1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * 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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * 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 |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
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25 | |
23 | |
26 | #include <global.h> |
24 | #include <global.h> |
27 | #include <spells.h> |
25 | #include <spells.h> |
28 | #include <object.h> |
26 | #include <object.h> |
29 | #include <errno.h> |
27 | #include <errno.h> |
… | |
… | |
38 | */ |
36 | */ |
39 | object * |
37 | object * |
40 | find_random_spell_in_ob (object *ob, const char *skill) |
38 | find_random_spell_in_ob (object *ob, const char *skill) |
41 | { |
39 | { |
42 | int k = 0, s; |
40 | int k = 0, s; |
43 | object *tmp; |
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|
44 | |
41 | |
45 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
42 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
46 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
43 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
47 | k++; |
44 | k++; |
48 | |
45 | |
49 | /* No spells, no need to progess further */ |
46 | /* No spells, no need to progess further */ |
50 | if (!k) |
47 | if (!k) |
51 | return NULL; |
48 | return NULL; |
52 | |
49 | |
53 | s = RANDOM () % k; |
50 | s = rndm (k); |
54 | |
51 | |
55 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
52 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
56 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
53 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
57 | { |
|
|
58 | if (!s) |
54 | if (!s) |
59 | return tmp; |
55 | return tmp; |
60 | else |
56 | else |
61 | s--; |
57 | s--; |
62 | } |
58 | |
63 | /* Should never get here, but just in case */ |
59 | /* Should never get here, but just in case */ |
64 | return NULL; |
60 | return 0; |
65 | } |
61 | } |
66 | |
62 | |
67 | /* Relatively simple function that gets used a lot. |
63 | /* Relatively simple function that gets used a lot. |
68 | * Basically, it sets up the skill pointer for the spell being |
64 | * Basically, it sets up the skill pointer for the spell being |
69 | * cast. If op is really casting the spell, then the skill |
65 | * cast. If op is really casting the spell, then the skill |
… | |
… | |
79 | dest->skill = spob->skill; |
75 | dest->skill = spob->skill; |
80 | else |
76 | else |
81 | dest->skill = caster->skill; |
77 | dest->skill = caster->skill; |
82 | } |
78 | } |
83 | |
79 | |
84 | /* init_spells: This should really be called check_spells, as that |
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|
85 | * is what it does. It goes through the spells looking for any |
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86 | * obvious errors. This was most useful in debugging when re-doing |
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87 | * all the spells to catch simple errors. To use it all the time |
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88 | * will result in it spitting out messages that aren't really errors. |
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89 | */ |
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90 | void |
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91 | init_spells (void) |
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92 | { |
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93 | #ifdef SPELL_DEBUG |
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94 | static int init_spells_done = 0; |
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95 | int i; |
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96 | archetype *at; |
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97 | |
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98 | if (init_spells_done) |
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99 | return; |
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100 | LOG (llevDebug, "Checking spells...\n"); |
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101 | |
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102 | for (at = first_archetype; at; at = at->next) |
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103 | { |
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104 | if (at->clone.type == SPELL) |
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105 | { |
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106 | if (at->clone.skill) |
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107 | { |
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108 | for (i = 1; i < NUM_SKILLS; i++) |
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109 | if (!strcmp (skill_names[i], at->clone.skill)) |
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110 | break; |
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111 | if (i == NUM_SKILLS) |
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112 | { |
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113 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
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114 | } |
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115 | } |
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116 | /* other_arch is already checked for in the loader */ |
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117 | } |
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118 | } |
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119 | |
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120 | i = 0; |
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121 | while (spell_mapping[i]) |
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122 | { |
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123 | if (!archetype::find (spell_mapping[i])) |
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124 | { |
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125 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
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126 | } |
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127 | i++; |
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128 | } |
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129 | LOG (llevDebug, "Checking spells completed.\n"); |
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130 | #endif |
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131 | } |
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132 | |
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133 | /* Dumps all the spells - now also dumps skill associated with the spell. |
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134 | * not sure what this would be used for, as the data seems pretty |
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135 | * minimal, but easy enough to keep around. |
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136 | */ |
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137 | void |
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138 | dump_spells (void) |
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139 | { |
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140 | archetype *at; |
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141 | |
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142 | for (at = first_archetype; at; at = at->next) |
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143 | { |
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144 | if (at->clone.type == SPELL) |
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145 | { |
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146 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
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147 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
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148 | } |
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149 | } |
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150 | } |
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151 | |
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152 | /* pretty basic function - basically just takes |
80 | /* pretty basic function - basically just takes |
