1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 | * Crossfire TRT 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 at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
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__ |
|
|
30 | # include <sproto.h> |
28 | #include <sproto.h> |
31 | #endif |
|
|
32 | #include <sounds.h> |
29 | #include <sounds.h> |
33 | |
30 | |
34 | extern char *spell_mapping[]; |
31 | extern char *spell_mapping[]; |
35 | |
32 | |
36 | /* This returns a random spell from 'ob'. If skill is set, then |
33 | /* This returns a random spell from 'ob'. If skill is set, then |
… | |
… | |
98 | |
95 | |
99 | if (init_spells_done) |
96 | if (init_spells_done) |
100 | return; |
97 | return; |
101 | LOG (llevDebug, "Checking spells...\n"); |
98 | LOG (llevDebug, "Checking spells...\n"); |
102 | |
99 | |
103 | for (at = first_archetype; at; at = at->next) |
100 | for_all_archetypes (at) |
104 | { |
101 | { |
105 | if (at->clone.type == SPELL) |
102 | if (at->type == SPELL) |
106 | { |
103 | { |
107 | if (at->clone.skill) |
104 | if (at->skill) |
108 | { |
105 | { |
109 | for (i = 1; i < NUM_SKILLS; i++) |
106 | for (i = 1; i < NUM_SKILLS; i++) |
110 | if (!strcmp (skill_names[i], at->clone.skill)) |
107 | if (!strcmp (skill_names[i], at->skill)) |
111 | break; |
108 | break; |
112 | if (i == NUM_SKILLS) |
109 | if (i == NUM_SKILLS) |
113 | { |
110 | { |
114 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
111 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill); |
115 | } |
112 | } |
116 | } |
113 | } |
117 | /* other_arch is already checked for in the loader */ |
114 | /* other_arch is already checked for in the loader */ |
118 | } |
115 | } |
119 | } |
116 | } |
… | |
… | |
134 | /* Dumps all the spells - now also dumps skill associated with the spell. |
131 | /* Dumps all the spells - now also dumps skill associated with the spell. |
135 | * not sure what this would be used for, as the data seems pretty |
132 | * not sure what this would be used for, as the data seems pretty |
136 | * minimal, but easy enough to keep around. |
133 | * minimal, but easy enough to keep around. |
137 | */ |
134 | */ |
138 | void |
135 | void |
139 | dump_spells (void) |
136 | dump_spells () |
140 | { |
137 | { |
141 | archetype *at; |
138 | for_all_archetypes (at) |
142 | |
|
|
143 | for (at = first_archetype; at; at = at->next) |
|
|
144 | { |
|
|
145 | if (at->clone.type == SPELL) |
139 | if (at->type == SPELL) |
146 | { |
|
|
147 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
140 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name, |
148 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
141 | &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level); |
149 | } |
|
|
150 | } |
|
|
151 | } |
142 | } |
152 | |
143 | |
153 | /* pretty basic function - basically just takes |
144 | /* pretty basic function - basically just takes |
154 | * an object, sets the x,y, and calls insert_ob_in_map |
145 | * an object, sets the x,y, and calls insert_ob_in_map |
155 | */ |
146 | */ |
156 | |
|
|
157 | void |
147 | void |
158 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
148 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
159 | { |
149 | { |
160 | |
|
|
161 | if (spob->other_arch != NULL) |
150 | if (spob->other_arch) |
162 | { |
151 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
163 | object *effect = arch_to_object (spob->other_arch); |
|
|
164 | |
|
|
165 | effect->x = x; |
|
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166 | effect->y = y; |
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167 | |
|
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168 | insert_ob_in_map (effect, map, originator, 0); |
|
|
169 | } |
|
|
170 | } |
152 | } |
171 | |
153 | |
172 | /* |
154 | /* |
173 | * This function takes a caster and spell and presents the |
155 | * This function takes a caster and spell and presents the |
174 | * effective level the caster needs to be to cast the spell. |
156 | * effective level the caster needs to be to cast the spell. |
175 | * basically, it just adjusts the spell->level with attuned/repelled |
157 | * basically, it just adjusts the spell->level with attuned/repelled |
176 | * spellpaths. Was called path_level_mod |
158 | * spellpaths. Was called path_level_mod. |
177 | * |
159 | * |
178 | * caster is person casting hte spell. |
160 | * caster is person casting the spell. |
179 | * spell is the spell object. |
161 | * spell is the spell object. |
180 | * Returns modified level. |
162 | * Returns modified level. |
181 | */ |
163 | */ |
182 | int |
164 | int |
183 | min_casting_level (object *caster, object *spell) |
165 | min_casting_level (object *caster, object *spell) |
… | |
… | |
186 | |
168 | |
187 | if (caster->path_denied & spell->path_attuned) |
169 | if (caster->path_denied & spell->path_attuned) |
188 | return 1; |
170 | return 1; |
189 | |
171 | |
190 | new_level = spell->level |
172 | new_level = spell->level |
191 | + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); |
173 | + (caster->path_repelled & spell->path_attuned ? +2 : 0) |
|
|
174 | + (caster->path_attuned & spell->path_attuned ? -2 : 0); |
192 | |
175 | |
193 | return (new_level < 1) ? 1 : new_level; |
176 | return max (1, new_level); |
194 | } |
177 | } |
195 | |
|
|
196 | |
178 | |
197 | /* This function returns the effective level the spell |
179 | /* This function returns the effective level the spell |
198 | * is being cast at. |
180 | * is being cast at. |
199 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
181 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
200 | * This is because the new code compares casting_level against |
182 | * This is because the new code compares casting_level against |
201 | * min_caster_level, so the difference is effectively 4 |
183 | * min_caster_level, so the difference is effectively 4 |
202 | */ |
184 | */ |
203 | |
|
|
204 | int |
185 | int |
205 | caster_level (object *caster, object *spell) |
186 | caster_level (object *caster, object *spell) |
206 | { |
187 | { |
207 | int level = caster->level; |
188 | int level = caster->level; |
208 | |
189 | |
… | |
… | |
223 | |
204 | |
224 | level = MIN (level, sk_level + level / 10 + 1); |
205 | level = MIN (level, sk_level + level / 10 + 1); |
225 | } |
206 | } |
226 | |
207 | |
227 | /* Got valid caster level. Now adjust for attunement */ |
208 | /* 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); |
209 | level += caster->path_repelled & spell->path_attuned ? -2 : 0; |
