1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008 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> |
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22 | */ |
22 | */ |
23 | |
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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__ |
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30 | # include <sproto.h> |
28 | #include <sproto.h> |
31 | #endif |
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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 |
… | |
… | |
80 | dest->skill = spob->skill; |
77 | dest->skill = spob->skill; |
81 | else |
78 | else |
82 | dest->skill = caster->skill; |
79 | dest->skill = caster->skill; |
83 | } |
80 | } |
84 | |
81 | |
85 | /* init_spells: This should really be called check_spells, as that |
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86 | * is what it does. It goes through the spells looking for any |
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87 | * obvious errors. This was most useful in debugging when re-doing |
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88 | * all the spells to catch simple errors. To use it all the time |
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89 | * will result in it spitting out messages that aren't really errors. |
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90 | */ |
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91 | void |
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92 | init_spells (void) |
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93 | { |
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94 | #ifdef SPELL_DEBUG |
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95 | static int init_spells_done = 0; |
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96 | int i; |
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97 | archetype *at; |
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98 | |
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99 | if (init_spells_done) |
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100 | return; |
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101 | LOG (llevDebug, "Checking spells...\n"); |
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102 | |
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103 | for (at = first_archetype; at; at = at->next) |
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104 | { |
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105 | if (at->clone.type == SPELL) |
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106 | { |
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107 | if (at->clone.skill) |
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108 | { |
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109 | for (i = 1; i < NUM_SKILLS; i++) |
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110 | if (!strcmp (skill_names[i], at->clone.skill)) |
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111 | break; |
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112 | if (i == NUM_SKILLS) |
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113 | { |
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114 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
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115 | } |
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116 | } |
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117 | /* other_arch is already checked for in the loader */ |
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118 | } |
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119 | } |
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120 | |
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121 | i = 0; |
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122 | while (spell_mapping[i]) |
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123 | { |
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124 | if (!archetype::find (spell_mapping[i])) |
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125 | { |
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126 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
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127 | } |
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128 | i++; |
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129 | } |
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130 | LOG (llevDebug, "Checking spells completed.\n"); |
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131 | #endif |
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132 | } |
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133 | |
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134 | /* Dumps all the spells - now also dumps skill associated with the spell. |
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135 | * not sure what this would be used for, as the data seems pretty |
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136 | * minimal, but easy enough to keep around. |
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137 | */ |
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138 | void |
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139 | dump_spells (void) |
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140 | { |
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141 | archetype *at; |
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142 | |
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143 | for (at = first_archetype; at; at = at->next) |
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144 | { |
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145 | if (at->clone.type == SPELL) |
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146 | { |
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147 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
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148 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
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149 | } |
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150 | } |
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151 | } |
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152 | |
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153 | /* pretty basic function - basically just takes |
82 | /* pretty basic function - basically just takes |
154 | * an object, sets the x,y, and calls insert_ob_in_map |
83 | * an object, sets the x,y, and calls insert_ob_in_map |
155 | */ |
84 | */ |
156 | |
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157 | void |
85 | void |
158 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
86 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
159 | { |
87 | { |
160 | |
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161 | if (spob->other_arch != NULL) |
88 | if (spob->other_arch) |
162 | { |
89 | 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 | } |
90 | } |
171 | |
91 | |
172 | /* |
92 | /* |
173 | * This function takes a caster and spell and presents the |
93 | * This function takes a caster and spell and presents the |
174 | * effective level the caster needs to be to cast the spell. |
94 | * effective level the caster needs to be to cast the spell. |
175 | * basically, it just adjusts the spell->level with attuned/repelled |
95 | * basically, it just adjusts the spell->level with attuned/repelled |
176 | * spellpaths. Was called path_level_mod |
96 | * spellpaths. Was called path_level_mod. |
177 | * |
97 | * |
178 | * caster is person casting hte spell. |
98 | * caster is person casting the spell. |
179 | * spell is the spell object. |
99 | * spell is the spell object. |