153 | * an object, sets the x,y, and calls insert_ob_in_map |
81 | * an object, sets the x,y, and calls insert_ob_in_map |
154 | */ |
82 | */ |
155 | void |
83 | void |
156 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
84 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
157 | { |
85 | { |
158 | if (spob->other_arch) |
86 | if (spob->other_arch) |
159 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
87 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
160 | } |
88 | } |
161 | |
89 | |
162 | /* |
90 | static int |
163 | * This function takes a caster and spell and presents the |
91 | attuned_bonus (object *caster, object *spell, int level) |
164 | * effective level the caster needs to be to cast the spell. |
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165 | * basically, it just adjusts the spell->level with attuned/repelled |
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166 | * spellpaths. Was called path_level_mod. |
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167 | * |
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168 | * caster is person casting the spell. |
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169 | * spell is the spell object. |
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170 | * Returns modified level. |
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171 | */ |
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172 | int |
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173 | min_casting_level (object *caster, object *spell) |
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174 | { |
92 | { |
175 | int new_level; |
93 | // compute the attuned/repelled bonus |
176 | |
94 | // attuned only increases up to 2 times the original level (i.e. bonus <= level) */ |
177 | if (caster->path_denied & spell->path_attuned) |
95 | // repell has no such quarrels |
178 | return 1; |
96 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
179 | |
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180 | new_level = spell->level |
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181 | + (caster->path_repelled & spell->path_attuned ? +2 : 0) |
97 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
182 | + (caster->path_attuned & spell->path_attuned ? -2 : 0); |
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183 | |
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184 | return max (1, new_level); |
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185 | } |
98 | } |
186 | |
99 | |
187 | /* This function returns the effective level the spell |
100 | /* This function returns the effective level the spell |
188 | * is being cast at. |
101 | * is being cast at. |
189 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
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190 | * This is because the new code compares casting_level against |
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191 | * min_caster_level, so the difference is effectively 4 |
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192 | */ |
102 | */ |
193 | int |
103 | int |
194 | caster_level (object *caster, object *spell) |
104 | casting_level (object *caster, object *spell) |
195 | { |
105 | { |
196 | int level = caster->level; |
106 | int level = caster->level; |
197 | |
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198 | /* If this is a player, try to find the matching skill */ |
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199 | if (caster->type == PLAYER && spell->skill) |
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200 | for (int i = 0; i < NUM_SKILLS; i++) |
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201 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
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202 | { |
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203 | level = caster->contr->last_skill_ob[i]->level; |
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204 | break; |
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205 | } |
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206 | |
107 | |
207 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
108 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
208 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
109 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
209 | { |
110 | { |
210 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
111 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
211 | int sk_level = skill ? skill->level : 1; |
112 | int sk_level = skill ? skill->level : 1; |
212 | |
113 | |
213 | level = MIN (level, sk_level + level / 10 + 1); |
114 | level = min (level, sk_level + level / 10 + 1); |
214 | } |
115 | } |
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116 | else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */ |
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117 | if (object *skill = caster->contr->find_skill (spell->skill)) |
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118 | level = skill->level; |
215 | |
119 | |
216 | /* Got valid caster level. Now adjust for attunement */ |
120 | int bonus = attuned_bonus (caster, spell, level); |
217 | level += caster->path_repelled & spell->path_attuned ? -2 : 0; |
121 | |
218 | level += caster->path_attuned & spell->path_attuned ? +2 : 0; |
122 | level += bonus; |
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123 | |
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124 | // now scale the effective level from the startinglevel..100 range to 1..100 |
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125 | if (level < 100) |
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126 | level = lerp (level, (int)spell->level, 100, 1, 100); |
219 | |
127 | |
220 | /* Always make this at least 1. If this is zero, we get divide by zero |
128 | /* Always make this at least 1. If this is zero, we get divide by zero |
221 | * errors in various places. |
129 | * errors in various places. |
222 | */ |
130 | */ |
223 | return max (level, 1); |
131 | return max (level, 1); |
… | |
… | |
232 | * caster is what is casting the spell, can be op. |
140 | * caster is what is casting the spell, can be op. |
233 | * spell is the spell object. |
141 | * spell is the spell object. |
234 | * Note that it is now possible for a spell to cost both grace and |
142 | * Note that it is now possible for a spell to cost both grace and |
235 | * mana. In that case, we return which ever value is higher. |
143 | * mana. In that case, we return which ever value is higher. |
236 | */ |
144 | */ |
237 | |
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238 | sint16 |
145 | sint16 |
239 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
146 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
240 | { |
147 | { |
241 | int sp, grace, level = caster_level (caster, spell); |
148 | int sp, grace, level = casting_level (caster, spell); |
242 | |
149 | |
243 | if (settings.spellpoint_level_depend == TRUE) |
150 | if (settings.spellpoint_level_depend == TRUE) |
244 | { |
151 | { |
245 | if (spell->stats.sp && spell->stats.maxsp) |
152 | if (spell->stats.sp && spell->stats.maxsp) |
246 | { |
153 | { |
… | |
… | |
267 | else |
174 | else |
268 | { |
175 | { |
269 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
176 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
270 | if (spell->stats.sp && !sp) |
177 | if (spell->stats.sp && !sp) |
271 | sp = 1; |
178 | sp = 1; |
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179 | |
272 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
180 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
273 | if (spell->stats.grace && !grace) |
181 | if (spell->stats.grace && !grace) |
274 | grace = 1; |
182 | grace = 1; |
275 | } |
183 | } |
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184 | |
276 | if (flags == SPELL_HIGHEST) |
185 | if (flags == SPELL_HIGHEST) |
277 | return MAX (sp, grace); |
186 | return MAX (sp, grace); |
278 | else if (flags == SPELL_GRACE) |
187 | else if (flags == SPELL_GRACE) |
279 | return grace; |
188 | return grace; |
280 | else if (flags == SPELL_MANA) |
189 | else if (flags == SPELL_MANA) |
… | |
… | |
