1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | |
25 | |
25 | #include <global.h> |
26 | #include <global.h> |
26 | #include <spells.h> |
27 | #include <spells.h> |
27 | #include <object.h> |
28 | #include <object.h> |
28 | #include <errno.h> |
29 | #include <errno.h> |
29 | #ifndef __CEXTRACT__ |
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|
30 | # include <sproto.h> |
30 | #include <sproto.h> |
31 | #endif |
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|
32 | #include <sounds.h> |
31 | #include <sounds.h> |
33 | |
32 | |
34 | extern char *spell_mapping[]; |
33 | extern char *spell_mapping[]; |
35 | |
34 | |
36 | /* This returns a random spell from 'ob'. If skill is set, then |
35 | /* This returns a random spell from 'ob'. If skill is set, then |
… | |
… | |
151 | } |
150 | } |
152 | |
151 | |
153 | /* pretty basic function - basically just takes |
152 | /* pretty basic function - basically just takes |
154 | * an object, sets the x,y, and calls insert_ob_in_map |
153 | * an object, sets the x,y, and calls insert_ob_in_map |
155 | */ |
154 | */ |
156 | |
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|
157 | void |
155 | void |
158 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
156 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
159 | { |
157 | { |
160 | |
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161 | if (spob->other_arch != NULL) |
158 | if (spob->other_arch) |
162 | { |
159 | 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 | } |
160 | } |
171 | |
161 | |
172 | /* |
162 | /* |
173 | * This function takes a caster and spell and presents the |
163 | * This function takes a caster and spell and presents the |
174 | * effective level the caster needs to be to cast the spell. |
164 | * effective level the caster needs to be to cast the spell. |
175 | * basically, it just adjusts the spell->level with attuned/repelled |
165 | * basically, it just adjusts the spell->level with attuned/repelled |
176 | * spellpaths. Was called path_level_mod |
166 | * spellpaths. Was called path_level_mod. |
177 | * |
167 | * |
178 | * caster is person casting hte spell. |
168 | * caster is person casting the spell. |
179 | * spell is the spell object. |
169 | * spell is the spell object. |
180 | * Returns modified level. |
170 | * Returns modified level. |
181 | */ |
171 | */ |
182 | int |
172 | int |
183 | min_casting_level (object *caster, object *spell) |
173 | min_casting_level (object *caster, object *spell) |
… | |
… | |
186 | |
176 | |
187 | if (caster->path_denied & spell->path_attuned) |
177 | if (caster->path_denied & spell->path_attuned) |
188 | return 1; |
178 | return 1; |
189 | |
179 | |
190 | new_level = spell->level |
180 | new_level = spell->level |
191 | + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); |
181 | + (caster->path_repelled & spell->path_attuned ? +2 : 0) |
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182 | + (caster->path_attuned & spell->path_attuned ? -2 : 0); |
192 | |
183 | |
193 | return (new_level < 1) ? 1 : new_level; |
184 | return max (1, new_level); |
194 | } |
185 | } |
195 | |
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|
196 | |
186 | |
197 | /* This function returns the effective level the spell |
187 | /* This function returns the effective level the spell |
198 | * is being cast at. |
188 | * is being cast at. |
199 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
189 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
200 | * This is because the new code compares casting_level against |
190 | * This is because the new code compares casting_level against |
201 | * min_caster_level, so the difference is effectively 4 |
191 | * min_caster_level, so the difference is effectively 4 |
202 | */ |
192 | */ |
203 | |
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|
204 | int |
193 | int |
205 | caster_level (object *caster, object *spell) |
194 | caster_level (object *caster, object *spell) |
206 | { |
195 | { |
207 | int level = caster->level; |
196 | int level = caster->level; |
208 | |
197 | |
… | |
… | |
223 | |
212 | |
224 | level = MIN (level, sk_level + level / 10 + 1); |
213 | level = MIN (level, sk_level + level / 10 + 1); |
225 | } |
214 | } |
226 | |
215 | |
227 | /* Got valid caster level. Now adjust for attunement */ |
216 | /* 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); |
217 | level += caster->path_repelled & spell->path_attuned ? -2 : 0; |