180 | * Returns modified level. |
100 | * Returns modified level. |
181 | */ |
101 | */ |
182 | int |
102 | int |
183 | min_casting_level (object *caster, object *spell) |
103 | min_casting_level (object *caster, object *spell) |
184 | { |
104 | { |
185 | int new_level; |
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186 | |
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187 | if (caster->path_denied & spell->path_attuned) |
105 | if (caster->path_denied & spell->path_attuned) |
188 | return 1; |
106 | return 1; |
189 | |
107 | |
190 | new_level = spell->level |
108 | int new_level = spell->level |
191 | + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); |
109 | + (caster->path_repelled & spell->path_attuned ? +ATTUNE_REPELL : 0) |
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110 | + (caster->path_attuned & spell->path_attuned ? -ATTUNE_REPELL : 0); |
192 | |
111 | |
193 | return (new_level < 1) ? 1 : new_level; |
112 | return max (1, new_level); |
194 | } |
113 | } |
195 | |
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196 | |
114 | |
197 | /* This function returns the effective level the spell |
115 | /* This function returns the effective level the spell |
198 | * is being cast at. |
116 | * is being cast at. |
199 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
117 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
200 | * This is because the new code compares casting_level against |
118 | * This is because the new code compares casting_level against |
201 | * min_caster_level, so the difference is effectively 4 |
119 | * min_caster_level, so the difference is effectively 4 |
202 | */ |
120 | */ |
203 | |
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204 | int |
121 | int |
205 | caster_level (object *caster, object *spell) |
122 | caster_level (object *caster, object *spell) |
206 | { |
123 | { |
207 | int level = caster->level; |
124 | int level = caster->level; |
208 | |
125 | |
209 | /* If this is a player, try to find the matching skill */ |
126 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
210 | if (caster->type == PLAYER && spell->skill) |
127 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
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128 | { |
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129 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
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130 | int sk_level = skill ? skill->level : 1; |
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131 | |
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132 | level = min (level, sk_level + level / 10 + 1); |
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133 | } |
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134 | 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++) |
135 | 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) |
136 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
213 | { |
137 | { |
214 | level = caster->contr->last_skill_ob[i]->level; |
138 | level = caster->contr->last_skill_ob[i]->level; |
215 | break; |
139 | break; |
216 | } |
140 | } |
217 | |
141 | |
218 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
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219 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
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220 | { |
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221 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
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222 | int sk_level = skill ? skill->level : 1; |
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223 | |
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224 | level = MIN (level, sk_level + level / 10 + 1); |
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225 | } |
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226 | |
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227 | /* Got valid caster level. Now adjust for attunement */ |
142 | /* 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); |
143 | level += caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0; |
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144 | level += caster->path_attuned & spell->path_attuned ? +ATTUNE_REPELL : 0; |
229 | |
145 | |
230 | /* Always make this at least 1. If this is zero, we get divide by zero |
146 | /* Always make this at least 1. If this is zero, we get divide by zero |
231 | * errors in various places. |
147 | * errors in various places. |
232 | */ |
148 | */ |
233 | if (level < 1) |
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234 | level = 1; |
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235 | |
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236 | return level; |
149 | return max (level, 1); |
237 | } |
150 | } |
238 | |
151 | |
239 | /* The following function scales the spellpoint cost of |
152 | /* The following function scales the spellpoint cost of |
240 | * a spell by it's increased effectiveness. Some of the |
153 | * a spell by it's increased effectiveness. Some of the |
241 | * lower level spells become incredibly vicious at high |
154 | * lower level spells become incredibly vicious at high |
… | |
… | |
280 | else |
193 | else |
281 | { |
194 | { |
282 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
195 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
283 | if (spell->stats.sp && !sp) |
196 | if (spell->stats.sp && !sp) |
284 | sp = 1; |
197 | sp = 1; |
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198 | |
285 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
199 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
286 | if (spell->stats.grace && !grace) |
200 | if (spell->stats.grace && !grace) |
287 | grace = 1; |
201 | grace = 1; |
288 | } |
202 | } |
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203 | |
289 | if (flags == SPELL_HIGHEST) |
204 | if (flags == SPELL_HIGHEST) |
290 | return MAX (sp, grace); |
205 | return MAX (sp, grace); |
291 | else if (flags == SPELL_GRACE) |
206 | else if (flags == SPELL_GRACE) |
292 | return grace; |
207 | return grace; |
293 | else if (flags == SPELL_MANA) |
208 | else if (flags == SPELL_MANA) |
… | |
… | |
297 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
212 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
298 | return 0; |
213 | return 0; |
299 | } |
214 | } |
300 | } |
215 | } |
301 | |
216 | |
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217 | /* |
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218 | * Return the effective casting level of the spell. |
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219 | */ |
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220 | static int |
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221 | SP_casting_level (object *caster, object *spell) |
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222 | { |
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223 | int level = caster_level (caster, spell); |
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224 | return max (0, level - min_casting_level (caster, spell)); |
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225 | } |
302 | |
226 | |
303 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
227 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
304 | * spob is the spell we are adjusting. |
228 | * spob is the spell we are adjusting. |
305 | */ |
229 | */ |
306 | int |
230 | int |
307 | SP_level_dam_adjust (object *caster, object *spob) |
231 | SP_level_dam_adjust (object *caster, object *spob) |
308 | { |
232 | { |
309 | int level = caster_level (caster, spob); |
