1 | /* |
1 | /* |
2 | * static char *rcsid_spell_util_c = |
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3 | * "$Id: spell_util.C,v 1.8 2006/08/29 08:01:38 root Exp $"; |
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4 | */ |
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5 | |
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6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
9 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
10 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
12 | |
7 | * |
13 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
14 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
15 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
16 | (at your option) any later version. |
11 | * (at your option) any later version. |
17 | |
12 | * |
18 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
22 | |
17 | * |
23 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
24 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 | |
21 | * |
27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
28 | */ |
23 | */ |
29 | |
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30 | |
24 | |
31 | #include <global.h> |
25 | #include <global.h> |
32 | #include <spells.h> |
26 | #include <spells.h> |
33 | #include <object.h> |
27 | #include <object.h> |
34 | #include <errno.h> |
28 | #include <errno.h> |
35 | #ifndef __CEXTRACT__ |
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36 | #include <sproto.h> |
29 | #include <sproto.h> |
37 | #endif |
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38 | #include <sounds.h> |
30 | #include <sounds.h> |
39 | |
31 | |
40 | extern char *spell_mapping[]; |
32 | extern char *spell_mapping[]; |
41 | |
33 | |
42 | /* This returns a random spell from 'ob'. If skill is set, then |
34 | /* This returns a random spell from 'ob'. If skill is set, then |
43 | * the spell must be of this skill, it can be NULL in which case all |
35 | * the spell must be of this skill, it can be NULL in which case all |
44 | * matching spells are used. |
36 | * matching spells are used. |
45 | */ |
37 | */ |
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38 | object * |
46 | object *find_random_spell_in_ob(object *ob, const char *skill) |
39 | find_random_spell_in_ob (object *ob, const char *skill) |
47 | { |
40 | { |
48 | int k=0,s; |
41 | int k = 0, s; |
49 | object *tmp; |
42 | object *tmp; |
50 | |
43 | |
51 | for (tmp=ob->inv; tmp; tmp=tmp->below) |
44 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
52 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++; |
45 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
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46 | k++; |
53 | |
47 | |
54 | /* No spells, no need to progess further */ |
48 | /* No spells, no need to progess further */ |
55 | if (!k) return NULL; |
49 | if (!k) |
56 | |
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57 | s = RANDOM() % k; |
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58 | |
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59 | for (tmp=ob->inv; tmp; tmp=tmp->below) |
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60 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) { |
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61 | if (!s) return tmp; |
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62 | else s--; |
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63 | } |
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64 | /* Should never get here, but just in case */ |
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65 | return NULL; |
50 | return NULL; |
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51 | |
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52 | s = RANDOM () % k; |
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53 | |
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54 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
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55 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
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56 | { |
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57 | if (!s) |
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58 | return tmp; |
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59 | else |
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60 | s--; |
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61 | } |
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62 | /* Should never get here, but just in case */ |
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63 | return NULL; |
66 | } |
64 | } |
67 | |
65 | |
68 | /* Relatively simple function that gets used a lot. |
66 | /* Relatively simple function that gets used a lot. |
69 | * Basically, it sets up the skill pointer for the spell being |
67 | * Basically, it sets up the skill pointer for the spell being |
70 | * cast. If op is really casting the spell, then the skill |
68 | * cast. If op is really casting the spell, then the skill |
71 | * is whatever skill the spell requires. |
69 | * is whatever skill the spell requires. |
72 | * if instead caster (rod, horn, wand, etc) is casting the skill, |
70 | * if instead caster (rod, horn, wand, etc) is casting the skill, |
73 | * then they get exp for the skill that you need to use for |
71 | * then they get exp for the skill that you need to use for |
74 | * that object (use magic device). |
72 | * that object (use magic device). |
75 | */ |
73 | */ |
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74 | void |
76 | void set_spell_skill(object *op, object *caster, object *spob, object *dest) |
75 | set_spell_skill (object *op, object *caster, object *spob, object *dest) |
77 | { |
76 | { |
78 | if (dest->skill) FREE_AND_CLEAR_STR(dest->skill); |
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79 | if (caster == op && spob->skill) |
77 | if (caster == op && spob->skill) |
80 | dest->skill = add_refcount(spob->skill); |
78 | dest->skill = spob->skill; |
81 | else if (caster->skill) |
79 | else |
82 | dest->skill = add_refcount(caster->skill); |
80 | dest->skill = caster->skill; |
83 | } |
81 | } |
84 | |
82 | |
85 | /* init_spells: This should really be called check_spells, as that |
83 | /* init_spells: This should really be called check_spells, as that |
86 | * is what it does. It goes through the spells looking for any |
84 | * is what it does. It goes through the spells looking for any |
87 | * obvious errors. This was most useful in debugging when re-doing |
85 | * obvious errors. This was most useful in debugging when re-doing |
88 | * all the spells to catch simple errors. To use it all the time |
86 | * all the spells to catch simple errors. To use it all the time |
89 | * will result in it spitting out messages that aren't really errors. |
87 | * will result in it spitting out messages that aren't really errors. |
90 | */ |
88 | */ |
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89 | void |
91 | void init_spells(void) { |
90 | init_spells (void) |
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91 | { |
92 | #ifdef SPELL_DEBUG |
92 | #ifdef SPELL_DEBUG |
93 | static int init_spells_done = 0; |
93 | static int init_spells_done = 0; |
94 | int i; |
94 | int i; |
95 | archetype *at; |
95 | archetype *at; |
96 | |
96 | |
97 | if (init_spells_done) |
97 | if (init_spells_done) |
98 | return; |
98 | return; |
99 | LOG(llevDebug, "Checking spells...\n"); |
99 | LOG (llevDebug, "Checking spells...\n"); |
100 | |
100 | |
101 | for (at=first_archetype; at; at=at->next) { |
101 | for (at = first_archetype; at; at = at->next) |
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102 | { |
102 | if (at->clone.type == SPELL) { |
103 | if (at->clone.type == SPELL) |
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104 | { |
103 | if (at->clone.skill) { |
105 | if (at->clone.skill) |
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106 | { |
104 | for (i=1; i<NUM_SKILLS; i++) |
107 | for (i = 1; i < NUM_SKILLS; i++) |
105 | if (!strcmp(skill_names[i], at->clone.skill)) break; |
108 | if (!strcmp (skill_names[i], at->clone.skill)) |
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109 | break; |
106 | if (i==NUM_SKILLS) { |
110 | if (i == NUM_SKILLS) |
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111 | { |
107 | LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
112 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
108 | } |
113 | } |
109 | } |
114 | } |
110 | /* other_arch is already checked for in the loader */ |
115 | /* other_arch is already checked for in the loader */ |
111 | } |
116 | } |
112 | } |
117 | } |
113 | |
118 | |
114 | i=0; |
119 | i = 0; |
115 | while (spell_mapping[i]) { |
120 | while (spell_mapping[i]) |
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121 | { |
116 | if (!find_archetype(spell_mapping[i])) { |
122 | if (!archetype::find (spell_mapping[i])) |
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123 | { |
117 | LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
124 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
118 | } |
125 | } |
119 | i++; |
126 | i++; |
120 | } |
127 | } |
121 | LOG(llevDebug, "Checking spells completed.\n"); |
128 | LOG (llevDebug, "Checking spells completed.\n"); |
122 | #endif |
129 | #endif |
123 | } |
130 | } |
124 | |
131 | |
125 | /* Dumps all the spells - now also dumps skill associated with the spell. |
132 | /* Dumps all the spells - now also dumps skill associated with the spell. |
126 | * not sure what this would be used for, as the data seems pretty |
133 | * not sure what this would be used for, as the data seems pretty |
127 | * minimal, but easy enough to keep around. |
134 | * minimal, but easy enough to keep around. |
128 | */ |
135 | */ |
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136 | void |
129 | void dump_spells(void) |
137 | dump_spells (void) |
130 | { |
138 | { |
131 | archetype *at; |
139 | archetype *at; |
132 | |
140 | |
133 | for (at=first_archetype; at; at=at->next) { |
141 | for (at = first_archetype; at; at = at->next) |
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142 | { |
134 | if (at->clone.type == SPELL) { |
143 | if (at->clone.type == SPELL) |
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144 | { |
135 | fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name?at->clone.name:"null", |
145 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
136 | at->name, at->clone.other_arch?at->clone.other_arch->name:"null", |
146 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
