ |
797 | { AT_PHYSICAL, 0}, /*face = explosion */ |
867 | { |
|
|
868 | AT_PHYSICAL, 0}, |
798 | { AT_PHYSICAL, 0}, |
869 | { |
|
|
870 | AT_MAGIC, 1}, |
799 | { AT_MAGIC, 1}, |
871 | { |
|
|
872 | AT_MAGIC, 1}, /* face = last-burnout */ |
800 | { AT_MAGIC, 1}, /* face = last-burnout */ |
873 | { |
|
|
874 | AT_MAGIC, 1}, |
801 | { AT_MAGIC, 1}, |
875 | { |
|
|
876 | AT_FIRE, 2}, |
802 | { AT_FIRE, 2}, |
877 | { |
|
|
878 | AT_FIRE, 2}, /* face = fire.... */ |
803 | { AT_FIRE, 2}, /* face = fire.... */ |
879 | { |
|
|
880 | AT_FIRE, 2}, |
804 | { AT_FIRE, 2}, |
881 | { |
|
|
882 | AT_ELECTRICITY, 3}, |
805 | { AT_ELECTRICITY, 3}, |
883 | { |
|
|
884 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
806 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
885 | { |
|
|
886 | AT_ELECTRICITY, 3}, |
807 | { AT_ELECTRICITY, 3}, |
887 | { |
|
|
888 | AT_COLD, 4}, |
808 | { AT_COLD, 4}, |
889 | { |
|
|
890 | AT_COLD, 4}, /* face=icestorm */ |
809 | { AT_COLD, 4}, /* face=icestorm */ |
891 | { |
|
|
892 | AT_COLD, 4}, |
810 | { AT_COLD, 4}, |
893 | { |
|
|
894 | AT_CONFUSION, 5}, |
811 | { AT_CONFUSION, 5}, |
895 | { |
|
|
896 | AT_POISON, 7}, |
812 | { AT_POISON, 7}, |
897 | { |
|
|
898 | AT_POISON, 7}, /* face = acid sphere. generator */ |
813 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
899 | { |
|
|
900 | AT_POISON, 7}, /* poisoncloud face */ |
814 | { AT_POISON, 7}, /* poisoncloud face */ |
901 | { |
|
|
902 | AT_SLOW, 8}, |
815 | { AT_SLOW, 8}, |
903 | { |
|
|
904 | AT_PARALYZE, 9}, |
816 | { AT_PARALYZE, 9}, |
905 | { |
|
|
906 | AT_FEAR, 10}}; |
817 | { AT_FEAR, 10}, |
907 | |
818 | }; |
908 | |
|
|
909 | |
819 | |
910 | /* shuffle_attack: peterm |
820 | /* shuffle_attack: peterm |
911 | * This routine shuffles the attack of op to one of the |
821 | * This routine shuffles the attack of op to one of the |
912 | * ones in the list. It does this at random. It also |
822 | * ones in the list. It does this at random. It also |
913 | * chooses a face appropriate to the attack that is |
823 | * chooses a face appropriate to the attack that is |
… | |
… | |
1031 | else |
941 | else |
1032 | { |
942 | { |
1033 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
943 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
1034 | tmp = get_archetype (LOOSE_MANA); |
944 | tmp = get_archetype (LOOSE_MANA); |
1035 | tmp->level = skill->level; |
945 | tmp->level = skill->level; |
1036 | tmp->x = op->x; |
|
|
1037 | tmp->y = op->y; |
|
|
1038 | |
946 | |
1039 | /* increase the area of destruction a little for more powerful spells */ |
947 | /* increase the area of destruction a little for more powerful spells */ |
1040 | tmp->range += isqrt (power); |
948 | tmp->range += isqrt (power); |
1041 | |
949 | |
1042 | if (power > 25) |
950 | if (power > 25) |
1043 | tmp->stats.dam = 25 + isqrt (power); |
951 | tmp->stats.dam = 25 + isqrt (power); |
1044 | else |
952 | else |
1045 | tmp->stats.dam = power; /* nasty recoils! */ |
953 | tmp->stats.dam = power; /* nasty recoils! */ |
1046 | |
954 | |
1047 | tmp->stats.maxhp = tmp->count; |
955 | tmp->stats.maxhp = tmp->count; |
1048 | insert_ob_in_map (tmp, op->map, NULL, 0); |
956 | |
|
|
957 | tmp->insert_at (op); |
1049 | } |
958 | } |
1050 | } |
959 | } |
1051 | } |
960 | } |
1052 | |
961 | |
1053 | int |
962 | int |
1054 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
963 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1055 | { |
964 | { |
1056 | int success; |
965 | int success; |
1057 | player *pl; |
|
|
1058 | object *spell; |
966 | object *spell; |
1059 | |
967 | |
1060 | if (!spell_ob->other_arch) |
968 | if (!spell_ob->other_arch) |
1061 | { |
969 | { |
1062 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
970 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
1063 | return 0; |
971 | return 0; |
1064 | } |
972 | } |
|
|
973 | |
1065 | spell = arch_to_object (spell_ob->other_arch); |
974 | spell = arch_to_object (spell_ob->other_arch); |
1066 | |
975 | |
