1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * This program is free software; you can redistribute it and/or modify |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
18 | * |
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19 | * You should have received a copy of the Affero GNU General Public License |
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20 | * and the GNU General Public License along with this program. If not, see |
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21 | * <http://www.gnu.org/licenses/>. |
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22 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
24 | |
25 | |
25 | #include <global.h> |
26 | #include <global.h> |
26 | #include <spells.h> |
27 | #include <spells.h> |
27 | #include <object.h> |
28 | #include <object.h> |
… | |
… | |
34 | /* This returns a random spell from 'ob'. If skill is set, then |
35 | /* This returns a random spell from 'ob'. If skill is set, then |
35 | * the spell must be of this skill, it can be NULL in which case all |
36 | * the spell must be of this skill, it can be NULL in which case all |
36 | * matching spells are used. |
37 | * matching spells are used. |
37 | */ |
38 | */ |
38 | object * |
39 | object * |
39 | find_random_spell_in_ob (object *ob, const char *skill) |
40 | find_random_spell_in_ob (object *ob, shstr_cmp skill) |
40 | { |
41 | { |
41 | int k = 0, s; |
42 | int k = 0, s; |
42 | object *tmp; |
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43 | |
43 | |
44 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
44 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
45 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
45 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
46 | k++; |
46 | k++; |
47 | |
47 | |
48 | /* No spells, no need to progess further */ |
48 | /* No spells, no need to progess further */ |
49 | if (!k) |
49 | if (!k) |
50 | return NULL; |
50 | return NULL; |
51 | |
51 | |
52 | s = RANDOM () % k; |
52 | s = rndm (k); |
53 | |
53 | |
54 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
54 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
55 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
55 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
56 | { |
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57 | if (!s) |
56 | if (!s) |
58 | return tmp; |
57 | return tmp; |
59 | else |
58 | else |
60 | s--; |
59 | s--; |
61 | } |
60 | |
62 | /* Should never get here, but just in case */ |
61 | /* Should never get here, but just in case */ |
63 | return NULL; |
62 | return 0; |
64 | } |
63 | } |
65 | |
64 | |
66 | /* Relatively simple function that gets used a lot. |
65 | /* Relatively simple function that gets used a lot. |
67 | * Basically, it sets up the skill pointer for the spell being |
66 | * Basically, it sets up the skill pointer for the spell being |
68 | * cast. If op is really casting the spell, then the skill |
67 | * cast. If op is really casting the spell, then the skill |
… | |
… | |
78 | dest->skill = spob->skill; |
77 | dest->skill = spob->skill; |
79 | else |
78 | else |
80 | dest->skill = caster->skill; |
79 | dest->skill = caster->skill; |
81 | } |
80 | } |
82 | |
81 | |
83 | /* init_spells: This should really be called check_spells, as that |
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84 | * is what it does. It goes through the spells looking for any |
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85 | * obvious errors. This was most useful in debugging when re-doing |
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86 | * all the spells to catch simple errors. To use it all the time |
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87 | * will result in it spitting out messages that aren't really errors. |
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88 | */ |
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89 | void |
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90 | init_spells (void) |
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91 | { |
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92 | #ifdef SPELL_DEBUG |
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93 | static int init_spells_done = 0; |
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94 | int i; |
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95 | archetype *at; |
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96 | |
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97 | if (init_spells_done) |
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98 | return; |
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99 | LOG (llevDebug, "Checking spells...\n"); |
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100 | |
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101 | for (at = first_archetype; at; at = at->next) |
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102 | { |
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103 | if (at->clone.type == SPELL) |
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104 | { |
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105 | if (at->clone.skill) |
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106 | { |
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107 | for (i = 1; i < NUM_SKILLS; i++) |
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108 | if (!strcmp (skill_names[i], at->clone.skill)) |
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109 | break; |
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110 | if (i == NUM_SKILLS) |
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111 | { |
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112 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
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113 | } |
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114 | } |
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115 | /* other_arch is already checked for in the loader */ |
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116 | } |
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117 | } |
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118 | |
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119 | i = 0; |
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120 | while (spell_mapping[i]) |
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121 | { |
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122 | if (!archetype::find (spell_mapping[i])) |
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123 | { |
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124 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
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125 | } |
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126 | i++; |
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127 | } |
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128 | LOG (llevDebug, "Checking spells completed.\n"); |
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129 | #endif |
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130 | } |
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131 | |
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132 | /* Dumps all the spells - now also dumps skill associated with the spell. |
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133 | * not sure what this would be used for, as the data seems pretty |
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134 | * minimal, but easy enough to keep around. |
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135 | */ |
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136 | void |
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137 | dump_spells (void) |
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138 | { |
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139 | archetype *at; |
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140 | |
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141 | for (at = first_archetype; at; at = at->next) |
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142 | { |
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143 | if (at->clone.type == SPELL) |
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144 | { |
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145 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
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146 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
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147 | } |
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148 | } |
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149 | } |
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150 | |
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151 | /* pretty basic function - basically just takes |
82 | /* pretty basic function - basically just takes |
152 | * an object, sets the x,y, and calls insert_ob_in_map |
83 | * an object, sets the x,y, and calls insert_ob_in_map |
153 | */ |
84 | */ |
154 | void |
85 | void |
155 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
86 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
156 | { |
87 | { |
157 | if (spob->other_arch) |
88 | if (spob->other_arch) |
158 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
89 | map->insert (spob->other_arch->instance (), x, y, originator); |
159 | } |
90 | } |
160 | |
91 | |
161 | /* |
92 | static int |
162 | * This function takes a caster and spell and presents the |
93 | attuned_bonus (object *caster, object *spell, int level) |
163 | * effective level the caster needs to be to cast the spell. |
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164 | * basically, it just adjusts the spell->level with attuned/repelled |
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165 | * spellpaths. Was called path_level_mod. |
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166 | * |
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167 | * caster is person casting the spell. |
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168 | * spell is the spell object. |
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169 | * Returns modified level. |
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170 | */ |
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171 | int |
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172 | min_casting_level (object *caster, object *spell) |
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173 | { |
94 | { |
174 | int new_level; |
95 | // compute the attuned/repelled bonus |
175 | |
96 | // attuned only increases up to 2 times the original level (i.e. bonus <= level) */ |
176 | if (caster->path_denied & spell->path_attuned) |
97 | // repell has no such quarrels |
177 | return 1; |
98 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
178 | |
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179 | new_level = spell->level |
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180 | + (caster->path_repelled & spell->path_attuned ? +2 : 0) |
99 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
181 | + (caster->path_attuned & spell->path_attuned ? -2 : 0); |
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182 | |
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183 | return max (1, new_level); |
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184 | } |
100 | } |
185 | |
101 | |
186 | /* This function returns the effective level the spell |
102 | /* This function returns the effective level the spell |
187 | * is being cast at. |