137 | at->clone.skill?at->clone.skill:"null", at->clone.level); |
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138 | } |
147 | } |
139 | } |
148 | } |
140 | } |
149 | } |
141 | |
150 | |
142 | /* pretty basic function - basically just takes |
151 | /* pretty basic function - basically just takes |
143 | * an object, sets the x,y, and calls insert_ob_in_map |
152 | * an object, sets the x,y, and calls insert_ob_in_map |
144 | */ |
153 | */ |
145 | |
154 | void |
146 | void spell_effect (object *spob, int x, int y, mapstruct *map, |
155 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
147 | object *originator) |
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148 | { |
156 | { |
149 | |
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150 | if (spob->other_arch != NULL) { |
157 | if (spob->other_arch) |
151 | object *effect = arch_to_object(spob->other_arch); |
158 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
152 | |
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153 | effect->x = x; |
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154 | effect->y = y; |
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155 | |
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156 | insert_ob_in_map(effect, map, originator,0); |
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157 | } |
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158 | } |
159 | } |
159 | |
160 | |
160 | /* |
161 | /* |
161 | * This function takes a caster and spell and presents the |
162 | * This function takes a caster and spell and presents the |
162 | * effective level the caster needs to be to cast the spell. |
163 | * effective level the caster needs to be to cast the spell. |
163 | * basically, it just adjusts the spell->level with attuned/repelled |
164 | * basically, it just adjusts the spell->level with attuned/repelled |
164 | * spellpaths. Was called path_level_mod |
165 | * spellpaths. Was called path_level_mod. |
165 | * |
166 | * |
166 | * caster is person casting hte spell. |
167 | * caster is person casting the spell. |
167 | * spell is the spell object. |
168 | * spell is the spell object. |
168 | * Returns modified level. |
169 | * Returns modified level. |
169 | */ |
170 | */ |
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171 | int |
170 | int min_casting_level(object *caster, object *spell) |
172 | min_casting_level (object *caster, object *spell) |
171 | { |
173 | { |
172 | int new_level; |
174 | int new_level; |
173 | |
175 | |
174 | if (caster->path_denied & spell->path_attuned) { |
176 | if (caster->path_denied & spell->path_attuned) |
175 | /* This case is not a bug, just the fact that this function is |
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176 | * usually called BEFORE checking for path_deny. -AV |
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177 | */ |
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178 | #if 0 |
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179 | LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " |
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180 | "spell\n", caster->arch->name, caster->name); |
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181 | #endif |
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182 | return 1; |
177 | return 1; |
183 | } |
178 | |
184 | new_level = spell->level |
179 | new_level = spell->level |
185 | + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) |
180 | + (caster->path_repelled & spell->path_attuned ? +2 : 0) |
186 | + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); |
181 | + (caster->path_attuned & spell->path_attuned ? -2 : 0); |
187 | return (new_level < 1) ? 1 : new_level; |
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188 | } |
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189 | |
182 | |
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183 | return max (1, new_level); |
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184 | } |
190 | |
185 | |
191 | /* This function returns the effective level the spell |
186 | /* This function returns the effective level the spell |
192 | * is being cast at. |
187 | * is being cast at. |
193 | * 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. |
194 | * This is because the new code compares casting_level against |
189 | * This is because the new code compares casting_level against |
195 | * min_caster_level, so the difference is effectively 4 |
190 | * min_caster_level, so the difference is effectively 4 |
196 | */ |
191 | */ |
197 | |
192 | int |
198 | int caster_level(object *caster, object *spell) |
193 | caster_level (object *caster, object *spell) |
199 | { |
194 | { |
200 | int level = caster->level; |
195 | int level = caster->level; |
201 | |
196 | |
202 | /* If this is a player, try to find the matching skill */ |
197 | /* If this is a player, try to find the matching skill */ |
203 | if (caster->type == PLAYER && spell->skill) { |
198 | if (caster->type == PLAYER && spell->skill) |
204 | int i; |
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205 | |
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206 | for (i=0; i < NUM_SKILLS; i++) |
199 | for (int i = 0; i < NUM_SKILLS; i++) |
207 | if (caster->contr->last_skill_ob[i] && |
200 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
208 | caster->contr->last_skill_ob[i]->skill == spell->skill) { |
201 | { |
209 | level = caster->contr->last_skill_ob[i]->level; |
202 | level = caster->contr->last_skill_ob[i]->level; |
210 | break; |
203 | break; |
211 | } |
204 | } |
212 | } |
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213 | |
205 | |
214 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
206 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
215 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
207 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
216 | { |
208 | { |
217 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
209 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
218 | int sk_level = skill ? skill->level : 1; |
210 | int sk_level = skill ? skill->level : 1; |
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211 | |
219 | level = MIN (level, sk_level + level / 10 + 1); |
212 | level = MIN (level, sk_level + level / 10 + 1); |
220 | } |
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221 | |
213 | } |
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214 | |
222 | /* Got valid caster level. Now adjust for attunement */ |
215 | /* Got valid caster level. Now adjust for attunement */ |
223 | level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) |
216 | level += caster->path_repelled & spell->path_attuned ? -2 : 0; |
224 | + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); |
217 | level += caster->path_attuned & spell->path_attuned ? +2 : 0; |
225 | |
218 | |
226 | /* 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 |
227 | * errors in various places. |
220 | * errors in various places. |
228 | */ |
221 | */ |
229 | if (level < 1) level = 1; |
222 | return max (level, 1); |
230 | return level; |
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231 | } |
223 | } |
232 | |
224 | |
233 | /* The following function scales the spellpoint cost of |
225 | /* The following function scales the spellpoint cost of |
234 | * a spell by it's increased effectiveness. Some of the |
226 | * a spell by it's increased effectiveness. Some of the |
235 | * lower level spells become incredibly vicious at high |
227 | * lower level spells become incredibly vicious at high |
… | |
… | |
240 | * spell is the spell object. |
232 | * spell is the spell object. |
241 | * Note that it is now possible for a spell to cost both grace and |
233 | * Note that it is now possible for a spell to cost both grace and |
242 | * mana. In that case, we return which ever value is higher. |
234 | * mana. In that case, we return which ever value is higher. |
243 | */ |
235 | */ |
244 | |
236 | |
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237 | sint16 |
245 | sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags) |
238 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
246 | { |
239 | { |
247 | int sp, grace, level = caster_level(caster, spell); |
240 | int sp, grace, level = caster_level (caster, spell); |
248 | |
241 | |
249 | if (settings.spellpoint_level_depend == TRUE) { |
242 | if (settings.spellpoint_level_depend == TRUE) |
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243 | { |
250 | if (spell->stats.sp && spell->stats.maxsp) { |
244 | if (spell->stats.sp && spell->stats.maxsp) |
251 | sp= (int) (spell->stats.sp * |
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252 | (1.0 + MAX(0, |
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253 | (float)(level-spell->level)/ (float)spell->stats.maxsp))); |
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254 | } |
245 | { |
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246 | sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); |
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247 | } |
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248 | else |
255 | else sp = spell->stats.sp; |
249 | sp = spell->stats.sp; |
256 | |
250 | |
257 | sp *= (int) PATH_SP_MULT(caster,spell); |
251 | sp *= (int) PATH_SP_MULT (caster, spell); |
258 | if (!sp && spell->stats.sp) sp=1; |
252 | if (!sp && spell->stats.sp) |
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253 | sp = 1; |
259 | |
254 | |
260 | if (spell->stats.grace && spell->stats.maxgrace) { |
255 | if (spell->stats.grace && spell->stats.maxgrace) |
261 | grace= (int) (spell->stats.grace * |
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262 | (1.0 + MAX(0, |
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263 | (float)(level-spell->level)/ (float)spell->stats.maxgrace))); |
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264 | } |
256 | { |
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257 | grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); |
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258 | } |
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259 | else |
265 | else grace = spell->stats.grace; |
260 | grace = spell->stats.grace; |
266 | |
261 | |
267 | grace *= (int) PATH_SP_MULT(caster,spell); |
262 | grace *= (int) PATH_SP_MULT (caster, spell); |
268 | if (spell->stats.grace && !grace) grace=1; |
263 | if (spell->stats.grace && !grace) |
269 | } else { |
264 | grace = 1; |
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265 | } |
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266 | else |