1067 | /* Always cast spell on caster */ |
976 | /* Always cast spell on caster */ |
1068 | success = cast_spell (op, caster, dir, spell, stringarg); |
977 | success = cast_spell (op, caster, dir, spell, stringarg); |
1069 | |
978 | |
1070 | if (caster->contr->party == NULL) |
979 | if (caster->contr->party == NULL) |
1071 | { |
980 | { |
1072 | spell->remove (); |
981 | spell->remove (); |
1073 | return success; |
982 | return success; |
1074 | } |
983 | } |
1075 | for (pl = first_player; pl != NULL; pl = pl->next) |
984 | |
|
|
985 | for_all_players (pl) |
1076 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
986 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
1077 | { |
|
|
1078 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
987 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
1079 | } |
988 | |
1080 | spell->remove (); |
989 | spell->remove (); |
1081 | return success; |
990 | return success; |
1082 | } |
991 | } |
1083 | |
992 | |
1084 | /* This is where the main dispatch when someone casts a spell. |
993 | /* This is where the main dispatch when someone casts a spell. |
… | |
… | |
1106 | * |
1015 | * |
1107 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1016 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1108 | * this function will decrease the mana/grace appropriately. For other |
1017 | * this function will decrease the mana/grace appropriately. For other |
1109 | * objects, the caller should do what it considers appropriate. |
1018 | * objects, the caller should do what it considers appropriate. |
1110 | */ |
1019 | */ |
1111 | |
|
|
1112 | int |
1020 | int |
1113 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1021 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1114 | { |
1022 | { |
1115 | const char *godname; |
1023 | const char *godname; |
1116 | int success = 0, mflags, cast_level = 0, old_shoottype; |
1024 | int success = 0, cast_level = 0; |
1117 | object *skill = NULL; |
1025 | object *skill = NULL; |
1118 | |
|
|
1119 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
|
|
1120 | |
1026 | |
1121 | if (!spell_ob) |
1027 | if (!spell_ob) |
1122 | { |
1028 | { |
1123 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1029 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1124 | return 0; |
1030 | return 0; |
… | |
… | |
1153 | * at least process that code. |
1059 | * at least process that code. |
1154 | */ |
1060 | */ |
1155 | if (op->type == PLAYER && op == caster) |
1061 | if (op->type == PLAYER && op == caster) |
1156 | { |
1062 | { |
1157 | cast_level = caster_level (caster, spell_ob); |
1063 | cast_level = caster_level (caster, spell_ob); |
|
|
1064 | |
1158 | if (spell_ob->skill) |
1065 | if (spell_ob->skill) |
1159 | { |
1066 | { |
1160 | skill = find_skill_by_name (op, spell_ob->skill); |
1067 | skill = find_skill_by_name (op, spell_ob->skill); |
|
|
1068 | |
1161 | if (!skill) |
1069 | if (!skill) |
1162 | { |
1070 | { |
1163 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
1071 | op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name)); |
1164 | return 0; |
1072 | return 0; |
1165 | } |
1073 | } |
|
|
1074 | |
1166 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1075 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1167 | { |
1076 | { |
1168 | new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); |
1077 | op->failmsg ("You lack enough skill to cast that spell!"); |
1169 | return 0; |
1078 | return 0; |
1170 | } |
1079 | } |
1171 | } |
1080 | } |
|
|
1081 | |
1172 | /* If the caster is the wiz, they don't ever fail, and don't have |
1082 | /* If the caster is the wiz, they don't ever fail, and don't have |
1173 | * to have sufficient grace/mana. |
1083 | * to have sufficient grace/mana. |
1174 | */ |
1084 | */ |
1175 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1085 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1176 | { |
1086 | { |