|
|
210 | level += caster->path_attuned & spell->path_attuned ? +2 : 0; |
229 | |
211 | |
230 | /* Always make this at least 1. If this is zero, we get divide by zero |
212 | /* Always make this at least 1. If this is zero, we get divide by zero |
231 | * errors in various places. |
213 | * errors in various places. |
232 | */ |
214 | */ |
233 | if (level < 1) |
|
|
234 | level = 1; |
|
|
235 | |
|
|
236 | return level; |
215 | return max (level, 1); |
237 | } |
216 | } |
238 | |
217 | |
239 | /* The following function scales the spellpoint cost of |
218 | /* The following function scales the spellpoint cost of |
240 | * a spell by it's increased effectiveness. Some of the |
219 | * a spell by it's increased effectiveness. Some of the |
241 | * lower level spells become incredibly vicious at high |
220 | * lower level spells become incredibly vicious at high |
… | |
… | |
284 | sp = 1; |
263 | sp = 1; |
285 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
264 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
286 | if (spell->stats.grace && !grace) |
265 | if (spell->stats.grace && !grace) |
287 | grace = 1; |
266 | grace = 1; |
288 | } |
267 | } |
|
|
268 | |
289 | if (flags == SPELL_HIGHEST) |
269 | if (flags == SPELL_HIGHEST) |
290 | return MAX (sp, grace); |
270 | return MAX (sp, grace); |
291 | else if (flags == SPELL_GRACE) |
271 | else if (flags == SPELL_GRACE) |
292 | return grace; |
272 | return grace; |
293 | else if (flags == SPELL_MANA) |
273 | else if (flags == SPELL_MANA) |
… | |
… | |
297 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
277 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
298 | return 0; |
278 | return 0; |
299 | } |
279 | } |
300 | } |
280 | } |
301 | |
281 | |
302 | |
|
|
303 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
282 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
304 | * spob is the spell we are adjusting. |
283 | * spob is the spell we are adjusting. |
305 | */ |
284 | */ |
306 | int |
285 | int |
307 | SP_level_dam_adjust (object *caster, object *spob) |
286 | SP_level_dam_adjust (object *caster, object *spob) |
308 | { |
287 | { |
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288 | if (!spob->dam_modifier) |
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289 | return 0; |
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290 | |
309 | int level = caster_level (caster, spob); |
291 | int level = caster_level (caster, spob); |
310 | int adj = level - min_casting_level (caster, spob); |
292 | return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; |
311 | |
|
|
312 | if (adj < 0) |
|
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313 | adj = 0; |
|
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314 | if (spob->dam_modifier) |
|
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315 | adj /= spob->dam_modifier; |
|
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316 | else |
|
|
317 | adj = 0; |
|
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318 | return adj; |
|
|
319 | } |
293 | } |
320 | |
294 | |
321 | /* Adjust the strength of the spell based on level. |
295 | /* Adjust the strength of the spell based on level. |
322 | * This is basically the same as SP_level_dam_adjust above, |
296 | * This is basically the same as SP_level_dam_adjust above, |
323 | * but instead looks at the level_modifier value. |
297 | * but instead looks at the level_modifier value. |
324 | */ |
298 | */ |
325 | int |
299 | int |
326 | SP_level_duration_adjust (object *caster, object *spob) |
300 | SP_level_duration_adjust (object *caster, object *spob) |
327 | { |
301 | { |
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302 | if (!spob->duration_modifier) |
|
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303 | return 0; |
|
|
304 | |
328 | int level = caster_level (caster, spob); |
305 | int level = caster_level (caster, spob); |
329 | int adj = level - min_casting_level (caster, spob); |
306 | return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; |
330 | |
|
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331 | if (adj < 0) |
|
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332 | adj = 0; |
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333 | if (spob->duration_modifier) |
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334 | adj /= spob->duration_modifier; |
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335 | else |
|
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336 | adj = 0; |
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337 | |
|
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338 | return adj; |
|
|
339 | } |
307 | } |
340 | |
308 | |
341 | /* Adjust the strength of the spell based on level. |
309 | /* Adjust the strength of the spell based on level. |
342 | * This is basically the same as SP_level_dam_adjust above, |
310 | * This is basically the same as SP_level_dam_adjust above, |
343 | * but instead looks at the level_modifier value. |
311 | * but instead looks at the level_modifier value. |
344 | */ |
312 | */ |
345 | int |
313 | int |
346 | SP_level_range_adjust (object *caster, object *spob) |
314 | SP_level_range_adjust (object *caster, object *spob) |
347 | { |
315 | { |
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316 | if (!spob->range_modifier) |
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317 | return 0; |
|
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318 | |
348 | int level = caster_level (caster, spob); |
319 | int level = caster_level (caster, spob); |
349 | int adj = level - min_casting_level (caster, spob); |
320 | return (level - min_casting_level (caster, spob)) / spob->range_modifier; |
350 | |
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351 | if (adj < 0) |
|
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352 | adj = 0; |
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353 | if (spob->range_modifier) |
|
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354 | adj /= spob->range_modifier; |
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355 | else |
|
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356 | adj = 0; |
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357 | |
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358 | return adj; |
|
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359 | } |
321 | } |
360 | |
322 | |
361 | /* Checks to see if player knows the spell. If the name is the same |