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267 | { |
270 | sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell)); |
268 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
271 | if (spell->stats.sp && !sp) sp=1; |
269 | if (spell->stats.sp && !sp) |
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270 | sp = 1; |
272 | grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell)); |
271 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
273 | if (spell->stats.grace && !grace) grace=1; |
272 | if (spell->stats.grace && !grace) |
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273 | grace = 1; |
274 | } |
274 | } |
275 | if (flags == SPELL_HIGHEST) |
275 | if (flags == SPELL_HIGHEST) |
276 | return MAX(sp, grace); |
276 | return MAX (sp, grace); |
277 | else if (flags == SPELL_GRACE) |
277 | else if (flags == SPELL_GRACE) |
278 | return grace; |
278 | return grace; |
279 | else if (flags == SPELL_MANA) |
279 | else if (flags == SPELL_MANA) |
280 | return sp; |
280 | return sp; |
281 | else { |
281 | else |
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282 | { |
282 | LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
283 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
283 | return 0; |
284 | return 0; |
284 | } |
285 | } |
285 | } |
286 | } |
286 | |
287 | |
287 | |
288 | |
288 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
289 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
289 | * spob is the spell we are adjusting. |
290 | * spob is the spell we are adjusting. |
290 | */ |
291 | */ |
|
|
292 | int |
291 | int SP_level_dam_adjust(object *caster, object *spob) |
293 | SP_level_dam_adjust (object *caster, object *spob) |
292 | { |
294 | { |
293 | int level = caster_level (caster, spob); |
295 | int level = caster_level (caster, spob); |
294 | int adj = level - min_casting_level(caster, spob); |
296 | int adj = level - min_casting_level (caster, spob); |
295 | |
297 | |
296 | if(adj < 0) adj=0; |
298 | if (adj < 0) |
|
|
299 | adj = 0; |
297 | if (spob->dam_modifier) |
300 | if (spob->dam_modifier) |
298 | adj/=spob->dam_modifier; |
301 | adj /= spob->dam_modifier; |
299 | else adj=0; |
302 | else |
|
|
303 | adj = 0; |
300 | return adj; |
304 | return adj; |
301 | } |
305 | } |
302 | |
306 | |
303 | /* Adjust the strength of the spell based on level. |
307 | /* Adjust the strength of the spell based on level. |
304 | * This is basically the same as SP_level_dam_adjust above, |
308 | * This is basically the same as SP_level_dam_adjust above, |
305 | * but instead looks at the level_modifier value. |
309 | * but instead looks at the level_modifier value. |
306 | */ |
310 | */ |
|
|
311 | int |
307 | int SP_level_duration_adjust(object *caster, object *spob) |
312 | SP_level_duration_adjust (object *caster, object *spob) |
308 | { |
313 | { |
309 | int level = caster_level (caster, spob); |
314 | int level = caster_level (caster, spob); |
310 | int adj = level - min_casting_level(caster, spob); |
315 | int adj = level - min_casting_level (caster, spob); |
311 | |
316 | |
312 | if(adj < 0) adj=0; |
317 | if (adj < 0) |
|
|
318 | adj = 0; |
313 | if(spob->duration_modifier) |
319 | if (spob->duration_modifier) |
314 | adj/=spob->duration_modifier; |
320 | adj /= spob->duration_modifier; |
315 | else adj=0; |
321 | else |
|
|
322 | adj = 0; |
316 | |
323 | |
317 | return adj; |
324 | return adj; |
318 | } |
325 | } |
319 | |
326 | |
320 | /* Adjust the strength of the spell based on level. |
327 | /* Adjust the strength of the spell based on level. |
321 | * This is basically the same as SP_level_dam_adjust above, |
328 | * This is basically the same as SP_level_dam_adjust above, |
322 | * but instead looks at the level_modifier value. |
329 | * but instead looks at the level_modifier value. |
323 | */ |
330 | */ |
|
|
331 | int |
324 | int SP_level_range_adjust(object *caster, object *spob) |
332 | SP_level_range_adjust (object *caster, object *spob) |
325 | { |
333 | { |
326 | int level = caster_level (caster, spob); |
334 | int level = caster_level (caster, spob); |
327 | int adj = level - min_casting_level(caster, spob); |
335 | int adj = level - min_casting_level (caster, spob); |
328 | |
336 | |
329 | if(adj < 0) adj=0; |
337 | if (adj < 0) |
|
|
338 | adj = 0; |
330 | if(spob->range_modifier) |
339 | if (spob->range_modifier) |
331 | adj/=spob->range_modifier; |
340 | adj /= spob->range_modifier; |
332 | else adj=0; |
341 | else |
|
|
342 | adj = 0; |
333 | |
343 | |
334 | return adj; |
344 | return adj; |
335 | } |
345 | } |
336 | |
346 | |
337 | /* Checks to see if player knows the spell. If the name is the same |
347 | /* Checks to see if player knows the spell. If the name is the same |
338 | * as an existing spell, we presume they know it. |
348 | * as an existing spell, we presume they know it. |
339 | * returns 1 if they know the spell, 0 if they don't. |
349 | * returns 1 if they know the spell, 0 if they don't. |
340 | */ |
350 | */ |
|
|
351 | object * |
341 | object *check_spell_known (object *op, const char *name) |
352 | check_spell_known (object *op, const char *name) |
342 | { |
353 | { |
343 | object *spop; |
354 | object *spop; |
344 | |
355 | |
345 | for (spop=op->inv; spop; spop=spop->below) |
356 | for (spop = op->inv; spop; spop = spop->below) |
346 | if (spop->type == SPELL && !strcmp(spop->name, name)) return spop; |
357 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
|
|
358 | return spop; |
347 | |
359 | |
348 | return NULL; |
360 | return NULL; |
349 | } |
361 | } |
350 | |
362 | |
351 | |
363 | |
352 | /* |
364 | /* |
353 | * Look at object 'op' and see if they know the spell |
365 | * Look at object 'op' and see if they know the spell |
… | |
… | |
356 | * returns the matching spell object, or NULL. |
368 | * returns the matching spell object, or NULL. |
357 | * If we match multiple spells but don't get an |
369 | * If we match multiple spells but don't get an |
358 | * exact match, we also return NULL. |
370 | * exact match, we also return NULL. |
359 | */ |
371 | */ |
360 | |
372 | |
|
|
373 | object * |
361 | object *lookup_spell_by_name(object *op,const char *spname) { |
374 | lookup_spell_by_name (object *op, const char *spname) |
|
|
375 | { |
362 | object *spob1=NULL, *spob2=NULL, *spob; |
376 | object *spob1 = NULL, *spob2 = NULL, *spob; |
363 | int nummatch=0; |
377 | int nummatch = 0; |
364 | |
378 | |
365 | if(spname==NULL) return NULL; |
379 | if (spname == NULL) |
|
|
380 | return NULL; |
366 | |
381 | |
367 | /* Try to find the spell. We store the results in spob1 |
382 | /* Try to find the spell. We store the results in spob1 |
368 | * and spob2 - spob1 is only taking the length of |
383 | * and spob2 - spob1 is only taking the length of |
369 | * the past spname, spob2 uses the length of the spell name. |
384 | * the past spname, spob2 uses the length of the spell name. |
370 | */ |
385 | */ |
371 | for (spob = op->inv; spob; spob=spob->below) { |
386 | for (spob = op->inv; spob; spob = spob->below) |
|
|
387 | { |
372 | if (spob->type == SPELL) { |
388 | if (spob->type == SPELL) |
|
|
389 | { |
373 | if (!strncmp(spob->name, spname, strlen(spname))) { |
390 | if (!strncmp (spob->name, spname, strlen (spname))) |
|
|
391 | { |
374 | nummatch++; |
392 | nummatch++; |
375 | spob1 = spob; |
393 | spob1 = spob; |
376 | } else if (!strncmp(spob->name, spname, strlen(spob->name))) { |
|
|
377 | /* if spells have ambiguous names, it makes matching |
|
|
378 | * really difficult. (eg, fire and fireball would |
|
|
379 | * fall into this category). It shouldn't be hard to |
|
|
380 | * make sure spell names don't overlap in that fashion. |
|
|
381 | */ |
|
|
382 | if (spob2) |
|
|
383 | LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n", |
|
|
384 | spob2->name, spob->name); |
|
|
385 | spob2 = spob; |
|
|
386 | } |
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; |
387 | } |
405 | } |
|
|
406 | } |
388 | } |
407 | } |
389 | /* if we have best match, return it. Otherwise, if we have one match |
408 | /* if we have best match, return it. Otherwise, if we have one match |
390 | * on the loser match, return that, otehrwise null |
409 | * on the loser match, return that, otehrwise null |
391 | */ |
410 | */ |
|
|
411 | if (spob2) |
392 | if (spob2) return spob2; |
412 | return spob2; |
393 | if (spob1 && nummatch == 1) return spob1; |
413 | if (spob1 && nummatch == 1) |
|
|
414 | return spob1; |
394 | return NULL; |
415 | return NULL; |
395 | } |
416 | } |
396 | |
417 | |
397 | /* reflwall - decides weither the (spell-)object sp_op will |
418 | /* reflwall - decides weither the (spell-)object sp_op will |
398 | * be reflected from the given mapsquare. Returns 1 if true. |
419 | * be reflected from the given mapsquare. Returns 1 if true. |
399 | * (Note that for living creatures there is a small chance that |
420 | * (Note that for living creatures there is a small chance that |
400 | * reflect_spell fails.) |
421 | * reflect_spell fails.) |
401 | * Caller should be sure it passes us valid map coordinates |
422 | * Caller should be sure it passes us valid map coordinates |
402 | * eg, updated for tiled maps. |
423 | * eg, updated for tiled maps. |
403 | */ |
424 | */ |
|
|
425 | int |
404 | int reflwall(mapstruct *m,int x,int y, object *sp_op) { |
426 | reflwall (maptile *m, int x, int y, object *sp_op) |
|
|
427 | { |
405 | object *op; |
428 | object *op; |
406 | |
429 | |
407 | if(OUT_OF_REAL_MAP(m,x,y)) return 0; |
430 | if (OUT_OF_REAL_MAP (m, x, y)) |
408 | for(op=get_map_ob(m,x,y);op!=NULL;op=op->above) |
|
|
409 | if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) || |
|
|
410 | sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10))) |
|
|
411 | return 1; |
|
|
412 | |
|
|
413 | return 0; |
431 | return 0; |
|
|
432 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
|
|
433 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
|
|
434 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
|
|
435 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
|
|
436 | return 1; |
|
|
437 | |
|
|
438 | return 0; |
414 | } |
439 | } |
415 | |
440 | |
416 | /* cast_create_object: creates object new_op in direction dir |
441 | /* cast_create_object: creates object new_op in direction dir |
417 | * or if that is blocked, beneath the player (op). |
442 | * or if that is blocked, beneath the player (op). |
418 | * we pass 'caster', but don't use it for anything. |
443 | * we pass 'caster', but don't use it for anything. |
419 | * This is really just a simple wrapper function . |