1177 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1087 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1178 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1088 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1179 | { |
1089 | { |
1180 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1090 | op->failmsg ("You don't have enough mana!"); |
1181 | return 0; |
1091 | return 0; |
1182 | } |
1092 | } |
|
|
1093 | |
1183 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1094 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1184 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1095 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1185 | { |
1096 | { |
1186 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1097 | 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) |
1098 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1188 | { |
|
|
1189 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); |
1099 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1190 | } |
|
|
1191 | else |
1100 | else |
1192 | { |
1101 | { |
1193 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1102 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1194 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1103 | op->failmsg (format ("%s ignores your prayer.", godname)); |
1195 | return 0; |
1104 | return 0; |
1196 | } |
1105 | } |
1197 | } |
1106 | } |
1198 | |
1107 | |
1199 | /* player/monster is trying to cast the spell. might fumble it */ |
1108 | /* player/monster is trying to cast the spell. might fumble it */ |
1200 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1109 | 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])) |
1110 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1202 | { |
1111 | { |
1203 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1112 | op->contr->play_sound (sound_find ("fumble_spell")); |
1204 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1113 | op->failmsg ("You fumble the prayer."); |
1205 | if (settings.casting_time == TRUE) |
1114 | |
1206 | { |
|
|
1207 | op->casting_time = -1; |
|
|
1208 | } |
|
|
1209 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1115 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1210 | return 0; |
1116 | return 0; |
1211 | } |
1117 | } |
1212 | else if (spell_ob->stats.sp) |
1118 | else if (spell_ob->stats.sp) |
1213 | { |
1119 | { |
1214 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1120 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1215 | |
1121 | |
1216 | if (failure < 0) |
1122 | if (failure < 0) |
1217 | { |
1123 | { |
1218 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1124 | op->failmsg ("You bungle the spell because you have too much heavy equipment in use."); |
1219 | if (settings.spell_failure_effects == TRUE) |
1125 | if (settings.spell_failure_effects == TRUE) |
1220 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1126 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1221 | op->contr->shoottype = (rangetype) old_shoottype; |
1127 | |
1222 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1128 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1223 | return 0; |
1129 | return 0; |
1224 | } |
1130 | } |
1225 | } |
1131 | } |
1226 | } |
1132 | } |
1227 | } |
1133 | } |
1228 | |
1134 | |
1229 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1135 | int mflags = op->ms ().flags (); |
1230 | |
1136 | |
1231 | /* See if we can cast a spell here. If the caster and op are |
1137 | /* See if we can cast a spell here. If the caster and op are |
1232 | * not alive, then this would mean that the mapmaker put the |
1138 | * not alive, then this would mean that the mapmaker put the |
1233 | * objects on the space - presume that they know what they are |
1139 | * objects on the space - presume that they know what they are |
1234 | * doing. |
1140 | * doing. |
1235 | */ |
1141 | */ |
1236 | |
1142 | |
1237 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1143 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1238 | { |
1144 | { |
1239 | new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); |