323 | /* Checks to see if player knows the spell. If the name is the same |
362 | * as an existing spell, we presume they know it. |
324 | * as an existing spell, we presume they know it. |
363 | * returns 1 if they know the spell, 0 if they don't. |
325 | * returns 1 if they know the spell, 0 if they don't. |
… | |
… | |
471 | { |
433 | { |
472 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
434 | 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."); |
435 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
474 | dir = 0; |
436 | dir = 0; |
475 | } |
437 | } |
476 | new_op->x = op->x + freearr_x[dir]; |
438 | |
477 | new_op->y = op->y + freearr_y[dir]; |
439 | SET_FLAG (new_op, FLAG_IDENTIFIED); |
478 | if (dir == 0) |
440 | op->map->insert (new_op, |
479 | insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); |
441 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
480 | else |
442 | op, |
481 | insert_ob_in_map (new_op, op->map, op, 0); |
443 | dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
444 | |
482 | return dir; |
445 | return dir; |
483 | } |
446 | } |
484 | |
447 | |
485 | /* Returns true if it is ok to put spell *op on the space/may provided. |
448 | /* 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 |
449 | * immune_stop is basically the attacktype of the spell (why |
… | |
… | |
488 | * has the AT_MAGIC bit set, and there is a counterwall |
451 | * has the AT_MAGIC bit set, and there is a counterwall |
489 | * on the space, the object doesn't get placed. if immune stop |
452 | * 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. |
453 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
491 | * |
454 | * |
492 | */ |
455 | */ |
493 | |
|
|
494 | int |
456 | int |
495 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
457 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
496 | { |
458 | { |
497 | object *tmp; |
459 | if (!xy_normalise (m, x, y)) |
498 | int mflags; |
|
|
499 | maptile *mp; |
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500 | |
|
|
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) |
|
|
505 | return 0; |
460 | return 0; |
506 | |
461 | |
507 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) |
462 | mapspace &ms = m->at (x, y); |
|
|
463 | |
|
|
464 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
508 | return 0; |
465 | return 0; |
509 | |
466 | |
510 | for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) |
467 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
511 | { |
468 | { |
512 | /* If there is a counterspell on the space, and this |
469 | /* If there is a counterspell on the space, and this |
513 | * object is using magic, don't progress. I believe we could |
470 | * 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 |
471 | * 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 |
472 | * 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 |
473 | * 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 |
474 | * 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 |
475 | * removed.) On the other hand, it may be more dramatic for the |
519 | * spell to actually hit the counterwall and be sucked up. |
476 | * spell to actually hit the counterwall and be sucked up. |
520 | */ |
477 | */ |
521 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
478 | if ((tmp->attacktype & AT_COUNTERSPELL) |
522 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
479 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
523 | (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) |
480 | && (tmp->type != PLAYER) |
|
|
481 | && (tmp->type != WEAPON) |
|
|
482 | && (tmp->type != BOW) |
|
|
483 | && (tmp->type != ARROW) |
|
|
484 | && (tmp->type != GOLEM) |
|
|
485 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
|
|
486 | // we special case floor here because there |
|
|
487 | // are sometimes spell effect floors |
|
|
488 | // which are used to inflict damage |
|
|
489 | // (and those shouldn't go away from |
|
|
490 | // sanctuary) see also: permanent lava |
|
|
491 | && (immune_stop & AT_MAGIC)) |
524 | return 0; |
492 | return 0; |
525 | |
493 | |
526 | /* This is to prevent 'out of control' spells. Basically, this |
494 | /* This is to prevent 'out of control' spells. Basically, this |
527 | * limits one spell effect per space per spell. This is definately |
495 | * limits one spell effect per space per spell. This is definately |
528 | * needed for performance reasons, and just for playability I believe. |
496 | * needed for performance reasons, and just for playability I believe. |
… | |
… | |
538 | * playability reasons. |
506 | * playability reasons. |
539 | */ |
507 | */ |
540 | if (tmp->arch == op->arch |
508 | if (tmp->arch == op->arch |
541 | && tmp->type == op->type |
509 | && tmp->type == op->type |
542 | && tmp->subtype == op->subtype |
510 | && tmp->subtype == op->subtype |
|
|
511 | && tmp->owner == op->owner |
543 | && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
512 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
544 | { |
513 | { |
545 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
514 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
546 | tmp->range = MAX (tmp->range, op->range); |
515 | tmp->range = MAX (tmp->range, op->range); |
547 | tmp->duration = MAX (tmp->duration, op->duration); |
516 | tmp->duration = MAX (tmp->duration, op->duration); |
548 | return 0; |
517 | return 0; |
… | |
… | |
550 | |
519 | |
551 | /* Perhaps we should also put checks in for no magic and unholy |
520 | /* Perhaps we should also put checks in for no magic and unholy |
552 | * ground to prevent it from moving along? |
521 | * ground to prevent it from moving along? |
553 | */ |
522 | */ |
554 | } |
523 | } |
|
|
524 | |
555 | /* If it passes the above tests, it must be OK */ |
525 | /* If it passes the above tests, it must be OK */ |
556 | return 1; |
526 | return 1; |
557 | } |
527 | } |
558 | |
528 | |
559 | /* fire_arch_from_position: fires an archetype. |
529 | /* fire_arch_from_position: fires an archetype. |
… | |
… | |
564 | * dir: direction to fire in. |
534 | * dir: direction to fire in. |
565 | * spell: spell that is being fired. It uses other_arch for the archetype |
535 | * spell: spell that is being fired. It uses other_arch for the archetype |
566 | * to fire. |
536 | * to fire. |
567 | * returns 0 on failure, 1 on success. |
537 | * returns 0 on failure, 1 on success. |
568 | */ |
538 | */ |
569 | |
|
|
570 | int |
539 | int |
571 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