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218 | level += caster->path_attuned & spell->path_attuned ? +2 : 0; |
229 | |
219 | |
230 | /* Always make this at least 1. If this is zero, we get divide by zero |
220 | /* Always make this at least 1. If this is zero, we get divide by zero |
231 | * errors in various places. |
221 | * errors in various places. |
232 | */ |
222 | */ |
233 | if (level < 1) |
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234 | level = 1; |
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235 | |
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236 | return level; |
223 | return max (level, 1); |
237 | } |
224 | } |
238 | |
225 | |
239 | /* The following function scales the spellpoint cost of |
226 | /* The following function scales the spellpoint cost of |
240 | * a spell by it's increased effectiveness. Some of the |
227 | * a spell by it's increased effectiveness. Some of the |
241 | * lower level spells become incredibly vicious at high |
228 | * lower level spells become incredibly vicious at high |
… | |
… | |
471 | { |
458 | { |
472 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
459 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
473 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
460 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
474 | dir = 0; |
461 | dir = 0; |
475 | } |
462 | } |
476 | new_op->x = op->x + freearr_x[dir]; |
463 | |
477 | new_op->y = op->y + freearr_y[dir]; |
464 | op->map->insert (new_op, |
478 | if (dir == 0) |
465 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
479 | insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); |
466 | op, |
480 | else |
467 | dir ? 0 : INS_BELOW_ORIGINATOR); |
481 | insert_ob_in_map (new_op, op->map, op, 0); |
468 | |
482 | return dir; |
469 | return dir; |
483 | } |
470 | } |
484 | |
471 | |
485 | /* Returns true if it is ok to put spell *op on the space/may provided. |
472 | /* Returns true if it is ok to put spell *op on the space/may provided. |
486 | * immune_stop is basically the attacktype of the spell (why |
473 | * immune_stop is basically the attacktype of the spell (why |
… | |
… | |
488 | * has the AT_MAGIC bit set, and there is a counterwall |
475 | * has the AT_MAGIC bit set, and there is a counterwall |
489 | * on the space, the object doesn't get placed. if immune stop |
476 | * on the space, the object doesn't get placed. if immune stop |
490 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
477 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
491 | * |
478 | * |
492 | */ |
479 | */ |
493 | |
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|
494 | int |
480 | int |
495 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
481 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
496 | { |
482 | { |
497 | object *tmp; |
483 | if (!xy_normalise (m, x, y)) |
498 | int mflags; |
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499 | maptile *mp; |
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500 | |
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501 | mp = m; |
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502 | mflags = get_map_flags (m, &mp, x, y, &x, &y); |
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503 | |
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504 | if (mflags & P_OUT_OF_MAP) |
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505 | return 0; |
484 | return 0; |
506 | |
485 | |
507 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) |
486 | mapspace &ms = m->at (x, y); |
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487 | |
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488 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
508 | return 0; |
489 | return 0; |
509 | |
490 | |
510 | for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) |
491 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
511 | { |
492 | { |
512 | /* If there is a counterspell on the space, and this |
493 | /* If there is a counterspell on the space, and this |
513 | * object is using magic, don't progress. I believe we could |
494 | * object is using magic, don't progress. I believe we could |
514 | * leave this out and let in progress, and other areas of the code |
495 | * leave this out and let in progress, and other areas of the code |
515 | * will then remove it, but that would seem to to use more |
496 | * will then remove it, but that would seem to to use more |