1145 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1240 | return 0; |
1146 | return 0; |
1241 | } |
1147 | } |
1242 | |
1148 | |
1243 | if ((spell_ob->type == SPELL) |
1149 | if ((spell_ob->type == SPELL) |
1244 | && (caster->type != POTION) |
1150 | && (caster->type != POTION) |
… | |
… | |
1249 | { |
1155 | { |
1250 | if (op->type != PLAYER) |
1156 | if (op->type != PLAYER) |
1251 | return 0; |
1157 | return 0; |
1252 | |
1158 | |
1253 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1159 | 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); |
1160 | op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); |
1255 | else |
1161 | else if (object *item = op->contr->ranged_ob) |
1256 | switch (op->contr->shoottype) |
|
|
1257 | { |
1162 | { |
1258 | case range_magic: |
1163 | if (item->type == SPELL) |
1259 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1164 | op->failmsg ("Something blocks your spellcasting."); |
1260 | break; |
1165 | else if (item->type == SCROLL) |
1261 | case range_misc: |
1166 | op->failmsg ("Something blocks the magic of your scroll."); |
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; |
|
|
1271 | } |
|
|
1272 | |
|
|
1273 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
|
|
1274 | { |
|
|
1275 | if (op->casting_time == -1) |
|
|
1276 | { /* begin the casting */ |
|
|
1277 | op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
|
|
1278 | op->spell = spell_ob; |
|
|
1279 | /* put the stringarg into the object struct so that when the |
|
|
1280 | * spell is actually cast, it knows about the stringarg. |
|
|
1281 | * necessary for the invoke command spells. |
|
|
1282 | */ |
|
|
1283 | if (stringarg) |
|
|
1284 | { |
|
|
1285 | op->spellarg = strdup (stringarg); |
|
|
1286 | } |
|
|
1287 | else |
1167 | else |
1288 | op->spellarg = NULL; |
1168 | op->failmsg ("Something blocks the magic of your item."); |
1289 | return 0; |
|
|
1290 | } |
|
|
1291 | else if (op->casting_time != 0) |
|
|
1292 | { |
|
|
1293 | if (op->type == PLAYER) |
|
|
1294 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
|
|
1295 | return 0; |
|
|
1296 | } |
1169 | } |
1297 | else |
1170 | else |
1298 | { /* casting_time == 0 */ |
1171 | op->failmsg ("Something blocks the spell!"); |
1299 | op->casting_time = -1; |
1172 | |
1300 | spell_ob = op->spell; |
1173 | return 0; |
1301 | stringarg = op->spellarg; |
|
|
1302 | } |
|
|
1303 | } |
|
|
1304 | else |
|
|
1305 | { |
1174 | } |
|
|
1175 | |
1306 | /* Take into account how long it takes to cast the spell. |
1176 | /* Take into account how long it takes to cast the spell. |
1307 | * if the player is casting it, then we use the time in |
1177 | * if the player is casting it, then we use the time in |
1308 | * the spell object. If it is a spell object, have it |
1178 | * the spell object. If it is a spell object, have it |
1309 | * take two ticks. Things that cast spells on the players |
1179 | * take two ticks. Things that cast spells on the players |
1310 | * behalf (eg, altars, and whatever else) shouldn't cost |
1180 | * behalf (eg, altars, and whatever else) shouldn't cost |
1311 | * the player any time. |
1181 | * the player any time. |
1312 | * Ignore casting time for firewalls |
1182 | * Ignore casting time for firewalls |
|
|
1183 | */ |
|
|
1184 | if (caster == op && caster->type != FIREWALL) |
|
|
1185 | { |
|
|
1186 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1187 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1188 | * put a lower limit so that the player isn't stuck here too long |
1313 | */ |
1189 | */ |
1314 | if (caster == op && caster->type != FIREWALL) |
|
|
1315 | { |
|
|
1316 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1317 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1318 | * put a lower limit so that the player isn't stuck here too long |
|
|
1319 | */ |
|
|
1320 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1190 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1321 | 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); |