103 | * is being cast at. |
188 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
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189 | * This is because the new code compares casting_level against |
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190 | * min_caster_level, so the difference is effectively 4 |
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191 | */ |
104 | */ |
192 | int |
105 | int |
193 | caster_level (object *caster, object *spell) |
106 | casting_level (object *caster, object *spell) |
194 | { |
107 | { |
195 | int level = caster->level; |
108 | int level = caster->level; |
196 | |
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197 | /* If this is a player, try to find the matching skill */ |
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198 | if (caster->type == PLAYER && spell->skill) |
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199 | for (int i = 0; i < NUM_SKILLS; i++) |
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200 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
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201 | { |
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202 | level = caster->contr->last_skill_ob[i]->level; |
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203 | break; |
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204 | } |
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205 | |
109 | |
206 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
110 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
207 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
111 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
208 | { |
112 | { |
209 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
113 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
210 | int sk_level = skill ? skill->level : 1; |
114 | int sk_level = skill ? skill->level : 1; |
211 | |
115 | |
212 | level = MIN (level, sk_level + level / 10 + 1); |
116 | level = min (level, sk_level + level / 10 + 1); |
213 | } |
117 | } |
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118 | else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */ |
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119 | if (object *skill = caster->contr->find_skill (spell->skill)) |
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120 | level = skill->level; |
214 | |
121 | |
215 | /* Got valid caster level. Now adjust for attunement */ |
122 | int bonus = attuned_bonus (caster, spell, level); |
216 | level += caster->path_repelled & spell->path_attuned ? -2 : 0; |
123 | |
217 | level += caster->path_attuned & spell->path_attuned ? +2 : 0; |
124 | level += bonus; |
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125 | |
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126 | // now scale the effective level from the startinglevel..100 range to 1..100 |
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127 | if (level < 100) |
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128 | level = lerp (level, (int)spell->level, 100, 1, 100); |
218 | |
129 | |
219 | /* Always make this at least 1. If this is zero, we get divide by zero |
130 | /* Always make this at least 1. If this is zero, we get divide by zero |
220 | * errors in various places. |
131 | * errors in various places. |
221 | */ |
132 | */ |
222 | return max (level, 1); |
133 | return clamp (level, 1, settings.max_level); |
223 | } |
134 | } |
224 | |
135 | |
225 | /* The following function scales the spellpoint cost of |
136 | /* The following function scales the spellpoint cost of |
226 | * a spell by it's increased effectiveness. Some of the |
137 | * a spell by it's increased effectiveness. Some of the |
227 | * lower level spells become incredibly vicious at high |
138 | * lower level spells become incredibly vicious at high |
… | |
… | |
231 | * caster is what is casting the spell, can be op. |
142 | * caster is what is casting the spell, can be op. |
232 | * spell is the spell object. |
143 | * spell is the spell object. |
233 | * Note that it is now possible for a spell to cost both grace and |
144 | * Note that it is now possible for a spell to cost both grace and |
234 | * mana. In that case, we return which ever value is higher. |
145 | * mana. In that case, we return which ever value is higher. |
235 | */ |
146 | */ |
236 | |
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237 | sint16 |
147 | sint16 |
238 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
148 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
239 | { |
149 | { |
240 | int sp, grace, level = caster_level (caster, spell); |
150 | int sp, grace, level = casting_level (caster, spell); |
241 | |
151 | |
242 | if (settings.spellpoint_level_depend == TRUE) |
152 | if (settings.spellpoint_level_depend == TRUE) |
243 | { |
153 | { |
244 | if (spell->stats.sp && spell->stats.maxsp) |
154 | if (spell->stats.sp && spell->stats.maxsp) |
245 | { |
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246 | sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); |
155 | sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp)); |
247 | } |
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248 | else |
156 | else |
249 | sp = spell->stats.sp; |
157 | sp = spell->stats.sp; |
250 | |
158 | |
251 | sp *= (int) PATH_SP_MULT (caster, spell); |
159 | sp *= (int) PATH_SP_MULT (caster, spell); |
252 | if (!sp && spell->stats.sp) |
160 | if (!sp && spell->stats.sp) |
253 | sp = 1; |
161 | sp = 1; |
254 | |
162 | |
255 | if (spell->stats.grace && spell->stats.maxgrace) |
163 | if (spell->stats.grace && spell->stats.maxgrace) |
256 | { |
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257 | grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); |
164 | grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace)); |
258 | } |
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259 | else |
165 | else |
260 | grace = spell->stats.grace; |
166 | grace = spell->stats.grace; |
261 | |
167 | |
262 | grace *= (int) PATH_SP_MULT (caster, spell); |
168 | grace *= PATH_SP_MULT (caster, spell); |
263 | if (spell->stats.grace && !grace) |
169 | if (spell->stats.grace && !grace) |
264 | grace = 1; |
170 | grace = 1; |
265 | } |
171 | } |
266 | else |
172 | else |
267 | { |
173 | { |
268 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
174 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
269 | if (spell->stats.sp && !sp) |
175 | if (spell->stats.sp && !sp) |
270 | sp = 1; |
176 | sp = 1; |
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177 | |
271 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
178 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
272 | if (spell->stats.grace && !grace) |
179 | if (spell->stats.grace && !grace) |
273 | grace = 1; |
180 | grace = 1; |
274 | } |
181 | } |
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182 | |
275 | if (flags == SPELL_HIGHEST) |
183 | if (flags == SPELL_HIGHEST) |
276 | return MAX (sp, grace); |
184 | return max (sp, grace); |
277 | else if (flags == SPELL_GRACE) |
185 | else if (flags == SPELL_GRACE) |
278 | return grace; |
186 | return grace; |
279 | else if (flags == SPELL_MANA) |
187 | else if (flags == SPELL_MANA) |
280 | return sp; |
188 | return sp; |
281 | else |
189 | else |
… | |
… | |
283 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
191 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
284 | return 0; |
192 | return 0; |
285 | } |
193 | } |
286 | } |
194 | } |
287 | |
195 | |
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196 | /* |
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197 | * Return the effective casting level of the spell. |
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198 | * To make spells independent of their starting level, this function |
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199 | * scales the range spellstartlevel .. 100 into the range 1..100 |
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200 | */ |
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201 | static int |
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202 | SP_casting_level (object *caster, object *spell) |
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203 | { |
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204 | return casting_level (caster, spell); |
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205 | } |
288 | |
206 | |
289 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
207 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
290 | * spob is the spell we are adjusting. |
208 | * spob is the spell we are adjusting. |
291 | */ |
209 | */ |
292 | int |
210 | int |
293 | SP_level_dam_adjust (object *caster, object *spob) |
211 | SP_level_dam_adjust (object *caster, object *spob) |
294 | { |
212 | { |
295 | int level = caster_level (caster, spob); |
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296 | int adj = level - min_casting_level (caster, spob); |
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297 | |
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298 | if (adj < 0) |
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299 | adj = 0; |
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300 | if (spob->dam_modifier) |
213 | if (!spob->dam_modifier) |
301 | adj /= spob->dam_modifier; |
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302 | else |
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303 | adj = 0; |
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304 | return adj; |
214 | return 0; |
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215 | |
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216 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
305 | } |
217 | } |
306 | |
218 | |
307 | /* Adjust the strength of the spell based on level. |
219 | /* Adjust the strength of the spell based on level. |
308 | * This is basically the same as SP_level_dam_adjust above, |
220 | * This is basically the same as SP_level_dam_adjust above, |
309 | * but instead looks at the level_modifier value. |
221 | * but instead looks at the level_modifier value. |
310 | */ |
222 | */ |
311 | int |
223 | int |
312 | SP_level_duration_adjust (object *caster, object *spob) |
224 | SP_level_duration_adjust (object *caster, object *spob) |
313 | { |
225 | { |
314 | int level = caster_level (caster, spob); |
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315 | int adj = level - min_casting_level (caster, spob); |
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316 | |
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317 | if (adj < 0) |
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318 | adj = 0; |
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319 | if (spob->duration_modifier) |
226 | if (!spob->duration_modifier) |
320 | adj /= spob->duration_modifier; |
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321 | else |
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322 | adj = 0; |
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323 | |
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324 | return adj; |
227 | return 0; |
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228 | |
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229 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
325 | } |
230 | } |
326 | |
231 | |
327 | /* Adjust the strength of the spell based on level. |
232 | /* Adjust the strength of the spell based on level. |
328 | * This is basically the same as SP_level_dam_adjust above, |