516 | * resources, and may not work as well if a player is standing |
497 | * resources, and may not work as well if a player is standing |
517 | * on top of a counterwall spell (may hit the player before being |
498 | * on top of a counterwall spell (may hit the player before being |
518 | * removed.) On the other hand, it may be more dramatic for the |
499 | * removed.) On the other hand, it may be more dramatic for the |
519 | * spell to actually hit the counterwall and be sucked up. |
500 | * spell to actually hit the counterwall and be sucked up. |
520 | */ |
501 | */ |
521 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
502 | if ((tmp->attacktype & AT_COUNTERSPELL) |
522 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
503 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
523 | (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) |
504 | && (tmp->type != PLAYER) |
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505 | && (tmp->type != WEAPON) |
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506 | && (tmp->type != BOW) |
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507 | && (tmp->type != ARROW) |
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508 | && (tmp->type != GOLEM) |
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509 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
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510 | // we special case floor here because there |
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511 | // are sometimes spell effect floors |
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512 | // which are used to inflict damage |
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513 | // (and those shouldn't go away from |
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514 | // sanctuary) see also: permanent lava |
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515 | && (immune_stop & AT_MAGIC)) |
524 | return 0; |
516 | return 0; |
525 | |
517 | |
526 | /* This is to prevent 'out of control' spells. Basically, this |
518 | /* This is to prevent 'out of control' spells. Basically, this |
527 | * limits one spell effect per space per spell. This is definately |
519 | * limits one spell effect per space per spell. This is definately |
528 | * needed for performance reasons, and just for playability I believe. |
520 | * needed for performance reasons, and just for playability I believe. |
… | |
… | |
538 | * playability reasons. |
530 | * playability reasons. |
539 | */ |
531 | */ |
540 | if (tmp->arch == op->arch |
532 | if (tmp->arch == op->arch |
541 | && tmp->type == op->type |
533 | && tmp->type == op->type |
542 | && tmp->subtype == op->subtype |
534 | && tmp->subtype == op->subtype |
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535 | && tmp->owner == op->owner |
543 | && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
536 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
544 | { |
537 | { |
545 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
538 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
546 | tmp->range = MAX (tmp->range, op->range); |
539 | tmp->range = MAX (tmp->range, op->range); |
547 | tmp->duration = MAX (tmp->duration, op->duration); |
540 | tmp->duration = MAX (tmp->duration, op->duration); |
548 | return 0; |
541 | return 0; |
… | |
… | |
550 | |
543 | |
551 | /* Perhaps we should also put checks in for no magic and unholy |
544 | /* Perhaps we should also put checks in for no magic and unholy |
552 | * ground to prevent it from moving along? |
545 | * ground to prevent it from moving along? |
553 | */ |
546 | */ |
554 | } |
547 | } |
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|
548 | |
555 | /* If it passes the above tests, it must be OK */ |
549 | /* If it passes the above tests, it must be OK */ |
556 | return 1; |
550 | return 1; |
557 | } |
551 | } |
558 | |
552 | |
559 | /* fire_arch_from_position: fires an archetype. |
553 | /* fire_arch_from_position: fires an archetype. |
… | |
… | |
619 | return 0; |
613 | return 0; |
620 | } |
614 | } |
621 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
615 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
622 | SET_ANIMATION (tmp, dir); |
616 | SET_ANIMATION (tmp, dir); |
623 | |
617 | |
624 | if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) |
618 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