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310 | int adj = level - min_casting_level (caster, spob); |
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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) |
233 | if (!spob->dam_modifier) |
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; |
234 | return 0; |
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235 | |
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236 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
319 | } |
237 | } |
320 | |
238 | |
321 | /* Adjust the strength of the spell based on level. |
239 | /* Adjust the strength of the spell based on level. |
322 | * This is basically the same as SP_level_dam_adjust above, |
240 | * This is basically the same as SP_level_dam_adjust above, |
323 | * but instead looks at the level_modifier value. |
241 | * but instead looks at the level_modifier value. |
324 | */ |
242 | */ |
325 | int |
243 | int |
326 | SP_level_duration_adjust (object *caster, object *spob) |
244 | SP_level_duration_adjust (object *caster, object *spob) |
327 | { |
245 | { |
328 | int level = caster_level (caster, spob); |
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329 | int adj = level - min_casting_level (caster, spob); |
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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) |
246 | if (!spob->duration_modifier) |
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; |
247 | return 0; |
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248 | |
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249 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
339 | } |
250 | } |
340 | |
251 | |
341 | /* Adjust the strength of the spell based on level. |
252 | /* Adjust the strength of the spell based on level. |
342 | * This is basically the same as SP_level_dam_adjust above, |
253 | * This is basically the same as SP_level_dam_adjust above, |
343 | * but instead looks at the level_modifier value. |
254 | * but instead looks at the level_modifier value. |
344 | */ |
255 | */ |
345 | int |
256 | int |
346 | SP_level_range_adjust (object *caster, object *spob) |
257 | SP_level_range_adjust (object *caster, object *spob) |
347 | { |
258 | { |
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259 | if (!spob->range_modifier) |
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260 | return 0; |
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261 | |
348 | int level = caster_level (caster, spob); |
262 | int level = caster_level (caster, spob); |
349 | int adj = level - min_casting_level (caster, spob); |
263 | return SP_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 | } |
264 | } |
360 | |
265 | |
361 | /* Checks to see if player knows the spell. If the name is the same |
266 | /* Checks to see if player knows the spell. If the name is the same |
362 | * as an existing spell, we presume they know it. |
267 | * as an existing spell, we presume they know it. |
363 | * returns 1 if they know the spell, 0 if they don't. |
268 | * returns 1 if they know the spell, 0 if they don't. |
364 | */ |
269 | */ |
365 | object * |
270 | object * |
366 | check_spell_known (object *op, const char *name) |
271 | check_spell_known (object *op, const char *name) |
367 | { |
272 | { |
368 | object *spop; |
273 | object *spop; |
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274 | shstr_cmp name_ (name); |
369 | |
275 | |
370 | for (spop = op->inv; spop; spop = spop->below) |
276 | for (spop = op->inv; spop; spop = spop->below) |
371 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
277 | if (spop->type == SPELL && spop->name == name) |
372 | return spop; |
278 | return spop; |
373 | |
279 | |
374 | return NULL; |
280 | return 0; |
375 | } |
281 | } |
376 | |
282 | |
377 | |
283 | |
378 | /* |
284 | /* |
379 | * Look at object 'op' and see if they know the spell |
285 | * Look at object 'op' and see if they know the spell |
… | |
… | |
444 | if (OUT_OF_REAL_MAP (m, x, y)) |
350 | if (OUT_OF_REAL_MAP (m, x, y)) |
445 | return 0; |
351 | return 0; |
446 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
352 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
447 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
353 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
448 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
354 | && (!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))) |
355 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
452 | return 1; |
356 | return 1; |
453 | |
357 | |
454 | return 0; |
358 | return 0; |
455 | } |
359 | } |
… | |
… | |
473 | { |
377 | { |
474 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
378 | 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."); |
379 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
476 | dir = 0; |
380 | dir = 0; |
477 | } |
381 | } |
478 | new_op->x = op->x + freearr_x[dir]; |
382 | |
479 | new_op->y = op->y + freearr_y[dir]; |
383 | SET_FLAG (new_op, FLAG_IDENTIFIED); |
480 | if (dir == 0) |
384 | op->map->insert (new_op, |
481 | insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); |
385 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
482 | else |
386 | op, |
483 | insert_ob_in_map (new_op, op->map, op, 0); |
387 | dir ? 0 : INS_BELOW_ORIGINATOR); |
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388 | |
484 | return dir; |
389 | return dir; |
485 | } |
390 | } |
486 | |
391 | |
487 | /* Returns true if it is ok to put spell *op on the space/may provided. |
392 | /* 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 |
393 | * immune_stop is basically the attacktype of the spell (why |
… | |
… | |
490 | * has the AT_MAGIC bit set, and there is a counterwall |
395 | * has the AT_MAGIC bit set, and there is a counterwall |
491 | * on the space, the object doesn't get placed. if immune stop |
396 | * 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. |
397 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
493 | * |
398 | * |
494 | */ |
399 | */ |
495 | |
|
|
496 | int |
400 | int |
497 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
401 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
498 | { |
402 | { |
499 | object *tmp; |
403 | 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); |
|
|
505 | |
|
|
506 | if (mflags & P_OUT_OF_MAP) |
|
|
507 | return 0; |
404 | return 0; |
508 | |
405 | |
509 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) |
406 | mapspace &ms = m->at (x, y); |
|
|
407 | ms.update (); |
|
|
408 | |
|
|
409 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
510 | return 0; |
410 | return 0; |
511 | |
411 | |
512 | for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) |
412 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
513 | { |
413 | { |
514 | /* If there is a counterspell on the space, and this |
414 | /* If there is a counterspell on the space, and this |
515 | * object is using magic, don't progress. I believe we could |
415 | * 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 |
416 | * 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 |
417 | * 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 |
418 | * 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 |
419 | * 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 |
420 | * removed.) On the other hand, it may be more dramatic for the |
521 | * spell to actually hit the counterwall and be sucked up. |
421 | * spell to actually hit the counterwall and be sucked up. |
522 | */ |
422 | */ |
523 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
423 | if ((tmp->attacktype & AT_COUNTERSPELL) |
524 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
424 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