233 | * This is basically the same as SP_level_dam_adjust above, |
329 | * but instead looks at the level_modifier value. |
234 | * but instead looks at the level_modifier value. |
330 | */ |
235 | */ |
331 | int |
236 | int |
332 | SP_level_range_adjust (object *caster, object *spob) |
237 | SP_level_range_adjust (object *caster, object *spob) |
333 | { |
238 | { |
334 | int level = caster_level (caster, spob); |
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335 | int adj = level - min_casting_level (caster, spob); |
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336 | |
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337 | if (adj < 0) |
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338 | adj = 0; |
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339 | if (spob->range_modifier) |
239 | if (!spob->range_modifier) |
340 | adj /= spob->range_modifier; |
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341 | else |
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342 | adj = 0; |
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343 | |
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344 | return adj; |
240 | return 0; |
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241 | |
|
|
242 | return SP_casting_level (caster, spob) / spob->range_modifier; |
345 | } |
243 | } |
346 | |
244 | |
347 | /* Checks to see if player knows the spell. If the name is the same |
245 | /* Checks to see if player knows the spell. If the name is the same |
348 | * as an existing spell, we presume they know it. |
246 | * as an existing spell, we presume they know it. |
349 | * returns 1 if they know the spell, 0 if they don't. |
247 | * returns 1 if they know the spell, 0 if they don't. |
350 | */ |
248 | */ |
351 | object * |
249 | object * |
352 | check_spell_known (object *op, const char *name) |
250 | check_spell_known (object *op, shstr_cmp name) |
353 | { |
251 | { |
354 | object *spop; |
252 | object *spop; |
355 | |
253 | |
356 | for (spop = op->inv; spop; spop = spop->below) |
254 | for (spop = op->inv; spop; spop = spop->below) |
357 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
255 | if (spop->type == SPELL && spop->name == name) |
358 | return spop; |
256 | return spop; |
359 | |
257 | |
360 | return NULL; |
258 | return 0; |
361 | } |
259 | } |
362 | |
260 | |
363 | |
261 | /* |
364 | /* |
|
|
365 | * Look at object 'op' and see if they know the spell |
262 | * Look at object 'op' and see if they know the spell |
366 | * spname. This is pretty close to check_spell_known |
263 | * spname. This is pretty close to check_spell_known |
367 | * above, but it uses a looser matching mechanism. |
264 | * above, but it uses a looser matching mechanism. |
368 | * returns the matching spell object, or NULL. |
265 | * returns the matching spell object, or NULL. |
369 | * If we match multiple spells but don't get an |
266 | * If we match multiple spells but don't get an |
370 | * exact match, we also return NULL. |
267 | * exact match, we also return NULL. |
371 | */ |
268 | */ |
372 | |
|
|
373 | object * |
269 | object * |
374 | lookup_spell_by_name (object *op, const char *spname) |
270 | object::find_spell (const_utf8_string prefix) const |
375 | { |
271 | { |
376 | object *spob1 = NULL, *spob2 = NULL, *spob; |
272 | if (shstr_cmp name = prefix) |
377 | int nummatch = 0; |
273 | { |
378 | |
274 | // case 1, match spell name exactly |
379 | if (spname == NULL) |
|
|
380 | return NULL; |
|
|
381 | |
|
|
382 | /* Try to find the spell. We store the results in spob1 |
|
|
383 | * and spob2 - spob1 is only taking the length of |
|
|
384 | * the past spname, spob2 uses the length of the spell name. |
|
|
385 | */ |
|
|
386 | for (spob = op->inv; spob; spob = spob->below) |
275 | for (object *spob = inv; spob; spob = spob->below) |
|
|
276 | if (spob->name == name && spob->type == SPELL) |
|
|
277 | return spob; |
387 | { |
278 | } |
|
|
279 | else |
|
|
280 | { |
|
|
281 | // case 2, match prefix |
|
|
282 | int len = strlen (prefix); |
|
|
283 | |
|
|
284 | for (object *spob = inv; spob; spob = spob->below) |
388 | if (spob->type == SPELL) |
285 | if (spob->type == SPELL |
389 | { |
286 | && spob->name.length () < len |
390 | if (!strncmp (spob->name, spname, strlen (spname))) |
287 | && prefix [spob->name.length ()] <= ' ' |
391 | { |
288 | && !memcmp (prefix, spob->name, spob->name.length ())) |
392 | nummatch++; |
|
|
393 | spob1 = spob; |
|
|
394 | } |
|
|
395 | else if (!strncmp (spob->name, spname, strlen (spob->name))) |
|
|
396 | { |
|
|
397 | /* if spells have ambiguous names, it makes matching |
|
|
398 | * really difficult. (eg, fire and fireball would |
|
|
399 | * fall into this category). It shouldn't be hard to |
|
|
400 | * make sure spell names don't overlap in that fashion. |
|
|
401 | */ |
|
|
402 | if (spob2) |
|
|
403 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
|
|
404 | spob2 = spob; |
|
|
405 | } |
|
|
406 | } |
|
|
407 | } |
|
|
408 | /* if we have best match, return it. Otherwise, if we have one match |
|
|
409 | * on the loser match, return that, otehrwise null |
|
|
410 | */ |
|
|
411 | if (spob2) |
|
|
412 | return spob2; |
289 | return spob; |
413 | if (spob1 && nummatch == 1) |
290 | } |
414 | return spob1; |
291 | |
415 | return NULL; |
292 | return 0; |
416 | } |
293 | } |
417 | |
294 | |
418 | /* reflwall - decides weither the (spell-)object sp_op will |
295 | /* reflwall - decides weither the (spell-)object sp_op will |
419 | * be reflected from the given mapsquare. Returns 1 if true. |
296 | * be reflected from the given mapsquare. Returns 1 if true. |
420 | * (Note that for living creatures there is a small chance that |
297 | * (Note that for living creatures there is a small chance that |
… | |
… | |
423 | * eg, updated for tiled maps. |
300 | * eg, updated for tiled maps. |
424 | */ |
301 | */ |
425 | int |
302 | int |
426 | reflwall (maptile *m, int x, int y, object *sp_op) |
303 | reflwall (maptile *m, int x, int y, object *sp_op) |
427 | { |
304 | { |
428 | object *op; |
|
|
429 | |
|
|
430 | if (OUT_OF_REAL_MAP (m, x, y)) |
305 | if (OUT_OF_REAL_MAP (m, x, y)) |
431 | return 0; |
306 | return 0; |
|
|
307 | |
432 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
308 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
433 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
309 | if (op->flag [FLAG_REFL_SPELL] |
434 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
310 | && (!op->flag [FLAG_ALIVE] |
435 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
311 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
436 | return 1; |
312 | return 1; |
437 | |
313 | |
438 | return 0; |
314 | return 0; |
439 | } |
315 | } |
440 | |
316 | |
441 | /* cast_create_object: creates object new_op in direction dir |
317 | /* cast_create_object: creates object new_op in direction dir |
442 | * or if that is blocked, beneath the player (op). |
318 | * or if that is blocked, beneath the player (op). |
443 | * we pass 'caster', but don't use it for anything. |
319 | * we pass 'caster', but don't use it for anything. |
444 | * This is really just a simple wrapper function . |
320 | * This is really just a simple wrapper function . |
445 | * returns the direction that the object was actually placed |
321 | * returns true to indicate whether the operation was successful. |
446 | * in. |
322 | * destroys the object is unsuccessful. |
447 | */ |
323 | */ |
448 | int |
324 | bool |
449 | cast_create_obj (object *op, object *caster, object *new_op, int dir) |
325 | cast_create_obj (object *op, object *caster, object *new_op, int dir) |
450 | { |
326 | { |
451 | maptile *m; |
327 | mapxy pos (op); |
452 | sint16 sx, sy; |
328 | pos.move (dir); |
453 | |
329 | |
454 | if (dir && |
330 | if (!pos.normalise () |
455 | ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || |
331 | || pos->blocks (op) // perversely enough, we check if the palyer can reach that space |
456 | OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) |
332 | || !new_op->can_drop_at (pos.m, pos.x, pos.y) |
457 | { |
333 | ) |
458 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
|
|
459 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
|
|
460 | dir = 0; |
|
|
461 | } |
334 | { |
|
|
335 | op->failmsg ("Your spell fizzles! H<Something is in the way.>"); |
|
|
336 | new_op->destroy (); |
|
|
337 | return 0; |
|
|
338 | } |
462 | |
339 | |
463 | op->map->insert (new_op, |
340 | new_op->set_flag (FLAG_IDENTIFIED); |
464 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
|
|
465 | op, |
|
|
466 | dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
467 | |
341 | |
|
|
342 | pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
343 | |
468 | return dir; |
344 | return 1; |
|
|
345 | } |
|
|
346 | |
|
|
347 | static bool |
|
|
348 | mergable_owner (object *o1, object *o2) |
|
|
349 | { |
|
|
350 | if (o1 == o2) |
|
|
351 | return 1; |
|
|
352 | |
|
|
353 | if (!o1 || !o2) |
|
|
354 | return 0; |
|
|
355 | |
|
|
356 | if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY]) |
|
|
357 | return 0; |
|
|
358 | |
|
|
359 | if (o1->is_player () || o2->is_player ()) |
|
|
360 | return 0; |
|
|
361 | |
|
|
362 | return 1; |
469 | } |
363 | } |
470 | |
364 | |
471 | /* Returns true if it is ok to put spell *op on the space/may provided. |
365 | /* Returns true if it is ok to put spell *op on the space/may provided. |
472 | * immune_stop is basically the attacktype of the spell (why |
366 | * immune_stop is basically the attacktype of the spell (why |
473 | * passed as a different value, not sure of). If immune_stop |
367 | * passed as a different value, not sure of). If immune_stop |
474 | * has the AT_MAGIC bit set, and there is a counterwall |
368 | * has the AT_MAGIC bit set, and there is a counterwall |
475 | * on the space, the object doesn't get placed. if immune stop |
369 | * on the space, the object doesn't get placed. if immune stop |
476 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
370 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
477 | * |
|
|
478 | */ |
371 | */ |
479 | int |
372 | int |
480 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
373 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
481 | { |
374 | { |
482 | if (!xy_normalise (m, x, y)) |
375 | if (!xy_normalise (m, x, y)) |
483 | return 0; |
376 | return 0; |
484 | |
377 | |
485 | mapspace &ms = m->at (x, y); |
378 | mapspace &ms = m->at (x, y); |
|
|
379 | ms.update (); |
486 | |
380 | |
487 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
381 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
488 | return 0; |
382 | return 0; |
489 | |
383 | |
|
|
384 | int max_effects = 5; // max. number of similar spells per mapspace |
|
|
385 | |
490 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
386 | for (object *tmp = ms.top; tmp; tmp = tmp->below) |
491 | { |
387 | { |
492 | /* If there is a counterspell on the space, and this |
388 | /* If there is a counterspell on the space, and this |
493 | * object is using magic, don't progress. I believe we could |
389 | * object is using magic, don't progress. I believe we could |
494 | * leave this out and let in progress, and other areas of the code |
390 | * leave this out and let in progress, and other areas of the code |
495 | * will then remove it, but that would seem to to use more |
391 | * will then remove it, but that would seem to to use more |
… | |
… | |
497 | * on top of a counterwall spell (may hit the player before being |
393 | * on top of a counterwall spell (may hit the player before being |