540 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
572 | { |
541 | { |
573 | object *tmp; |
542 | object *tmp; |
574 | int mflags; |
543 | int mflags; |
… | |
… | |
619 | return 0; |
588 | return 0; |
620 | } |
589 | } |
621 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
590 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
622 | SET_ANIMATION (tmp, dir); |
591 | SET_ANIMATION (tmp, dir); |
623 | |
592 | |
624 | if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) |
593 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
625 | return 1; |
|
|
626 | |
|
|
627 | move_spell_effect (tmp); |
594 | move_spell_effect (tmp); |
628 | |
595 | |
629 | return 1; |
596 | return 1; |
630 | } |
597 | } |
631 | |
|
|
632 | |
|
|
633 | |
598 | |
634 | /***************************************************************************** |
599 | /***************************************************************************** |
635 | * |
600 | * |
636 | * Code related to rods - perhaps better located in another file? |
601 | * Code related to rods - perhaps better located in another file? |
637 | * |
602 | * |
638 | ****************************************************************************/ |
603 | ****************************************************************************/ |
639 | |
|
|
640 | void |
604 | void |
641 | regenerate_rod (object *rod) |
605 | regenerate_rod (object *rod) |
642 | { |
606 | { |
643 | if (rod->stats.hp < rod->stats.maxhp) |
607 | if (rod->stats.hp < rod->stats.maxhp) |
644 | { |
608 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
645 | rod->stats.hp += 1 + rod->stats.maxhp / 10; |
|
|
646 | |
|
|
647 | if (rod->stats.hp > rod->stats.maxhp) |
|
|
648 | rod->stats.hp = rod->stats.maxhp; |
|
|
649 | } |
|
|
650 | } |
609 | } |
651 | |
|
|
652 | |
610 | |
653 | void |
611 | void |
654 | drain_rod_charge (object *rod) |
612 | drain_rod_charge (object *rod) |
655 | { |
613 | { |
656 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
614 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
657 | } |
615 | } |
658 | |
|
|
659 | |
|
|
660 | |
|
|
661 | |
616 | |
662 | /* this function is commonly used to find a friendly target for |
617 | /* this function is commonly used to find a friendly target for |
663 | * spells such as heal or protection or armour |
618 | * spells such as heal or protection or armour |
664 | * op is what is looking for the target (which can be a player), |
619 | * 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 |
620 | * dir is the direction we are looking in. Return object found, or |
666 | * NULL if no good object. |
621 | * NULL if no good object. |
667 | */ |
622 | */ |
668 | |
|
|
669 | object * |
623 | object * |
670 | find_target_for_friendly_spell (object *op, int dir) |
624 | find_target_for_friendly_spell (object *op, int dir) |
671 | { |
625 | { |
672 | object *tmp; |
626 | object *tmp; |
673 | maptile *m; |
|
|
674 | sint16 x, y; |
|
|
675 | int mflags; |
|
|
676 | |
627 | |
677 | /* I don't really get this block - if op isn't a player or rune, |
628 | /* 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. |
629 | * we then make the owner of this object the target. |
679 | * The owner could very well be no where near op. |
630 | * The owner could very well be no where near op. |
680 | */ |
631 | */ |
… | |
… | |
687 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
638 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
688 | tmp = op; |
639 | tmp = op; |
689 | } |
640 | } |
690 | else |
641 | else |
691 | { |
642 | { |
692 | m = op->map; |
643 | maptile *m = op->map; |
693 | x = op->x + freearr_x[dir]; |
644 | sint16 x = op->x + freearr_x[dir]; |
694 | y = op->y + freearr_y[dir]; |
645 | sint16 y = op->y + freearr_y[dir]; |
695 | |
|
|
696 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
697 | |
|
|
698 | if (mflags & P_OUT_OF_MAP) |
|
|
699 | tmp = 0; |
|
|
700 | else |
646 | |
|
|
647 | tmp = xy_normalise (m, x, y) |
701 | tmp = m->at (x, y).player (); |
648 | ? m->at (x, y).player () |
|
|
649 | : 0; |
702 | } |
650 | } |
703 | |
651 | |
704 | /* didn't find a player there, look in current square for a player */ |
652 | /* didn't find a player there, look in current square for a player */ |
705 | if (!tmp) |
653 | if (!tmp) |
706 | tmp = op->ms ().player (); |
654 | tmp = op->ms ().player (); |
… | |
… | |
756 | return freedir[i]; |
704 | return freedir[i]; |
757 | } |
705 | } |
758 | return -1; /* flag for "keep going the way you were" */ |
706 | return -1; /* flag for "keep going the way you were" */ |
759 | } |
707 | } |
760 | |
708 | |
761 | |
|
|
762 | |
|
|
763 | /* put_a_monster: puts a monster named monstername near by |
709 | /* put_a_monster: puts a monster named monstername near by |
764 | * op. This creates the treasures for the monsters, and |
710 | * op. This creates the treasures for the monsters, and |
765 | * also deals with multipart monsters properly. |
711 | * also deals with multipart monsters properly. |
766 | */ |
712 | */ |
767 | |
|
|
768 | void |
713 | void |
769 | put_a_monster (object *op, const char *monstername) |
714 | put_a_monster (object *op, const char *monstername) |
770 | { |
715 | { |
771 | object *tmp, *head = NULL, *prev = NULL; |
716 | object *tmp, *head = NULL, *prev = NULL; |
772 | archetype *at; |
717 | archetype *at; |
… | |
… | |
779 | |
724 | |
780 | /* find a free square nearby |
725 | /* find a free square nearby |
781 | * first we check the closest square for free squares |
726 | * first we check the closest square for free squares |
782 | */ |
727 | */ |
783 | |
728 | |
784 | dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); |
729 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
785 | if (dir != -1) |
730 | if (dir != -1) |
786 | { |
731 | { |
787 | /* This is basically grabbed for generate monster. Fixed 971225 to |
732 | /* This is basically grabbed for generate monster. Fixed 971225 to |
788 | * insert multipart monsters properly |
733 | * insert multipart monsters properly |
789 | */ |
734 | */ |
|
|
735 | //TODO: use expand_tail + ... |
790 | while (at != NULL) |
736 | while (at != NULL) |
791 | { |
737 | { |
792 | tmp = arch_to_object (at); |
738 | tmp = arch_to_object (at); |
793 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
739 | tmp->x = op->x + freearr_x[dir] + at->x; |
794 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
740 | tmp->y = op->y + freearr_y[dir] + at->y; |
795 | tmp->map = op->map; |