444 | * This is really just a simple wrapper function . |
420 | * returns the direction that the object was actually placed |
445 | * returns the direction that the object was actually placed |
421 | * in. |
446 | * in. |
422 | */ |
447 | */ |
|
|
448 | int |
423 | int cast_create_obj(object *op,object *caster,object *new_op, int dir) |
449 | cast_create_obj (object *op, object *caster, object *new_op, int dir) |
424 | { |
450 | { |
425 | mapstruct *m; |
451 | maptile *m; |
426 | sint16 sx, sy; |
452 | sint16 sx, sy; |
427 | |
453 | |
428 | if(dir && |
454 | if (dir && |
429 | ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || |
455 | ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || |
430 | OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) { |
456 | OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) |
|
|
457 | { |
431 | new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
458 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
432 | new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet."); |
459 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
433 | dir = 0; |
460 | dir = 0; |
434 | } |
461 | } |
435 | new_op->x=op->x+freearr_x[dir]; |
462 | |
436 | new_op->y=op->y+freearr_y[dir]; |
463 | op->map->insert (new_op, |
437 | if (dir == 0) |
464 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
438 | insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR); |
465 | op, |
439 | else |
466 | dir ? 0 : INS_BELOW_ORIGINATOR); |
440 | insert_ob_in_map(new_op,op->map,op,0); |
467 | |
441 | return dir; |
468 | return dir; |
442 | } |
469 | } |
443 | |
470 | |
444 | /* Returns true if it is ok to put spell *op on the space/may provided. |
471 | /* Returns true if it is ok to put spell *op on the space/may provided. |
445 | * immune_stop is basically the attacktype of the spell (why |
472 | * immune_stop is basically the attacktype of the spell (why |
446 | * passed as a different value, not sure of). If immune_stop |
473 | * passed as a different value, not sure of). If immune_stop |
447 | * has the AT_MAGIC bit set, and there is a counterwall |
474 | * has the AT_MAGIC bit set, and there is a counterwall |
448 | * on the space, the object doesn't get placed. if immune stop |
475 | * on the space, the object doesn't get placed. if immune stop |
449 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
476 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
450 | * |
477 | * |
451 | */ |
478 | */ |
452 | |
479 | int |
453 | int ok_to_put_more(mapstruct *m,sint16 x,sint16 y,object *op,int immune_stop) { |
480 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
454 | object *tmp; |
481 | { |
455 | int mflags; |
482 | if (!xy_normalise (m, x, y)) |
456 | mapstruct *mp; |
483 | return 0; |
457 | |
484 | |
458 | mp = m; |
485 | mapspace &ms = m->at (x, y); |
459 | mflags = get_map_flags(m, &mp, x, y, &x, &y); |
|
|
460 | |
486 | |
461 | if (mflags & P_OUT_OF_MAP) return 0; |
487 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
|
|
488 | return 0; |
462 | |
489 | |
463 | if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0; |
490 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
464 | |
491 | { |
465 | for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) { |
|
|
466 | /* If there is a counterspell on the space, and this |
492 | /* If there is a counterspell on the space, and this |
467 | * object is using magic, don't progress. I believe we could |
493 | * object is using magic, don't progress. I believe we could |
468 | * leave this out and let in progress, and other areas of the code |
494 | * leave this out and let in progress, and other areas of the code |
469 | * will then remove it, but that would seem to to use more |
495 | * will then remove it, but that would seem to to use more |
470 | * 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 |
471 | * 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 |
472 | * 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 |
473 | * spell to actually hit the counterwall and be sucked up. |
499 | * spell to actually hit the counterwall and be sucked up. |
474 | */ |
500 | */ |
475 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
501 | if ((tmp->attacktype & AT_COUNTERSPELL) |
476 | (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) && |
502 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
477 | (tmp->type != WEAPON) && (tmp->type != BOW) && |
503 | && (tmp->type != PLAYER) |
478 | (tmp->type != ARROW) && (tmp->type != GOLEM) && |
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 |
479 | (immune_stop & AT_MAGIC)) return 0; |
514 | && (immune_stop & AT_MAGIC)) |
|
|
515 | return 0; |
480 | |
516 | |
481 | /* This is to prevent 'out of control' spells. Basically, this |
517 | /* This is to prevent 'out of control' spells. Basically, this |
482 | * limits one spell effect per space per spell. This is definately |
518 | * limits one spell effect per space per spell. This is definately |
483 | * needed for performance reasons, and just for playability I believe. |
519 | * needed for performance reasons, and just for playability I believe. |
484 | * there are no such things as multispaced spells right now, so |
520 | * there are no such things as multispaced spells right now, so |
485 | * we don't need to worry about the head. |
521 | * we don't need to worry about the head. |
486 | */ |
522 | */ |
487 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && |
523 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
488 | (tmp->subtype == op->subtype)) |
|
|
489 | return 0; |
524 | return 0; |
490 | |
525 | |
491 | /* |
526 | /* |
492 | * Combine similar spell effects into one spell effect. Needed for |
527 | * Combine similar spell effects into one spell effect. Needed for |
493 | * performance reasons with meteor swarm and the like, but also for |
528 | * performance reasons with meteor swarm and the like, but also for |
494 | * playability reasons. |
529 | * playability reasons. |
495 | */ |
530 | */ |
496 | if (tmp->arch == op->arch |
531 | if (tmp->arch == op->arch |
497 | && tmp->type == op->type |
532 | && tmp->type == op->type |
498 | && tmp->subtype == op->subtype |
533 | && tmp->subtype == op->subtype |
499 | && tmp->owner == op->owner |
534 | && tmp->owner == op->owner |
500 | && ((tmp->subtype == SP_EXPLOSION) |
535 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
501 | || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)) |
|
|
502 | ) { |
536 | { |
503 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
537 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
504 | tmp->range = MAX (tmp->range, op->range); |
538 | tmp->range = MAX (tmp->range, op->range); |
505 | tmp->duration = MAX (tmp->duration, op->duration); |
539 | tmp->duration = MAX (tmp->duration, op->duration); |
506 | return 0; |
540 | return 0; |
507 | } |
541 | } |
508 | |
542 | |
509 | /* Perhaps we should also put checks in for no magic and unholy |
543 | /* Perhaps we should also put checks in for no magic and unholy |
510 | * ground to prevent it from moving along? |
544 | * ground to prevent it from moving along? |
511 | */ |
545 | */ |
512 | } |
546 | } |
|
|
547 | |
513 | /* If it passes the above tests, it must be OK */ |
548 | /* If it passes the above tests, it must be OK */ |
514 | return 1; |
549 | return 1; |
515 | } |
550 | } |
516 | |
551 | |
517 | /* fire_arch_from_position: fires an archetype. |
552 | /* fire_arch_from_position: fires an archetype. |
518 | * op: person firing the object. |
553 | * op: person firing the object. |
519 | * caster: object casting the spell. |
554 | * caster: object casting the spell. |
… | |
… | |
522 | * dir: direction to fire in. |
557 | * dir: direction to fire in. |
523 | * spell: spell that is being fired. It uses other_arch for the archetype |
558 | * spell: spell that is being fired. It uses other_arch for the archetype |
524 | * to fire. |
559 | * to fire. |
525 | * returns 0 on failure, 1 on success. |
560 | * returns 0 on failure, 1 on success. |
526 | */ |
561 | */ |
527 | |
562 | |
|
|
563 | int |
528 | int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, |
564 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
529 | int dir, object *spell) |
|
|
530 | { |
565 | { |
531 | object *tmp; |
566 | object *tmp; |
532 | int mflags; |
567 | int mflags; |
533 | mapstruct *m; |
568 | maptile *m; |
534 | |
569 | |
535 | if(spell->other_arch==NULL) |
570 | if (spell->other_arch == NULL) |
|
|
571 | return 0; |
|
|
572 | |
|
|
573 | m = op->map; |
|
|
574 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
575 | if (mflags & P_OUT_OF_MAP) |
|
|
576 | { |
|
|
577 | return 0; |
|
|
578 | } |
|
|
579 | |
|
|
580 | tmp = arch_to_object (spell->other_arch); |
|
|
581 | |
|
|
582 | if (tmp == NULL) |
|
|
583 | 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 | |
|
|
592 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
|
|
593 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
|
|
594 | /* code in time.c uses food for some things, duration for others */ |
|
|
595 | tmp->stats.food = tmp->duration; |
|
|
596 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
|
|
597 | tmp->attacktype = spell->attacktype; |
|
|
598 | tmp->x = x; |
|
|
599 | tmp->y = y; |
|
|
600 | tmp->direction = dir; |
|
|
601 | if (op->owner != NULL) |
|
|
602 | tmp->set_owner (op); |
|
|
603 | else |
|
|
604 | tmp->set_owner (op); |
|
|
605 | tmp->level = caster_level (caster, spell); |
|
|
606 | set_spell_skill (op, caster, spell, tmp); |
|
|
607 | |
|
|
608 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
|
|
609 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
|
|
610 | { |
|
|
611 | if (!tailor_god_spell (tmp, op)) |
536 | return 0; |
612 | return 0; |
537 | |
|
|
538 | m = op->map; |
|
|
539 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
|
|
540 | if (mflags & P_OUT_OF_MAP) { |
|
|
541 | return 0; |
|
|
542 | } |
613 | } |
543 | |
|
|
544 | tmp=arch_to_object(spell->other_arch); |
|
|
545 | |
|
|
546 | if(tmp==NULL) |
|
|
547 | return 0; |
|
|
548 | |
|
|
549 | if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) { |
|
|
550 | new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
551 | free_object(tmp); |
|
|
552 | return 0; |
|
|
553 | } |
|
|
554 | |
|
|
555 | |
|
|
556 | |
|
|
557 | tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell); |
|
|
558 | tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell); |
|
|
559 | /* code in time.c uses food for some things, duration for others */ |
|
|
560 | tmp->stats.food = tmp->duration; |
|
|