525 | (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) |
425 | && (tmp->type != PLAYER) |
|
|
426 | && (tmp->type != WEAPON) |
|
|
427 | && (tmp->type != BOW) |
|
|
428 | && (tmp->type != ARROW) |
|
|
429 | && (tmp->type != GOLEM) |
|
|
430 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
|
|
431 | // we special case floor here because there |
|
|
432 | // are sometimes spell effect floors |
|
|
433 | // which are used to inflict damage |
|
|
434 | // (and those shouldn't go away from |
|
|
435 | // sanctuary) see also: permanent lava |
|
|
436 | && (immune_stop & AT_MAGIC)) |
526 | return 0; |
437 | return 0; |
527 | |
438 | |
528 | /* This is to prevent 'out of control' spells. Basically, this |
439 | /* This is to prevent 'out of control' spells. Basically, this |
529 | * limits one spell effect per space per spell. This is definately |
440 | * limits one spell effect per space per spell. This is definately |
530 | * needed for performance reasons, and just for playability I believe. |
441 | * needed for performance reasons, and just for playability I believe. |
… | |
… | |
537 | /* |
448 | /* |
538 | * Combine similar spell effects into one spell effect. Needed for |
449 | * Combine similar spell effects into one spell effect. Needed for |
539 | * performance reasons with meteor swarm and the like, but also for |
450 | * performance reasons with meteor swarm and the like, but also for |
540 | * playability reasons. |
451 | * playability reasons. |
541 | */ |
452 | */ |
542 | if (tmp->arch == op->arch |
453 | if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
543 | && tmp->type == op->type |
454 | && tmp->type == op->type |
544 | && tmp->subtype == op->subtype |
455 | && tmp->subtype == op->subtype |
|
|
456 | && tmp->owner == op->owner |
545 | && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
457 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
546 | { |
458 | { |
547 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
459 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
548 | tmp->range = MAX (tmp->range, op->range); |
460 | tmp->range = MAX (tmp->range, op->range); |
549 | tmp->duration = MAX (tmp->duration, op->duration); |
461 | tmp->duration = MAX (tmp->duration, op->duration); |
550 | return 0; |
462 | return 0; |
… | |
… | |
552 | |
464 | |
553 | /* Perhaps we should also put checks in for no magic and unholy |
465 | /* Perhaps we should also put checks in for no magic and unholy |
554 | * ground to prevent it from moving along? |
466 | * ground to prevent it from moving along? |
555 | */ |
467 | */ |
556 | } |
468 | } |
|
|
469 | |
557 | /* If it passes the above tests, it must be OK */ |
470 | /* If it passes the above tests, it must be OK */ |
558 | return 1; |
471 | return 1; |
559 | } |
472 | } |
560 | |
473 | |
561 | /* fire_arch_from_position: fires an archetype. |
474 | /* fire_arch_from_position: fires an archetype. |
… | |
… | |
566 | * dir: direction to fire in. |
479 | * dir: direction to fire in. |
567 | * spell: spell that is being fired. It uses other_arch for the archetype |
480 | * spell: spell that is being fired. It uses other_arch for the archetype |
568 | * to fire. |
481 | * to fire. |
569 | * returns 0 on failure, 1 on success. |
482 | * returns 0 on failure, 1 on success. |
570 | */ |
483 | */ |
571 | |
|
|
572 | int |
484 | int |
573 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
485 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
574 | { |
486 | { |
575 | object *tmp; |
|
|
576 | int mflags; |
|
|
577 | maptile *m; |
|
|
578 | |
|
|
579 | if (spell->other_arch == NULL) |
487 | if (!spell->other_arch) |
580 | return 0; |
488 | return 0; |
581 | |
489 | |
582 | m = op->map; |
490 | object *tmp = spell->other_arch->instance (); |
583 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
584 | if (mflags & P_OUT_OF_MAP) |
|
|
585 | { |
|
|
586 | return 0; |
|
|
587 | } |
|
|
588 | |
491 | |
589 | tmp = arch_to_object (spell->other_arch); |
492 | if (!tmp) |
590 | |
|
|
591 | if (tmp == NULL) |
|
|
592 | return 0; |
493 | return 0; |
593 | |
|
|
594 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
595 | { |
|
|
596 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
597 | tmp->destroy (); |
|
|
598 | return 0; |
|
|
599 | } |
|
|
600 | |
494 | |
601 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
495 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
602 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
496 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
603 | /* code in time.c uses food for some things, duration for others */ |
497 | /* code in time.c uses food for some things, duration for others */ |
604 | tmp->stats.food = tmp->duration; |
498 | tmp->stats.food = tmp->duration; |
605 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
499 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
606 | tmp->attacktype = spell->attacktype; |
500 | tmp->attacktype = spell->attacktype; |
607 | tmp->x = x; |
|
|
608 | tmp->y = y; |
|
|
609 | tmp->direction = dir; |
501 | tmp->direction = dir; |
610 | if (op->owner != NULL) |
|
|
611 | tmp->set_owner (op); |
502 | tmp->set_owner (op); |
612 | else |
|
|
613 | tmp->set_owner (op); |
|
|
614 | tmp->level = caster_level (caster, spell); |
503 | tmp->level = caster_level (caster, spell); |
615 | set_spell_skill (op, caster, spell, tmp); |
504 | set_spell_skill (op, caster, spell, tmp); |
616 | |
505 | |
617 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
506 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
618 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
507 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
619 | { |
|
|
620 | if (!tailor_god_spell (tmp, op)) |
508 | if (!tailor_god_spell (tmp, op)) |
621 | return 0; |
509 | return 0; |
622 | } |
510 | |
623 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
511 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
624 | SET_ANIMATION (tmp, dir); |
512 | SET_ANIMATION (tmp, dir); |
625 | |
513 | |
626 | if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) |
514 | if ((tmp = op->map->insert (tmp, x, y, op))) |
627 | return 1; |
|
|
628 | |
|
|
629 | move_spell_effect (tmp); |
515 | move_spell_effect (tmp); |
630 | |
516 | |
631 | return 1; |
517 | return 1; |
632 | } |
518 | } |
633 | |
|
|
634 | |
|
|
635 | |
519 | |
636 | /***************************************************************************** |
520 | /***************************************************************************** |
637 | * |
521 | * |
638 | * Code related to rods - perhaps better located in another file? |
522 | * Code related to rods - perhaps better located in another file? |
639 | * |
523 | * |
640 | ****************************************************************************/ |
524 | ****************************************************************************/ |
641 | |
|
|
642 | void |
525 | void |
643 | regenerate_rod (object *rod) |
526 | regenerate_rod (object *rod) |
644 | { |
527 | { |
645 | if (rod->stats.hp < rod->stats.maxhp) |
528 | if (rod->stats.hp < rod->stats.maxhp) |
646 | { |
529 | 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 | } |
530 | } |
653 | |
|
|
654 | |
531 | |
655 | void |
532 | void |
656 | drain_rod_charge (object *rod) |
533 | drain_rod_charge (object *rod) |
657 | { |
534 | { |
658 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
535 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
659 | } |
536 | } |
660 | |
|
|
661 | |
|
|
662 | |
|
|
663 | |
537 | |
664 | /* this function is commonly used to find a friendly target for |
538 | /* this function is commonly used to find a friendly target for |