625 | return 1; |
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626 | |
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627 | move_spell_effect (tmp); |
619 | move_spell_effect (tmp); |
628 | |
620 | |
629 | return 1; |
621 | return 1; |
630 | } |
622 | } |
631 | |
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632 | |
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633 | |
623 | |
634 | /***************************************************************************** |
624 | /***************************************************************************** |
635 | * |
625 | * |
636 | * Code related to rods - perhaps better located in another file? |
626 | * Code related to rods - perhaps better located in another file? |
637 | * |
627 | * |
638 | ****************************************************************************/ |
628 | ****************************************************************************/ |
639 | |
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640 | void |
629 | void |
641 | regenerate_rod (object *rod) |
630 | regenerate_rod (object *rod) |
642 | { |
631 | { |
643 | if (rod->stats.hp < rod->stats.maxhp) |
632 | if (rod->stats.hp < rod->stats.maxhp) |
644 | { |
633 | { |
… | |
… | |
653 | void |
642 | void |
654 | drain_rod_charge (object *rod) |
643 | drain_rod_charge (object *rod) |
655 | { |
644 | { |
656 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
645 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
657 | } |
646 | } |
658 | |
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659 | |
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660 | |
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661 | |
647 | |
662 | /* this function is commonly used to find a friendly target for |
648 | /* this function is commonly used to find a friendly target for |
663 | * spells such as heal or protection or armour |
649 | * spells such as heal or protection or armour |
664 | * op is what is looking for the target (which can be a player), |
650 | * op is what is looking for the target (which can be a player), |
665 | * dir is the direction we are looking in. Return object found, or |
651 | * dir is the direction we are looking in. Return object found, or |
666 | * NULL if no good object. |
652 | * NULL if no good object. |
667 | */ |
653 | */ |
668 | |
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|
669 | object * |
654 | object * |
670 | find_target_for_friendly_spell (object *op, int dir) |
655 | find_target_for_friendly_spell (object *op, int dir) |
671 | { |
656 | { |
672 | object *tmp; |
657 | object *tmp; |
673 | maptile *m; |
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|
674 | sint16 x, y; |
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|
675 | int mflags; |
|
|
676 | |
658 | |
677 | /* I don't really get this block - if op isn't a player or rune, |
659 | /* I don't really get this block - if op isn't a player or rune, |
678 | * we then make the owner of this object the target. |
660 | * we then make the owner of this object the target. |
679 | * The owner could very well be no where near op. |
661 | * The owner could very well be no where near op. |
680 | */ |
662 | */ |
… | |
… | |
687 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
669 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
688 | tmp = op; |
670 | tmp = op; |
689 | } |
671 | } |
690 | else |
672 | else |
691 | { |
673 | { |
692 | m = op->map; |
674 | maptile *m = op->map; |
693 | x = op->x + freearr_x[dir]; |
675 | sint16 x = op->x + freearr_x[dir]; |
694 | y = op->y + freearr_y[dir]; |
676 | sint16 y = op->y + freearr_y[dir]; |
695 | |
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|
696 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
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697 | |
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698 | if (mflags & P_OUT_OF_MAP) |
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699 | tmp = 0; |
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700 | else |
677 | |
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678 | tmp = xy_normalise (m, x, y) |
701 | tmp = m->at (x, y).player (); |
679 | ? m->at (x, y).player () |
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680 | : 0; |
702 | } |
681 | } |
703 | |
682 | |
704 | /* didn't find a player there, look in current square for a player */ |
683 | /* didn't find a player there, look in current square for a player */ |