284 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
193 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
285 | return 0; |
194 | return 0; |
286 | } |
195 | } |
287 | } |
196 | } |
288 | |
197 | |
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198 | /* |
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199 | * Return the effective casting level of the spell. |
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200 | * To make spells independent of their starting level, this function |
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201 | * scales the range spellstartlevel .. 100 into the range 1..100 |
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202 | */ |
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203 | static int |
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204 | SP_casting_level (object *caster, object *spell) |
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205 | { |
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206 | return casting_level (caster, spell); |
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207 | } |
289 | |
208 | |
290 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
209 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
291 | * spob is the spell we are adjusting. |
210 | * spob is the spell we are adjusting. |
292 | */ |
211 | */ |
293 | int |
212 | int |
294 | SP_level_dam_adjust (object *caster, object *spob) |
213 | SP_level_dam_adjust (object *caster, object *spob) |
295 | { |
214 | { |
296 | int level = caster_level (caster, spob); |
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297 | int adj = level - min_casting_level (caster, spob); |
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298 | |
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299 | if (adj < 0) |
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300 | adj = 0; |
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301 | if (spob->dam_modifier) |
215 | if (!spob->dam_modifier) |
302 | adj /= spob->dam_modifier; |
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303 | else |
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304 | adj = 0; |
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305 | return adj; |
216 | return 0; |
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217 | |
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218 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
306 | } |
219 | } |
307 | |
220 | |
308 | /* Adjust the strength of the spell based on level. |
221 | /* Adjust the strength of the spell based on level. |
309 | * This is basically the same as SP_level_dam_adjust above, |
222 | * This is basically the same as SP_level_dam_adjust above, |
310 | * but instead looks at the level_modifier value. |
223 | * but instead looks at the level_modifier value. |
311 | */ |
224 | */ |
312 | int |
225 | int |
313 | SP_level_duration_adjust (object *caster, object *spob) |
226 | SP_level_duration_adjust (object *caster, object *spob) |
314 | { |
227 | { |
315 | int level = caster_level (caster, spob); |
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316 | int adj = level - min_casting_level (caster, spob); |
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317 | |
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318 | if (adj < 0) |
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319 | adj = 0; |
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320 | if (spob->duration_modifier) |
228 | if (!spob->duration_modifier) |
321 | adj /= spob->duration_modifier; |
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322 | else |
|
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323 | adj = 0; |
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324 | |
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325 | return adj; |
229 | return 0; |
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230 | |
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231 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
326 | } |
232 | } |
327 | |
233 | |
328 | /* Adjust the strength of the spell based on level. |
234 | /* Adjust the strength of the spell based on level. |
329 | * This is basically the same as SP_level_dam_adjust above, |
235 | * This is basically the same as SP_level_dam_adjust above, |
330 | * but instead looks at the level_modifier value. |
236 | * but instead looks at the level_modifier value. |
331 | */ |
237 | */ |
332 | int |
238 | int |
333 | SP_level_range_adjust (object *caster, object *spob) |
239 | SP_level_range_adjust (object *caster, object *spob) |
334 | { |
240 | { |
335 | int level = caster_level (caster, spob); |
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336 | int adj = level - min_casting_level (caster, spob); |
|
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337 | |
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338 | if (adj < 0) |
|
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339 | adj = 0; |
|
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340 | if (spob->range_modifier) |
241 | if (!spob->range_modifier) |
341 | adj /= spob->range_modifier; |
|
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342 | else |
|
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343 | adj = 0; |
|
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344 | |
|
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345 | return adj; |
242 | return 0; |
|
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243 | |
|
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244 | return SP_casting_level (caster, spob) / spob->range_modifier; |
346 | } |
245 | } |
347 | |
246 | |
348 | /* Checks to see if player knows the spell. If the name is the same |
247 | /* Checks to see if player knows the spell. If the name is the same |
349 | * as an existing spell, we presume they know it. |
248 | * as an existing spell, we presume they know it. |
350 | * returns 1 if they know the spell, 0 if they don't. |
249 | * returns 1 if they know the spell, 0 if they don't. |
351 | */ |
250 | */ |
352 | object * |
251 | object * |
353 | check_spell_known (object *op, const char *name) |
252 | check_spell_known (object *op, const char *name) |
354 | { |
253 | { |
355 | object *spop; |
254 | object *spop; |
|
|
255 | shstr_cmp name_ (name); |
356 | |
256 | |
357 | for (spop = op->inv; spop; spop = spop->below) |
257 | for (spop = op->inv; spop; spop = spop->below) |
358 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
258 | if (spop->type == SPELL && spop->name == name) |
359 | return spop; |
259 | return spop; |
360 | |
260 | |
361 | return NULL; |
261 | return 0; |
362 | } |
262 | } |
363 | |
|
|
364 | |
263 | |
365 | /* |
264 | /* |
366 | * Look at object 'op' and see if they know the spell |
265 | * Look at object 'op' and see if they know the spell |
367 | * spname. This is pretty close to check_spell_known |
266 | * spname. This is pretty close to check_spell_known |
368 | * above, but it uses a looser matching mechanism. |
267 | * above, but it uses a looser matching mechanism. |
369 | * returns the matching spell object, or NULL. |
268 | * returns the matching spell object, or NULL. |
370 | * If we match multiple spells but don't get an |
269 | * If we match multiple spells but don't get an |
371 | * exact match, we also return NULL. |
270 | * exact match, we also return NULL. |
372 | */ |
271 | */ |
373 | |
|
|
374 | object * |
272 | object * |
375 | lookup_spell_by_name (object *op, const char *spname) |
273 | lookup_spell_by_name (object *op, const char *spname) |
376 | { |
274 | { |
377 | object *spob1 = NULL, *spob2 = NULL, *spob; |
275 | object *spob1 = 0, *spob2 = 0; |
378 | int nummatch = 0; |
276 | int nummatch = 0; |
379 | |
277 | |
380 | if (spname == NULL) |
278 | if (!spname) |
381 | return NULL; |
279 | return 0; |
382 | |
280 | |
383 | /* Try to find the spell. We store the results in spob1 |
281 | /* Try to find the spell. We store the results in spob1 |
384 | * and spob2 - spob1 is only taking the length of |
282 | * and spob2 - spob1 is only taking the length of |
385 | * the past spname, spob2 uses the length of the spell name. |
283 | * the past spname, spob2 uses the length of the spell name. |