665 | * spells such as heal or protection or armour |
539 | * spells such as heal or protection or armour |
666 | * op is what is looking for the target (which can be a player), |
540 | * 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 |
541 | * dir is the direction we are looking in. Return object found, or |
668 | * NULL if no good object. |
542 | * NULL if no good object. |
669 | */ |
543 | */ |
670 | |
|
|
671 | object * |
544 | object * |
672 | find_target_for_friendly_spell (object *op, int dir) |
545 | find_target_for_friendly_spell (object *op, int dir) |
673 | { |
546 | { |
674 | object *tmp; |
547 | object *tmp; |
675 | maptile *m; |
|
|
676 | sint16 x, y; |
|
|
677 | int mflags; |
|
|
678 | |
548 | |
679 | /* I don't really get this block - if op isn't a player or rune, |
549 | /* 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. |
550 | * we then make the owner of this object the target. |
681 | * The owner could very well be no where near op. |
551 | * The owner could very well be no where near op. |
682 | */ |
552 | */ |
… | |
… | |
689 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
559 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
690 | tmp = op; |
560 | tmp = op; |
691 | } |
561 | } |
692 | else |
562 | else |
693 | { |
563 | { |
694 | m = op->map; |
564 | maptile *m = op->map; |
695 | x = op->x + freearr_x[dir]; |
565 | sint16 x = op->x + freearr_x[dir]; |
696 | y = op->y + freearr_y[dir]; |
566 | 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 | { |
567 | |
704 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
568 | tmp = xy_normalise (m, x, y) |
705 | if (tmp->type == PLAYER) |
569 | ? m->at (x, y).player () |
706 | break; |
570 | : 0; |
707 | } |
|
|
708 | } |
571 | } |
|
|
572 | |
709 | /* didn't find a player there, look in current square for a player */ |
573 | /* didn't find a player there, look in current square for a player */ |
710 | if (tmp == NULL) |
574 | if (!tmp) |
711 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
575 | tmp = op->ms ().player (); |
712 | { |
|
|
713 | if (tmp->type == PLAYER) |
|
|
714 | break; |
|
|
715 | } |
|
|
716 | |
576 | |
717 | return tmp; |
577 | return tmp; |
718 | } |
578 | } |
719 | |
|
|
720 | |
|
|
721 | |
579 | |
722 | /* raytrace: |
580 | /* raytrace: |
723 | * spell_find_dir(map, x, y, exclude) will search first the center square |
581 | * spell_find_dir(map, x, y, exclude) will search first the center square |
724 | * then some close squares in the given map at the given coordinates for |
582 | * then some close squares in the given map at the given coordinates for |
725 | * live objects. |
583 | * live objects. |
… | |
… | |
728 | * monsters/generators only. If not, the spell will hunt players only. |
586 | * monsters/generators only. If not, the spell will hunt players only. |
729 | * It returns the direction toward the first/closest live object if it finds |
587 | * It returns the direction toward the first/closest live object if it finds |
730 | * any, otherwise -1. |
588 | * any, otherwise -1. |
731 | * note that exclude can be NULL, in which case all bets are off. |
589 | * note that exclude can be NULL, in which case all bets are off. |
732 | */ |
590 | */ |
733 | |
|
|
734 | int |
591 | int |
735 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
592 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
736 | { |
593 | { |
737 | int i, max = SIZEOFFREE; |
594 | int i, max = SIZEOFFREE; |
738 | sint16 nx, ny; |
595 | sint16 nx, ny; |
… | |
… | |
765 | return freedir[i]; |
622 | return freedir[i]; |
766 | } |
623 | } |
767 | return -1; /* flag for "keep going the way you were" */ |
624 | return -1; /* flag for "keep going the way you were" */ |
768 | } |
625 | } |
769 | |
626 | |
770 | |
|
|
771 | |
|
|
772 | /* put_a_monster: puts a monster named monstername near by |
627 | /* put_a_monster: puts a monster named monstername near by |
773 | * op. This creates the treasures for the monsters, and |
628 | * op. This creates the treasures for the monsters, and |
774 | * also deals with multipart monsters properly. |
629 | * also deals with multipart monsters properly. |
775 | */ |
630 | */ |
776 | |
|
|
777 | void |
631 | void |
778 | put_a_monster (object *op, const char *monstername) |
632 | put_a_monster (object *op, const char *monstername) |
779 | { |
633 | { |
780 | object *tmp, *head = NULL, *prev = NULL; |
634 | object *tmp, *head = NULL, *prev = NULL; |
781 | archetype *at; |
635 | archetype *at; |
… | |
… | |
788 | |
642 | |
789 | /* find a free square nearby |
643 | /* find a free square nearby |
790 | * first we check the closest square for free squares |
644 | * first we check the closest square for free squares |
791 | */ |
645 | */ |
792 | |
646 | |
793 | dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); |
647 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
794 | if (dir != -1) |
648 | if (dir != -1) |
795 | { |
649 | { |
796 | /* This is basically grabbed for generate monster. Fixed 971225 to |
650 | /* This is basically grabbed for generate monster. Fixed 971225 to |
797 | * insert multipart monsters properly |
651 | * insert multipart monsters properly |
798 | */ |
652 | */ |
|
|
653 | //TODO: use expand_tail + ... |
799 | while (at != NULL) |
654 | while (at != NULL) |
800 | { |
655 | { |
801 | tmp = arch_to_object (at); |
656 | tmp = arch_to_object (at); |
802 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
657 | tmp->x = op->x + freearr_x[dir] + at->x; |
803 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
658 | tmp->y = op->y + freearr_y[dir] + at->y; |
804 | tmp->map = op->map; |
659 | tmp->map = op->map; |
805 | if (head) |
660 | if (head) |
806 | { |
661 | { |
807 | tmp->head = head; |
662 | tmp->head = head; |
808 | prev->more = tmp; |
663 | prev->more = tmp; |
809 | } |
664 | } |
|
|
665 | |
810 | if (!head) |
666 | if (!head) |
811 | head = tmp; |
667 | head = tmp; |
|
|
668 | |
812 | prev = tmp; |
669 | prev = tmp; |
|
|
670 | |
813 | at = at->more; |
671 | at = (archetype *)at->more; |
814 | } |
672 | } |
815 | |
673 | |
816 | if (head->randomitems) |
674 | if (head->randomitems) |
817 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
675 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
818 | |
676 | |
819 | insert_ob_in_map (head, op->map, op, 0); |
677 | insert_ob_in_map (head, op->map, op, 0); |
820 | |
678 | |
821 | /* thought it'd be cool to insert a burnout, too. */ |
679 | /* thought it'd be cool to insert a burnout, too. */ |
822 | tmp = get_archetype ("burnout"); |
680 | op->map->insert (archetype::get (shstr_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 | } |
681 | } |
828 | } |
682 | } |
829 | |
683 | |
830 | /* peterm: function which summons hostile monsters and |
684 | /* peterm: function which summons hostile monsters and |
831 | * places them in nearby squares. |
685 | * places them in nearby squares. |
… | |
… | |
858 | { |
712 | { |
859 | int attacktype; |
713 | int attacktype; |
860 | int face; |
714 | int face; |
861 | } ATTACKS[22] = |
715 | } ATTACKS[22] = |
862 | { |
716 | { |
863 | { |
|
|
864 | AT_PHYSICAL, 0}, |
717 | { AT_PHYSICAL, 0}, |
865 | { |
|
|
866 | AT_PHYSICAL, 0}, /*face = explosion */ |
718 | { AT_PHYSICAL, 0}, /*face = explosion */ |
867 | { |
|
|
868 | AT_PHYSICAL, 0}, |
719 | { AT_PHYSICAL, 0}, |
869 | { |
|
|
870 | AT_MAGIC, 1}, |
720 | { AT_MAGIC, 1}, |
871 | { |
|
|
872 | AT_MAGIC, 1}, /* face = last-burnout */ |
721 | { AT_MAGIC, 1}, /* face = last-burnout */ |
873 | { |
|
|
874 | AT_MAGIC, 1}, |
722 | { AT_MAGIC, 1}, |
875 | { |
|
|
876 | AT_FIRE, 2}, |
723 | { AT_FIRE, 2}, |
877 | { |
|
|
878 | AT_FIRE, 2}, /* face = fire.... */ |
724 | { AT_FIRE, 2}, /* face = fire.... */ |