741 | tmp->map = op->map; |
796 | if (head) |
742 | if (head) |
797 | { |
743 | { |
798 | tmp->head = head; |
744 | tmp->head = head; |
799 | prev->more = tmp; |
745 | prev->more = tmp; |
800 | } |
746 | } |
|
|
747 | |
801 | if (!head) |
748 | if (!head) |
802 | head = tmp; |
749 | head = tmp; |
|
|
750 | |
803 | prev = tmp; |
751 | prev = tmp; |
|
|
752 | |
804 | at = at->more; |
753 | at = (archetype *)at->more; |
805 | } |
754 | } |
806 | |
755 | |
807 | if (head->randomitems) |
756 | if (head->randomitems) |
808 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
757 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
809 | |
758 | |
810 | insert_ob_in_map (head, op->map, op, 0); |
759 | insert_ob_in_map (head, op->map, op, 0); |
811 | |
760 | |
812 | /* thought it'd be cool to insert a burnout, too. */ |
761 | /* thought it'd be cool to insert a burnout, too. */ |
813 | tmp = get_archetype ("burnout"); |
762 | op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
814 | tmp->map = op->map; |
|
|
815 | tmp->x = op->x + freearr_x[dir]; |
|
|
816 | tmp->y = op->y + freearr_y[dir]; |
|
|
817 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
818 | } |
763 | } |
819 | } |
764 | } |
820 | |
765 | |
821 | /* peterm: function which summons hostile monsters and |
766 | /* peterm: function which summons hostile monsters and |
822 | * places them in nearby squares. |
767 | * places them in nearby squares. |
… | |
… | |
849 | { |
794 | { |
850 | int attacktype; |
795 | int attacktype; |
851 | int face; |
796 | int face; |
852 | } ATTACKS[22] = |
797 | } ATTACKS[22] = |
853 | { |
798 | { |
854 | { |
|
|
855 | AT_PHYSICAL, 0}, |
799 | { AT_PHYSICAL, 0}, |
856 | { |
|
|
857 | AT_PHYSICAL, 0}, /*face = explosion */ |
800 | { AT_PHYSICAL, 0}, /*face = explosion */ |
858 | { |
|
|
859 | AT_PHYSICAL, 0}, |
801 | { AT_PHYSICAL, 0}, |
860 | { |
|
|
861 | AT_MAGIC, 1}, |
802 | { AT_MAGIC, 1}, |
862 | { |
|
|
863 | AT_MAGIC, 1}, /* face = last-burnout */ |
803 | { AT_MAGIC, 1}, /* face = last-burnout */ |
864 | { |
|
|
865 | AT_MAGIC, 1}, |
804 | { AT_MAGIC, 1}, |
866 | { |
|
|
867 | AT_FIRE, 2}, |
805 | { AT_FIRE, 2}, |
868 | { |
|
|
869 | AT_FIRE, 2}, /* face = fire.... */ |
806 | { AT_FIRE, 2}, /* face = fire.... */ |
870 | { |
|
|
871 | AT_FIRE, 2}, |
807 | { AT_FIRE, 2}, |
872 | { |
|
|
873 | AT_ELECTRICITY, 3}, |
808 | { AT_ELECTRICITY, 3}, |
874 | { |
|
|
875 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
809 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
876 | { |
|
|
877 | AT_ELECTRICITY, 3}, |
810 | { AT_ELECTRICITY, 3}, |
878 | { |
|
|
879 | AT_COLD, 4}, |
811 | { AT_COLD, 4}, |
880 | { |
|
|
881 | AT_COLD, 4}, /* face=icestorm */ |
812 | { AT_COLD, 4}, /* face=icestorm */ |
882 | { |
|
|
883 | AT_COLD, 4}, |
813 | { AT_COLD, 4}, |
884 | { |
|
|
885 | AT_CONFUSION, 5}, |
814 | { AT_CONFUSION, 5}, |
886 | { |
|
|
887 | AT_POISON, 7}, |
815 | { AT_POISON, 7}, |
888 | { |
|
|
889 | AT_POISON, 7}, /* face = acid sphere. generator */ |
816 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
890 | { |
|
|
891 | AT_POISON, 7}, /* poisoncloud face */ |
817 | { AT_POISON, 7}, /* poisoncloud face */ |
892 | { |
|
|
893 | AT_SLOW, 8}, |
818 | { AT_SLOW, 8}, |
894 | { |
|
|
895 | AT_PARALYZE, 9}, |
819 | { AT_PARALYZE, 9}, |
896 | { |
|
|
897 | AT_FEAR, 10}}; |
820 | { AT_FEAR, 10}, |
898 | |
821 | }; |
899 | |
|
|
900 | |
822 | |
901 | /* shuffle_attack: peterm |
823 | /* shuffle_attack: peterm |
902 | * This routine shuffles the attack of op to one of the |
824 | * This routine shuffles the attack of op to one of the |
903 | * ones in the list. It does this at random. It also |
825 | * ones in the list. It does this at random. It also |
904 | * chooses a face appropriate to the attack that is |
826 | * chooses a face appropriate to the attack that is |
… | |
… | |
1022 | else |
944 | else |
1023 | { |
945 | { |
1024 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
946 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
1025 | tmp = get_archetype (LOOSE_MANA); |
947 | tmp = get_archetype (LOOSE_MANA); |
1026 | tmp->level = skill->level; |
948 | tmp->level = skill->level; |
1027 | tmp->x = op->x; |
|
|
1028 | tmp->y = op->y; |
|
|
1029 | |
949 | |
1030 | /* increase the area of destruction a little for more powerful spells */ |
950 | /* increase the area of destruction a little for more powerful spells */ |
1031 | tmp->range += isqrt (power); |
951 | tmp->range += isqrt (power); |
1032 | |
952 | |
1033 | if (power > 25) |
953 | if (power > 25) |
1034 | tmp->stats.dam = 25 + isqrt (power); |
954 | tmp->stats.dam = 25 + isqrt (power); |
1035 | else |
955 | else |
1036 | tmp->stats.dam = power; /* nasty recoils! */ |
956 | tmp->stats.dam = power; /* nasty recoils! */ |
1037 | |
957 | |
1038 | tmp->stats.maxhp = tmp->count; |
958 | tmp->stats.maxhp = tmp->count; |
1039 | insert_ob_in_map (tmp, op->map, NULL, 0); |
959 | |
|
|
960 | tmp->insert_at (op); |
1040 | } |
961 | } |
1041 | } |
962 | } |
1042 | } |
963 | } |
1043 | |
964 | |
1044 | int |
965 | int |
1045 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
966 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1046 | { |
967 | { |
1047 | int success; |
968 | int success; |
1048 | player *pl; |
|
|
1049 | object *spell; |
969 | object *spell; |
1050 | |
970 | |
1051 | if (!spell_ob->other_arch) |
971 | if (!spell_ob->other_arch) |
1052 | { |
972 | { |
1053 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
973 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
1054 | return 0; |
974 | return 0; |
1055 | } |
975 | } |
|
|
976 | |
1056 | spell = arch_to_object (spell_ob->other_arch); |
977 | spell = arch_to_object (spell_ob->other_arch); |
1057 | |
978 | |
1058 | /* Always cast spell on caster */ |
979 | /* Always cast spell on caster */ |
1059 | success = cast_spell (op, caster, dir, spell, stringarg); |
980 | success = cast_spell (op, caster, dir, spell, stringarg); |
1060 | |
981 | |
1061 | if (caster->contr->party == NULL) |
982 | if (caster->contr->party == NULL) |
1062 | { |
983 | { |
1063 | spell->remove (); |
984 | spell->remove (); |
1064 | return success; |
985 | return success; |
1065 | } |
986 | } |
|
|
987 | |
1066 | for_all_players (pl) |
988 | for_all_players (pl) |
1067 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
989 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
1068 | { |
|
|
1069 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
990 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
1070 | } |
991 | |