561 | tmp->range=spell->range+SP_level_range_adjust(caster,spell); |
|
|
562 | tmp->attacktype = spell->attacktype; |
|
|
563 | tmp->x=x; |
|
|
564 | tmp->y=y; |
|
|
565 | tmp->direction=dir; |
|
|
566 | if (get_owner (op) != NULL) |
|
|
567 | copy_owner (tmp, op); |
|
|
568 | else |
|
|
569 | set_owner (tmp, op); |
|
|
570 | tmp->level = caster_level (caster, spell); |
|
|
571 | set_spell_skill(op, caster, spell, tmp); |
|
|
572 | |
|
|
573 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
|
|
574 | if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) { |
|
|
575 | if(!tailor_god_spell(tmp,op)) return 0; |
|
|
576 | } |
|
|
577 | if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) |
614 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
578 | SET_ANIMATION(tmp, dir); |
615 | SET_ANIMATION (tmp, dir); |
579 | |
616 | |
580 | if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) |
617 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
581 | return 1; |
|
|
582 | |
|
|
583 | move_spell_effect(tmp); |
618 | move_spell_effect (tmp); |
584 | |
619 | |
585 | return 1; |
620 | return 1; |
586 | } |
621 | } |
587 | |
|
|
588 | |
|
|
589 | |
622 | |
590 | /***************************************************************************** |
623 | /***************************************************************************** |
591 | * |
624 | * |
592 | * Code related to rods - perhaps better located in another file? |
625 | * Code related to rods - perhaps better located in another file? |
593 | * |
626 | * |
594 | ****************************************************************************/ |
627 | ****************************************************************************/ |
595 | |
628 | void |
596 | void regenerate_rod(object *rod) { |
629 | regenerate_rod (object *rod) |
|
|
630 | { |
597 | if (rod->stats.hp < rod->stats.maxhp) { |
631 | if (rod->stats.hp < rod->stats.maxhp) |
|
|
632 | { |
598 | rod->stats.hp+= 1 + rod->stats.maxhp/10; |
633 | rod->stats.hp += 1 + rod->stats.maxhp / 10; |
599 | |
634 | |
600 | if (rod->stats.hp > rod->stats.maxhp) |
635 | if (rod->stats.hp > rod->stats.maxhp) |
601 | rod->stats.hp = rod->stats.maxhp; |
636 | rod->stats.hp = rod->stats.maxhp; |
602 | } |
637 | } |
603 | } |
638 | } |
604 | |
639 | |
605 | |
640 | |
|
|
641 | void |
606 | void drain_rod_charge(object *rod) { |
642 | drain_rod_charge (object *rod) |
|
|
643 | { |
607 | rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST); |
644 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
608 | } |
645 | } |
609 | |
|
|
610 | |
|
|
611 | |
|
|
612 | |
646 | |
613 | /* this function is commonly used to find a friendly target for |
647 | /* this function is commonly used to find a friendly target for |
614 | * spells such as heal or protection or armour |
648 | * spells such as heal or protection or armour |
615 | * op is what is looking for the target (which can be a player), |
649 | * op is what is looking for the target (which can be a player), |
616 | * dir is the direction we are looking in. Return object found, or |
650 | * dir is the direction we are looking in. Return object found, or |
617 | * NULL if no good object. |
651 | * NULL if no good object. |
618 | */ |
652 | */ |
619 | |
653 | object * |
620 | object *find_target_for_friendly_spell(object *op,int dir) { |
654 | find_target_for_friendly_spell (object *op, int dir) |
|
|
655 | { |
621 | object *tmp; |
656 | object *tmp; |
622 | mapstruct *m; |
|
|
623 | sint16 x, y; |
|
|
624 | int mflags; |
|
|
625 | |
657 | |
626 | /* I don't really get this block - if op isn't a player or rune, |
658 | /* I don't really get this block - if op isn't a player or rune, |
627 | * we then make the owner of this object the target. |
659 | * we then make the owner of this object the target. |
628 | * The owner could very well be no where near op. |
660 | * The owner could very well be no where near op. |
629 | */ |
661 | */ |
630 | if(op->type!=PLAYER && op->type!=RUNE) { |
662 | if (op->type != PLAYER && op->type != RUNE) |
631 | tmp=get_owner(op); |
663 | { |
|
|
664 | tmp = op->owner; |
632 | /* If the owner does not exist, or is not a monster, than apply the spell |
665 | /* If the owner does not exist, or is not a monster, than apply the spell |
633 | * to the caster. |
666 | * to the caster. |
634 | */ |
667 | */ |
635 | if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; |
668 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
636 | } |
|
|
637 | else { |
|
|
638 | m = op->map; |
669 | tmp = op; |
|
|
670 | } |
|
|
671 | else |
|
|
672 | { |
|
|
673 | maptile *m = op->map; |
639 | x = op->x+freearr_x[dir]; |
674 | sint16 x = op->x + freearr_x[dir]; |
640 | y = op->y+freearr_y[dir]; |
675 | sint16 y = op->y + freearr_y[dir]; |
641 | |
|
|
642 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
|
|
643 | |
|
|
644 | if (mflags & P_OUT_OF_MAP) |
|
|
645 | tmp=NULL; |
|
|
646 | else { |
|
|
647 | for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) |
|
|
648 | if(tmp->type==PLAYER) |
|
|
649 | break; |
|
|
650 | } |
676 | |
|
|
677 | tmp = xy_normalise (m, x, y) |
|
|
678 | ? m->at (x, y).player () |
|
|
679 | : 0; |
651 | } |
680 | } |
|
|
681 | |
652 | /* didn't find a player there, look in current square for a player */ |
682 | /* didn't find a player there, look in current square for a player */ |
653 | if(tmp==NULL) |
683 | if (!tmp) |
654 | for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) |
684 | tmp = op->ms ().player (); |
655 | { |
|
|
656 | if(tmp->type==PLAYER) |
|
|
657 | break; |
|
|
658 | } |
|
|
659 | |
685 | |
660 | return tmp; |
686 | return tmp; |
661 | } |
687 | } |
662 | |
688 | |
663 | |
689 | |
664 | |
690 | |
665 | /* raytrace: |
691 | /* raytrace: |
… | |
… | |
672 | * It returns the direction toward the first/closest live object if it finds |
698 | * It returns the direction toward the first/closest live object if it finds |
673 | * any, otherwise -1. |
699 | * any, otherwise -1. |
674 | * note that exclude can be NULL, in which case all bets are off. |
700 | * note that exclude can be NULL, in which case all bets are off. |
675 | */ |
701 | */ |
676 | |
702 | |
|
|
703 | int |
677 | int spell_find_dir(mapstruct *m, int x, int y, object *exclude) { |
704 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
|
|
705 | { |
678 | int i,max=SIZEOFFREE; |
706 | int i, max = SIZEOFFREE; |
679 | sint16 nx,ny; |
707 | sint16 nx, ny; |
680 | int owner_type=0, mflags; |
708 | int owner_type = 0, mflags; |
681 | object *tmp; |
709 | object *tmp; |
682 | mapstruct *mp; |
710 | maptile *mp; |
683 | |
711 | |
684 | if (exclude && exclude->head) |
712 | if (exclude && exclude->head) |
685 | exclude = exclude->head; |
713 | exclude = exclude->head; |
686 | if (exclude && exclude->type) |
714 | if (exclude && exclude->type) |
687 | owner_type = exclude->type; |
715 | owner_type = exclude->type; |
688 | |
716 | |
689 | for(i=rndm(1, 8);i<max;i++) { |
717 | for (i = rndm (1, 8); i < max; i++) |
|
|
718 | { |
690 | nx = x + freearr_x[i]; |
719 | nx = x + freearr_x[i]; |
691 | ny = y + freearr_y[i]; |
720 | ny = y + freearr_y[i]; |
692 | mp = m; |
721 | mp = m; |
693 | mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); |
722 | mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
694 | if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; |
723 | if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
|
|
724 | continue; |
695 | |
725 | |
696 | tmp=get_map_ob(mp,nx,ny); |
726 | tmp = GET_MAP_OB (mp, nx, ny); |
697 | |
727 | |
698 | while(tmp!=NULL && (((owner_type==PLAYER && |
728 | while (tmp != NULL && (((owner_type == PLAYER && |
699 | !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) || |
729 | !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
700 | (owner_type!=PLAYER && tmp->type!=PLAYER)) || |
730 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
701 | (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
|
|
702 | tmp=tmp->above; |
731 | tmp = tmp->above; |
703 | |
732 | |
704 | if(tmp!=NULL && can_see_monsterP(m,x,y,i)) |
733 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
705 | return freedir[i]; |
734 | return freedir[i]; |
706 | } |
735 | } |
707 | return -1; /* flag for "keep going the way you were" */ |
736 | return -1; /* flag for "keep going the way you were" */ |
708 | } |
737 | } |
709 | |
|
|
710 | |
|
|
711 | |
738 | |
712 | /* put_a_monster: puts a monster named monstername near by |
739 | /* put_a_monster: puts a monster named monstername near by |
713 | * op. This creates the treasures for the monsters, and |
740 | * op. This creates the treasures for the monsters, and |
714 | * also deals with multipart monsters properly. |
741 | * also deals with multipart monsters properly. |
715 | */ |
742 | */ |
716 | |
743 | void |
717 | void put_a_monster(object *op,const char *monstername) { |
744 | put_a_monster (object *op, const char *monstername) |
|
|
745 | { |
718 | object *tmp,*head=NULL,*prev=NULL; |
746 | object *tmp, *head = NULL, *prev = NULL; |
719 | archetype *at; |
747 | archetype *at; |
720 | int dir; |
748 | int dir; |
721 | |
749 | |
722 | /* Handle cases where we are passed a bogus mosntername */ |
750 | /* Handle cases where we are passed a bogus mosntername */ |
723 | |
751 | |
724 | if((at=find_archetype(monstername))==NULL) return; |
752 | if ((at = archetype::find (monstername)) == NULL) |
|
|
753 | return; |
725 | |
754 | |
726 | /* find a free square nearby |
755 | /* find a free square nearby |
727 | * first we check the closest square for free squares |
756 | * first we check the closest square for free squares |
728 | */ |
757 | */ |
729 | |
758 | |
730 | dir=find_first_free_spot(&at->clone,op->map,op->x,op->y); |
759 | dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); |
731 | if(dir!=-1) { |
760 | if (dir != -1) |
|
|
761 | { |
732 | /* This is basically grabbed for generate monster. Fixed 971225 to |
762 | /* This is basically grabbed for generate monster. Fixed 971225 to |
733 | * insert multipart monsters properly |
763 | * insert multipart monsters properly |
734 | */ |
764 | */ |
735 | while (at!=NULL) { |
765 | while (at != NULL) |
|
|
766 | { |
736 | tmp=arch_to_object(at); |
767 | tmp = arch_to_object (at); |
737 | tmp->x=op->x+freearr_x[dir]+at->clone.x; |
768 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
738 | tmp->y=op->y+freearr_y[dir]+at->clone.y; |
769 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
739 | tmp->map = op->map; |
770 | tmp->map = op->map; |
740 | if (head) { |
771 | if (head) |
|
|
772 | { |
741 | tmp->head=head; |
773 | tmp->head = head; |