498 | * removed.) On the other hand, it may be more dramatic for the |
394 | * removed.) On the other hand, it may be more dramatic for the |
499 | * spell to actually hit the counterwall and be sucked up. |
395 | * spell to actually hit the counterwall and be sucked up. |
500 | */ |
396 | */ |
501 | if ((tmp->attacktype & AT_COUNTERSPELL) |
397 | if ((tmp->attacktype & AT_COUNTERSPELL) |
502 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
398 | && !tmp->flag [FLAG_MONSTER] |
503 | && (tmp->type != PLAYER) |
399 | && (tmp->type != PLAYER) |
504 | && (tmp->type != WEAPON) |
400 | && (tmp->type != WEAPON) |
505 | && (tmp->type != BOW) |
401 | && (tmp->type != BOW) |
506 | && (tmp->type != ARROW) |
402 | && (tmp->type != ARROW) |
507 | && (tmp->type != GOLEM) |
403 | && (tmp->type != GOLEM) |
508 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
404 | && !tmp->flag [FLAG_IS_FLOOR] // XXX: |
509 | // we special case floor here because there |
405 | // we special case floor here because there |
510 | // are sometimes spell effect floors |
406 | // are sometimes spell effect floors |
511 | // which are used to inflict damage |
407 | // which are used to inflict damage |
512 | // (and those shouldn't go away from |
408 | // (and those shouldn't go away from |
513 | // sanctuary) see also: permanent lava |
409 | // sanctuary) see also: permanent lava |
514 | && (immune_stop & AT_MAGIC)) |
410 | && (immune_stop & AT_MAGIC)) |
515 | return 0; |
411 | return 0; |
516 | |
412 | |
517 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
518 | * limits one spell effect per space per spell. This is definately |
|
|
519 | * needed for performance reasons, and just for playability I believe. |
|
|
520 | * there are no such things as multispaced spells right now, so |
|
|
521 | * we don't need to worry about the head. |
|
|
522 | */ |
|
|
523 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
|
|
524 | return 0; |
|
|
525 | |
|
|
526 | /* |
|
|
527 | * Combine similar spell effects into one spell effect. Needed for |
|
|
528 | * performance reasons with meteor swarm and the like, but also for |
|
|
529 | * playability reasons. |
|
|
530 | */ |
|
|
531 | if (tmp->arch == op->arch |
|
|
532 | && tmp->type == op->type |
413 | if (tmp->type == op->type) |
533 | && tmp->subtype == op->subtype |
|
|
534 | && tmp->owner == op->owner |
|
|
535 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
536 | { |
414 | { |
537 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
415 | if (tmp->subtype == op->subtype |
538 | tmp->range = MAX (tmp->range, op->range); |
416 | && tmp->arch == op->arch /* no harm if not comparing by name here */) |
539 | tmp->duration = MAX (tmp->duration, op->duration); |
417 | { |
|
|
418 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
419 | * limits one spell effect per space per spell. This is definately |
|
|
420 | * needed for performance reasons, and just for playability I believe. |
|
|
421 | * there are no such things as multispaced spells right now, so |
|
|
422 | * we don't need to worry about the head. |
|
|
423 | */ |
|
|
424 | if (tmp->stats.maxhp == op->stats.maxhp) |
|
|
425 | return 0; |
|
|
426 | |
|
|
427 | /* |
|
|
428 | * Combine similar spell effects into one spell effect. Needed for |
|
|
429 | * performance reasons with meteor swarm and the like, but also for |
|
|
430 | * playability reasons. |
|
|
431 | */ |
|
|
432 | if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
433 | if (mergable_owner (tmp, op)) |
|
|
434 | { |
|
|
435 | // if same owner, then combine, but reduce advantage of multiple spells |
|
|
436 | max_it (tmp->stats.dam, op->stats.dam); |
|
|
437 | max_it (tmp->range , op->range); |
|
|
438 | max_it (tmp->duration , op->duration); |
|
|
439 | return 0; |
|
|
440 | } |
|
|
441 | } |
|
|
442 | |
|
|
443 | // if there are too many spell effects on this space, |
|
|
444 | // then don't allow more of them, for performance reasons. |
|
|
445 | if (tmp->type == SPELL_EFFECT |
|
|
446 | && !--max_effects) |
540 | return 0; |
447 | return 0; |
541 | } |
448 | } |
542 | |
449 | |
543 | /* Perhaps we should also put checks in for no magic and unholy |
450 | /* Perhaps we should also put checks in for no magic and unholy |
544 | * ground to prevent it from moving along? |
451 | * ground to prevent it from moving along? |
545 | */ |
452 | */ |
… | |
… | |
557 | * dir: direction to fire in. |
464 | * dir: direction to fire in. |
558 | * spell: spell that is being fired. It uses other_arch for the archetype |
465 | * spell: spell that is being fired. It uses other_arch for the archetype |
559 | * to fire. |
466 | * to fire. |
560 | * returns 0 on failure, 1 on success. |
467 | * returns 0 on failure, 1 on success. |
561 | */ |
468 | */ |
562 | |
|
|
563 | int |
469 | int |
564 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
470 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
565 | { |
471 | { |
566 | object *tmp; |
|
|
567 | int mflags; |
|
|
568 | maptile *m; |
|
|
569 | |
|
|
570 | if (spell->other_arch == NULL) |
472 | if (!spell->other_arch) |
571 | return 0; |
473 | return 0; |
572 | |
474 | |
573 | m = op->map; |
475 | object *tmp = spell->other_arch->instance (); |
574 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
575 | if (mflags & P_OUT_OF_MAP) |
|
|
576 | { |
|
|
577 | return 0; |
|
|
578 | } |
|
|
579 | |
476 | |
580 | tmp = arch_to_object (spell->other_arch); |
477 | if (!tmp) |
581 | |
|
|
582 | if (tmp == NULL) |
|
|
583 | return 0; |
478 | return 0; |
584 | |
|
|
585 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
586 | { |
|
|
587 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
588 | tmp->destroy (); |
|
|
589 | return 0; |
|
|
590 | } |
|
|
591 | |
479 | |
592 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
480 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
593 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
481 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
594 | /* code in time.c uses food for some things, duration for others */ |
482 | /* code in time.c uses food for some things, duration for others */ |
595 | tmp->stats.food = tmp->duration; |
483 | tmp->stats.food = tmp->duration; |
596 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
484 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
597 | tmp->attacktype = spell->attacktype; |
485 | tmp->attacktype = spell->attacktype; |
598 | tmp->x = x; |
|
|
599 | tmp->y = y; |
|
|
600 | tmp->direction = dir; |
486 | tmp->direction = dir; |
601 | if (op->owner != NULL) |
|
|
602 | tmp->set_owner (op); |
487 | tmp->set_owner (op); |
603 | else |
|
|
604 | tmp->set_owner (op); |
|
|
605 | tmp->level = caster_level (caster, spell); |
488 | tmp->level = casting_level (caster, spell); |
606 | set_spell_skill (op, caster, spell, tmp); |
489 | set_spell_skill (op, caster, spell, tmp); |
607 | |
490 | |
608 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
491 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
609 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
492 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
610 | { |
|
|
611 | if (!tailor_god_spell (tmp, op)) |
493 | if (!tailor_god_spell (tmp, op)) |
612 | return 0; |
494 | return 0; |
613 | } |
|
|
614 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
|
|
615 | SET_ANIMATION (tmp, dir); |
|
|
616 | |
495 | |
617 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
496 | if (tmp->flag [FLAG_IS_TURNABLE]) |
|
|
497 | tmp->set_anim_frame (dir); |
|
|
498 | |
|
|
499 | if ((tmp = op->map->insert (tmp, x, y, op))) |
618 | move_spell_effect (tmp); |
500 | move_spell_effect (tmp); |
619 | |
501 | |
620 | return 1; |
502 | return 1; |
621 | } |
503 | } |
622 | |
504 | |
… | |
… | |
627 | ****************************************************************************/ |
509 | ****************************************************************************/ |
628 | void |
510 | void |
629 | regenerate_rod (object *rod) |
511 | regenerate_rod (object *rod) |
630 | { |
512 | { |
631 | if (rod->stats.hp < rod->stats.maxhp) |
513 | if (rod->stats.hp < rod->stats.maxhp) |
632 | { |
514 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20); |
633 | rod->stats.hp += 1 + rod->stats.maxhp / 10; |
|
|
634 | |
|
|
635 | if (rod->stats.hp > rod->stats.maxhp) |
|
|
636 | rod->stats.hp = rod->stats.maxhp; |
|
|
637 | } |
|
|
638 | } |
515 | } |
639 | |
|
|
640 | |
516 | |
641 | void |
517 | void |
642 | drain_rod_charge (object *rod) |
518 | drain_rod_charge (object *rod) |
643 | { |
519 | { |
644 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
520 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
… | |
… | |
663 | { |
539 | { |
664 | tmp = op->owner; |
540 | tmp = op->owner; |
665 | /* If the owner does not exist, or is not a monster, than apply the spell |
541 | /* If the owner does not exist, or is not a monster, than apply the spell |
666 | * to the caster. |
542 | * to the caster. |
667 | */ |
543 | */ |
668 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
544 | if (!tmp || !tmp->flag [FLAG_MONSTER]) |
669 | tmp = op; |
545 | tmp = op; |
670 | } |
546 | } |
671 | else |
547 | else |
672 | { |
548 | { |
673 | maptile *m = op->map; |
549 | maptile *m = op->map; |
674 | sint16 x = op->x + freearr_x[dir]; |
550 | sint16 x = op->x + DIRX (dir); |
675 | sint16 y = op->y + freearr_y[dir]; |
551 | sint16 y = op->y + DIRY (dir); |
676 | |
552 | |
677 | tmp = xy_normalise (m, x, y) |
553 | tmp = xy_normalise (m, x, y) |
678 | ? m->at (x, y).player () |
554 | ? m->at (x, y).player () |
679 | : 0; |
555 | : 0; |
680 | } |
556 | } |
… | |
… | |
683 | if (!tmp) |
559 | if (!tmp) |
684 | tmp = op->ms ().player (); |
560 | tmp = op->ms ().player (); |
685 | |
561 | |
686 | return tmp; |
562 | return tmp; |
687 | } |
563 | } |
688 | |
|
|
689 | |
|
|
690 | |
564 | |
691 | /* raytrace: |
565 | /* raytrace: |
692 | * spell_find_dir(map, x, y, exclude) will search first the center square |
566 | * spell_find_dir(map, x, y, exclude) will search first the center square |
693 | * then some close squares in the given map at the given coordinates for |
567 | * then some close squares in the given map at the given coordinates for |
694 | * live objects. |
568 | * live objects. |
… | |
… | |
697 | * monsters/generators only. If not, the spell will hunt players only. |
571 | * monsters/generators only. If not, the spell will hunt players only. |
698 | * It returns the direction toward the first/closest live object if it finds |
572 | * It returns the direction toward the first/closest live object if it finds |
699 | * any, otherwise -1. |
573 | * any, otherwise -1. |
700 | * note that exclude can be NULL, in which case all bets are off. |
574 | * note that exclude can be NULL, in which case all bets are off. |
701 | */ |
575 | */ |
702 | |
|
|
703 | int |
576 | int |
704 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
577 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
705 | { |
578 | { |
706 | int i, max = SIZEOFFREE; |
579 | int i, max = SIZEOFFREE; |
707 | sint16 nx, ny; |
580 | sint16 nx, ny; |
… | |
… | |
714 | if (exclude && exclude->type) |
587 | if (exclude && exclude->type) |
715 | owner_type = exclude->type; |
588 | owner_type = exclude->type; |
716 | |
589 | |
717 | for (i = rndm (1, 8); i < max; i++) |
590 | for (i = rndm (1, 8); i < max; i++) |
718 | { |
591 | { |
719 | nx = x + freearr_x[i]; |
592 | nx = x + DIRX (i); |
720 | ny = y + freearr_y[i]; |
593 | ny = y + DIRY (i); |
721 | mp = m; |
594 | mp = m; |