1071 | spell->remove (); |
992 | spell->remove (); |
1072 | return success; |
993 | return success; |
1073 | } |
994 | } |
1074 | |
995 | |
1075 | /* This is where the main dispatch when someone casts a spell. |
996 | /* This is where the main dispatch when someone casts a spell. |
… | |
… | |
1097 | * |
1018 | * |
1098 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1019 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1099 | * this function will decrease the mana/grace appropriately. For other |
1020 | * this function will decrease the mana/grace appropriately. For other |
1100 | * objects, the caller should do what it considers appropriate. |
1021 | * objects, the caller should do what it considers appropriate. |
1101 | */ |
1022 | */ |
1102 | |
|
|
1103 | int |
1023 | int |
1104 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1024 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1105 | { |
1025 | { |
1106 | const char *godname; |
1026 | const char *godname; |
1107 | int success = 0, mflags, cast_level = 0, old_shoottype; |
1027 | int success = 0, cast_level = 0; |
1108 | object *skill = NULL; |
1028 | object *skill = NULL; |
1109 | |
|
|
1110 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
|
|
1111 | |
1029 | |
1112 | if (!spell_ob) |
1030 | if (!spell_ob) |
1113 | { |
1031 | { |
1114 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1032 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1115 | return 0; |
1033 | return 0; |
… | |
… | |
1144 | * at least process that code. |
1062 | * at least process that code. |
1145 | */ |
1063 | */ |
1146 | if (op->type == PLAYER && op == caster) |
1064 | if (op->type == PLAYER && op == caster) |
1147 | { |
1065 | { |
1148 | cast_level = caster_level (caster, spell_ob); |
1066 | cast_level = caster_level (caster, spell_ob); |
|
|
1067 | |
1149 | if (spell_ob->skill) |
1068 | if (spell_ob->skill) |
1150 | { |
1069 | { |
1151 | skill = find_skill_by_name (op, spell_ob->skill); |
1070 | skill = find_skill_by_name (op, spell_ob->skill); |
|
|
1071 | |
1152 | if (!skill) |
1072 | if (!skill) |
1153 | { |
1073 | { |
1154 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
1074 | op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name)); |
1155 | return 0; |
1075 | return 0; |
1156 | } |
1076 | } |
|
|
1077 | |
1157 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1078 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1158 | { |
1079 | { |
1159 | new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); |
1080 | op->failmsg ("You lack enough skill to cast that spell!"); |
1160 | return 0; |
1081 | return 0; |
1161 | } |
1082 | } |
1162 | } |
1083 | } |
|
|
1084 | |
1163 | /* If the caster is the wiz, they don't ever fail, and don't have |
1085 | /* If the caster is the wiz, they don't ever fail, and don't have |
1164 | * to have sufficient grace/mana. |
1086 | * to have sufficient grace/mana. |
1165 | */ |
1087 | */ |
1166 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1088 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1167 | { |
1089 | { |
1168 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1090 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1169 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1091 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1170 | { |
1092 | { |
1171 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1093 | op->failmsg ("You don't have enough mana!"); |
1172 | return 0; |
1094 | return 0; |
1173 | } |
1095 | } |
|
|
1096 | |
1174 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1097 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1175 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1098 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1176 | { |
1099 | { |
1177 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1100 | 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) |
1101 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1179 | { |
|
|
1180 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); |
1102 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1181 | } |
|
|
1182 | else |
1103 | else |
1183 | { |
1104 | { |
1184 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1105 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1185 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1106 | op->failmsg (format ("%s ignores your prayer.", godname)); |
1186 | return 0; |
1107 | return 0; |
1187 | } |
1108 | } |
1188 | } |
1109 | } |
1189 | |
1110 | |
1190 | /* player/monster is trying to cast the spell. might fumble it */ |
1111 | /* player/monster is trying to cast the spell. might fumble it */ |
1191 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1112 | 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])) |
1113 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1193 | { |
1114 | { |
1194 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1115 | op->contr->play_sound (sound_find ("fumble_spell")); |
1195 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1116 | op->failmsg ("You fumble the prayer."); |
1196 | if (settings.casting_time == TRUE) |
1117 | |
1197 | { |
|
|
1198 | op->casting_time = -1; |
|
|
1199 | } |
|
|
1200 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1118 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1201 | return 0; |
1119 | return 0; |
1202 | } |
1120 | } |
1203 | else if (spell_ob->stats.sp) |
1121 | else if (spell_ob->stats.sp) |
1204 | { |
1122 | { |
1205 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1123 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1206 | |
1124 | |
1207 | if (failure < 0) |
1125 | if (failure < 0) |
1208 | { |
1126 | { |
1209 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1127 | op->failmsg ("You bungle the spell because you have too much heavy equipment in use."); |
1210 | if (settings.spell_failure_effects == TRUE) |
1128 | if (settings.spell_failure_effects == TRUE) |
1211 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1129 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1212 | op->contr->shoottype = (rangetype) old_shoottype; |
1130 | |
1213 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1131 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1214 | return 0; |
1132 | return 0; |
1215 | } |
1133 | } |
1216 | } |
1134 | } |
1217 | } |
1135 | } |
1218 | } |
1136 | } |
1219 | |
1137 | |
1220 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1138 | int mflags = op->ms ().flags (); |
1221 | |
1139 | |