742 | prev->more=tmp; |
774 | prev->more = tmp; |
743 | } |
775 | } |
744 | if (!head) head=tmp; |
776 | if (!head) |
|
|
777 | head = tmp; |
745 | prev=tmp; |
778 | prev = tmp; |
746 | at=at->more; |
779 | at = at->more; |
747 | } |
780 | } |
748 | |
781 | |
749 | if (head->randomitems) |
782 | if (head->randomitems) |
750 | create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); |
783 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
751 | |
784 | |
752 | insert_ob_in_map(head,op->map,op,0); |
785 | insert_ob_in_map (head, op->map, op, 0); |
753 | |
786 | |
754 | /* thought it'd be cool to insert a burnout, too.*/ |
787 | /* thought it'd be cool to insert a burnout, too. */ |
755 | tmp=get_archetype("burnout"); |
788 | op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
756 | tmp->map = op->map; |
|
|
757 | tmp->x=op->x+freearr_x[dir]; |
|
|
758 | tmp->y=op->y+freearr_y[dir]; |
|
|
759 | insert_ob_in_map(tmp,op->map,op,0); |
|
|
760 | } |
789 | } |
761 | } |
790 | } |
762 | |
791 | |
763 | /* peterm: function which summons hostile monsters and |
792 | /* peterm: function which summons hostile monsters and |
764 | * places them in nearby squares. |
793 | * places them in nearby squares. |
… | |
… | |
772 | * use to call this, but best I can tell, that spell/ability was |
801 | * use to call this, but best I can tell, that spell/ability was |
773 | * never used. This is however used by various failures on the |
802 | * never used. This is however used by various failures on the |
774 | * players part (alchemy, reincarnation, etc) |
803 | * players part (alchemy, reincarnation, etc) |
775 | */ |
804 | */ |
776 | |
805 | |
|
|
806 | int |
777 | int summon_hostile_monsters(object *op,int n,const char *monstername){ |
807 | summon_hostile_monsters (object *op, int n, const char *monstername) |
|
|
808 | { |
778 | int i; |
809 | int i; |
|
|
810 | |
779 | for(i=0;i<n;i++) |
811 | for (i = 0; i < n; i++) |
780 | put_a_monster(op,monstername); |
812 | put_a_monster (op, monstername); |
781 | |
813 | |
782 | return n; |
814 | return n; |
783 | } |
815 | } |
784 | |
816 | |
785 | |
817 | |
786 | /* Some local definitions for shuffle-attack */ |
818 | /* Some local definitions for shuffle-attack */ |
787 | struct attacktype_shuffle { |
819 | struct attacktype_shuffle |
|
|
820 | { |
788 | int attacktype; |
821 | int attacktype; |
789 | int face; |
822 | int face; |
790 | } ATTACKS[22] = { |
823 | } ATTACKS[22] = |
|
|
824 | { |
791 | {AT_PHYSICAL,0}, |
825 | { AT_PHYSICAL, 0}, |
792 | {AT_PHYSICAL,0}, /*face = explosion*/ |
826 | { AT_PHYSICAL, 0}, /*face = explosion */ |
793 | {AT_PHYSICAL,0}, |
827 | { AT_PHYSICAL, 0}, |
794 | {AT_MAGIC,1}, |
828 | { AT_MAGIC, 1}, |
795 | {AT_MAGIC,1}, /* face = last-burnout */ |
829 | { AT_MAGIC, 1}, /* face = last-burnout */ |
796 | {AT_MAGIC,1}, |
830 | { AT_MAGIC, 1}, |
797 | {AT_FIRE,2}, |
831 | { AT_FIRE, 2}, |
798 | {AT_FIRE,2}, /* face = fire.... */ |
832 | { AT_FIRE, 2}, /* face = fire.... */ |
799 | {AT_FIRE,2}, |
833 | { AT_FIRE, 2}, |
800 | {AT_ELECTRICITY,3}, |
834 | { AT_ELECTRICITY, 3}, |
801 | {AT_ELECTRICITY,3}, /* ball_lightning */ |
835 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
802 | {AT_ELECTRICITY,3}, |
836 | { AT_ELECTRICITY, 3}, |
803 | {AT_COLD,4}, |
|
|
804 | {AT_COLD,4}, /* face=icestorm*/ |
|
|
805 | {AT_COLD,4}, |
837 | { AT_COLD, 4}, |
|
|
838 | { AT_COLD, 4}, /* face=icestorm */ |
|
|
839 | { AT_COLD, 4}, |
806 | {AT_CONFUSION,5}, |
840 | { AT_CONFUSION, 5}, |
807 | {AT_POISON,7}, |
841 | { AT_POISON, 7}, |
808 | {AT_POISON,7}, /* face = acid sphere. generator */ |
842 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
809 | {AT_POISON,7}, /* poisoncloud face */ |
843 | { AT_POISON, 7}, /* poisoncloud face */ |
810 | {AT_SLOW,8}, |
844 | { AT_SLOW, 8}, |
811 | {AT_PARALYZE,9}, |
845 | { AT_PARALYZE, 9}, |
812 | {AT_FEAR,10} }; |
846 | { AT_FEAR, 10}, |
813 | |
847 | }; |
814 | |
|
|
815 | |
848 | |
816 | /* shuffle_attack: peterm |
849 | /* shuffle_attack: peterm |
817 | * This routine shuffles the attack of op to one of the |
850 | * This routine shuffles the attack of op to one of the |
818 | * ones in the list. It does this at random. It also |
851 | * ones in the list. It does this at random. It also |
819 | * chooses a face appropriate to the attack that is |
852 | * chooses a face appropriate to the attack that is |
… | |
… | |
827 | * would be nice. |
860 | * would be nice. |
828 | * I also fixed a bug here in that attacktype was |= - |
861 | * I also fixed a bug here in that attacktype was |= - |
829 | * to me, that would be that it would quickly get all |
862 | * to me, that would be that it would quickly get all |
830 | * attacktypes, which probably wasn't the intent. MSW 2003-06-03 |
863 | * attacktypes, which probably wasn't the intent. MSW 2003-06-03 |
831 | */ |
864 | */ |
|
|
865 | void |
832 | void shuffle_attack(object *op,int change_face) |
866 | shuffle_attack (object *op, int change_face) |
833 | { |
867 | { |
834 | int i; |
868 | int i; |
|
|
869 | |
835 | i=rndm(0, 21); |
870 | i = rndm (0, 21); |
836 | |
871 | |
837 | op->attacktype=ATTACKS[i].attacktype|AT_MAGIC; |
872 | op->attacktype = ATTACKS[i].attacktype | AT_MAGIC; |
838 | |
873 | |
839 | if(change_face) { |
874 | if (change_face) |
|
|
875 | { |
840 | SET_ANIMATION(op, ATTACKS[i].face); |
876 | SET_ANIMATION (op, ATTACKS[i].face); |
841 | } |
877 | } |
842 | } |
878 | } |
843 | |
879 | |
844 | |
880 | |
845 | /* prayer_failure: This is called when a player fails |
881 | /* prayer_failure: This is called when a player fails |
… | |
… | |
847 | * op is the player. |
883 | * op is the player. |
848 | * failure is basically how much grace they had. |
884 | * failure is basically how much grace they had. |
849 | * power is how much grace the spell would normally take to cast. |
885 | * power is how much grace the spell would normally take to cast. |
850 | */ |
886 | */ |
851 | |
887 | |
|
|
888 | void |
852 | void prayer_failure(object *op, int failure,int power) |
889 | prayer_failure (object *op, int failure, int power) |
853 | { |
890 | { |
854 | const char *godname; |
891 | const char *godname; |
855 | object *tmp; |
892 | object *tmp; |
856 | |
893 | |
857 | if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; |
894 | if (!strcmp ((godname = determine_god (op)), "none")) |
|
|
895 | godname = "Your spirit"; |
858 | |
896 | |
859 | if(failure<= -20 && failure > -40) /* wonder */ |
897 | if (failure <= -20 && failure > -40) /* wonder */ |
860 | { |
898 | { |
861 | new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname); |
899 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); |
862 | tmp = get_archetype(SPELL_WONDER); |
900 | tmp = get_archetype (SPELL_WONDER); |
863 | cast_cone(op,op,0,tmp); |
901 | cast_cone (op, op, 0, tmp); |
864 | free_object(tmp); |
902 | tmp->destroy (); |
865 | } |
903 | } |
866 | |
904 | |
867 | else if (failure <= -40 && failure > -60) /* confusion */ |
905 | else if (failure <= -40 && failure > -60) /* confusion */ |
868 | { |
906 | { |
869 | new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!"); |
907 | new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); |
870 | confuse_player(op,op,99); |
908 | confuse_player (op, op, 99); |
871 | } |
909 | } |
872 | else if (failure <= -60 && failure> -150) /* paralysis */ |
910 | else if (failure <= -60 && failure > -150) /* paralysis */ |
873 | { |
911 | { |
874 | new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname); |
912 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); |
875 | new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else."); |
913 | new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); |
876 | paralyze_player(op,op,99); |
914 | paralyze_player (op, op, 99); |
877 | } |
915 | } |
878 | else if (failure <= -150) /* blast the immediate area */ |
916 | else if (failure <= -150) /* blast the immediate area */ |
879 | { |
917 | { |
880 | tmp = get_archetype(GOD_POWER); |
918 | tmp = get_archetype (GOD_POWER); |
881 | new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname); |
919 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); |
882 | cast_magic_storm(op,tmp, power); |
920 | cast_magic_storm (op, tmp, power); |
883 | } |
921 | } |
884 | } |
922 | } |
885 | |
923 | |
886 | /* |
924 | /* |
887 | * spell_failure() handles the various effects for differing degrees |
925 | * spell_failure() handles the various effects for differing degrees |
… | |
… | |
890 | * failure is a random value of how badly you failed. |
928 | * failure is a random value of how badly you failed. |
891 | * power is how many spellpoints you'd normally need for the spell. |
929 | * power is how many spellpoints you'd normally need for the spell. |
892 | * skill is the skill you'd need to cast the spell. |
930 | * skill is the skill you'd need to cast the spell. |
893 | */ |
931 | */ |
894 | |
932 | |
|
|
933 | void |
895 | void spell_failure(object *op, int failure,int power, object *skill) |
934 | spell_failure (object *op, int failure, int power, object *skill) |
896 | { |
935 | { |
897 | object *tmp; |
936 | object *tmp; |
898 | |
937 | |
899 | if (settings.spell_failure_effects == FALSE) |
938 | if (settings.spell_failure_effects == FALSE) |
900 | return; |
939 | return; |
901 | |
940 | |
902 | if (failure<=-20 && failure > -40) /* wonder */ |
941 | if (failure <= -20 && failure > -40) /* wonder */ |
903 | { |
942 | { |
904 | new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect."); |
943 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); |
905 | tmp = get_archetype(SPELL_WONDER); |
944 | tmp = get_archetype (SPELL_WONDER); |
906 | cast_cone(op,op,0,tmp); |
945 | cast_cone (op, op, 0, tmp); |
907 | free_object(tmp); |
946 | tmp->destroy (); |
908 | } |
947 | } |
909 | |
948 | |
910 | else if (failure <= -40 && failure > -60) /* confusion */ |
949 | else if (failure <= -40 && failure > -60) /* confusion */ |
911 | { |
950 | { |
912 | new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!"); |
951 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); |
913 | confuse_player(op,op,99); |
952 | confuse_player (op, op, 99); |
914 | } |
953 | } |
915 | else if (failure <= -60 && failure> -80) /* paralysis */ |
954 | else if (failure <= -60 && failure > -80) /* paralysis */ |
916 | { |
955 | { |
917 | new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); |
956 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); |
918 | paralyze_player(op,op,99); |
957 | paralyze_player (op, op, 99); |
919 | } |
958 | } |