386 | */ |
284 | */ |
387 | for (spob = op->inv; spob; spob = spob->below) |
285 | for (object *spob = op->inv; spob; spob = spob->below) |
388 | { |
286 | { |
389 | if (spob->type == SPELL) |
287 | if (spob->type == SPELL) |
390 | { |
288 | { |
|
|
289 | // TODO: WTF? |
391 | if (!strncmp (spob->name, spname, strlen (spname))) |
290 | if (!strncmp (spob->name, spname, strlen (spname))) |
392 | { |
291 | { |
393 | nummatch++; |
292 | nummatch++; |
394 | spob1 = spob; |
293 | spob1 = spob; |
395 | } |
294 | } |
… | |
… | |
400 | * fall into this category). It shouldn't be hard to |
299 | * fall into this category). It shouldn't be hard to |
401 | * make sure spell names don't overlap in that fashion. |
300 | * make sure spell names don't overlap in that fashion. |
402 | */ |
301 | */ |
403 | if (spob2) |
302 | if (spob2) |
404 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
303 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
|
|
304 | |
405 | spob2 = spob; |
305 | spob2 = spob; |
406 | } |
306 | } |
407 | } |
307 | } |
408 | } |
308 | } |
409 | /* if we have best match, return it. Otherwise, if we have one match |
309 | /* if we have best match, return it. Otherwise, if we have one match |
410 | * on the loser match, return that, otehrwise null |
310 | * on the loser match, return that, otehrwise null |
411 | */ |
311 | */ |
412 | if (spob2) |
312 | if (spob2) |
413 | return spob2; |
313 | return spob2; |
|
|
314 | |
414 | if (spob1 && nummatch == 1) |
315 | if (spob1 && nummatch == 1) |
415 | return spob1; |
316 | return spob1; |
|
|
317 | |
416 | return NULL; |
318 | return NULL; |
417 | } |
319 | } |
418 | |
320 | |
419 | /* reflwall - decides weither the (spell-)object sp_op will |
321 | /* reflwall - decides weither the (spell-)object sp_op will |
420 | * be reflected from the given mapsquare. Returns 1 if true. |
322 | * be reflected from the given mapsquare. Returns 1 if true. |
… | |
… | |
424 | * eg, updated for tiled maps. |
326 | * eg, updated for tiled maps. |
425 | */ |
327 | */ |
426 | int |
328 | int |
427 | reflwall (maptile *m, int x, int y, object *sp_op) |
329 | reflwall (maptile *m, int x, int y, object *sp_op) |
428 | { |
330 | { |
429 | object *op; |
|
|
430 | |
|
|
431 | if (OUT_OF_REAL_MAP (m, x, y)) |
331 | if (OUT_OF_REAL_MAP (m, x, y)) |
432 | return 0; |
332 | return 0; |
|
|
333 | |
433 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
334 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
434 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
335 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
435 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
336 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
436 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
337 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
437 | return 1; |
338 | return 1; |
438 | |
339 | |
… | |
… | |
459 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
360 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
460 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
361 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
461 | dir = 0; |
362 | dir = 0; |
462 | } |
363 | } |
463 | |
364 | |
|
|
365 | SET_FLAG (new_op, FLAG_IDENTIFIED); |
464 | op->map->insert (new_op, |
366 | op->map->insert (new_op, |
465 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
367 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
466 | op, |
368 | op, |
467 | dir ? 0 : INS_BELOW_ORIGINATOR); |
369 | dir ? 0 : INS_BELOW_ORIGINATOR); |
468 | |
370 | |
… | |
… | |
482 | { |
384 | { |
483 | if (!xy_normalise (m, x, y)) |
385 | if (!xy_normalise (m, x, y)) |
484 | return 0; |
386 | return 0; |
485 | |
387 | |
486 | mapspace &ms = m->at (x, y); |
388 | mapspace &ms = m->at (x, y); |
|
|
389 | ms.update (); |
487 | |
390 | |
488 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
391 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
489 | return 0; |
392 | return 0; |
490 | |
393 | |
491 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
394 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
… | |
… | |
527 | /* |
430 | /* |
528 | * Combine similar spell effects into one spell effect. Needed for |
431 | * Combine similar spell effects into one spell effect. Needed for |
529 | * performance reasons with meteor swarm and the like, but also for |
432 | * performance reasons with meteor swarm and the like, but also for |
530 | * playability reasons. |
433 | * playability reasons. |
531 | */ |
434 | */ |
532 | if (tmp->arch == op->arch |
435 | if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
533 | && tmp->type == op->type |
436 | && tmp->type == op->type |
534 | && tmp->subtype == op->subtype |
437 | && tmp->subtype == op->subtype |
535 | && tmp->owner == op->owner |
438 | && tmp->owner == op->owner |
536 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
439 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
537 | { |
440 | { |
… | |
… | |
558 | * dir: direction to fire in. |
461 | * dir: direction to fire in. |
559 | * spell: spell that is being fired. It uses other_arch for the archetype |
462 | * spell: spell that is being fired. It uses other_arch for the archetype |
560 | * to fire. |
463 | * to fire. |
561 | * returns 0 on failure, 1 on success. |
464 | * returns 0 on failure, 1 on success. |
562 | */ |
465 | */ |
563 | |
|
|
564 | int |
466 | int |
565 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
467 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
566 | { |
468 | { |
567 | object *tmp; |
|
|
568 | int mflags; |
|
|
569 | maptile *m; |
|
|
570 | |
|
|
571 | if (spell->other_arch == NULL) |
469 | if (!spell->other_arch) |
572 | return 0; |
470 | return 0; |
573 | |
471 | |
574 | m = op->map; |
472 | object *tmp = spell->other_arch->instance (); |
575 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
576 | if (mflags & P_OUT_OF_MAP) |
|
|
577 | { |
|
|
578 | return 0; |
|
|
579 | } |
|
|
580 | |
473 | |
581 | tmp = arch_to_object (spell->other_arch); |
474 | if (!tmp) |
582 | |
|
|
583 | if (tmp == NULL) |
|
|
584 | return 0; |
475 | return 0; |
585 | |
|
|
586 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
587 | { |
|
|
588 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
589 | tmp->destroy (); |
|
|
590 | return 0; |
|
|
591 | } |
|
|
592 | |
476 | |
593 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
477 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
594 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
478 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
595 | /* code in time.c uses food for some things, duration for others */ |
479 | /* code in time.c uses food for some things, duration for others */ |
596 | tmp->stats.food = tmp->duration; |
480 | tmp->stats.food = tmp->duration; |
597 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
481 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
598 | tmp->attacktype = spell->attacktype; |
482 | tmp->attacktype = spell->attacktype; |
599 | tmp->x = x; |
|
|
600 | tmp->y = y; |
|
|
601 | tmp->direction = dir; |
483 | tmp->direction = dir; |
602 | if (op->owner != NULL) |
|
|
603 | tmp->set_owner (op); |
484 | tmp->set_owner (op); |
604 | else |
|
|
605 | tmp->set_owner (op); |
|
|
606 | tmp->level = caster_level (caster, spell); |
485 | tmp->level = casting_level (caster, spell); |
607 | set_spell_skill (op, caster, spell, tmp); |
486 | set_spell_skill (op, caster, spell, tmp); |
608 | |
487 | |
609 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
488 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
610 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
489 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
611 | { |
|
|
612 | if (!tailor_god_spell (tmp, op)) |
490 | if (!tailor_god_spell (tmp, op)) |
613 | return 0; |
491 | return 0; |
614 | } |
492 | |
615 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
493 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
616 | SET_ANIMATION (tmp, dir); |
494 | SET_ANIMATION (tmp, dir); |
617 | |
495 | |
618 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
496 | if ((tmp = op->map->insert (tmp, x, y, op))) |
619 | move_spell_effect (tmp); |