1222 | /* See if we can cast a spell here. If the caster and op are |
1140 | /* See if we can cast a spell here. If the caster and op are |
1223 | * not alive, then this would mean that the mapmaker put the |
1141 | * not alive, then this would mean that the mapmaker put the |
1224 | * objects on the space - presume that they know what they are |
1142 | * objects on the space - presume that they know what they are |
1225 | * doing. |
1143 | * doing. |
1226 | */ |
1144 | */ |
1227 | |
1145 | |
1228 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1146 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1229 | { |
1147 | { |
1230 | new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); |
1148 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1231 | return 0; |
1149 | return 0; |
1232 | } |
1150 | } |
1233 | |
1151 | |
1234 | if ((spell_ob->type == SPELL) |
1152 | if ((spell_ob->type == SPELL) |
1235 | && (caster->type != POTION) |
1153 | && (caster->type != POTION) |
… | |
… | |
1240 | { |
1158 | { |
1241 | if (op->type != PLAYER) |
1159 | if (op->type != PLAYER) |
1242 | return 0; |
1160 | return 0; |
1243 | |
1161 | |
1244 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1162 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1245 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1163 | op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); |
1246 | else |
1164 | else if (object *item = op->contr->ranged_ob) |
1247 | switch (op->contr->shoottype) |
|
|
1248 | { |
1165 | { |
1249 | case range_magic: |
1166 | if (item->type == SPELL) |
1250 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1167 | op->failmsg ("Something blocks your spellcasting."); |
1251 | break; |
1168 | else if (item->type == SCROLL) |
1252 | case range_misc: |
1169 | op->failmsg ("Something blocks the magic of your scroll."); |
1253 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1254 | break; |
|
|
1255 | case range_golem: |
|
|
1256 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
|
|
1257 | break; |
|
|
1258 | default: |
|
|
1259 | break; |
|
|
1260 | } |
|
|
1261 | return 0; |
|
|
1262 | } |
|
|
1263 | |
|
|
1264 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
|
|
1265 | { |
|
|
1266 | if (op->casting_time == -1) |
|
|
1267 | { /* begin the casting */ |
|
|
1268 | op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
|
|
1269 | op->spell = spell_ob; |
|
|
1270 | /* put the stringarg into the object struct so that when the |
|
|
1271 | * spell is actually cast, it knows about the stringarg. |
|
|
1272 | * necessary for the invoke command spells. |
|
|
1273 | */ |
|
|
1274 | if (stringarg) |
|
|
1275 | { |
|
|
1276 | op->spellarg = strdup (stringarg); |
|
|
1277 | } |
|
|
1278 | else |
1170 | else |
1279 | op->spellarg = NULL; |
1171 | op->failmsg ("Something blocks the magic of your item."); |
1280 | return 0; |
|
|
1281 | } |
|
|
1282 | else if (op->casting_time != 0) |
|
|
1283 | { |
|
|
1284 | if (op->type == PLAYER) |
|
|
1285 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
|
|
1286 | return 0; |
|
|
1287 | } |
1172 | } |
1288 | else |
1173 | else |
1289 | { /* casting_time == 0 */ |
1174 | op->failmsg ("Something blocks the spell!"); |
1290 | op->casting_time = -1; |
1175 | |
1291 | spell_ob = op->spell; |
1176 | return 0; |
1292 | stringarg = op->spellarg; |
|
|
1293 | } |
|
|
1294 | } |
|
|
1295 | else |
|
|
1296 | { |
1177 | } |
|
|
1178 | |
1297 | /* Take into account how long it takes to cast the spell. |
1179 | /* Take into account how long it takes to cast the spell. |
1298 | * if the player is casting it, then we use the time in |
1180 | * if the player is casting it, then we use the time in |
1299 | * the spell object. If it is a spell object, have it |
1181 | * the spell object. If it is a spell object, have it |
1300 | * take two ticks. Things that cast spells on the players |
1182 | * take two ticks. Things that cast spells on the players |
1301 | * behalf (eg, altars, and whatever else) shouldn't cost |
1183 | * behalf (eg, altars, and whatever else) shouldn't cost |
1302 | * the player any time. |
1184 | * the player any time. |
1303 | * Ignore casting time for firewalls |
1185 | * Ignore casting time for firewalls |
|
|
1186 | */ |
|
|
1187 | if (caster == op && caster->type != FIREWALL) |
|
|
1188 | { |
|
|
1189 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1190 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1191 | * put a lower limit so that the player isn't stuck here too long |
1304 | */ |
1192 | */ |
1305 | if (caster == op && caster->type != FIREWALL) |
|
|
1306 | { |
|
|
1307 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1308 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1309 | * put a lower limit so that the player isn't stuck here too long |
|
|
1310 | */ |
|
|
1311 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1193 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1312 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1194 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1313 | } |
1195 | } |
1314 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1196 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1315 | { |
|
|
1316 | op->speed_left -= 2 * FABS (op->speed); |
1197 | op->speed_left -= 2 * FABS (op->speed); |
1317 | } |
|
|
1318 | } |
|
|
1319 | |
1198 | |
1320 | if (op->type == PLAYER && op == caster) |
1199 | if (op->type == PLAYER && op == caster) |
1321 | { |
1200 | { |
1322 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1201 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1323 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1202 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1330 | if (op != caster && !skill && caster->skill) |
1209 | if (op != caster && !skill && caster->skill) |
1331 | { |
1210 | { |
1332 | skill = find_skill_by_name (op, caster->skill); |
1211 | skill = find_skill_by_name (op, caster->skill); |
1333 | if (!skill) |
1212 | if (!skill) |
1334 | { |
1213 | { |
1335 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1214 | op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); |
1336 | return 0; |
1215 | return 0; |
1337 | } |
1216 | } |
|
|
1217 | |
1338 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
1218 | op->change_skill (skill); /* needed for proper exp credit */ |
1339 | } |
1219 | } |
|
|
1220 | |
|
|
1221 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1222 | return RESULT_INT (0); |
1340 | |
1223 | |
1341 | switch (spell_ob->subtype) |