920 | else if (failure <= -80) /* blast the immediate area */ |
959 | else if (failure <= -80) /* blast the immediate area */ |
921 | { |
960 | { |
922 | object *tmp; |
961 | object *tmp; |
|
|
962 | |
923 | /* Safety check to make sure we don't get any mana storms in scorn */ |
963 | /* Safety check to make sure we don't get any mana storms in scorn */ |
924 | if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) { |
964 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) |
925 | new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); |
|
|
926 | hit_player(op,9998,op,AT_INTERNAL,1); |
|
|
927 | |
|
|
928 | } else { |
|
|
929 | new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!"); |
|
|
930 | tmp=get_archetype(LOOSE_MANA); |
|
|
931 | tmp->level=skill->level; |
|
|
932 | tmp->x=op->x; |
|
|
933 | tmp->y=op->y; |
|
|
934 | |
|
|
935 | /* increase the area of destruction a little for more powerful spells */ |
|
|
936 | tmp->range+=isqrt(power); |
|
|
937 | |
|
|
938 | if (power>25) tmp->stats.dam = 25 + isqrt(power); |
|
|
939 | else tmp->stats.dam=power; /* nasty recoils! */ |
|
|
940 | |
|
|
941 | tmp->stats.maxhp=tmp->count; |
|
|
942 | insert_ob_in_map(tmp,op->map,NULL,0); |
|
|
943 | } |
|
|
944 | } |
|
|
945 | } |
|
|
946 | |
|
|
947 | int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) |
|
|
948 | { |
|
|
949 | int success; |
|
|
950 | player *pl; |
|
|
951 | object *spell; |
|
|
952 | |
|
|
953 | if ( !spell_ob->other_arch ) |
|
|
954 | { |
965 | { |
955 | LOG( llevError, "cast_party_spell: empty other arch\n" ); |
966 | new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); |
956 | return 0; |
967 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
957 | } |
|
|
958 | spell = arch_to_object( spell_ob->other_arch ); |
|
|
959 | |
968 | |
960 | /* Always cast spell on caster */ |
969 | } |
961 | success = cast_spell( op, caster, dir, spell, stringarg ); |
970 | else |
962 | |
|
|
963 | if ( caster->contr->party == NULL ) |
|
|
964 | { |
971 | { |
965 | remove_ob( spell ); |
972 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
|
|
973 | tmp = get_archetype (LOOSE_MANA); |
|
|
974 | tmp->level = skill->level; |
|
|
975 | |
|
|
976 | /* increase the area of destruction a little for more powerful spells */ |
|
|
977 | tmp->range += isqrt (power); |
|
|
978 | |
|
|
979 | if (power > 25) |
|
|
980 | tmp->stats.dam = 25 + isqrt (power); |
|
|
981 | else |
|
|
982 | tmp->stats.dam = power; /* nasty recoils! */ |
|
|
983 | |
|
|
984 | tmp->stats.maxhp = tmp->count; |
|
|
985 | |
|
|
986 | tmp->insert_at (op); |
|
|
987 | } |
|
|
988 | } |
|
|
989 | } |
|
|
990 | |
|
|
991 | int |
|
|
992 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
|
|
993 | { |
|
|
994 | int success; |
|
|
995 | object *spell; |
|
|
996 | |
|
|
997 | if (!spell_ob->other_arch) |
|
|
998 | { |
|
|
999 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
|
|
1000 | return 0; |
|
|
1001 | } |
|
|
1002 | spell = arch_to_object (spell_ob->other_arch); |
|
|
1003 | |
|
|
1004 | /* Always cast spell on caster */ |
|
|
1005 | success = cast_spell (op, caster, dir, spell, stringarg); |
|
|
1006 | |
|
|
1007 | if (caster->contr->party == NULL) |
|
|
1008 | { |
|
|
1009 | spell->remove (); |
966 | return success; |
1010 | return success; |
967 | } |
1011 | } |
968 | for( pl=first_player; pl!=NULL; pl=pl->next ) |
1012 | for_all_players (pl) |
969 | if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) ) |
1013 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
970 | { |
1014 | { |
971 | cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg ); |
1015 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
972 | } |
1016 | } |
973 | remove_ob( spell ); |
1017 | spell->remove (); |
974 | return success; |
1018 | return success; |
975 | } |
1019 | } |
976 | |
1020 | |
977 | /* This is where the main dispatch when someone casts a spell. |
1021 | /* This is where the main dispatch when someone casts a spell. |
978 | * |
1022 | * |
979 | * op is the creature that is owner of the object that is casting the spell - |
1023 | * op is the creature that is owner of the object that is casting the spell - |
980 | * eg, the player or monster. |
1024 | * eg, the player or monster. |
… | |
… | |
999 | * |
1043 | * |
1000 | * 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), |
1001 | * this function will decrease the mana/grace appropriately. For other |
1045 | * this function will decrease the mana/grace appropriately. For other |
1002 | * objects, the caller should do what it considers appropriate. |
1046 | * objects, the caller should do what it considers appropriate. |
1003 | */ |
1047 | */ |
1004 | |
1048 | int |
1005 | int 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) |
1006 | |
1050 | { |
1007 | const char *godname; |
1051 | const char *godname; |
1008 | int success=0,mflags, cast_level=0, old_shoottype; |
1052 | int success = 0, mflags, cast_level = 0; |
1009 | object *skill=NULL; |
1053 | object *skill = NULL; |
1010 | |
1054 | |
1011 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
|
|
1012 | |
|
|
1013 | if (!spell_ob) { |
1055 | if (!spell_ob) |
|
|
1056 | { |
1014 | LOG(llevError,"cast_spell: null spell object passed\n"); |
1057 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1015 | return 0; |
1058 | return 0; |
1016 | } |
1059 | } |
1017 | if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit"; |
|
|
1018 | |
1060 | |
|
|
1061 | if (!strcmp ((godname = determine_god (op)), "none")) |
|
|
1062 | godname = "A random spirit"; |
|
|
1063 | |
1019 | /* the caller should set caster to op if appropriate */ |
1064 | /* the caller should set caster to op if appropriate */ |
1020 | if (!caster) { |
1065 | if (!caster) |
|
|
1066 | { |
1021 | LOG(llevError,"cast_spell: null caster object passed\n"); |
1067 | LOG (llevError, "cast_spell: null caster object passed\n"); |
1022 | return 0; |
1068 | return 0; |
1023 | } |
1069 | } |
1024 | |
1070 | |
1025 | /* if caster is a spell casting object, this normally shouldn't be |
1071 | /* if caster is a spell casting object, this normally shouldn't be |
1026 | * an issue, because they don't have any spellpaths set up. |
1072 | * an issue, because they don't have any spellpaths set up. |
1027 | */ |
1073 | */ |
1028 | if (caster->path_denied & spell_ob->path_attuned) { |
1074 | if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) |
|
|
1075 | { |
1029 | new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you."); |
1076 | new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); |
1030 | return 0; |
1077 | return 0; |
1031 | } |
1078 | } |
1032 | |
1079 | |
1033 | /* if it is a player casting the spell, and they are really casting it |
1080 | /* if it is a player casting the spell, and they are really casting it |
1034 | * (vs it coming from a wand, scroll, or whatever else), do some |
1081 | * (vs it coming from a wand, scroll, or whatever else), do some |
1035 | * checks. We let monsters do special things - eg, they |
1082 | * checks. We let monsters do special things - eg, they |
1036 | * don't need the skill, bypass level checks, etc. The monster function |
1083 | * don't need the skill, bypass level checks, etc. The monster function |
1037 | * should take care of that. |
1084 | * should take care of that. |
1038 | * Remove the wiz check here and move it further down - some spells |
1085 | * Remove the wiz check here and move it further down - some spells |
1039 | * need to have the right skill pointer passed, so we need to |
1086 | * need to have the right skill pointer passed, so we need to |
1040 | * at least process that code. |
1087 | * at least process that code. |
1041 | */ |
1088 | */ |
1042 | if (op->type == PLAYER && op == caster) { |
1089 | if (op->type == PLAYER && op == caster) |
|
|
1090 | { |
1043 | cast_level = caster_level(caster, spell_ob); |
1091 | cast_level = caster_level (caster, spell_ob); |
1044 | if (spell_ob->skill) { |
1092 | if (spell_ob->skill) |
|
|
1093 | { |
1045 | skill = find_skill_by_name(op, spell_ob->skill); |
1094 | skill = find_skill_by_name (op, spell_ob->skill); |
1046 | if (!skill) { |
1095 | if (!skill) |
|
|
1096 | { |
1047 | new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.", |
1097 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
1048 | spell_ob->skill, spell_ob->name); |
|
|
1049 | return 0; |
1098 | return 0; |
1050 | } |
1099 | } |
1051 | if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) { |
1100 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1101 | { |
1052 | new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell."); |
1102 | new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); |
1053 | return 0; |
1103 | return 0; |
1054 | } |
1104 | } |
1055 | } |
1105 | } |
1056 | /* If the caster is the wiz, they don't ever fail, and don't have |
1106 | /* If the caster is the wiz, they don't ever fail, and don't have |
1057 | * to have sufficient grace/mana. |
1107 | * to have sufficient grace/mana. |
1058 | */ |
1108 | */ |
1059 | if (!QUERY_FLAG(op, FLAG_WIZ)) { |
1109 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1110 | { |
1060 | if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) && |
1111 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1061 | SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) { |
1112 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
|
|
1113 | { |
1062 | new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana."); |
1114 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1063 | return 0; |
1115 | return 0; |
1064 | } |
1116 | } |
|
|
1117 | |
1065 | if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) && |
1118 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1066 | SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) { |
1119 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
|
|
1120 | { |
1067 | if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace - |
1121 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1068 | 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) { |
1122 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1069 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1123 | { |
1070 | "%s grants your prayer, though you are unworthy.",godname); |
1124 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); |
1071 | } |
1125 | } |
1072 | else { |
1126 | else |
1073 | prayer_failure(op,op->stats.grace, |
1127 | { |
1074 | SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace); |
1128 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1075 | new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname); |