1322 | } |
1192 | } |
1323 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1193 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1324 | { |
|
|
1325 | op->speed_left -= 2 * FABS (op->speed); |
1194 | op->speed_left -= 2 * FABS (op->speed); |
1326 | } |
|
|
1327 | } |
|
|
1328 | |
1195 | |
1329 | if (op->type == PLAYER && op == caster) |
1196 | if (op->type == PLAYER && op == caster) |
1330 | { |
1197 | { |
1331 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1198 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1332 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1199 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1339 | if (op != caster && !skill && caster->skill) |
1206 | if (op != caster && !skill && caster->skill) |
1340 | { |
1207 | { |
1341 | skill = find_skill_by_name (op, caster->skill); |
1208 | skill = find_skill_by_name (op, caster->skill); |
1342 | if (!skill) |
1209 | if (!skill) |
1343 | { |
1210 | { |
1344 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1211 | op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); |
1345 | return 0; |
1212 | return 0; |
1346 | } |
1213 | } |
|
|
1214 | |
1347 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
1215 | op->change_skill (skill); /* needed for proper exp credit */ |
1348 | } |
1216 | } |
|
|
1217 | |
|
|
1218 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1219 | return RESULT_INT (0); |
1349 | |
1220 | |
1350 | switch (spell_ob->subtype) |
1221 | switch (spell_ob->subtype) |
1351 | { |
1222 | { |
1352 | /* The order of case statements is same as the order they show up |
1223 | /* The order of case statements is same as the order they show up |
1353 | * in in spells.h. |
1224 | * in in spells.h. |
1354 | */ |
1225 | */ |
1355 | case SP_RAISE_DEAD: |
1226 | case SP_RAISE_DEAD: |
1356 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1227 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1357 | break; |
1228 | break; |
1358 | |
1229 | |
1359 | case SP_RUNE: |
1230 | case SP_RUNE: |
… | |
… | |
1392 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1263 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1393 | break; |
1264 | break; |
1394 | |
1265 | |
1395 | case SP_SUMMON_GOLEM: |
1266 | case SP_SUMMON_GOLEM: |
1396 | success = summon_golem (op, caster, dir, spell_ob); |
1267 | success = summon_golem (op, caster, dir, spell_ob); |
1397 | old_shoottype = range_golem; |
|
|
1398 | break; |
1268 | break; |
1399 | |
1269 | |
1400 | case SP_DIMENSION_DOOR: |
1270 | case SP_DIMENSION_DOOR: |
1401 | /* dimension door needs the actual caster, because that is what is |
1271 | /* dimension door needs the actual caster, because that is what is |
1402 | * moved. |
1272 | * moved. |
… | |
… | |
1475 | #ifdef NO_POLYMORPH |
1345 | #ifdef NO_POLYMORPH |
1476 | /* Not great, but at least provide feedback so if players do have |
1346 | /* Not great, but at least provide feedback so if players do have |
1477 | * polymorph (ie, find it as a preset item or left over from before |
1347 | * polymorph (ie, find it as a preset item or left over from before |
1478 | * it was disabled), they get some feedback. |
1348 | * it was disabled), they get some feedback. |
1479 | */ |
1349 | */ |
1480 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1350 | op->failmsg ("The spell fizzles!"); |
1481 | success = 0; |
1351 | success = 0; |
1482 | #else |
1352 | #else |
1483 | success = cast_polymorph (op, caster, spell_ob, dir); |
1353 | success = cast_polymorph (op, caster, spell_ob, dir); |
1484 | #endif |
1354 | #endif |
1485 | break; |
1355 | break; |
… | |
… | |
1505 | break; |
1375 | break; |
1506 | |
1376 | |
1507 | case SP_MOVING_BALL: |
1377 | case SP_MOVING_BALL: |
1508 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1378 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1509 | { |
1379 | { |
1510 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); |
1380 | op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); |