705 | if (!tmp) |
684 | if (!tmp) |
706 | tmp = op->ms ().player (); |
685 | tmp = op->ms ().player (); |
… | |
… | |
756 | return freedir[i]; |
735 | return freedir[i]; |
757 | } |
736 | } |
758 | return -1; /* flag for "keep going the way you were" */ |
737 | return -1; /* flag for "keep going the way you were" */ |
759 | } |
738 | } |
760 | |
739 | |
761 | |
|
|
762 | |
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763 | /* put_a_monster: puts a monster named monstername near by |
740 | /* put_a_monster: puts a monster named monstername near by |
764 | * op. This creates the treasures for the monsters, and |
741 | * op. This creates the treasures for the monsters, and |
765 | * also deals with multipart monsters properly. |
742 | * also deals with multipart monsters properly. |
766 | */ |
743 | */ |
767 | |
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768 | void |
744 | void |
769 | put_a_monster (object *op, const char *monstername) |
745 | put_a_monster (object *op, const char *monstername) |
770 | { |
746 | { |
771 | object *tmp, *head = NULL, *prev = NULL; |
747 | object *tmp, *head = NULL, *prev = NULL; |
772 | archetype *at; |
748 | archetype *at; |
… | |
… | |
808 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
784 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
809 | |
785 | |
810 | insert_ob_in_map (head, op->map, op, 0); |
786 | insert_ob_in_map (head, op->map, op, 0); |
811 | |
787 | |
812 | /* thought it'd be cool to insert a burnout, too. */ |
788 | /* thought it'd be cool to insert a burnout, too. */ |
813 | tmp = get_archetype ("burnout"); |
789 | op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
814 | tmp->map = op->map; |
|
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815 | tmp->x = op->x + freearr_x[dir]; |
|
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816 | tmp->y = op->y + freearr_y[dir]; |
|
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817 | insert_ob_in_map (tmp, op->map, op, 0); |
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|
818 | } |
790 | } |
819 | } |
791 | } |
820 | |
792 | |
821 | /* peterm: function which summons hostile monsters and |
793 | /* peterm: function which summons hostile monsters and |
822 | * places them in nearby squares. |
794 | * places them in nearby squares. |
… | |
… | |
849 | { |
821 | { |
850 | int attacktype; |
822 | int attacktype; |
851 | int face; |
823 | int face; |
852 | } ATTACKS[22] = |
824 | } ATTACKS[22] = |
853 | { |
825 | { |
854 | { |
|
|
855 | AT_PHYSICAL, 0}, |
826 | { AT_PHYSICAL, 0}, |
856 | { |
|
|
857 | AT_PHYSICAL, 0}, /*face = explosion */ |
827 | { AT_PHYSICAL, 0}, /*face = explosion */ |
858 | { |
|
|
859 | AT_PHYSICAL, 0}, |
828 | { AT_PHYSICAL, 0}, |
860 | { |
|
|
861 | AT_MAGIC, 1}, |
829 | { AT_MAGIC, 1}, |
862 | { |
|
|
863 | AT_MAGIC, 1}, /* face = last-burnout */ |
830 | { AT_MAGIC, 1}, /* face = last-burnout */ |
864 | { |
|
|
865 | AT_MAGIC, 1}, |
831 | { AT_MAGIC, 1}, |
866 | { |
|
|
867 | AT_FIRE, 2}, |
832 | { AT_FIRE, 2}, |
868 | { |
|
|
869 | AT_FIRE, 2}, /* face = fire.... */ |
833 | { AT_FIRE, 2}, /* face = fire.... */ |
870 | { |
|
|
871 | AT_FIRE, 2}, |
834 | { AT_FIRE, 2}, |
872 | { |
|
|
873 | AT_ELECTRICITY, 3}, |
835 | { AT_ELECTRICITY, 3}, |
874 | { |
|
|
875 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
836 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
876 | { |
|
|
877 | AT_ELECTRICITY, 3}, |
837 | { AT_ELECTRICITY, 3}, |
878 | { |
|
|
879 | AT_COLD, 4}, |
838 | { AT_COLD, 4}, |
880 | { |
|
|
881 | AT_COLD, 4}, /* face=icestorm */ |
839 | { AT_COLD, 4}, /* face=icestorm */ |
882 | { |
|
|
883 | AT_COLD, 4}, |
840 | { AT_COLD, 4}, |
884 | { |
|
|
885 | AT_CONFUSION, 5}, |
841 | { AT_CONFUSION, 5}, |
886 | { |
|
|
887 | AT_POISON, 7}, |
842 | { AT_POISON, 7}, |
888 | { |
|
|
889 | AT_POISON, 7}, /* face = acid sphere. generator */ |
843 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
890 | { |
|
|
891 | AT_POISON, 7}, /* poisoncloud face */ |
844 | { AT_POISON, 7}, /* poisoncloud face */ |
892 | { |
|
|
893 | AT_SLOW, 8}, |
845 | { AT_SLOW, 8}, |
894 | { |
|
|
895 | AT_PARALYZE, 9}, |
846 | { AT_PARALYZE, 9}, |
896 | { |
|
|
897 | AT_FEAR, 10}}; |
847 | { AT_FEAR, 10}, |
898 | |
848 | }; |
899 | |
|
|
900 | |
849 | |
901 | /* shuffle_attack: peterm |
850 | /* shuffle_attack: peterm |
902 | * This routine shuffles the attack of op to one of the |