722 | mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
595 | mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
723 | if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
596 | if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
724 | continue; |
597 | continue; |
725 | |
598 | |
726 | tmp = GET_MAP_OB (mp, nx, ny); |
599 | tmp = GET_MAP_OB (mp, nx, ny); |
727 | |
600 | |
728 | while (tmp != NULL && (((owner_type == PLAYER && |
601 | while (tmp != NULL && (((owner_type == PLAYER && |
729 | !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
602 | !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) || |
730 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
603 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
731 | tmp = tmp->above; |
604 | tmp = tmp->above; |
732 | |
605 | |
733 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
606 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
734 | return freedir[i]; |
607 | return freedir[i]; |
… | |
… | |
738 | |
611 | |
739 | /* put_a_monster: puts a monster named monstername near by |
612 | /* put_a_monster: puts a monster named monstername near by |
740 | * op. This creates the treasures for the monsters, and |
613 | * op. This creates the treasures for the monsters, and |
741 | * also deals with multipart monsters properly. |
614 | * also deals with multipart monsters properly. |
742 | */ |
615 | */ |
743 | void |
616 | static void |
744 | put_a_monster (object *op, const char *monstername) |
617 | put_a_monster (object *op, const char *monstername) |
745 | { |
618 | { |
746 | object *tmp, *head = NULL, *prev = NULL; |
619 | object *tmp, *head = NULL, *prev = NULL; |
747 | archetype *at; |
620 | archetype *at; |
748 | int dir; |
621 | int dir; |
… | |
… | |
751 | |
624 | |
752 | if ((at = archetype::find (monstername)) == NULL) |
625 | if ((at = archetype::find (monstername)) == NULL) |
753 | return; |
626 | return; |
754 | |
627 | |
755 | /* find a free square nearby |
628 | /* find a free square nearby |
756 | * first we check the closest square for free squares |
629 | * first we check the closest square for free squares |
757 | */ |
630 | */ |
758 | |
631 | |
759 | dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); |
632 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
760 | if (dir != -1) |
633 | if (dir != -1) |
761 | { |
634 | { |
762 | /* This is basically grabbed for generate monster. Fixed 971225 to |
635 | /* This is basically grabbed for generate monster. Fixed 971225 to |
763 | * insert multipart monsters properly |
636 | * insert multipart monsters properly |
764 | */ |
637 | */ |
|
|
638 | //TODO: use expand_tail + ... |
765 | while (at != NULL) |
639 | while (at != NULL) |
766 | { |
640 | { |
767 | tmp = arch_to_object (at); |
641 | tmp = at->instance (); |
768 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
642 | tmp->x = op->x + DIRX (dir) + at->x; |
769 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
643 | tmp->y = op->y + DIRY (dir) + at->y; |
770 | tmp->map = op->map; |
644 | tmp->map = op->map; |
771 | if (head) |
645 | if (head) |
772 | { |
646 | { |
773 | tmp->head = head; |
647 | tmp->head = head; |
774 | prev->more = tmp; |
648 | prev->more = tmp; |
775 | } |
649 | } |
|
|
650 | |
776 | if (!head) |
651 | if (!head) |
777 | head = tmp; |
652 | head = tmp; |
|
|
653 | |
778 | prev = tmp; |
654 | prev = tmp; |
|
|
655 | |
779 | at = at->more; |
656 | at = (archetype *)at->more; |
780 | } |
657 | } |
781 | |
658 | |
782 | if (head->randomitems) |
659 | if (head->randomitems) |
783 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
660 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
784 | |
661 | |
785 | insert_ob_in_map (head, op->map, op, 0); |
662 | insert_ob_in_map (head, op->map, op, 0); |
786 | |
663 | |
787 | /* thought it'd be cool to insert a burnout, too. */ |
664 | /* thought it'd be cool to insert a burnout, too. */ |
788 | op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
665 | op->map->insert (archetype::get (shstr_burnout), op->x + DIRX (dir), op->y + DIRY (dir), op); |
789 | } |
666 | } |
790 | } |
667 | } |
791 | |
668 | |
792 | /* peterm: function which summons hostile monsters and |
669 | /* peterm: function which summons hostile monsters and |
793 | * places them in nearby squares. |
670 | * places them in nearby squares. |
… | |
… | |
800 | * Note that this is not used by any spells (summon evil monsters |
677 | * Note that this is not used by any spells (summon evil monsters |
801 | * use to call this, but best I can tell, that spell/ability was |
678 | * use to call this, but best I can tell, that spell/ability was |
802 | * never used. This is however used by various failures on the |
679 | * never used. This is however used by various failures on the |
803 | * players part (alchemy, reincarnation, etc) |
680 | * players part (alchemy, reincarnation, etc) |
804 | */ |
681 | */ |
805 | |
|
|
806 | int |
682 | int |
807 | summon_hostile_monsters (object *op, int n, const char *monstername) |
683 | summon_hostile_monsters (object *op, int n, const char *monstername) |
808 | { |
684 | { |
809 | int i; |
685 | int i; |
810 | |
686 | |
… | |
… | |
812 | put_a_monster (op, monstername); |
688 | put_a_monster (op, monstername); |
813 | |
689 | |
814 | return n; |
690 | return n; |
815 | } |
691 | } |
816 | |
692 | |
817 | |
|
|
818 | /* Some local definitions for shuffle-attack */ |
693 | /* Some local definitions for shuffle-attack */ |
819 | struct attacktype_shuffle |
694 | struct attacktype_shuffle |
820 | { |
695 | { |
821 | int attacktype; |
696 | int attacktype; |
822 | int face; |
697 | int face; |
823 | } ATTACKS[22] = |
698 | } ATTACKS[] = |
824 | { |
699 | { |
825 | { AT_PHYSICAL, 0}, |
700 | { AT_PHYSICAL, 0}, |
826 | { AT_PHYSICAL, 0}, /*face = explosion */ |
701 | { AT_PHYSICAL, 0}, /* face = explosion */ |
827 | { AT_PHYSICAL, 0}, |
702 | { AT_PHYSICAL, 0}, |
828 | { AT_MAGIC, 1}, |
703 | { AT_MAGIC, 1}, |
829 | { AT_MAGIC, 1}, /* face = last-burnout */ |
704 | { AT_MAGIC, 1}, /* face = last-burnout */ |
830 | { AT_MAGIC, 1}, |
705 | { AT_MAGIC, 1}, |
831 | { AT_FIRE, 2}, |
706 | { AT_FIRE, 2}, |
… | |
… | |
845 | { AT_PARALYZE, 9}, |
720 | { AT_PARALYZE, 9}, |
846 | { AT_FEAR, 10}, |
721 | { AT_FEAR, 10}, |
847 | }; |
722 | }; |
848 | |
723 | |
849 | /* shuffle_attack: peterm |
724 | /* shuffle_attack: peterm |
850 | * This routine shuffles the attack of op to one of the |
725 | * This routine shuffles the attack of op to one of the |
851 | * ones in the list. It does this at random. It also |
726 | * ones in the list. It does this at random. It also |
852 | * chooses a face appropriate to the attack that is |
727 | * chooses a face appropriate to the attack that is |
853 | * being committed by that square at the moment. |
728 | * being committed by that square at the moment. |
854 | * right now it's being used by color spray and create pool of |
729 | * right now it's being used by color spray and create pool of |
855 | * chaos. |
730 | * chaos. |
856 | * This could really be a better implementation - the |
731 | * This could really be a better implementation - the |
857 | * faces and attacktypes above are hardcoded, which is never |
732 | * faces and attacktypes above are hardcoded, which is never |
858 | * good. The faces refer to faces in the animation sequence. |
733 | * good. The faces refer to faces in the animation sequence. |
… | |
… | |
863 | * attacktypes, which probably wasn't the intent. MSW 2003-06-03 |
738 | * attacktypes, which probably wasn't the intent. MSW 2003-06-03 |
864 | */ |
739 | */ |
865 | void |
740 | void |
866 | shuffle_attack (object *op, int change_face) |
741 | shuffle_attack (object *op, int change_face) |
867 | { |
742 | { |
868 | int i; |
743 | int i = rndm (ecb_array_length (ATTACKS)); |
869 | |
|
|
870 | i = rndm (0, 21); |
|
|
871 | |
744 | |
872 | op->attacktype = ATTACKS[i].attacktype | AT_MAGIC; |
745 | op->attacktype = ATTACKS[i].attacktype | AT_MAGIC; |
873 | |
746 | |
874 | if (change_face) |
747 | if (change_face) |
875 | { |
748 | op->set_anim_frame (ATTACKS[i].face); |
876 | SET_ANIMATION (op, ATTACKS[i].face); |
|
|
877 | } |
|
|
878 | } |
749 | } |
879 | |
|
|
880 | |
750 | |
881 | /* prayer_failure: This is called when a player fails |
751 | /* prayer_failure: This is called when a player fails |
882 | * at casting a prayer. |
752 | * at casting a prayer. |
883 | * op is the player. |
753 | * op is the player. |
884 | * failure is basically how much grace they had. |
754 | * failure is basically how much grace they had. |
885 | * power is how much grace the spell would normally take to cast. |
755 | * power is how much grace the spell would normally take to cast. |
886 | */ |
756 | */ |
887 | |
757 | |
888 | void |
758 | #define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>" |
|
|
759 | |
|
|
760 | static void |
889 | prayer_failure (object *op, int failure, int power) |
761 | prayer_failure (object *op, int failure, int power) |
890 | { |
762 | { |
891 | const char *godname; |
763 | const char *godname; |
892 | object *tmp; |
764 | object *tmp; |
893 | |
765 | |
894 | if (!strcmp ((godname = determine_god (op)), "none")) |
766 | if (!strcmp ((godname = determine_god (op)), "none")) |
895 | godname = "Your spirit"; |
767 | godname = "Your spirit"; |
896 | |
768 | |
897 | if (failure <= -20 && failure > -40) /* wonder */ |
769 | if (failure <= -20 && failure > -40) /* wonder */ |
898 | { |
770 | { |
899 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); |
771 | op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname); |
900 | tmp = get_archetype (SPELL_WONDER); |
772 | tmp = archetype::get (SPELL_WONDER); |
901 | cast_cone (op, op, 0, tmp); |
773 | cast_cone (op, op, 0, tmp); |
902 | tmp->destroy (); |
774 | tmp->destroy (); |
903 | } |
775 | } |
904 | |
776 | |
905 | else if (failure <= -40 && failure > -60) /* confusion */ |
777 | else if (failure <= -40 && failure > -60) /* confusion */ |
906 | { |
778 | { |
907 | new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); |
779 | op->failmsg ("Your diety touches your mind!" HINT_GRACE); |
908 | confuse_player (op, op, 99); |
780 | confuse_player (op, op, 99); |
909 | } |
781 | } |
910 | else if (failure <= -60 && failure > -150) /* paralysis */ |
782 | else if (failure <= -60 && failure > -150) /* paralysis */ |
911 | { |
783 | { |
912 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); |
784 | op->failmsgf ("%s requires you to pray NOW. " |
913 | new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); |
785 | "You comply, ignoring all else." HINT_GRACE, |
|
|
786 | godname); |
914 | paralyze_player (op, op, 99); |
787 | paralyze_player (op, op, 99); |
915 | } |
788 | } |
916 | else if (failure <= -150) /* blast the immediate area */ |
789 | else if (failure <= -150) /* blast the immediate area */ |
917 | { |
790 | { |
918 | tmp = get_archetype (GOD_POWER); |
791 | tmp = archetype::get (GOD_POWER); |
919 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); |
792 | op->failmsgf ("%s smites you!" HINT_GRACE, godname); |
920 | cast_magic_storm (op, tmp, power); |
793 | cast_magic_storm (op, tmp, power); |
921 | } |
794 | } |
922 | } |
795 | } |
923 | |
796 | |
924 | /* |
797 | /* |
925 | * spell_failure() handles the various effects for differing degrees |
798 | * spell_failure() handles the various effects for differing degrees |
926 | * of failure badness. |
799 | * of failure badness. |
927 | * op is the player that failed. |
800 | * op is the player that failed. |