1511 | success = 0; |
1381 | success = 0; |
1512 | } |
1382 | } |
1513 | else |
1383 | else |
1514 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1384 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1515 | break; |
1385 | break; |
… | |
… | |
1535 | success = cast_consecrate (op, caster, spell_ob); |
1405 | success = cast_consecrate (op, caster, spell_ob); |
1536 | break; |
1406 | break; |
1537 | |
1407 | |
1538 | case SP_ANIMATE_WEAPON: |
1408 | case SP_ANIMATE_WEAPON: |
1539 | success = animate_weapon (op, caster, spell_ob, dir); |
1409 | success = animate_weapon (op, caster, spell_ob, dir); |
1540 | old_shoottype = range_golem; |
|
|
1541 | break; |
1410 | break; |
1542 | |
1411 | |
1543 | case SP_LIGHT: |
1412 | case SP_LIGHT: |
1544 | success = cast_light (op, caster, spell_ob, dir); |
1413 | success = cast_light (op, caster, spell_ob, dir); |
1545 | break; |
1414 | break; |
… | |
… | |
1558 | |
1427 | |
1559 | case SP_AURA: |
1428 | case SP_AURA: |
1560 | success = create_aura (op, caster, spell_ob); |
1429 | success = create_aura (op, caster, spell_ob); |
1561 | break; |
1430 | break; |
1562 | |
1431 | |
1563 | case SP_TOWN_PORTAL: |
|
|
1564 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1565 | break; |
|
|
1566 | |
|
|
1567 | case SP_PARTY_SPELL: |
1432 | case SP_PARTY_SPELL: |
1568 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1433 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1569 | break; |
1434 | break; |
1570 | |
1435 | |
1571 | default: |
1436 | default: |
1572 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1573 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1437 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1574 | } |
|
|
1575 | |
|
|
1576 | /* FIXME - we need some better sound suppport */ |
|
|
1577 | // yes, for example, augment map info with the spell effect |
|
|
1578 | // so clients can calculate the sounds themselves |
|
|
1579 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
|
|
1580 | |
|
|
1581 | /* free the spell arg */ |
|
|
1582 | if (settings.casting_time == TRUE && stringarg) |
|
|
1583 | { |
1438 | } |
1584 | free (stringarg); |
1439 | |
1585 | stringarg = NULL; |
1440 | op->play_sound ( |
1586 | } |
1441 | success |
1587 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
1442 | ? spell_ob->sound |
1588 | * to something like use_magic_item, but you really want to be able to fire |
1443 | ? spell_ob->sound |
1589 | * it again. |
1444 | : sound_find ("spell_success") |
1590 | */ |
1445 | : sound_find ("fumble_spell") |
1591 | if (op->contr) |
1446 | ); |
1592 | op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1593 | |
1447 | |
1594 | return success; |
1448 | return success; |
1595 | } |
1449 | } |
1596 | |
1450 | |
1597 | |
|
|
1598 | /* This is called from time.c/process_object(). That function |
1451 | /* This is called from time.c/process_object(). That function |
1599 | * calls this for any SPELL_EFFECT type objects. This function |
1452 | * calls this for any SPELL_EFFECT type objects. This function |
1600 | * then dispatches them to the appropriate specific routines. |
1453 | * then dispatches them to the appropriate specific routines. |
1601 | */ |
1454 | */ |
1602 | void |
1455 | void |
1603 | move_spell_effect (object *op) |
1456 | move_spell_effect (object *op) |
1604 | { |
1457 | { |
… | |
… | |
1690 | break; |
1543 | break; |
1691 | |
1544 | |
1692 | case SP_MOVING_BALL: |
1545 | case SP_MOVING_BALL: |
1693 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1546 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1694 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1547 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1695 | else if (victim->material || victim->materialname) |
1548 | else if (victim->materialname) |
1696 | save_throw_object (victim, spell->attacktype, spell); |
1549 | save_throw_object (victim, spell->attacktype, spell); |
1697 | break; |
1550 | break; |
1698 | } |
1551 | } |
1699 | } |
1552 | } |
|
|
1553 | |