851 | * This routine shuffles the attack of op to one of the |
903 | * ones in the list. It does this at random. It also |
852 | * ones in the list. It does this at random. It also |
904 | * chooses a face appropriate to the attack that is |
853 | * chooses a face appropriate to the attack that is |
… | |
… | |
1022 | else |
971 | else |
1023 | { |
972 | { |
1024 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
973 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
1025 | tmp = get_archetype (LOOSE_MANA); |
974 | tmp = get_archetype (LOOSE_MANA); |
1026 | tmp->level = skill->level; |
975 | tmp->level = skill->level; |
1027 | tmp->x = op->x; |
|
|
1028 | tmp->y = op->y; |
|
|
1029 | |
976 | |
1030 | /* increase the area of destruction a little for more powerful spells */ |
977 | /* increase the area of destruction a little for more powerful spells */ |
1031 | tmp->range += isqrt (power); |
978 | tmp->range += isqrt (power); |
1032 | |
979 | |
1033 | if (power > 25) |
980 | if (power > 25) |
1034 | tmp->stats.dam = 25 + isqrt (power); |
981 | tmp->stats.dam = 25 + isqrt (power); |
1035 | else |
982 | else |
1036 | tmp->stats.dam = power; /* nasty recoils! */ |
983 | tmp->stats.dam = power; /* nasty recoils! */ |
1037 | |
984 | |
1038 | tmp->stats.maxhp = tmp->count; |
985 | tmp->stats.maxhp = tmp->count; |
1039 | insert_ob_in_map (tmp, op->map, NULL, 0); |
986 | |
|
|
987 | tmp->insert_at (op); |
1040 | } |
988 | } |
1041 | } |
989 | } |
1042 | } |
990 | } |
1043 | |
991 | |
1044 | int |
992 | int |
1045 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
993 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1046 | { |
994 | { |
1047 | int success; |
995 | int success; |
1048 | player *pl; |
|
|
1049 | object *spell; |
996 | object *spell; |
1050 | |
997 | |
1051 | if (!spell_ob->other_arch) |
998 | if (!spell_ob->other_arch) |
1052 | { |
999 | { |
1053 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
1000 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
… | |
… | |
1169 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1116 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1170 | { |
1117 | { |
1171 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1118 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1172 | return 0; |
1119 | return 0; |
1173 | } |
1120 | } |
|
|
1121 | |
1174 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1122 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1175 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1123 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1176 | { |
1124 | { |
1177 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1125 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1178 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1126 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
… | |
… | |
1191 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1139 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1192 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1140 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1193 | { |
1141 | { |
1194 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1142 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1195 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1143 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
|
|
1144 | |
1196 | if (settings.casting_time == TRUE) |
1145 | if (settings.casting_time == TRUE) |
1197 | { |
|
|
1198 | op->casting_time = -1; |
1146 | op->casting_time = -1; |
1199 | } |
1147 | |
1200 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1148 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1201 | return 0; |
1149 | return 0; |
1202 | } |
1150 | } |
1203 | else if (spell_ob->stats.sp) |
1151 | else if (spell_ob->stats.sp) |
1204 | { |
1152 | { |
… | |
… | |
1681 | break; |
1629 | break; |
1682 | |
1630 | |
1683 | case SP_MOVING_BALL: |
1631 | case SP_MOVING_BALL: |
1684 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1632 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1685 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1633 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1686 | else if (victim->material || victim->materialname) |
1634 | else if (victim->materialname) |
1687 | save_throw_object (victim, spell->attacktype, spell); |
1635 | save_throw_object (victim, spell->attacktype, spell); |
1688 | break; |
1636 | break; |
1689 | } |
1637 | } |
1690 | } |
1638 | } |