879 | { |
|
|
880 | AT_FIRE, 2}, |
725 | { AT_FIRE, 2}, |
881 | { |
|
|
882 | AT_ELECTRICITY, 3}, |
726 | { AT_ELECTRICITY, 3}, |
883 | { |
|
|
884 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
727 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
885 | { |
|
|
886 | AT_ELECTRICITY, 3}, |
728 | { AT_ELECTRICITY, 3}, |
887 | { |
|
|
888 | AT_COLD, 4}, |
729 | { AT_COLD, 4}, |
889 | { |
|
|
890 | AT_COLD, 4}, /* face=icestorm */ |
730 | { AT_COLD, 4}, /* face=icestorm */ |
891 | { |
|
|
892 | AT_COLD, 4}, |
731 | { AT_COLD, 4}, |
893 | { |
|
|
894 | AT_CONFUSION, 5}, |
732 | { AT_CONFUSION, 5}, |
895 | { |
|
|
896 | AT_POISON, 7}, |
733 | { AT_POISON, 7}, |
897 | { |
|
|
898 | AT_POISON, 7}, /* face = acid sphere. generator */ |
734 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
899 | { |
|
|
900 | AT_POISON, 7}, /* poisoncloud face */ |
735 | { AT_POISON, 7}, /* poisoncloud face */ |
901 | { |
|
|
902 | AT_SLOW, 8}, |
736 | { AT_SLOW, 8}, |
903 | { |
|
|
904 | AT_PARALYZE, 9}, |
737 | { AT_PARALYZE, 9}, |
905 | { |
|
|
906 | AT_FEAR, 10}}; |
738 | { AT_FEAR, 10}, |
907 | |
739 | }; |
908 | |
|
|
909 | |
740 | |
910 | /* shuffle_attack: peterm |
741 | /* shuffle_attack: peterm |
911 | * This routine shuffles the attack of op to one of the |
742 | * This routine shuffles the attack of op to one of the |
912 | * ones in the list. It does this at random. It also |
743 | * ones in the list. It does this at random. It also |
913 | * chooses a face appropriate to the attack that is |
744 | * chooses a face appropriate to the attack that is |
… | |
… | |
1031 | else |
862 | else |
1032 | { |
863 | { |
1033 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
864 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
1034 | tmp = get_archetype (LOOSE_MANA); |
865 | tmp = get_archetype (LOOSE_MANA); |
1035 | tmp->level = skill->level; |
866 | tmp->level = skill->level; |
1036 | tmp->x = op->x; |
|
|
1037 | tmp->y = op->y; |
|
|
1038 | |
867 | |
1039 | /* increase the area of destruction a little for more powerful spells */ |
868 | /* increase the area of destruction a little for more powerful spells */ |
1040 | tmp->range += isqrt (power); |
869 | tmp->range += isqrt (power); |
1041 | |
870 | |
1042 | if (power > 25) |
871 | if (power > 25) |
1043 | tmp->stats.dam = 25 + isqrt (power); |
872 | tmp->stats.dam = 25 + isqrt (power); |
1044 | else |
873 | else |
1045 | tmp->stats.dam = power; /* nasty recoils! */ |
874 | tmp->stats.dam = power; /* nasty recoils! */ |
1046 | |
875 | |
1047 | tmp->stats.maxhp = tmp->count; |
876 | tmp->stats.maxhp = tmp->count; |
1048 | insert_ob_in_map (tmp, op->map, NULL, 0); |
877 | |
|
|
878 | tmp->insert_at (op); |
1049 | } |
879 | } |
1050 | } |
880 | } |
1051 | } |
881 | } |
1052 | |
882 | |
1053 | int |
883 | int |
1054 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
884 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1055 | { |
885 | { |
1056 | int success; |
886 | int success; |
1057 | player *pl; |
|
|
1058 | object *spell; |
887 | object *spell; |
1059 | |
888 | |
1060 | if (!spell_ob->other_arch) |
889 | if (!spell_ob->other_arch) |
1061 | { |
890 | { |
1062 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
891 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
1063 | return 0; |
892 | return 0; |
1064 | } |
893 | } |
|
|
894 | |
1065 | spell = arch_to_object (spell_ob->other_arch); |
895 | spell = arch_to_object (spell_ob->other_arch); |
1066 | |
896 | |
1067 | /* Always cast spell on caster */ |
897 | /* Always cast spell on caster */ |
1068 | success = cast_spell (op, caster, dir, spell, stringarg); |
898 | success = cast_spell (op, caster, dir, spell, stringarg); |
1069 | |
899 | |
1070 | if (caster->contr->party == NULL) |
900 | if (caster->contr->party == NULL) |
1071 | { |
901 | { |
1072 | spell->remove (); |
902 | spell->remove (); |
1073 | return success; |
903 | return success; |
1074 | } |
904 | } |
1075 | for (pl = first_player; pl != NULL; pl = pl->next) |
905 | |
|
|
906 | for_all_players (pl) |
1076 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
907 | 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); |
908 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
1079 | } |
909 | |
1080 | spell->remove (); |
910 | spell->remove (); |
1081 | return success; |
911 | return success; |
1082 | } |
912 | } |
1083 | |
913 | |
1084 | /* This is where the main dispatch when someone casts a spell. |
914 | /* This is where the main dispatch when someone casts a spell. |
… | |
… | |
1106 | * |
936 | * |
1107 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
937 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1108 | * this function will decrease the mana/grace appropriately. For other |
938 | * this function will decrease the mana/grace appropriately. For other |
1109 | * objects, the caller should do what it considers appropriate. |
939 | * objects, the caller should do what it considers appropriate. |
1110 | */ |
940 | */ |
1111 | |
|
|
1112 | int |
941 | int |
1113 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
942 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1114 | { |
943 | { |
1115 | const char *godname; |
944 | const char *godname; |
1116 | int success = 0, mflags, cast_level = 0, old_shoottype; |
945 | int success = 0, cast_level = 0; |
1117 | object *skill = NULL; |
946 | object *skill = NULL; |
1118 | |
|
|
1119 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
|
|
1120 | |
947 | |
1121 | if (!spell_ob) |
948 | if (!spell_ob) |
1122 | { |
949 | { |
1123 | LOG (llevError, "cast_spell: null spell object passed\n"); |
950 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1124 | return 0; |
951 | return 0; |
… | |
… | |
1153 | * at least process that code. |
980 | * at least process that code. |
1154 | */ |
981 | */ |
1155 | if (op->type == PLAYER && op == caster) |
982 | if (op->type == PLAYER && op == caster) |
1156 | { |
983 | { |
1157 | cast_level = caster_level (caster, spell_ob); |
984 | cast_level = caster_level (caster, spell_ob); |
|
|
985 | |
1158 | if (spell_ob->skill) |
986 | if (spell_ob->skill) |
1159 | { |
987 | { |
1160 | skill = find_skill_by_name (op, spell_ob->skill); |
988 | skill = find_skill_by_name (op, spell_ob->skill); |
|
|
989 | |
1161 | if (!skill) |
990 | if (!skill) |
1162 | { |
991 | { |
1163 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
992 | op->failmsg (format ("You need the skill %s to cast %s! " |
|
|
993 | "H<You either need to learn the skill via a skill scroll " |
|
|
994 | "or you need to wear a talisman or holy symbol.>", |
|
|
995 | &spell_ob->skill, &spell_ob->name)); |
1164 | return 0; |
996 | return 0; |
1165 | } |
997 | } |
|
|
998 | |
|
|
999 | int casting_level = min_casting_level (op, spell_ob); |
|
|
1000 | |
1166 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1001 | if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1167 | { |
1002 | { |
1168 | new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); |
1003 | op->failmsg (format ("You lack enough skill to cast that spell! " |
|
|
1004 | "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", |
|
|
1005 | cast_level, casting_level)); |
1169 | return 0; |
1006 | return 0; |
1170 | } |
1007 | } |
1171 | } |
1008 | } |
|
|
1009 | |
1172 | /* If the caster is the wiz, they don't ever fail, and don't have |
1010 | /* If the caster is the wiz, they don't ever fail, and don't have |
1173 | * to have sufficient grace/mana. |
1011 | * to have sufficient grace/mana. |
1174 | */ |
1012 | */ |
1175 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1013 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1176 | { |
1014 | { |