497 | move_spell_effect (tmp); |
620 | |
498 | |
621 | return 1; |
499 | return 1; |
622 | } |
500 | } |
623 | |
501 | |
… | |
… | |
628 | ****************************************************************************/ |
506 | ****************************************************************************/ |
629 | void |
507 | void |
630 | regenerate_rod (object *rod) |
508 | regenerate_rod (object *rod) |
631 | { |
509 | { |
632 | if (rod->stats.hp < rod->stats.maxhp) |
510 | if (rod->stats.hp < rod->stats.maxhp) |
633 | { |
511 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
634 | rod->stats.hp += 1 + rod->stats.maxhp / 10; |
|
|
635 | |
|
|
636 | if (rod->stats.hp > rod->stats.maxhp) |
|
|
637 | rod->stats.hp = rod->stats.maxhp; |
|
|
638 | } |
|
|
639 | } |
512 | } |
640 | |
|
|
641 | |
513 | |
642 | void |
514 | void |
643 | drain_rod_charge (object *rod) |
515 | drain_rod_charge (object *rod) |
644 | { |
516 | { |
645 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
517 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
… | |
… | |
684 | if (!tmp) |
556 | if (!tmp) |
685 | tmp = op->ms ().player (); |
557 | tmp = op->ms ().player (); |
686 | |
558 | |
687 | return tmp; |
559 | return tmp; |
688 | } |
560 | } |
689 | |
|
|
690 | |
|
|
691 | |
561 | |
692 | /* raytrace: |
562 | /* raytrace: |
693 | * spell_find_dir(map, x, y, exclude) will search first the center square |
563 | * spell_find_dir(map, x, y, exclude) will search first the center square |
694 | * then some close squares in the given map at the given coordinates for |
564 | * then some close squares in the given map at the given coordinates for |
695 | * live objects. |
565 | * live objects. |
… | |
… | |
698 | * monsters/generators only. If not, the spell will hunt players only. |
568 | * monsters/generators only. If not, the spell will hunt players only. |
699 | * It returns the direction toward the first/closest live object if it finds |
569 | * It returns the direction toward the first/closest live object if it finds |
700 | * any, otherwise -1. |
570 | * any, otherwise -1. |
701 | * note that exclude can be NULL, in which case all bets are off. |
571 | * note that exclude can be NULL, in which case all bets are off. |
702 | */ |
572 | */ |
703 | |
|
|
704 | int |
573 | int |
705 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
574 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
706 | { |
575 | { |
707 | int i, max = SIZEOFFREE; |
576 | int i, max = SIZEOFFREE; |
708 | sint16 nx, ny; |
577 | sint16 nx, ny; |
… | |
… | |
735 | return freedir[i]; |
604 | return freedir[i]; |
736 | } |
605 | } |
737 | return -1; /* flag for "keep going the way you were" */ |
606 | return -1; /* flag for "keep going the way you were" */ |
738 | } |
607 | } |
739 | |
608 | |
740 | |
|
|
741 | |
|
|
742 | /* put_a_monster: puts a monster named monstername near by |
609 | /* put_a_monster: puts a monster named monstername near by |
743 | * op. This creates the treasures for the monsters, and |
610 | * op. This creates the treasures for the monsters, and |
744 | * also deals with multipart monsters properly. |
611 | * also deals with multipart monsters properly. |
745 | */ |
612 | */ |
746 | |
|
|
747 | void |
613 | void |
748 | put_a_monster (object *op, const char *monstername) |
614 | put_a_monster (object *op, const char *monstername) |
749 | { |
615 | { |
750 | object *tmp, *head = NULL, *prev = NULL; |
616 | object *tmp, *head = NULL, *prev = NULL; |
751 | archetype *at; |
617 | archetype *at; |
… | |
… | |
758 | |
624 | |
759 | /* find a free square nearby |
625 | /* find a free square nearby |
760 | * first we check the closest square for free squares |
626 | * first we check the closest square for free squares |
761 | */ |
627 | */ |
762 | |
628 | |
763 | dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); |
629 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
764 | if (dir != -1) |
630 | if (dir != -1) |
765 | { |
631 | { |
766 | /* This is basically grabbed for generate monster. Fixed 971225 to |
632 | /* This is basically grabbed for generate monster. Fixed 971225 to |
767 | * insert multipart monsters properly |
633 | * insert multipart monsters properly |
768 | */ |
634 | */ |
|
|
635 | //TODO: use expand_tail + ... |
769 | while (at != NULL) |
636 | while (at != NULL) |
770 | { |
637 | { |
771 | tmp = arch_to_object (at); |
638 | tmp = arch_to_object (at); |
772 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
639 | tmp->x = op->x + freearr_x[dir] + at->x; |
773 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
640 | tmp->y = op->y + freearr_y[dir] + at->y; |
774 | tmp->map = op->map; |
641 | tmp->map = op->map; |
775 | if (head) |
642 | if (head) |
776 | { |
643 | { |
777 | tmp->head = head; |
644 | tmp->head = head; |
778 | prev->more = tmp; |
645 | prev->more = tmp; |
779 | } |
646 | } |
|
|
647 | |
780 | if (!head) |
648 | if (!head) |
781 | head = tmp; |
649 | head = tmp; |
|
|
650 | |
782 | prev = tmp; |
651 | prev = tmp; |
|
|
652 | |
783 | at = at->more; |
653 | at = (archetype *)at->more; |
784 | } |
654 | } |
785 | |
655 | |
786 | if (head->randomitems) |
656 | if (head->randomitems) |
787 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
657 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
788 | |
658 | |
789 | insert_ob_in_map (head, op->map, op, 0); |
659 | insert_ob_in_map (head, op->map, op, 0); |
790 | |
660 | |
791 | /* thought it'd be cool to insert a burnout, too. */ |
661 | /* thought it'd be cool to insert a burnout, too. */ |
792 | op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
662 | op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
793 | } |
663 | } |
794 | } |
664 | } |
795 | |
665 | |
796 | /* peterm: function which summons hostile monsters and |
666 | /* peterm: function which summons hostile monsters and |
797 | * places them in nearby squares. |
667 | * places them in nearby squares. |
… | |
… | |
824 | { |
694 | { |
825 | int attacktype; |
695 | int attacktype; |
826 | int face; |
696 | int face; |
827 | } ATTACKS[22] = |
697 | } ATTACKS[22] = |
828 | { |
698 | { |
829 | { |
|
|
830 | AT_PHYSICAL, 0}, |
699 | { AT_PHYSICAL, 0}, |
831 | { |
|
|
832 | AT_PHYSICAL, 0}, /*face = explosion */ |
700 | { AT_PHYSICAL, 0}, /*face = explosion */ |
833 | { |
|
|
834 | AT_PHYSICAL, 0}, |
701 | { AT_PHYSICAL, 0}, |
835 | { |
|
|
836 | AT_MAGIC, 1}, |
702 | { AT_MAGIC, 1}, |
837 | { |
|
|
838 | AT_MAGIC, 1}, /* face = last-burnout */ |
703 | { AT_MAGIC, 1}, /* face = last-burnout */ |
839 | { |
|
|
840 | AT_MAGIC, 1}, |
704 | { AT_MAGIC, 1}, |
841 | { |
|
|
842 | AT_FIRE, 2}, |
705 | { AT_FIRE, 2}, |
843 | { |
|
|
844 | AT_FIRE, 2}, /* face = fire.... */ |
706 | { AT_FIRE, 2}, /* face = fire.... */ |
845 | { |
|
|
846 | AT_FIRE, 2}, |
707 | { AT_FIRE, 2}, |
847 | { |
|
|
848 | AT_ELECTRICITY, 3}, |
708 | { AT_ELECTRICITY, 3}, |
849 | { |
|
|
850 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
709 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
851 | { |
|
|
852 | AT_ELECTRICITY, 3}, |
710 | { AT_ELECTRICITY, 3}, |
853 | { |
|
|
854 | AT_COLD, 4}, |
711 | { AT_COLD, 4}, |
855 | { |
|
|
856 | AT_COLD, 4}, /* face=icestorm */ |
712 | { AT_COLD, 4}, /* face=icestorm */ |
857 | { |
|
|
858 | AT_COLD, 4}, |
713 | { AT_COLD, 4}, |
859 | { |
|
|
860 | AT_CONFUSION, 5}, |
714 | { AT_CONFUSION, 5}, |
861 | { |
|
|
862 | AT_POISON, 7}, |
715 | { AT_POISON, 7}, |
863 | { |
|
|
864 | AT_POISON, 7}, /* face = acid sphere. generator */ |
716 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
865 | { |
|
|
866 | AT_POISON, 7}, /* poisoncloud face */ |
717 | { AT_POISON, 7}, /* poisoncloud face */ |
867 | { |
|
|
868 | AT_SLOW, 8}, |
718 | { AT_SLOW, 8}, |
869 | { |
|
|
870 | AT_PARALYZE, 9}, |
719 | { AT_PARALYZE, 9}, |
871 | { |
|
|
872 | AT_FEAR, 10}}; |
720 | { AT_FEAR, 10}, |
873 | |
721 | }; |
874 | |
|
|
875 | |
722 | |
876 | /* shuffle_attack: peterm |
723 | /* shuffle_attack: peterm |
877 | * This routine shuffles the attack of op to one of the |
724 | * This routine shuffles the attack of op to one of the |
878 | * ones in the list. It does this at random. It also |
725 | * ones in the list. It does this at random. It also |