928 | * failure is a random value of how badly you failed. |
801 | * failure is a random value of how badly you failed. |
929 | * power is how many spellpoints you'd normally need for the spell. |
802 | * power is how many spellpoints you'd normally need for the spell. |
930 | * skill is the skill you'd need to cast the spell. |
803 | * skill is the skill you'd need to cast the spell. |
931 | */ |
804 | */ |
932 | |
|
|
933 | void |
805 | void |
934 | spell_failure (object *op, int failure, int power, object *skill) |
806 | spell_failure (object *op, int failure, int power, object *skill) |
935 | { |
807 | { |
936 | object *tmp; |
808 | object *tmp; |
937 | |
809 | |
938 | if (settings.spell_failure_effects == FALSE) |
810 | if (settings.spell_failure_effects == FALSE) |
939 | return; |
811 | return; |
940 | |
812 | |
941 | if (failure <= -20 && failure > -40) /* wonder */ |
813 | if (failure <= -20 && failure > -40) /* wonder */ |
942 | { |
814 | { |
943 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); |
815 | op->failmsg ("Your spell causes an unexpected effect."); |
944 | tmp = get_archetype (SPELL_WONDER); |
816 | tmp = archetype::get (SPELL_WONDER); |
945 | cast_cone (op, op, 0, tmp); |
817 | cast_cone (op, op, 0, tmp); |
946 | tmp->destroy (); |
818 | tmp->destroy (); |
947 | } |
819 | } |
948 | |
820 | |
949 | else if (failure <= -40 && failure > -60) /* confusion */ |
821 | else if (failure <= -40 && failure > -60) /* confusion */ |
950 | { |
822 | { |
951 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); |
823 | op->failmsg ("Your magic recoils on you, making you confused!"); |
952 | confuse_player (op, op, 99); |
824 | confuse_player (op, op, 99); |
953 | } |
825 | } |
954 | else if (failure <= -60 && failure > -80) /* paralysis */ |
826 | else if (failure <= -60 && failure > -80) /* paralysis */ |
955 | { |
827 | { |
956 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); |
828 | op->failmsg ("Your magic stuns you!"); |
957 | paralyze_player (op, op, 99); |
829 | paralyze_player (op, op, 99); |
958 | } |
830 | } |
959 | else if (failure <= -80) /* blast the immediate area */ |
831 | else if (failure <= -80) /* blast the immediate area */ |
960 | { |
832 | { |
961 | object *tmp; |
833 | object *tmp; |
962 | |
834 | |
963 | /* Safety check to make sure we don't get any mana storms in scorn */ |
835 | /* Safety check to make sure we don't get any mana storms in scorn */ |
964 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) |
836 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) |
965 | { |
837 | { |
966 | new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); |
838 | op->failmsg ("The magic warps and you are turned inside out!"); |
967 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
839 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
968 | |
840 | |
969 | } |
841 | } |
970 | else |
842 | else |
971 | { |
843 | { |
972 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
844 | op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!"); |
973 | tmp = get_archetype (LOOSE_MANA); |
845 | tmp = archetype::get (LOOSE_MANA); |
974 | tmp->level = skill->level; |
846 | tmp->level = skill->level; |
975 | |
847 | |
976 | /* increase the area of destruction a little for more powerful spells */ |
848 | /* increase the area of destruction a little for more powerful spells */ |
977 | tmp->range += isqrt (power); |
849 | tmp->range += isqrt (power); |
978 | |
850 | |
… | |
… | |
986 | tmp->insert_at (op); |
858 | tmp->insert_at (op); |
987 | } |
859 | } |
988 | } |
860 | } |
989 | } |
861 | } |
990 | |
862 | |
991 | int |
863 | static int |
992 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
864 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
993 | { |
865 | { |
994 | int success; |
|
|
995 | object *spell; |
|
|
996 | |
|
|
997 | if (!spell_ob->other_arch) |
866 | if (!spell_ob->other_arch) |
998 | { |
867 | { |
999 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
868 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
1000 | return 0; |
869 | return 0; |
1001 | } |
870 | } |
1002 | spell = arch_to_object (spell_ob->other_arch); |
871 | |
|
|
872 | object *spell = spell_ob->other_arch->instance (); |
1003 | |
873 | |
1004 | /* Always cast spell on caster */ |
874 | /* Always cast spell on caster */ |
1005 | success = cast_spell (op, caster, dir, spell, stringarg); |
875 | int success = cast_spell (op, caster, dir, spell, spellparam); |
1006 | |
876 | |
1007 | if (caster->contr->party == NULL) |
877 | if (!op->contr || !op->contr->party) |
1008 | { |
878 | { |
1009 | spell->remove (); |
879 | spell->remove (); |
1010 | return success; |
880 | return success; |
1011 | } |
881 | } |
|
|
882 | |
1012 | for_all_players (pl) |
883 | for_all_players (pl) |
1013 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
884 | if ((pl->ob->contr->party == op->contr->party) |
1014 | { |
885 | && on_same_map (pl->ob, op) |
|
|
886 | && pl->ob != op) |
1015 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
887 | cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam); |
1016 | } |
888 | |
1017 | spell->remove (); |
889 | spell->remove (); |
1018 | return success; |
890 | return success; |
1019 | } |
891 | } |
1020 | |
892 | |
1021 | /* This is where the main dispatch when someone casts a spell. |
893 | /* This is where the main dispatch when someone casts a spell. |
… | |
… | |
1026 | * same as op. |
898 | * same as op. |
1027 | * dir is the direction to cast in. Note in some cases, if the spell |
899 | * dir is the direction to cast in. Note in some cases, if the spell |
1028 | * is self only, dir really doesn't make a difference. |
900 | * is self only, dir really doesn't make a difference. |
1029 | * spell_ob is the spell object that is being cast. From that, |
901 | * spell_ob is the spell object that is being cast. From that, |
1030 | * we can determine what to do. |
902 | * we can determine what to do. |
1031 | * stringarg is any options that are being used. It can be NULL. Almost |
903 | * spellparam is any options that are being used. It can be NULL. Almost |
1032 | * certainly, only players will set it. It is basically used as optional |
904 | * certainly, only players will set it. It is basically used as optional |
1033 | * parameters to a spell (eg, item to create, information for marking runes, |
905 | * parameters to a spell (eg, item to create, information for marking runes, |
1034 | * etc. |
906 | * etc. |
1035 | * returns 1 on successful cast, or 0 on error. These values should really |
907 | * returns 1 on successful cast, or 0 on error. These values should really |
1036 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
908 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
… | |
… | |
1044 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
916 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1045 | * this function will decrease the mana/grace appropriately. For other |
917 | * this function will decrease the mana/grace appropriately. For other |
1046 | * objects, the caller should do what it considers appropriate. |
918 | * objects, the caller should do what it considers appropriate. |
1047 | */ |
919 | */ |
1048 | int |
920 | int |
1049 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
921 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
1050 | { |
922 | { |
1051 | const char *godname; |
923 | const char *godname; |
1052 | int success = 0, mflags, cast_level = 0; |
924 | int success = 0; |
1053 | object *skill = NULL; |
925 | |
|
|
926 | // make sure spells always take a while, so a) we don't flood the |
|
|
927 | // user with messages and b) too many failures can be harmful (smiting). |
|
|
928 | op->speed_left -= 4 * op->speed; // ~0.5s on failure |
1054 | |
929 | |
1055 | if (!spell_ob) |
930 | if (!spell_ob) |
1056 | { |
931 | { |
1057 | LOG (llevError, "cast_spell: null spell object passed\n"); |
932 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1058 | return 0; |
933 | return 0; |
… | |
… | |
1066 | { |
941 | { |
1067 | LOG (llevError, "cast_spell: null caster object passed\n"); |
942 | LOG (llevError, "cast_spell: null caster object passed\n"); |
1068 | return 0; |
943 | return 0; |
1069 | } |
944 | } |
1070 | |
945 | |
1071 | /* if caster is a spell casting object, this normally shouldn't be |
946 | /* if caster is a spell casting object, this normally shouldn't be |
1072 | * an issue, because they don't have any spellpaths set up. |
947 | * an issue, because they don't have any spellpaths set up. |
1073 | */ |
948 | */ |
1074 | if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) |
949 | if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST]) |
1075 | { |
950 | { |
1076 | new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); |
951 | op->failmsg ("That spell path is denied to you."); |
1077 | return 0; |
952 | return 0; |
1078 | } |
953 | } |
1079 | |
954 | |
|
|
955 | object *skill = 0; |
|
|
956 | |
1080 | /* if it is a player casting the spell, and they are really casting it |
957 | /* if it is a player casting the spell, and they are really casting it |
1081 | * (vs it coming from a wand, scroll, or whatever else), do some |
958 | * (vs it coming from a wand, scroll, or whatever else), do some |
1082 | * checks. We let monsters do special things - eg, they |
959 | * checks. We let monsters do special things - eg, they |
1083 | * don't need the skill, bypass level checks, etc. The monster function |
960 | * don't need the SKILL, BYpass level checks, etc. The monster function |
1084 | * should take care of that. |
961 | * should take care of that. |
1085 | * Remove the wiz check here and move it further down - some spells |
962 | * Remove the wiz check here and move it further down - some spells |
1086 | * need to have the right skill pointer passed, so we need to |
963 | * need to have the right skill pointer passed, so we need to |
1087 | * at least process that code. |
964 | * at least process that code. |
1088 | */ |
965 | */ |
1089 | if (op->type == PLAYER && op == caster) |
966 | if (op->type == PLAYER && op == caster) |
1090 | { |
967 | { |
1091 | cast_level = caster_level (caster, spell_ob); |
|
|
1092 | if (spell_ob->skill) |
968 | if (spell_ob->skill) |
1093 | { |
969 | { |
1094 | skill = find_skill_by_name (op, spell_ob->skill); |
970 | skill = find_skill_by_name (op, spell_ob->skill); |
|
|
971 | |
1095 | if (!skill) |
972 | if (!skill) |
1096 | { |
973 | { |
1097 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
974 | op->failmsgf ("You need the %s skill to cast %s! " |
|
|
975 | "H<You either need to learn the skill via a skill scroll " |
|
|
976 | "or you need to wear a talisman, holy symbol or another skill tool.>", |
|
|
977 | &spell_ob->skill, &spell_ob->name); |
1098 | return 0; |
978 | return 0; |
1099 | } |
979 | } |
1100 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
980 | |
|
|
981 | const char *msg = ""; |
|
|
982 | |
|
|
983 | int caster_level = skill->level; |
|
|
984 | |
|
|
985 | if (op->path_attuned & spell_ob->path_attuned) |
1101 | { |
986 | { |
1102 | new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); |
987 | caster_level += min (caster_level, ATTUNE_REPELL); |
|
|
988 | msg = " (attuned)"; |
|
|
989 | } |
|
|
990 | |
|
|
991 | if (op->path_repelled & spell_ob->path_attuned) |
|
|
992 | { |
|
|
993 | caster_level -= ATTUNE_REPELL; // negative is ok |
|
|
994 | msg = " (repelled)"; |
|
|
995 | } |
|
|
996 | |
|
|
997 | if (spell_ob->level > caster_level) |
|
|
998 | { |
|
|
999 | op->failmsgf ("You lack enough skill to cast that spell! " |