1177 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1015 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1178 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1016 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1179 | { |
1017 | { |
1180 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1018 | op->failmsg ("You don't have enough mana!"); |
1181 | return 0; |
1019 | return 0; |
1182 | } |
1020 | } |
|
|
1021 | |
1183 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1022 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1184 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1023 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1185 | { |
1024 | { |
1186 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1025 | 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) |
1026 | 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); |
1027 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1190 | } |
|
|
1191 | else |
1028 | else |
1192 | { |
1029 | { |
1193 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1030 | 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); |
1031 | op->failmsg (format ("%s ignores your prayer.", godname)); |
1195 | return 0; |
1032 | return 0; |
1196 | } |
1033 | } |
1197 | } |
1034 | } |
1198 | |
1035 | |
1199 | /* player/monster is trying to cast the spell. might fumble it */ |
1036 | /* player/monster is trying to cast the spell. might fumble it */ |
1200 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1037 | 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])) |
1038 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1202 | { |
1039 | { |
1203 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1040 | op->contr->play_sound (sound_find ("fumble_spell")); |
1204 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1041 | op->failmsg ("You fumble the prayer."); |
1205 | if (settings.casting_time == TRUE) |
1042 | |
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); |
1043 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1210 | return 0; |
1044 | return 0; |
1211 | } |
1045 | } |
1212 | else if (spell_ob->stats.sp) |
1046 | else if (spell_ob->stats.sp) |
1213 | { |
1047 | { |
1214 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1048 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1215 | |
1049 | |
1216 | if (failure < 0) |
1050 | if (failure < 0) |
1217 | { |
1051 | { |
1218 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1052 | op->failmsg ("You bungle the spell because you have too much heavy equipment in use."); |
1219 | if (settings.spell_failure_effects == TRUE) |
1053 | if (settings.spell_failure_effects == TRUE) |
1220 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1054 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1221 | op->contr->shoottype = (rangetype) old_shoottype; |
1055 | |
1222 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1056 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1223 | return 0; |
1057 | return 0; |
1224 | } |
1058 | } |
1225 | } |
1059 | } |
1226 | } |
1060 | } |
1227 | } |
1061 | } |
1228 | |
1062 | |
1229 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1063 | int mflags = op->ms ().flags (); |
1230 | |
1064 | |
1231 | /* See if we can cast a spell here. If the caster and op are |
1065 | /* 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 |
1066 | * not alive, then this would mean that the mapmaker put the |
1233 | * objects on the space - presume that they know what they are |
1067 | * objects on the space - presume that they know what they are |
1234 | * doing. |
1068 | * doing. |
1235 | */ |
1069 | */ |
1236 | |
1070 | |
1237 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1071 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1238 | { |
1072 | { |
1239 | new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); |
1073 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1240 | return 0; |
1074 | return 0; |
1241 | } |
1075 | } |
1242 | |
1076 | |
1243 | if ((spell_ob->type == SPELL) |
1077 | if ((spell_ob->type == SPELL) |
1244 | && (caster->type != POTION) |
1078 | && (caster->type != POTION) |
… | |
… | |
1249 | { |
1083 | { |
1250 | if (op->type != PLAYER) |
1084 | if (op->type != PLAYER) |
1251 | return 0; |
1085 | return 0; |
1252 | |
1086 | |
1253 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1087 | 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); |
1088 | op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); |
1255 | else |
1089 | else if (object *item = op->contr->ranged_ob) |
1256 | switch (op->contr->shoottype) |
|
|
1257 | { |
1090 | { |
1258 | case range_magic: |
1091 | if (item->type == SPELL) |
1259 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1092 | op->failmsg ("Something blocks your spellcasting."); |
1260 | break; |
1093 | else if (item->type == SCROLL) |
1261 | case range_misc: |
1094 | 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 |
1095 | else |
1288 | op->spellarg = NULL; |
1096 | 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 | } |
1097 | } |
1297 | else |
1098 | else |
1298 | { /* casting_time == 0 */ |
1099 | op->failmsg ("Something blocks the spell!"); |
1299 | op->casting_time = -1; |
1100 | |
1300 | spell_ob = op->spell; |
1101 | return 0; |
1301 | stringarg = op->spellarg; |
|
|
1302 | } |
|
|
1303 | } |
|
|
1304 | else |
|
|
1305 | { |
1102 | } |
|
|
1103 | |
1306 | /* Take into account how long it takes to cast the spell. |
1104 | /* Take into account how long it takes to cast the spell. |
1307 | * if the player is casting it, then we use the time in |
1105 | * if the player is casting it, then we use the time in |
1308 | * the spell object. If it is a spell object, have it |
1106 | * the spell object. If it is a spell object, have it |
1309 | * take two ticks. Things that cast spells on the players |
1107 | * take two ticks. Things that cast spells on the players |
1310 | * behalf (eg, altars, and whatever else) shouldn't cost |
1108 | * behalf (eg, altars, and whatever else) shouldn't cost |
1311 | * the player any time. |
1109 | * the player any time. |
1312 | * Ignore casting time for firewalls |
1110 | * Ignore casting time for firewalls |
|
|
1111 | */ |
|
|
1112 | if (caster == op && caster->type != FIREWALL) |
|
|
1113 | { |
|
|
1114 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1115 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1116 | * put a lower limit so that the player isn't stuck here too long |
1313 | */ |
1117 | */ |
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)) |
1118 | 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); |
1119 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1322 | } |
1120 | } |
1323 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1121 | 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); |
1122 | op->speed_left -= 2 * FABS (op->speed); |
1326 | } |
|
|
1327 | } |
|
|
1328 | |
1123 | |
1329 | if (op->type == PLAYER && op == caster) |
1124 | if (op->type == PLAYER && op == caster) |
1330 | { |
1125 | { |
1331 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1126 | 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); |
1127 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1339 | if (op != caster && !skill && caster->skill) |
1134 | if (op != caster && !skill && caster->skill) |
1340 | { |
1135 | { |
1341 | skill = find_skill_by_name (op, caster->skill); |
1136 | skill = find_skill_by_name (op, caster->skill); |
1342 | if (!skill) |
1137 | if (!skill) |
1343 | { |
1138 | { |
1344 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1139 | op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); |
1345 | return 0; |
1140 | return 0; |
1346 | } |
