1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | * |
7 | * |
… | |
… | |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | |
|
|
26 | #include <global.h> |
25 | #include <global.h> |
27 | #include <spells.h> |
26 | #include <spells.h> |
28 | #include <object.h> |
27 | #include <object.h> |
29 | #include <errno.h> |
28 | #include <errno.h> |
30 | #include <sproto.h> |
29 | #include <sproto.h> |
… | |
… | |
188 | * is being cast at. |
187 | * is being cast at. |
189 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
188 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
190 | * This is because the new code compares casting_level against |
189 | * This is because the new code compares casting_level against |
191 | * min_caster_level, so the difference is effectively 4 |
190 | * min_caster_level, so the difference is effectively 4 |
192 | */ |
191 | */ |
193 | |
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|
194 | int |
192 | int |
195 | caster_level (object *caster, object *spell) |
193 | caster_level (object *caster, object *spell) |
196 | { |
194 | { |
197 | int level = caster->level; |
195 | int level = caster->level; |
198 | |
196 | |
… | |
… | |
213 | |
211 | |
214 | level = MIN (level, sk_level + level / 10 + 1); |
212 | level = MIN (level, sk_level + level / 10 + 1); |
215 | } |
213 | } |
216 | |
214 | |
217 | /* Got valid caster level. Now adjust for attunement */ |
215 | /* Got valid caster level. Now adjust for attunement */ |
218 | level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); |
216 | level += caster->path_repelled & spell->path_attuned ? -2 : 0; |
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|
217 | level += caster->path_attuned & spell->path_attuned ? +2 : 0; |
219 | |
218 | |
220 | /* Always make this at least 1. If this is zero, we get divide by zero |
219 | /* Always make this at least 1. If this is zero, we get divide by zero |
221 | * errors in various places. |
220 | * errors in various places. |
222 | */ |
221 | */ |
223 | if (level < 1) |
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|
224 | level = 1; |
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|
225 | |
|
|
226 | return level; |
222 | return max (level, 1); |
227 | } |
223 | } |
228 | |
224 | |
229 | /* The following function scales the spellpoint cost of |
225 | /* The following function scales the spellpoint cost of |
230 | * a spell by it's increased effectiveness. Some of the |
226 | * a spell by it's increased effectiveness. Some of the |
231 | * lower level spells become incredibly vicious at high |
227 | * lower level spells become incredibly vicious at high |
… | |
… | |
500 | * resources, and may not work as well if a player is standing |
496 | * resources, and may not work as well if a player is standing |
501 | * on top of a counterwall spell (may hit the player before being |
497 | * on top of a counterwall spell (may hit the player before being |
502 | * removed.) On the other hand, it may be more dramatic for the |
498 | * removed.) On the other hand, it may be more dramatic for the |
503 | * spell to actually hit the counterwall and be sucked up. |
499 | * spell to actually hit the counterwall and be sucked up. |
504 | */ |
500 | */ |
505 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
501 | if ((tmp->attacktype & AT_COUNTERSPELL) |
506 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
502 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
507 | (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) |
503 | && (tmp->type != PLAYER) |
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|
504 | && (tmp->type != WEAPON) |
|
|
505 | && (tmp->type != BOW) |
|
|
506 | && (tmp->type != ARROW) |
|
|
507 | && (tmp->type != GOLEM) |
|
|
508 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
|
|
509 | // we special case floor here because there |
|
|
510 | // are sometimes spell effect floors |
|
|
511 | // which are used to inflict damage |
|
|
512 | // (and those shouldn't go away from |
|
|
513 | // sanctuary) see also: permanent lava |
|
|
514 | && (immune_stop & AT_MAGIC)) |
508 | return 0; |
515 | return 0; |
509 | |
516 | |
510 | /* This is to prevent 'out of control' spells. Basically, this |
517 | /* This is to prevent 'out of control' spells. Basically, this |
511 | * limits one spell effect per space per spell. This is definately |
518 | * limits one spell effect per space per spell. This is definately |
512 | * needed for performance reasons, and just for playability I believe. |
519 | * needed for performance reasons, and just for playability I believe. |