|
|
1000 | "H<Your effective cast level is %d%s, but level %d is required.>", |
|
|
1001 | caster_level, msg, spell_ob->level); |
|
|
1002 | if (!op->is_wiz ()) |
1103 | return 0; |
1003 | return 0; |
1104 | } |
1004 | } |
1105 | } |
1005 | } |
|
|
1006 | |
1106 | /* If the caster is the wiz, they don't ever fail, and don't have |
1007 | /* If the caster is the wiz, they don't ever fail, and don't have |
1107 | * to have sufficient grace/mana. |
1008 | * to have sufficient grace/mana. |
1108 | */ |
1009 | */ |
1109 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1010 | if (!op->flag [FLAG_WIZCAST]) |
1110 | { |
1011 | { |
1111 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1012 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1112 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1013 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1113 | { |
1014 | { |
1114 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1015 | op->failmsg ("You don't have enough mana!"); |
1115 | return 0; |
1016 | return 0; |
1116 | } |
1017 | } |
1117 | |
1018 | |
1118 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1019 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1119 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1020 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1120 | { |
1021 | { |
1121 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1022 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1122 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1023 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1123 | { |
|
|
1124 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); |
1024 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1125 | } |
|
|
1126 | else |
1025 | else |
1127 | { |
1026 | { |
1128 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1027 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1129 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1028 | op->failmsgf ("%s ignores your prayer.", godname); |
1130 | return 0; |
1029 | return 0; |
1131 | } |
1030 | } |
1132 | } |
1031 | } |
1133 | |
1032 | |
1134 | /* player/monster is trying to cast the spell. might fumble it */ |
1033 | /* player/monster is trying to cast the spell. might fumble it */ |
1135 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1034 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1136 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1035 | (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis])) |
1137 | { |
1036 | { |
1138 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1037 | op->contr->play_sound (sound_find ("fumble_spell")); |
1139 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1038 | op->failmsg ("You fumble the prayer."); |
1140 | |
|
|
1141 | if (settings.casting_time == TRUE) |
|
|
1142 | op->casting_time = -1; |
|
|
1143 | |
1039 | |
1144 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1040 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1145 | return 0; |
1041 | return 0; |
1146 | } |
1042 | } |
1147 | else if (spell_ob->stats.sp) |
1043 | else if (spell_ob->stats.sp) |
1148 | { |
1044 | { |
1149 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1045 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1150 | |
1046 | |
1151 | if (failure < 0) |
1047 | if (failure < 0) |
1152 | { |
1048 | { |
1153 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1049 | op->failmsg ("You bungle the spell because you have too much heavy equipment in use."); |
1154 | if (settings.spell_failure_effects == TRUE) |
1050 | if (settings.spell_failure_effects == TRUE) |
1155 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1051 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1156 | |
1052 | |
1157 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1053 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1158 | return 0; |
1054 | return 0; |
1159 | } |
1055 | } |
1160 | } |
1056 | } |
1161 | } |
1057 | } |
1162 | } |
1058 | } |
1163 | |
1059 | |
1164 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1060 | int mflags = op->ms ().flags (); |
1165 | |
1061 | |
1166 | /* See if we can cast a spell here. If the caster and op are |
1062 | /* See if we can cast a spell here. If the caster and op are |
1167 | * not alive, then this would mean that the mapmaker put the |
1063 | * not alive, then this would mean that the mapmaker put the |
1168 | * objects on the space - presume that they know what they are |
1064 | * objects on the space - presume that they know what they are |
1169 | * doing. |
1065 | * doing. |
1170 | */ |
1066 | */ |
1171 | |
1067 | |
1172 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1068 | if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1173 | { |
1069 | { |
|
|
1070 | op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood |
1174 | new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); |
1071 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1175 | return 0; |
1072 | return 0; |
1176 | } |
1073 | } |
1177 | |
1074 | |
1178 | if ((spell_ob->type == SPELL) |
1075 | if ((spell_ob->type == SPELL) |
1179 | && (caster->type != POTION) |
1076 | && (caster->type != POTION) |
1180 | && !QUERY_FLAG (op, FLAG_WIZCAST) |
1077 | && !op->flag [FLAG_WIZCAST] |
1181 | && (QUERY_FLAG (caster, FLAG_ALIVE) |
1078 | && (caster->flag [FLAG_ALIVE] |
1182 | || QUERY_FLAG (op, FLAG_ALIVE)) |
1079 | || op->flag [FLAG_ALIVE]) |
1183 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1080 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1184 | { |
1081 | { |
1185 | if (op->type != PLAYER) |
1082 | if (op->type != PLAYER) |
1186 | return 0; |
1083 | return 0; |
1187 | |
1084 | |
1188 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1085 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1189 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1086 | op->failmsgf ("This ground is unholy! %s ignores you.", godname); |
1190 | else |
1087 | else if (object *item = op->contr->ranged_ob) |
1191 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); |
|
|
1192 | |
|
|
1193 | return 0; |
|
|
1194 | } |
|
|
1195 | |
|
|
1196 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
|
|
1197 | { |
|
|
1198 | if (op->casting_time == -1) |
|
|
1199 | { /* begin the casting */ |
|
|
1200 | op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
|
|
1201 | op->spell = spell_ob; |
|
|
1202 | /* put the stringarg into the object struct so that when the |
|
|
1203 | * spell is actually cast, it knows about the stringarg. |
|
|
1204 | * necessary for the invoke command spells. |
|
|
1205 | */ |
|
|
1206 | if (stringarg) |
|
|
1207 | { |
1088 | { |
1208 | op->spellarg = strdup (stringarg); |
1089 | if (item->type == SPELL) |
1209 | } |
1090 | op->failmsg ("Something blocks your spellcasting."); |
|
|
1091 | else if (item->type == SCROLL) |
|
|
1092 | op->failmsg ("Something blocks the magic of your scroll."); |
1210 | else |
1093 | else |
1211 | op->spellarg = NULL; |
1094 | op->failmsg ("Something blocks the magic of your item."); |
1212 | return 0; |
|
|
1213 | } |
|
|
1214 | else if (op->casting_time != 0) |
|
|
1215 | { |
|
|
1216 | if (op->type == PLAYER) |
|
|
1217 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
|
|
1218 | return 0; |
|
|
1219 | } |
1095 | } |
1220 | else |
1096 | else |
1221 | { /* casting_time == 0 */ |
1097 | op->failmsg ("Something blocks the spell!"); |
1222 | op->casting_time = -1; |
1098 | |
1223 | spell_ob = op->spell; |
1099 | return 0; |
1224 | stringarg = op->spellarg; |
|
|
1225 | } |
|
|
1226 | } |
|
|
1227 | else |
|
|
1228 | { |
1100 | } |
|
|
1101 | |
|
|
1102 | // undo the flood protection from earlier |
|
|
1103 | op->speed_left += 4 * op->speed; // ~0.5s on failure |
|
|
1104 | |
1229 | /* Take into account how long it takes to cast the spell. |
1105 | /* Take into account how long it takes to cast the spell. |
1230 | * if the player is casting it, then we use the time in |
1106 | * if the player is casting it, then we use the time in |
1231 | * the spell object. If it is a spell object, have it |
1107 | * the spell object. If it is a spell object, have it |
1232 | * take two ticks. Things that cast spells on the players |
1108 | * take two ticks. Things that cast spells on the players |
1233 | * behalf (eg, altars, and whatever else) shouldn't cost |
1109 | * behalf (eg, altars, and whatever else) shouldn't cost |
1234 | * the player any time. |
1110 | * the player any time. |
1235 | * Ignore casting time for firewalls |
1111 | * Ignore casting time for firewalls |
|
|
1112 | */ |
|
|
1113 | if (caster == op && caster->type != FIREWALL) |
|
|
1114 | { |
|
|
1115 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed; |
|
|
1116 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1117 | * put a lower limit so that the player isn't stuck here too long |
1236 | */ |
1118 | */ |
1237 | if (caster == op && caster->type != FIREWALL) |
|
|
1238 | { |
|
|
1239 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1240 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1241 | * put a lower limit so that the player isn't stuck here too long |
|
|
1242 | */ |
|
|
1243 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1119 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed) |
1244 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1120 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed; |
1245 | } |
1121 | } |
1246 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1122 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1247 | { |
|
|
1248 | op->speed_left -= 2 * FABS (op->speed); |
1123 | op->speed_left -= 2 * op->speed; |
1249 | } |
|
|
1250 | } |
|
|
1251 | |
1124 | |
1252 | if (op->type == PLAYER && op == caster) |
1125 | if (op->type == PLAYER && op == caster) |
1253 | { |
1126 | { |
1254 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1127 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1255 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1128 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1260 | * object requires. |
1133 | * object requires. |
1261 | */ |
1134 | */ |
1262 | if (op != caster && !skill && caster->skill) |
1135 | if (op != caster && !skill && caster->skill) |
1263 | { |
1136 | { |
1264 | skill = find_skill_by_name (op, caster->skill); |
1137 | skill = find_skill_by_name (op, caster->skill); |
|
|
1138 | |
1265 | if (!skill) |
1139 | if (!skill) |
1266 | { |
1140 | { |
1267 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1141 | op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster)); |
1268 | return 0; |
1142 | return 0; |
1269 | } |
1143 | } |
1270 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
|
|
1271 | } |
1144 | } |
|
|
1145 | |
|
|
1146 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) |
|
|
1147 | return RESULT_INT (0); |
|
|
1148 | |
|
|
1149 | // temporaroly replace chosen_skill by skill, we assume skill *could* be applied, |
|
|
1150 | // at least temporarily, which might not be true due to slot restrictions, but hey |
|
|
1151 | // invoke requires it basically. |
|
|
1152 | |
|
|
1153 | object *chosen_skill = op->chosen_skill; |
|
|
1154 | op->chosen_skill = skill; |
1272 | |
1155 | |
1273 | switch (spell_ob->subtype) |
1156 | switch (spell_ob->subtype) |
1274 | { |
1157 | { |
1275 | /* The order of case statements is same as the order they show up |
1158 | /* The order of case statements is same as the order they show up |
1276 | * in in spells.h. |
1159 | * in spells.h. |
1277 | */ |
1160 | */ |
1278 | case SP_RAISE_DEAD: |
1161 | case SP_RAISE_DEAD: |