1141 | } |
|
|
1142 | |
1347 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
1143 | op->change_skill (skill); /* needed for proper exp credit */ |
1348 | } |
1144 | } |
|
|
1145 | |
|
|
1146 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1147 | return RESULT_INT (0); |
1349 | |
1148 | |
1350 | switch (spell_ob->subtype) |
1149 | switch (spell_ob->subtype) |
1351 | { |
1150 | { |
1352 | /* The order of case statements is same as the order they show up |
1151 | /* The order of case statements is same as the order they show up |
1353 | * in in spells.h. |
1152 | * in in spells.h. |
1354 | */ |
1153 | */ |
1355 | case SP_RAISE_DEAD: |
1154 | case SP_RAISE_DEAD: |
1356 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1155 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1357 | break; |
1156 | break; |
1358 | |
1157 | |
1359 | case SP_RUNE: |
1158 | case SP_RUNE: |
… | |
… | |
1387 | case SP_SMITE: |
1186 | case SP_SMITE: |
1388 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1187 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1389 | break; |
1188 | break; |
1390 | |
1189 | |
1391 | case SP_MAGIC_MISSILE: |
1190 | case SP_MAGIC_MISSILE: |
1392 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1191 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1393 | break; |
1192 | break; |
1394 | |
1193 | |
1395 | case SP_SUMMON_GOLEM: |
1194 | case SP_SUMMON_GOLEM: |
1396 | success = summon_golem (op, caster, dir, spell_ob); |
1195 | success = summon_golem (op, caster, dir, spell_ob); |
1397 | old_shoottype = range_golem; |
|
|
1398 | break; |
1196 | break; |
1399 | |
1197 | |
1400 | case SP_DIMENSION_DOOR: |
1198 | case SP_DIMENSION_DOOR: |
1401 | /* dimension door needs the actual caster, because that is what is |
1199 | /* dimension door needs the actual caster, because that is what is |
1402 | * moved. |
1200 | * moved. |
… | |
… | |
1475 | #ifdef NO_POLYMORPH |
1273 | #ifdef NO_POLYMORPH |
1476 | /* Not great, but at least provide feedback so if players do have |
1274 | /* 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 |
1275 | * polymorph (ie, find it as a preset item or left over from before |
1478 | * it was disabled), they get some feedback. |
1276 | * it was disabled), they get some feedback. |
1479 | */ |
1277 | */ |
1480 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1278 | op->failmsg ("The spell fizzles!"); |
1481 | success = 0; |
1279 | success = 0; |
1482 | #else |
1280 | #else |
1483 | success = cast_polymorph (op, caster, spell_ob, dir); |
1281 | success = cast_polymorph (op, caster, spell_ob, dir); |
1484 | #endif |
1282 | #endif |
1485 | break; |
1283 | break; |
… | |
… | |
1505 | break; |
1303 | break; |
1506 | |
1304 | |
1507 | case SP_MOVING_BALL: |
1305 | case SP_MOVING_BALL: |
1508 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1306 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1509 | { |
1307 | { |
1510 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); |
1308 | op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); |
1511 | success = 0; |
1309 | success = 0; |
1512 | } |
1310 | } |
1513 | else |
1311 | else |
1514 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1312 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1515 | break; |
1313 | break; |
1516 | |
1314 | |
1517 | case SP_SWARM: |
1315 | case SP_SWARM: |
1518 | success = fire_swarm (op, caster, spell_ob, dir); |
1316 | success = fire_swarm (op, caster, spell_ob, dir); |
1519 | break; |
1317 | break; |
… | |
… | |
1535 | success = cast_consecrate (op, caster, spell_ob); |
1333 | success = cast_consecrate (op, caster, spell_ob); |
1536 | break; |
1334 | break; |
1537 | |
1335 | |
1538 | case SP_ANIMATE_WEAPON: |
1336 | case SP_ANIMATE_WEAPON: |
1539 | success = animate_weapon (op, caster, spell_ob, dir); |
1337 | success = animate_weapon (op, caster, spell_ob, dir); |
1540 | old_shoottype = range_golem; |
|
|
1541 | break; |
1338 | break; |
1542 | |
1339 | |
1543 | case SP_LIGHT: |
1340 | case SP_LIGHT: |
1544 | success = cast_light (op, caster, spell_ob, dir); |
1341 | success = cast_light (op, caster, spell_ob, dir); |
1545 | break; |
1342 | break; |
… | |
… | |
1558 | |
1355 | |
1559 | case SP_AURA: |
1356 | case SP_AURA: |
1560 | success = create_aura (op, caster, spell_ob); |
1357 | success = create_aura (op, caster, spell_ob); |
1561 | break; |
1358 | break; |
1562 | |
1359 | |
1563 | case SP_TOWN_PORTAL: |
|
|
1564 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1565 | break; |
|
|
1566 | |
|
|
1567 | case SP_PARTY_SPELL: |
1360 | case SP_PARTY_SPELL: |
1568 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1361 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1569 | break; |
1362 | break; |
1570 | |
1363 | |
1571 | default: |
1364 | 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); |
1365 | 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 | { |
1366 | } |
1584 | free (stringarg); |
1367 | |
1585 | stringarg = NULL; |
1368 | op->play_sound ( |
1586 | } |
1369 | success |
1587 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
1370 | ? spell_ob->sound |
1588 | * to something like use_magic_item, but you really want to be able to fire |
1371 | ? spell_ob->sound |
1589 | * it again. |
1372 | : sound_find ("spell_success") |
1590 | */ |
1373 | : sound_find ("fumble_spell") |
1591 | if (op->contr) |
1374 | ); |
1592 | op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1593 | |
1375 | |
1594 | return success; |
1376 | return success; |
1595 | } |
1377 | } |
1596 | |
1378 | |
1597 | |
|
|
1598 | /* This is called from time.c/process_object(). That function |
1379 | /* This is called from time.c/process_object(). That function |
1599 | * calls this for any SPELL_EFFECT type objects. This function |
1380 | * calls this for any SPELL_EFFECT type objects. This function |
1600 | * then dispatches them to the appropriate specific routines. |
1381 | * then dispatches them to the appropriate specific routines. |
1601 | */ |
1382 | */ |
1602 | void |
1383 | void |
1603 | move_spell_effect (object *op) |
1384 | move_spell_effect (object *op) |
1604 | { |
1385 | { |
… | |
… | |
1662 | check_bullet (op); |
1443 | check_bullet (op); |
1663 | return; |
1444 | return; |
1664 | } |
1445 | } |
1665 | } |
1446 | } |
1666 | |
1447 | |
1667 | /* This is called by move_apply. Basically, if someone |
1448 | /* This is called by move_apply. Basically, if someone |
1668 | * moves onto a spell effect and the walk_on or fly_on flags |
1449 | * moves onto a spell effect and the walk_on or fly_on flags |
1669 | * are set, this is called. This should only be called for |
1450 | * are set, this is called. This should only be called for |
1670 | * objects of the appropraite type. |
1451 | * objects of the appropriate type. |
1671 | */ |
1452 | */ |
1672 | void |
1453 | void |
1673 | apply_spell_effect (object *spell, object *victim) |
1454 | apply_spell_effect (object *spell, object *victim) |
1674 | { |
1455 | { |
1675 | switch (spell->subtype) |
1456 | switch (spell->subtype) |
… | |
… | |
1690 | break; |
1471 | break; |
1691 | |
1472 | |
1692 | case SP_MOVING_BALL: |
1473 | case SP_MOVING_BALL: |
1693 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1474 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1694 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1475 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1695 | else if (victim->material || victim->materialname) |
1476 | else if (victim->materialname) |
1696 | save_throw_object (victim, spell->attacktype, spell); |
1477 | save_throw_object (victim, spell->attacktype, spell); |
1697 | break; |
1478 | break; |
1698 | } |
1479 | } |
1699 | } |
1480 | } |
|
|
1481 | |