879 | * chooses a face appropriate to the attack that is |
726 | * chooses a face appropriate to the attack that is |
… | |
… | |
902 | { |
749 | { |
903 | SET_ANIMATION (op, ATTACKS[i].face); |
750 | SET_ANIMATION (op, ATTACKS[i].face); |
904 | } |
751 | } |
905 | } |
752 | } |
906 | |
753 | |
907 | |
|
|
908 | /* prayer_failure: This is called when a player fails |
754 | /* prayer_failure: This is called when a player fails |
909 | * at casting a prayer. |
755 | * at casting a prayer. |
910 | * op is the player. |
756 | * op is the player. |
911 | * failure is basically how much grace they had. |
757 | * failure is basically how much grace they had. |
912 | * power is how much grace the spell would normally take to cast. |
758 | * power is how much grace the spell would normally take to cast. |
913 | */ |
759 | */ |
914 | |
|
|
915 | void |
760 | void |
916 | prayer_failure (object *op, int failure, int power) |
761 | prayer_failure (object *op, int failure, int power) |
917 | { |
762 | { |
918 | const char *godname; |
763 | const char *godname; |
919 | object *tmp; |
764 | object *tmp; |
… | |
… | |
1024 | if (!spell_ob->other_arch) |
869 | if (!spell_ob->other_arch) |
1025 | { |
870 | { |
1026 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
871 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
1027 | return 0; |
872 | return 0; |
1028 | } |
873 | } |
|
|
874 | |
1029 | spell = arch_to_object (spell_ob->other_arch); |
875 | spell = arch_to_object (spell_ob->other_arch); |
1030 | |
876 | |
1031 | /* Always cast spell on caster */ |
877 | /* Always cast spell on caster */ |
1032 | success = cast_spell (op, caster, dir, spell, stringarg); |
878 | success = cast_spell (op, caster, dir, spell, stringarg); |
1033 | |
879 | |
1034 | if (caster->contr->party == NULL) |
880 | if (caster->contr->party == NULL) |
1035 | { |
881 | { |
1036 | spell->remove (); |
882 | spell->remove (); |
1037 | return success; |
883 | return success; |
1038 | } |
884 | } |
|
|
885 | |
1039 | for_all_players (pl) |
886 | for_all_players (pl) |
1040 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
887 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
1041 | { |
|
|
1042 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
888 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
1043 | } |
889 | |
1044 | spell->remove (); |
890 | spell->remove (); |
1045 | return success; |
891 | return success; |
1046 | } |
892 | } |
1047 | |
893 | |
1048 | /* This is where the main dispatch when someone casts a spell. |
894 | /* This is where the main dispatch when someone casts a spell. |
… | |
… | |
1070 | * |
916 | * |
1071 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
917 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1072 | * this function will decrease the mana/grace appropriately. For other |
918 | * this function will decrease the mana/grace appropriately. For other |
1073 | * objects, the caller should do what it considers appropriate. |
919 | * objects, the caller should do what it considers appropriate. |
1074 | */ |
920 | */ |
1075 | |
|
|
1076 | int |
921 | int |
1077 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
922 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1078 | { |
923 | { |
1079 | const char *godname; |
924 | const char *godname; |
1080 | int success = 0, mflags, cast_level = 0, old_shoottype; |
925 | int success = 0; |
1081 | object *skill = NULL; |
926 | object *skill = NULL; |
1082 | |
|
|
1083 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
|
|
1084 | |
927 | |
1085 | if (!spell_ob) |
928 | if (!spell_ob) |
1086 | { |
929 | { |
1087 | LOG (llevError, "cast_spell: null spell object passed\n"); |
930 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1088 | return 0; |
931 | return 0; |
… | |
… | |
1116 | * need to have the right skill pointer passed, so we need to |
959 | * need to have the right skill pointer passed, so we need to |
1117 | * at least process that code. |
960 | * at least process that code. |
1118 | */ |
961 | */ |
1119 | if (op->type == PLAYER && op == caster) |
962 | if (op->type == PLAYER && op == caster) |
1120 | { |
963 | { |
1121 | cast_level = caster_level (caster, spell_ob); |
|
|
1122 | if (spell_ob->skill) |
964 | if (spell_ob->skill) |
1123 | { |
965 | { |
1124 | skill = find_skill_by_name (op, spell_ob->skill); |
966 | skill = find_skill_by_name (op, spell_ob->skill); |
|
|
967 | |
1125 | if (!skill) |
968 | if (!skill) |
1126 | { |
969 | { |
1127 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
970 | op->failmsg (format ("You need the skill %s to cast %s! " |
|
|
971 | "H<You either need to learn the skill via a skill scroll " |
|
|
972 | "or you need to wear a talisman or holy symbol.>", |
|
|
973 | &spell_ob->skill, &spell_ob->name)); |
1128 | return 0; |
974 | return 0; |
1129 | } |
975 | } |
1130 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
976 | |
|
|
977 | const char *msg = ""; |
|
|
978 | |
|
|
979 | int caster_level = skill->level; |
|
|
980 | |
|
|
981 | if (op->path_attuned & spell_ob->path_attuned) |
1131 | { |
982 | { |
1132 | new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); |
983 | caster_level += min (caster_level, ATTUNE_REPELL); |
|
|
984 | msg = " (attuned)"; |
|
|
985 | } |
|
|
986 | |
|
|
987 | if (op->path_repelled & spell_ob->path_attuned) |
|
|
988 | { |
|
|
989 | caster_level -= ATTUNE_REPELL; // negative is ok |
|
|
990 | msg = " (repelled)"; |
|
|
991 | } |
|
|
992 | |
|
|
993 | if (spell_ob->level > caster_level) |
|
|
994 | { |
|
|
995 | op->failmsg (format ("You lack enough skill to cast that spell! " |
|
|
996 | "H<Your effective cast level is %d%s, but level %d is required.>", |
|
|
997 | caster_level, msg, spell_ob->level)); |
|
|
998 | if (!op->is_wiz ()) |
1133 | return 0; |
999 | return 0; |
1134 | } |
1000 | } |
1135 | } |
1001 | } |
|
|
1002 | |
1136 | /* If the caster is the wiz, they don't ever fail, and don't have |
1003 | /* If the caster is the wiz, they don't ever fail, and don't have |
1137 | * to have sufficient grace/mana. |
1004 | * to have sufficient grace/mana. |
1138 | */ |
1005 | */ |
1139 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1006 | if (!QUERY_FLAG (op, FLAG_WIZCAST)) |
1140 | { |
1007 | { |
1141 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1008 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1142 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1009 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1143 | { |
1010 | { |
1144 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1011 | op->failmsg ("You don't have enough mana!"); |
1145 | return 0; |
1012 | return 0; |
1146 | } |
1013 | } |
1147 | |
1014 | |
1148 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1015 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1149 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1016 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1150 | { |
1017 | { |
1151 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1018 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1152 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1019 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1153 | { |
|
|
1154 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); |
1020 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1155 | } |
|
|
1156 | else |
1021 | else |
1157 | { |
1022 | { |
1158 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1023 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1159 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1024 | op->failmsg (format ("%s ignores your prayer.", godname)); |
1160 | return 0; |
1025 | return 0; |
1161 | } |
1026 | } |
1162 | } |
1027 | } |
1163 | |
1028 | |
1164 | /* player/monster is trying to cast the spell. might fumble it */ |
1029 | /* player/monster is trying to cast the spell. might fumble it */ |
1165 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1030 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1166 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1031 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1167 | { |
1032 | { |
1168 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1033 | op->contr->play_sound (sound_find ("fumble_spell")); |