1279 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1162 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam); |
1280 | break; |
1163 | break; |
1281 | |
1164 | |
1282 | case SP_RUNE: |
1165 | case SP_RUNE: |
1283 | success = write_rune (op, caster, spell_ob, dir, stringarg); |
1166 | success = write_rune (op, caster, spell_ob, dir, spellparam); |
1284 | break; |
1167 | break; |
1285 | |
1168 | |
1286 | case SP_MAKE_MARK: |
1169 | case SP_MAKE_MARK: |
1287 | success = write_mark (op, spell_ob, stringarg); |
1170 | success = write_mark (op, spell_ob, spellparam); |
1288 | break; |
1171 | break; |
1289 | |
1172 | |
1290 | case SP_BOLT: |
1173 | case SP_BOLT: |
1291 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1174 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1292 | break; |
1175 | break; |
… | |
… | |
1310 | case SP_SMITE: |
1193 | case SP_SMITE: |
1311 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1194 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1312 | break; |
1195 | break; |
1313 | |
1196 | |
1314 | case SP_MAGIC_MISSILE: |
1197 | case SP_MAGIC_MISSILE: |
1315 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1198 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1316 | break; |
1199 | break; |
1317 | |
1200 | |
1318 | case SP_SUMMON_GOLEM: |
1201 | case SP_SUMMON_GOLEM: |
1319 | success = summon_golem (op, caster, dir, spell_ob); |
1202 | success = summon_golem (op, caster, dir, spell_ob); |
1320 | break; |
1203 | break; |
1321 | |
1204 | |
1322 | case SP_DIMENSION_DOOR: |
1205 | case SP_DIMENSION_DOOR: |
1323 | /* dimension door needs the actual caster, because that is what is |
1206 | /* dimension door needs the actual caster, because that is what is |
1324 | * moved. |
1207 | * moved. |
1325 | */ |
1208 | */ |
1326 | success = dimension_door (op, caster, spell_ob, dir); |
1209 | success = dimension_door (op, caster, spell_ob, dir, spellparam); |
1327 | break; |
1210 | break; |
1328 | |
1211 | |
1329 | case SP_MAGIC_MAPPING: |
1212 | case SP_MAGIC_MAPPING: |
1330 | if (op->type == PLAYER) |
1213 | if (op->type == PLAYER) |
1331 | { |
1214 | { |
… | |
… | |
1364 | case SP_HEALING: |
1247 | case SP_HEALING: |
1365 | success = cast_heal (op, caster, spell_ob, dir); |
1248 | success = cast_heal (op, caster, spell_ob, dir); |
1366 | break; |
1249 | break; |
1367 | |
1250 | |
1368 | case SP_CREATE_FOOD: |
1251 | case SP_CREATE_FOOD: |
1369 | success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1252 | success = cast_create_food (op, caster, spell_ob, dir, spellparam); |
1370 | break; |
1253 | break; |
1371 | |
1254 | |
1372 | case SP_EARTH_TO_DUST: |
1255 | case SP_EARTH_TO_DUST: |
1373 | success = cast_earth_to_dust (op, caster, spell_ob); |
1256 | success = cast_earth_to_dust (op, caster, spell_ob); |
1374 | break; |
1257 | break; |
… | |
… | |
1384 | case SP_CURSE: |
1267 | case SP_CURSE: |
1385 | success = cast_curse (op, caster, spell_ob, dir); |
1268 | success = cast_curse (op, caster, spell_ob, dir); |
1386 | break; |
1269 | break; |
1387 | |
1270 | |
1388 | case SP_SUMMON_MONSTER: |
1271 | case SP_SUMMON_MONSTER: |
1389 | success = summon_object (op, caster, spell_ob, dir, stringarg); |
1272 | success = summon_object (op, caster, spell_ob, dir, spellparam); |
1390 | break; |
1273 | break; |
1391 | |
1274 | |
1392 | case SP_CHARGING: |
1275 | case SP_CHARGING: |
1393 | success = recharge (op, caster, spell_ob); |
1276 | success = recharge (op, caster, spell_ob); |
1394 | break; |
1277 | break; |
… | |
… | |
1397 | #ifdef NO_POLYMORPH |
1280 | #ifdef NO_POLYMORPH |
1398 | /* Not great, but at least provide feedback so if players do have |
1281 | /* Not great, but at least provide feedback so if players do have |
1399 | * polymorph (ie, find it as a preset item or left over from before |
1282 | * polymorph (ie, find it as a preset item or left over from before |
1400 | * it was disabled), they get some feedback. |
1283 | * it was disabled), they get some feedback. |
1401 | */ |
1284 | */ |
1402 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1285 | op->failmsg ("The spell fizzles!"); |
1403 | success = 0; |
1286 | success = 0; |
1404 | #else |
1287 | #else |
1405 | success = cast_polymorph (op, caster, spell_ob, dir); |
1288 | success = cast_polymorph (op, caster, spell_ob, dir); |
1406 | #endif |
1289 | #endif |
1407 | break; |
1290 | break; |
… | |
… | |
1427 | break; |
1310 | break; |
1428 | |
1311 | |
1429 | case SP_MOVING_BALL: |
1312 | case SP_MOVING_BALL: |
1430 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1313 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1431 | { |
1314 | { |
1432 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); |
1315 | op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name); |
1433 | success = 0; |
1316 | success = 0; |
1434 | } |
1317 | } |
1435 | else |
1318 | else |
1436 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1319 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1437 | break; |
1320 | break; |
1438 | |
1321 | |
1439 | case SP_SWARM: |
1322 | case SP_SWARM: |
1440 | success = fire_swarm (op, caster, spell_ob, dir); |
1323 | success = fire_swarm (op, caster, spell_ob, dir); |
1441 | break; |
1324 | break; |
… | |
… | |
1448 | /* in rune.c */ |
1331 | /* in rune.c */ |
1449 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1332 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1450 | break; |
1333 | break; |
1451 | |
1334 | |
1452 | case SP_CREATE_MISSILE: |
1335 | case SP_CREATE_MISSILE: |
1453 | success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1336 | success = cast_create_missile (op, caster, spell_ob, dir, spellparam); |
1454 | break; |
1337 | break; |
1455 | |
1338 | |
1456 | case SP_CONSECRATE: |
1339 | case SP_CONSECRATE: |
1457 | success = cast_consecrate (op, caster, spell_ob); |
1340 | success = cast_consecrate (op, caster, spell_ob); |
1458 | break; |
1341 | break; |
… | |
… | |
1479 | |
1362 | |
1480 | case SP_AURA: |
1363 | case SP_AURA: |
1481 | success = create_aura (op, caster, spell_ob); |
1364 | success = create_aura (op, caster, spell_ob); |
1482 | break; |
1365 | break; |
1483 | |
1366 | |
1484 | case SP_TOWN_PORTAL: |
|
|
1485 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1486 | break; |
|
|
1487 | |
|
|
1488 | case SP_PARTY_SPELL: |
1367 | case SP_PARTY_SPELL: |
1489 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1368 | success = cast_party_spell (op, caster, dir, spell_ob, spellparam); |
1490 | break; |
1369 | break; |
1491 | |
1370 | |
1492 | default: |
1371 | default: |
1493 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1494 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1372 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1495 | } |
|
|
1496 | |
|
|
1497 | /* FIXME - we need some better sound suppport */ |
|
|
1498 | // yes, for example, augment map info with the spell effect |
|
|
1499 | // so clients can calculate the sounds themselves |
|
|
1500 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
|
|
1501 | |
|
|
1502 | /* free the spell arg */ |
|
|
1503 | if (settings.casting_time == TRUE && stringarg) |
|
|
1504 | { |
1373 | } |
1505 | free (stringarg); |
1374 | |
1506 | stringarg = 0; |
1375 | // restore chosen_skill |
1507 | } |
1376 | op->chosen_skill = chosen_skill; |
|
|
1377 | |
|
|
1378 | op->play_sound ( |
|
|
1379 | success |
|
|
1380 | ? spell_ob->sound |
|
|
1381 | ? spell_ob->sound |
|
|
1382 | : sound_find ("spell_success") |
|
|
1383 | : sound_find ("fumble_spell") |
|
|
1384 | ); |
1508 | |
1385 | |
1509 | return success; |
1386 | return success; |
1510 | } |
1387 | } |
1511 | |
1388 | |
1512 | |
|
|
1513 | /* This is called from time.c/process_object(). That function |
1389 | /* This is called from time.c/process_object(). That function |
1514 | * calls this for any SPELL_EFFECT type objects. This function |
1390 | * calls this for any SPELL_EFFECT type objects. This function |
1515 | * then dispatches them to the appropriate specific routines. |
1391 | * then dispatches them to the appropriate specific routines. |
1516 | */ |
1392 | */ |
1517 | void |
1393 | void |
1518 | move_spell_effect (object *op) |
1394 | move_spell_effect (object *op) |
1519 | { |
1395 | { |
… | |
… | |
1559 | move_aura (op); |
1435 | move_aura (op); |
1560 | break; |
1436 | break; |
1561 | } |
1437 | } |
1562 | } |
1438 | } |
1563 | |
1439 | |
1564 | /* this checks to see if something special should happen if |
|
|
1565 | * something runs into the object. |
|
|
1566 | */ |
|
|
1567 | void |
|
|
1568 | check_spell_effect (object *op) |
|
|
1569 | { |
|
|
1570 | switch (op->subtype) |
|
|
1571 | { |
|
|
1572 | case SP_BOLT: |
|
|
1573 | move_bolt (op); |
|
|
1574 | return; |
|
|
1575 | |
|
|
1576 | case SP_BULLET: |
|
|
1577 | check_bullet (op); |
|
|
1578 | return; |
|
|
1579 | } |
|
|
1580 | } |
|
|
1581 | |
|
|
1582 | /* This is called by move_apply. Basically, if someone |
1440 | /* This is called by move_apply. Basically, if someone |
1583 | * moves onto a spell effect and the walk_on or fly_on flags |
1441 | * moves onto a spell effect and the walk_on or fly_on flags |
1584 | * are set, this is called. This should only be called for |
1442 | * are set, this is called. This should only be called for |
1585 | * objects of the appropraite type. |
1443 | * objects of the appropriate type. |
1586 | */ |
1444 | */ |
1587 | void |
1445 | void |
1588 | apply_spell_effect (object *spell, object *victim) |
1446 | apply_spell_effect (object *spell, object *victim) |
1589 | { |
1447 | { |
1590 | switch (spell->subtype) |
1448 | switch (spell->subtype) |
1591 | { |
1449 | { |
1592 | case SP_CONE: |
1450 | case SP_CONE: |
1593 | if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1451 | if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype) |
1594 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1452 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1595 | break; |
1453 | break; |
1596 | |
1454 | |
1597 | case SP_MAGIC_MISSILE: |
1455 | case SP_MAGIC_MISSILE: |
1598 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1456 | if (victim->flag [FLAG_ALIVE]) |
1599 | { |
1457 | { |
1600 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1458 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1601 | |
|
|
1602 | if (!spell->destroyed ()) |
|
|
1603 | spell->destroy (); |
1459 | spell->destroy (); |
1604 | } |
1460 | } |
1605 | break; |
1461 | break; |
1606 | |
1462 | |
1607 | case SP_MOVING_BALL: |
1463 | case SP_MOVING_BALL: |
1608 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1464 | if (victim->flag [FLAG_ALIVE]) |
1609 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1465 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1610 | else if (victim->materialname) |
1466 | else if (victim->material != MATERIAL_NULL) |
1611 | save_throw_object (victim, spell->attacktype, spell); |
1467 | save_throw_object (victim, spell->attacktype, spell); |
|
|
1468 | |
1612 | break; |
1469 | break; |
1613 | } |
1470 | } |
1614 | } |
1471 | } |
|
|
1472 | |
|
|
1473 | /** |
|
|
1474 | * This function will let a fireball explode at the position of |
|
|
1475 | * the victim with a specific maximum level. |
|
|
1476 | */ |
|
|
1477 | void |
|
|
1478 | create_exploding_ball_at (object *victim, int level) |
|
|
1479 | { |
|
|
1480 | object *ball = archetype::get (EXPLODING_FIREBALL); |
|
|
1481 | ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; |
|
|
1482 | ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2; |
|
|
1483 | ball->insert_at (victim); |
|
|
1484 | } |