1224 | switch (spell_ob->subtype) |
1342 | { |
1225 | { |
1343 | /* The order of case statements is same as the order they show up |
1226 | /* The order of case statements is same as the order they show up |
1344 | * in in spells.h. |
1227 | * in in spells.h. |
1345 | */ |
1228 | */ |
1346 | case SP_RAISE_DEAD: |
1229 | case SP_RAISE_DEAD: |
1347 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1230 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1348 | break; |
1231 | break; |
1349 | |
1232 | |
1350 | case SP_RUNE: |
1233 | case SP_RUNE: |
… | |
… | |
1383 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1266 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1384 | break; |
1267 | break; |
1385 | |
1268 | |
1386 | case SP_SUMMON_GOLEM: |
1269 | case SP_SUMMON_GOLEM: |
1387 | success = summon_golem (op, caster, dir, spell_ob); |
1270 | success = summon_golem (op, caster, dir, spell_ob); |
1388 | old_shoottype = range_golem; |
|
|
1389 | break; |
1271 | break; |
1390 | |
1272 | |
1391 | case SP_DIMENSION_DOOR: |
1273 | case SP_DIMENSION_DOOR: |
1392 | /* dimension door needs the actual caster, because that is what is |
1274 | /* dimension door needs the actual caster, because that is what is |
1393 | * moved. |
1275 | * moved. |
… | |
… | |
1466 | #ifdef NO_POLYMORPH |
1348 | #ifdef NO_POLYMORPH |
1467 | /* Not great, but at least provide feedback so if players do have |
1349 | /* Not great, but at least provide feedback so if players do have |
1468 | * polymorph (ie, find it as a preset item or left over from before |
1350 | * polymorph (ie, find it as a preset item or left over from before |
1469 | * it was disabled), they get some feedback. |
1351 | * it was disabled), they get some feedback. |
1470 | */ |
1352 | */ |
1471 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1353 | op->failmsg ("The spell fizzles!"); |
1472 | success = 0; |
1354 | success = 0; |
1473 | #else |
1355 | #else |
1474 | success = cast_polymorph (op, caster, spell_ob, dir); |
1356 | success = cast_polymorph (op, caster, spell_ob, dir); |
1475 | #endif |
1357 | #endif |
1476 | break; |
1358 | break; |
… | |
… | |
1496 | break; |
1378 | break; |
1497 | |
1379 | |
1498 | case SP_MOVING_BALL: |
1380 | case SP_MOVING_BALL: |
1499 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1381 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1500 | { |
1382 | { |
1501 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); |
1383 | op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); |
1502 | success = 0; |
1384 | success = 0; |
1503 | } |
1385 | } |
1504 | else |
1386 | else |
1505 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1387 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1506 | break; |
1388 | break; |
… | |
… | |
1526 | success = cast_consecrate (op, caster, spell_ob); |
1408 | success = cast_consecrate (op, caster, spell_ob); |
1527 | break; |
1409 | break; |
1528 | |
1410 | |
1529 | case SP_ANIMATE_WEAPON: |
1411 | case SP_ANIMATE_WEAPON: |
1530 | success = animate_weapon (op, caster, spell_ob, dir); |
1412 | success = animate_weapon (op, caster, spell_ob, dir); |
1531 | old_shoottype = range_golem; |
|
|
1532 | break; |
1413 | break; |
1533 | |
1414 | |
1534 | case SP_LIGHT: |
1415 | case SP_LIGHT: |
1535 | success = cast_light (op, caster, spell_ob, dir); |
1416 | success = cast_light (op, caster, spell_ob, dir); |
1536 | break; |
1417 | break; |
… | |
… | |
1549 | |
1430 | |
1550 | case SP_AURA: |
1431 | case SP_AURA: |
1551 | success = create_aura (op, caster, spell_ob); |
1432 | success = create_aura (op, caster, spell_ob); |
1552 | break; |
1433 | break; |
1553 | |
1434 | |
1554 | case SP_TOWN_PORTAL: |
|
|
1555 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1556 | break; |
|
|
1557 | |
|
|
1558 | case SP_PARTY_SPELL: |
1435 | case SP_PARTY_SPELL: |
1559 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1436 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1560 | break; |
1437 | break; |
1561 | |
1438 | |
1562 | default: |
1439 | default: |
1563 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1564 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1440 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1565 | } |
|
|
1566 | |
|
|
1567 | /* FIXME - we need some better sound suppport */ |
|
|
1568 | // yes, for example, augment map info with the spell effect |
|
|
1569 | // so clients can calculate the sounds themselves |
|
|
1570 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
|
|
1571 | |
|
|
1572 | /* free the spell arg */ |
|
|
1573 | if (settings.casting_time == TRUE && stringarg) |
|
|
1574 | { |
1441 | } |
1575 | free (stringarg); |
1442 | |
1576 | stringarg = NULL; |
1443 | op->play_sound ( |
1577 | } |
1444 | success |
1578 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
1445 | ? spell_ob->sound |
1579 | * to something like use_magic_item, but you really want to be able to fire |
1446 | ? spell_ob->sound |
1580 | * it again. |
1447 | : sound_find ("spell_success") |
1581 | */ |
1448 | : sound_find ("fumble_spell") |
1582 | if (op->contr) |
1449 | ); |
1583 | op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1584 | |
1450 | |
1585 | return success; |
1451 | return success; |
1586 | } |
1452 | } |
1587 | |
1453 | |
1588 | |
|
|
1589 | /* This is called from time.c/process_object(). That function |
1454 | /* This is called from time.c/process_object(). That function |
1590 | * calls this for any SPELL_EFFECT type objects. This function |
1455 | * calls this for any SPELL_EFFECT type objects. This function |
1591 | * then dispatches them to the appropriate specific routines. |
1456 | * then dispatches them to the appropriate specific routines. |
1592 | */ |
1457 | */ |
1593 | void |
1458 | void |
1594 | move_spell_effect (object *op) |
1459 | move_spell_effect (object *op) |
1595 | { |
1460 | { |
… | |
… | |
1681 | break; |
1546 | break; |
1682 | |
1547 | |
1683 | case SP_MOVING_BALL: |
1548 | case SP_MOVING_BALL: |
1684 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1549 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1685 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1550 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1686 | else if (victim->material || victim->materialname) |
1551 | else if (victim->materialname) |
1687 | save_throw_object (victim, spell->attacktype, spell); |
1552 | save_throw_object (victim, spell->attacktype, spell); |
1688 | break; |
1553 | break; |
1689 | } |
1554 | } |
1690 | } |
1555 | } |
|
|
1556 | |