… | |
… | |
727 | return freedir[i]; |
734 | return freedir[i]; |
728 | } |
735 | } |
729 | return -1; /* flag for "keep going the way you were" */ |
736 | return -1; /* flag for "keep going the way you were" */ |
730 | } |
737 | } |
731 | |
738 | |
732 | |
|
|
733 | |
|
|
734 | /* put_a_monster: puts a monster named monstername near by |
739 | /* put_a_monster: puts a monster named monstername near by |
735 | * op. This creates the treasures for the monsters, and |
740 | * op. This creates the treasures for the monsters, and |
736 | * also deals with multipart monsters properly. |
741 | * also deals with multipart monsters properly. |
737 | */ |
742 | */ |
738 | |
|
|
739 | void |
743 | void |
740 | put_a_monster (object *op, const char *monstername) |
744 | put_a_monster (object *op, const char *monstername) |
741 | { |
745 | { |
742 | object *tmp, *head = NULL, *prev = NULL; |
746 | object *tmp, *head = NULL, *prev = NULL; |
743 | archetype *at; |
747 | archetype *at; |
… | |
… | |
816 | { |
820 | { |
817 | int attacktype; |
821 | int attacktype; |
818 | int face; |
822 | int face; |
819 | } ATTACKS[22] = |
823 | } ATTACKS[22] = |
820 | { |
824 | { |
821 | { |
|
|
822 | AT_PHYSICAL, 0}, |
825 | { AT_PHYSICAL, 0}, |
823 | { |
|
|
824 | AT_PHYSICAL, 0}, /*face = explosion */ |
826 | { AT_PHYSICAL, 0}, /*face = explosion */ |
825 | { |
|
|
826 | AT_PHYSICAL, 0}, |
827 | { AT_PHYSICAL, 0}, |
827 | { |
|
|
828 | AT_MAGIC, 1}, |
828 | { AT_MAGIC, 1}, |
829 | { |
|
|
830 | AT_MAGIC, 1}, /* face = last-burnout */ |
829 | { AT_MAGIC, 1}, /* face = last-burnout */ |
831 | { |
|
|
832 | AT_MAGIC, 1}, |
830 | { AT_MAGIC, 1}, |
833 | { |
|
|
834 | AT_FIRE, 2}, |
831 | { AT_FIRE, 2}, |
835 | { |
|
|
836 | AT_FIRE, 2}, /* face = fire.... */ |
832 | { AT_FIRE, 2}, /* face = fire.... */ |
837 | { |
|
|
838 | AT_FIRE, 2}, |
833 | { AT_FIRE, 2}, |
839 | { |
|
|
840 | AT_ELECTRICITY, 3}, |
834 | { AT_ELECTRICITY, 3}, |
841 | { |
|
|
842 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
835 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
843 | { |
|
|
844 | AT_ELECTRICITY, 3}, |
836 | { AT_ELECTRICITY, 3}, |
845 | { |
|
|
846 | AT_COLD, 4}, |
837 | { AT_COLD, 4}, |
847 | { |
|
|
848 | AT_COLD, 4}, /* face=icestorm */ |
838 | { AT_COLD, 4}, /* face=icestorm */ |
849 | { |
|
|
850 | AT_COLD, 4}, |
839 | { AT_COLD, 4}, |
851 | { |
|
|
852 | AT_CONFUSION, 5}, |
840 | { AT_CONFUSION, 5}, |
853 | { |
|
|
854 | AT_POISON, 7}, |
841 | { AT_POISON, 7}, |
855 | { |
|
|
856 | AT_POISON, 7}, /* face = acid sphere. generator */ |
842 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
857 | { |
|
|
858 | AT_POISON, 7}, /* poisoncloud face */ |
843 | { AT_POISON, 7}, /* poisoncloud face */ |
859 | { |
|
|
860 | AT_SLOW, 8}, |
844 | { AT_SLOW, 8}, |
861 | { |
|
|
862 | AT_PARALYZE, 9}, |
845 | { AT_PARALYZE, 9}, |
863 | { |
|
|
864 | AT_FEAR, 10}}; |
846 | { AT_FEAR, 10}, |
865 | |
847 | }; |
866 | |
|
|
867 | |
848 | |
868 | /* shuffle_attack: peterm |
849 | /* shuffle_attack: peterm |
869 | * This routine shuffles the attack of op to one of the |
850 | * This routine shuffles the attack of op to one of the |
870 | * ones in the list. It does this at random. It also |
851 | * ones in the list. It does this at random. It also |
871 | * chooses a face appropriate to the attack that is |
852 | * chooses a face appropriate to the attack that is |
… | |
… | |
1009 | |
990 | |
1010 | int |
991 | int |
1011 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
992 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1012 | { |
993 | { |
1013 | int success; |
994 | int success; |
1014 | player *pl; |
|
|
1015 | object *spell; |
995 | object *spell; |
1016 | |
996 | |
1017 | if (!spell_ob->other_arch) |
997 | if (!spell_ob->other_arch) |
1018 | { |
998 | { |
1019 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
999 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
… | |
… | |
1063 | * |
1043 | * |
1064 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1044 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1065 | * this function will decrease the mana/grace appropriately. For other |
1045 | * this function will decrease the mana/grace appropriately. For other |
1066 | * objects, the caller should do what it considers appropriate. |
1046 | * objects, the caller should do what it considers appropriate. |
1067 | */ |
1047 | */ |
1068 | |
|
|
1069 | int |
1048 | int |
1070 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1049 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1071 | { |
1050 | { |