1169 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1034 | op->failmsg ("You fumble the prayer."); |
1170 | |
|
|
1171 | if (settings.casting_time == TRUE) |
|
|
1172 | op->casting_time = -1; |
|
|
1173 | |
1035 | |
1174 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1036 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1175 | return 0; |
1037 | return 0; |
1176 | } |
1038 | } |
1177 | else if (spell_ob->stats.sp) |
1039 | else if (spell_ob->stats.sp) |
1178 | { |
1040 | { |
1179 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1041 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1180 | |
1042 | |
1181 | if (failure < 0) |
1043 | if (failure < 0) |
1182 | { |
1044 | { |
1183 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1045 | op->failmsg ("You bungle the spell because you have too much heavy equipment in use."); |
1184 | if (settings.spell_failure_effects == TRUE) |
1046 | if (settings.spell_failure_effects == TRUE) |
1185 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1047 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1186 | op->contr->shoottype = (rangetype) old_shoottype; |
1048 | |
1187 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1049 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1188 | return 0; |
1050 | return 0; |
1189 | } |
1051 | } |
1190 | } |
1052 | } |
1191 | } |
1053 | } |
1192 | } |
1054 | } |
1193 | |
1055 | |
1194 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1056 | int mflags = op->ms ().flags (); |
1195 | |
1057 | |
1196 | /* See if we can cast a spell here. If the caster and op are |
1058 | /* See if we can cast a spell here. If the caster and op are |
1197 | * not alive, then this would mean that the mapmaker put the |
1059 | * not alive, then this would mean that the mapmaker put the |
1198 | * objects on the space - presume that they know what they are |
1060 | * objects on the space - presume that they know what they are |
1199 | * doing. |
1061 | * doing. |
1200 | */ |
1062 | */ |
1201 | |
1063 | |
1202 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1064 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1203 | { |
1065 | { |
1204 | new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); |
1066 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1205 | return 0; |
1067 | return 0; |
1206 | } |
1068 | } |
1207 | |
1069 | |
1208 | if ((spell_ob->type == SPELL) |
1070 | if ((spell_ob->type == SPELL) |
1209 | && (caster->type != POTION) |
1071 | && (caster->type != POTION) |
… | |
… | |
1214 | { |
1076 | { |
1215 | if (op->type != PLAYER) |
1077 | if (op->type != PLAYER) |
1216 | return 0; |
1078 | return 0; |
1217 | |
1079 | |
1218 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1080 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1219 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1081 | op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); |
1220 | else |
1082 | else if (object *item = op->contr->ranged_ob) |
1221 | switch (op->contr->shoottype) |
|
|
1222 | { |
1083 | { |
1223 | case range_magic: |
1084 | if (item->type == SPELL) |
1224 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1085 | op->failmsg ("Something blocks your spellcasting."); |
1225 | break; |
1086 | else if (item->type == SCROLL) |
1226 | case range_misc: |
1087 | op->failmsg ("Something blocks the magic of your scroll."); |
1227 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1228 | break; |
|
|
1229 | case range_golem: |
|
|
1230 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
|
|
1231 | break; |
|
|
1232 | default: |
|
|
1233 | break; |
|
|
1234 | } |
|
|
1235 | return 0; |
|
|
1236 | } |
|
|
1237 | |
|
|
1238 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
|
|
1239 | { |
|
|
1240 | if (op->casting_time == -1) |
|
|
1241 | { /* begin the casting */ |
|
|
1242 | op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
|
|
1243 | op->spell = spell_ob; |
|
|
1244 | /* put the stringarg into the object struct so that when the |
|
|
1245 | * spell is actually cast, it knows about the stringarg. |
|
|
1246 | * necessary for the invoke command spells. |
|
|
1247 | */ |
|
|
1248 | if (stringarg) |
|
|
1249 | { |
|
|
1250 | op->spellarg = strdup (stringarg); |
|
|
1251 | } |
|
|
1252 | else |
1088 | else |
1253 | op->spellarg = NULL; |
1089 | op->failmsg ("Something blocks the magic of your item."); |
1254 | return 0; |
|
|
1255 | } |
|
|
1256 | else if (op->casting_time != 0) |
|
|
1257 | { |
|
|
1258 | if (op->type == PLAYER) |
|
|
1259 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
|
|
1260 | return 0; |
|
|
1261 | } |
1090 | } |
1262 | else |
1091 | else |
1263 | { /* casting_time == 0 */ |
1092 | op->failmsg ("Something blocks the spell!"); |
1264 | op->casting_time = -1; |
1093 | |
1265 | spell_ob = op->spell; |
1094 | return 0; |
1266 | stringarg = op->spellarg; |
|
|
1267 | } |
|
|
1268 | } |
|
|
1269 | else |
|
|
1270 | { |
1095 | } |
|
|
1096 | |
1271 | /* Take into account how long it takes to cast the spell. |
1097 | /* Take into account how long it takes to cast the spell. |
1272 | * if the player is casting it, then we use the time in |
1098 | * if the player is casting it, then we use the time in |
1273 | * the spell object. If it is a spell object, have it |
1099 | * the spell object. If it is a spell object, have it |
1274 | * take two ticks. Things that cast spells on the players |
1100 | * take two ticks. Things that cast spells on the players |
1275 | * behalf (eg, altars, and whatever else) shouldn't cost |
1101 | * behalf (eg, altars, and whatever else) shouldn't cost |
1276 | * the player any time. |
1102 | * the player any time. |
1277 | * Ignore casting time for firewalls |
1103 | * Ignore casting time for firewalls |
|
|
1104 | */ |
|
|
1105 | if (caster == op && caster->type != FIREWALL) |
|
|
1106 | { |
|
|
1107 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1108 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1109 | * put a lower limit so that the player isn't stuck here too long |
1278 | */ |
1110 | */ |
1279 | if (caster == op && caster->type != FIREWALL) |
|
|
1280 | { |
|
|
1281 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1282 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1283 | * put a lower limit so that the player isn't stuck here too long |
|
|
1284 | */ |
|
|
1285 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1111 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1286 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1112 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1287 | } |
1113 | } |
1288 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1114 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1289 | { |
|
|
1290 | op->speed_left -= 2 * FABS (op->speed); |
1115 | op->speed_left -= 2 * FABS (op->speed); |
1291 | } |
|
|
1292 | } |
|
|
1293 | |
1116 | |
1294 | if (op->type == PLAYER && op == caster) |
1117 | if (op->type == PLAYER && op == caster) |
1295 | { |
1118 | { |
1296 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1119 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1297 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1120 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1304 | if (op != caster && !skill && caster->skill) |
1127 | if (op != caster && !skill && caster->skill) |
1305 | { |
1128 | { |
1306 | skill = find_skill_by_name (op, caster->skill); |
1129 | skill = find_skill_by_name (op, caster->skill); |
1307 | if (!skill) |
1130 | if (!skill) |
1308 | { |
1131 | { |
1309 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1132 | op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); |
1310 | return 0; |
1133 | return 0; |
1311 | } |
1134 | } |
|
|
1135 | |
1312 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
1136 | op->change_skill (skill); /* needed for proper exp credit */ |
1313 | } |
1137 | } |
|
|
1138 | |
|
|
1139 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1140 | return RESULT_INT (0); |
1314 | |
1141 | |
1315 | switch (spell_ob->subtype) |
1142 | switch (spell_ob->subtype) |
1316 | { |
1143 | { |
1317 | /* The order of case statements is same as the order they show up |