1072 | const char *godname; |
1051 | const char *godname; |
1073 | int success = 0, mflags, cast_level = 0, old_shoottype; |
1052 | int success = 0, mflags, cast_level = 0; |
1074 | object *skill = NULL; |
1053 | object *skill = NULL; |
1075 | |
|
|
1076 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
|
|
1077 | |
1054 | |
1078 | if (!spell_ob) |
1055 | if (!spell_ob) |
1079 | { |
1056 | { |
1080 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1057 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1081 | return 0; |
1058 | return 0; |
… | |
… | |
1174 | if (failure < 0) |
1151 | if (failure < 0) |
1175 | { |
1152 | { |
1176 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1153 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1177 | if (settings.spell_failure_effects == TRUE) |
1154 | if (settings.spell_failure_effects == TRUE) |
1178 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1155 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1179 | op->contr->shoottype = (rangetype) old_shoottype; |
1156 | |
1180 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1157 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1181 | return 0; |
1158 | return 0; |
1182 | } |
1159 | } |
1183 | } |
1160 | } |
1184 | } |
1161 | } |
… | |
… | |
1207 | { |
1184 | { |
1208 | if (op->type != PLAYER) |
1185 | if (op->type != PLAYER) |
1209 | return 0; |
1186 | return 0; |
1210 | |
1187 | |
1211 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1188 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1212 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1189 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1213 | else |
1190 | else |
1214 | switch (op->contr->shoottype) |
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|
1215 | { |
|
|
1216 | case range_magic: |
|
|
1217 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1191 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); |
1218 | break; |
1192 | |
1219 | case range_misc: |
|
|
1220 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1221 | break; |
|
|
1222 | case range_golem: |
|
|
1223 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
|
|
1224 | break; |
|
|
1225 | default: |
|
|
1226 | break; |
|
|
1227 | } |
|
|
1228 | return 0; |
1193 | return 0; |
1229 | } |
1194 | } |
1230 | |
1195 | |
1231 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
1196 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
1232 | { |
1197 | { |
… | |
… | |
1350 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1315 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1351 | break; |
1316 | break; |
1352 | |
1317 | |
1353 | case SP_SUMMON_GOLEM: |
1318 | case SP_SUMMON_GOLEM: |
1354 | success = summon_golem (op, caster, dir, spell_ob); |
1319 | success = summon_golem (op, caster, dir, spell_ob); |
1355 | old_shoottype = range_golem; |
|
|
1356 | break; |
1320 | break; |
1357 | |
1321 | |
1358 | case SP_DIMENSION_DOOR: |
1322 | case SP_DIMENSION_DOOR: |
1359 | /* dimension door needs the actual caster, because that is what is |
1323 | /* dimension door needs the actual caster, because that is what is |
1360 | * moved. |
1324 | * moved. |
… | |
… | |
1493 | success = cast_consecrate (op, caster, spell_ob); |
1457 | success = cast_consecrate (op, caster, spell_ob); |
1494 | break; |
1458 | break; |
1495 | |
1459 | |
1496 | case SP_ANIMATE_WEAPON: |
1460 | case SP_ANIMATE_WEAPON: |
1497 | success = animate_weapon (op, caster, spell_ob, dir); |
1461 | success = animate_weapon (op, caster, spell_ob, dir); |
1498 | old_shoottype = range_golem; |
|
|
1499 | break; |
1462 | break; |
1500 | |
1463 | |
1501 | case SP_LIGHT: |
1464 | case SP_LIGHT: |
1502 | success = cast_light (op, caster, spell_ob, dir); |
1465 | success = cast_light (op, caster, spell_ob, dir); |
1503 | break; |
1466 | break; |
… | |
… | |
1538 | |
1501 | |
1539 | /* free the spell arg */ |
1502 | /* free the spell arg */ |
1540 | if (settings.casting_time == TRUE && stringarg) |
1503 | if (settings.casting_time == TRUE && stringarg) |
1541 | { |
1504 | { |
1542 | free (stringarg); |
1505 | free (stringarg); |
1543 | stringarg = NULL; |
1506 | stringarg = 0; |
1544 | } |
1507 | } |
1545 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
|
|
1546 | * to something like use_magic_item, but you really want to be able to fire |
|
|
1547 | * it again. |
|
|
1548 | */ |
|
|
1549 | if (op->contr) |
|
|
1550 | op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1551 | |
1508 | |
1552 | return success; |
1509 | return success; |
1553 | } |
1510 | } |
1554 | |
1511 | |
1555 | |
1512 | |