1144 | /* The order of case statements is same as the order they show up |
1318 | * in in spells.h. |
1145 | * in in spells.h. |
1319 | */ |
1146 | */ |
1320 | case SP_RAISE_DEAD: |
1147 | case SP_RAISE_DEAD: |
1321 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1148 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1322 | break; |
1149 | break; |
1323 | |
1150 | |
1324 | case SP_RUNE: |
1151 | case SP_RUNE: |
… | |
… | |
1352 | case SP_SMITE: |
1179 | case SP_SMITE: |
1353 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1180 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1354 | break; |
1181 | break; |
1355 | |
1182 | |
1356 | case SP_MAGIC_MISSILE: |
1183 | case SP_MAGIC_MISSILE: |
1357 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1184 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1358 | break; |
1185 | break; |
1359 | |
1186 | |
1360 | case SP_SUMMON_GOLEM: |
1187 | case SP_SUMMON_GOLEM: |
1361 | success = summon_golem (op, caster, dir, spell_ob); |
1188 | success = summon_golem (op, caster, dir, spell_ob); |
1362 | old_shoottype = range_golem; |
|
|
1363 | break; |
1189 | break; |
1364 | |
1190 | |
1365 | case SP_DIMENSION_DOOR: |
1191 | case SP_DIMENSION_DOOR: |
1366 | /* dimension door needs the actual caster, because that is what is |
1192 | /* dimension door needs the actual caster, because that is what is |
1367 | * moved. |
1193 | * moved. |
… | |
… | |
1440 | #ifdef NO_POLYMORPH |
1266 | #ifdef NO_POLYMORPH |
1441 | /* Not great, but at least provide feedback so if players do have |
1267 | /* Not great, but at least provide feedback so if players do have |
1442 | * polymorph (ie, find it as a preset item or left over from before |
1268 | * polymorph (ie, find it as a preset item or left over from before |
1443 | * it was disabled), they get some feedback. |
1269 | * it was disabled), they get some feedback. |
1444 | */ |
1270 | */ |
1445 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1271 | op->failmsg ("The spell fizzles!"); |
1446 | success = 0; |
1272 | success = 0; |
1447 | #else |
1273 | #else |
1448 | success = cast_polymorph (op, caster, spell_ob, dir); |
1274 | success = cast_polymorph (op, caster, spell_ob, dir); |
1449 | #endif |
1275 | #endif |
1450 | break; |
1276 | break; |
… | |
… | |
1470 | break; |
1296 | break; |
1471 | |
1297 | |
1472 | case SP_MOVING_BALL: |
1298 | case SP_MOVING_BALL: |
1473 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1299 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1474 | { |
1300 | { |
1475 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); |
1301 | op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); |
1476 | success = 0; |
1302 | success = 0; |
1477 | } |
1303 | } |
1478 | else |
1304 | else |
1479 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1305 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1480 | break; |
1306 | break; |
1481 | |
1307 | |
1482 | case SP_SWARM: |
1308 | case SP_SWARM: |
1483 | success = fire_swarm (op, caster, spell_ob, dir); |
1309 | success = fire_swarm (op, caster, spell_ob, dir); |
1484 | break; |
1310 | break; |
… | |
… | |
1500 | success = cast_consecrate (op, caster, spell_ob); |
1326 | success = cast_consecrate (op, caster, spell_ob); |
1501 | break; |
1327 | break; |
1502 | |
1328 | |
1503 | case SP_ANIMATE_WEAPON: |
1329 | case SP_ANIMATE_WEAPON: |
1504 | success = animate_weapon (op, caster, spell_ob, dir); |
1330 | success = animate_weapon (op, caster, spell_ob, dir); |
1505 | old_shoottype = range_golem; |
|
|
1506 | break; |
1331 | break; |
1507 | |
1332 | |
1508 | case SP_LIGHT: |
1333 | case SP_LIGHT: |
1509 | success = cast_light (op, caster, spell_ob, dir); |
1334 | success = cast_light (op, caster, spell_ob, dir); |
1510 | break; |
1335 | break; |
… | |
… | |
1523 | |
1348 | |
1524 | case SP_AURA: |
1349 | case SP_AURA: |
1525 | success = create_aura (op, caster, spell_ob); |
1350 | success = create_aura (op, caster, spell_ob); |
1526 | break; |
1351 | break; |
1527 | |
1352 | |
1528 | case SP_TOWN_PORTAL: |
|
|
1529 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1530 | break; |
|
|
1531 | |
|
|
1532 | case SP_PARTY_SPELL: |
1353 | case SP_PARTY_SPELL: |
1533 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1354 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1534 | break; |
1355 | break; |
1535 | |
1356 | |
1536 | default: |
1357 | default: |
1537 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1538 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1358 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1539 | } |
|
|
1540 | |
|
|
1541 | /* FIXME - we need some better sound suppport */ |
|
|
1542 | // yes, for example, augment map info with the spell effect |
|
|
1543 | // so clients can calculate the sounds themselves |
|
|
1544 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
|
|
1545 | |
|
|
1546 | /* free the spell arg */ |
|
|
1547 | if (settings.casting_time == TRUE && stringarg) |
|
|
1548 | { |
1359 | } |
1549 | free (stringarg); |
1360 | |
1550 | stringarg = NULL; |
1361 | op->play_sound ( |
1551 | } |
1362 | success |
1552 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
1363 | ? spell_ob->sound |
1553 | * to something like use_magic_item, but you really want to be able to fire |
1364 | ? spell_ob->sound |
1554 | * it again. |
1365 | : sound_find ("spell_success") |
1555 | */ |
1366 | : sound_find ("fumble_spell") |
1556 | if (op->contr) |
1367 | ); |
1557 | op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1558 | |
1368 | |
1559 | return success; |
1369 | return success; |
1560 | } |
1370 | } |
1561 | |
1371 | |
1562 | |
|
|
1563 | /* This is called from time.c/process_object(). That function |
1372 | /* This is called from time.c/process_object(). That function |
1564 | * calls this for any SPELL_EFFECT type objects. This function |
1373 | * calls this for any SPELL_EFFECT type objects. This function |
1565 | * then dispatches them to the appropriate specific routines. |
1374 | * then dispatches them to the appropriate specific routines. |
1566 | */ |
1375 | */ |
1567 | void |
1376 | void |
1568 | move_spell_effect (object *op) |
1377 | move_spell_effect (object *op) |
1569 | { |
1378 | { |
… | |
… | |
1627 | check_bullet (op); |
1436 | check_bullet (op); |
1628 | return; |
1437 | return; |
1629 | } |
1438 | } |
1630 | } |
1439 | } |
1631 | |
1440 | |
1632 | /* This is called by move_apply. Basically, if someone |
1441 | /* This is called by move_apply. Basically, if someone |
1633 | * moves onto a spell effect and the walk_on or fly_on flags |
1442 | * moves onto a spell effect and the walk_on or fly_on flags |
1634 | * are set, this is called. This should only be called for |
1443 | * are set, this is called. This should only be called for |
1635 | * objects of the appropraite type. |
1444 | * objects of the appropriate type. |
1636 | */ |
1445 | */ |
1637 | void |
1446 | void |
1638 | apply_spell_effect (object *spell, object *victim) |
1447 | apply_spell_effect (object *spell, object *victim) |
1639 | { |
1448 | { |
1640 | switch (spell->subtype) |
1449 | switch (spell->subtype) |
… | |
… | |
1646 | |
1455 | |
1647 | case SP_MAGIC_MISSILE: |
1456 | case SP_MAGIC_MISSILE: |
1648 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1457 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1649 | { |
1458 | { |
1650 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1459 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1651 | |
|
|
1652 | if (!spell->destroyed ()) |
|
|
1653 | spell->destroy (); |
1460 | spell->destroy (); |
1654 | } |
1461 | } |
1655 | break; |
1462 | break; |
1656 | |
1463 | |
1657 | case SP_MOVING_BALL: |
1464 | case SP_MOVING_BALL: |
1658 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1465 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1659 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1466 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1660 | else if (victim->materialname) |
1467 | else if (victim->materialname) |
1661 | save_throw_object (victim, spell->attacktype, spell); |
1468 | save_throw_object (victim, spell->attacktype, spell); |
|
|
1469 | |
1662 | break; |
1470 | break; |
1663 | } |
1471 | } |
1664 | } |
1472 | } |
|
|
1473 | |