1129 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1076 | return 0; |
1130 | return 0; |
1077 | } |
1131 | } |
1078 | } |
1132 | } |
1079 | |
1133 | |
1080 | /* player/monster is trying to cast the spell. might fumble it */ |
1134 | /* player/monster is trying to cast the spell. might fumble it */ |
1081 | if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) < |
1135 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1082 | (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) { |
1136 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
|
|
1137 | { |
1083 | play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); |
1138 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1084 | new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell."); |
1139 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
|
|
1140 | |
1085 | if (settings.casting_time == TRUE) { |
1141 | if (settings.casting_time == TRUE) |
1086 | op->casting_time = -1; |
1142 | op->casting_time = -1; |
1087 | } |
1143 | |
1088 | op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1144 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1089 | return 0; |
1145 | return 0; |
|
|
1146 | } |
1090 | } else if (spell_ob->stats.sp) { |
1147 | else if (spell_ob->stats.sp) |
1091 | int failure = random_roll(0, 199, op, PREFER_HIGH) - |
1148 | { |
1092 | op->contr->encumbrance +op->level - spell_ob->level +35; |
1149 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1093 | |
1150 | |
1094 | if( failure < 0) { |
1151 | if (failure < 0) |
|
|
1152 | { |
1095 | 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."); |
1096 | if (settings.spell_failure_effects == TRUE) |
1154 | if (settings.spell_failure_effects == TRUE) |
1097 | spell_failure(op,failure, |
|
|
1098 | SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), |
1155 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1099 | skill); |
1156 | |
1100 | op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1101 | 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); |
1102 | return 0; |
1158 | return 0; |
1103 | } |
1159 | } |
1104 | } |
1160 | } |
1105 | } |
1161 | } |
1106 | } |
1162 | } |
1107 | |
1163 | |
1108 | mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL); |
1164 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1109 | |
1165 | |
1110 | /* See if we can cast a spell here. If the caster and op are |
1166 | /* See if we can cast a spell here. If the caster and op are |
1111 | * not alive, then this would mean that the mapmaker put the |
1167 | * not alive, then this would mean that the mapmaker put the |
1112 | * objects on the space - presume that they know what they are |
1168 | * objects on the space - presume that they know what they are |
1113 | * doing. |
1169 | * doing. |
1114 | */ |
1170 | */ |
|
|
1171 | |
|
|
1172 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
|
|
1173 | { |
|
|
1174 | new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); |
|
|
1175 | return 0; |
|
|
1176 | } |
|
|
1177 | |
1115 | if (spell_ob->type == SPELL |
1178 | if ((spell_ob->type == SPELL) |
1116 | && (mflags & P_SAFE || caster->type != POTION) // elmex: prevent potions from casting on safe maps |
1179 | && (caster->type != POTION) |
1117 | && !QUERY_FLAG(op, FLAG_WIZCAST) |
1180 | && !QUERY_FLAG (op, FLAG_WIZCAST) |
1118 | && (QUERY_FLAG(caster, FLAG_ALIVE) |
1181 | && (QUERY_FLAG (caster, FLAG_ALIVE) |
1119 | || QUERY_FLAG(op, FLAG_ALIVE)) |
1182 | || QUERY_FLAG (op, FLAG_ALIVE)) |
1120 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) |
1183 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1121 | || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
|
|
1122 | { |
1184 | { |
1123 | if (op->type!=PLAYER) |
1185 | if (op->type != PLAYER) |
1124 | return 0; |
1186 | return 0; |
1125 | |
1187 | |
1126 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1188 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1127 | 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); |
1128 | else if (mflags & P_SAFE) |
|
|
1129 | new_draw_info(NDI_UNIQUE, 0,op, |
|
|
1130 | "This ground is sacred! The gods prevent any magical effects done by you here!."); |
|
|
1131 | else |
1190 | else |
1132 | switch(op->contr->shoottype) |
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) |
1133 | { |
1207 | { |
1134 | case range_magic: |
1208 | op->spellarg = strdup (stringarg); |
1135 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting."); |
|
|
1136 | break; |
|
|
1137 | case range_misc: |
|
|
1138 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item."); |
|
|
1139 | break; |
|
|
1140 | case range_golem: |
|
|
1141 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll."); |
|
|
1142 | break; |
|
|
1143 | default: |
|
|
1144 | break; |
|
|
1145 | } |
1209 | } |
1146 | return 0; |
1210 | else |
1147 | } |
|
|
1148 | |
|
|
1149 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { |
|
|
1150 | if (op->casting_time==-1) { /* begin the casting */ |
|
|
1151 | op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob)); |
|
|
1152 | op->spell = spell_ob; |
|
|
1153 | /* put the stringarg into the object struct so that when the |
|
|
1154 | * spell is actually cast, it knows about the stringarg. |
|
|
1155 | * necessary for the invoke command spells. |
|
|
1156 | */ |
|
|
1157 | if(stringarg) { |
|
|
1158 | op->spellarg = strdup_local(stringarg); |
|
|
1159 | } |
|
|
1160 | else op->spellarg=NULL; |
1211 | op->spellarg = NULL; |
1161 | return 0; |
1212 | return 0; |
1162 | } |
1213 | } |
1163 | else if (op->casting_time != 0) { |
1214 | else if (op->casting_time != 0) |
|
|
1215 | { |
1164 | if (op->type == PLAYER ) |
1216 | if (op->type == PLAYER) |
1165 | new_draw_info(NDI_UNIQUE, 0,op,"You are casting!"); |
1217 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
1166 | return 0; |
1218 | return 0; |
1167 | } else { /* casting_time == 0 */ |
1219 | } |
|
|
1220 | else |
|
|
1221 | { /* casting_time == 0 */ |
1168 | op->casting_time = -1; |
1222 | op->casting_time = -1; |
1169 | spell_ob = op->spell; |
1223 | spell_ob = op->spell; |
1170 | stringarg = op->spellarg; |
1224 | stringarg = op->spellarg; |
1171 | } |
1225 | } |
1172 | } else { |
1226 | } |
|
|
1227 | else |
|
|
1228 | { |
1173 | /* Take into account how long it takes to cast the spell. |
1229 | /* Take into account how long it takes to cast the spell. |
1174 | * if the player is casting it, then we use the time in |
1230 | * if the player is casting it, then we use the time in |
1175 | * the spell object. If it is a spell object, have it |
1231 | * the spell object. If it is a spell object, have it |
1176 | * take two ticks. Things that cast spells on the players |
1232 | * take two ticks. Things that cast spells on the players |
1177 | * behalf (eg, altars, and whatever else) shouldn't cost |
1233 | * behalf (eg, altars, and whatever else) shouldn't cost |
1178 | * the player any time. |
1234 | * the player any time. |
1179 | * Ignore casting time for firewalls |
1235 | * Ignore casting time for firewalls |
1180 | */ |
1236 | */ |
1181 | if (caster == op && caster->type != FIREWALL) { |
1237 | if (caster == op && caster->type != FIREWALL) |
|
|
1238 | { |
1182 | op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); |
1239 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1183 | /* Other portions of the code may also decrement the speed of the player, so |
1240 | /* Other portions of the code may also decrement the speed of the player, so |
1184 | * put a lower limit so that the player isn't stuck here too long |
1241 | * put a lower limit so that the player isn't stuck here too long |
1185 | */ |
1242 | */ |
1186 | if ((spell_ob->casting_time > 0) && |
|
|
1187 | op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed)) |
1243 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1188 | op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); |
1244 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1189 | } else if (caster->type == WAND || caster->type == HORN || |
1245 | } |
1190 | caster->type == ROD || caster->type == POTION || |
1246 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1191 | caster->type == SCROLL) { |
1247 | { |
1192 | op->speed_left -= 2 * FABS(op->speed); |
1248 | op->speed_left -= 2 * FABS (op->speed); |
1193 | } |
1249 | } |
1194 | } |
1250 | } |
1195 | |
1251 | |
1196 | if (op->type == PLAYER && op == caster) { |
1252 | if (op->type == PLAYER && op == caster) |
|
|
1253 | { |
1197 | op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE); |
1254 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1198 | op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA); |
1255 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1199 | } |
1256 | } |
1200 | |
1257 | |
1201 | /* We want to try to find the skill to properly credit exp. |
1258 | /* We want to try to find the skill to properly credit exp. |
1202 | * for spell casting objects, the exp goes to the skill the casting |
1259 | * for spell casting objects, the exp goes to the skill the casting |
1203 | * object requires. |
1260 | * object requires. |
1204 | */ |
1261 | */ |
1205 | if (op != caster && !skill && caster->skill) { |
1262 | if (op != caster && !skill && caster->skill) |
|
|
1263 | { |
1206 | skill = find_skill_by_name(op, caster->skill); |
1264 | skill = find_skill_by_name (op, caster->skill); |
1207 | if (!skill) { |
1265 | if (!skill) |
|
|
1266 | { |
1208 | new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s", |
1267 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1209 | caster->skill, query_name(caster)); |
|
|
1210 | return 0; |
1268 | return 0; |
1211 | } |
1269 | } |
1212 | change_skill(op, skill, 0); /* needed for proper exp credit */ |
1270 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
1213 | } |
1271 | } |
1214 | |
1272 | |
1215 | switch(spell_ob->subtype) { |
1273 | switch (spell_ob->subtype) |
|
|
1274 | { |
1216 | /* The order of case statements is same as the order they show up |
1275 | /* The order of case statements is same as the order they show up |
1217 | * in in spells.h. |
1276 | * in in spells.h. |
1218 | */ |
1277 | */ |
1219 | case SP_RAISE_DEAD: |
1278 | case SP_RAISE_DEAD: |
1220 | success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg); |
1279 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1221 | break; |
1280 | break; |
1222 | |
1281 | |
1223 | case SP_RUNE: |
1282 | case SP_RUNE: |
1224 | success = write_rune(op,caster, spell_ob, dir,stringarg); |
1283 | success = write_rune (op, caster, spell_ob, dir, stringarg); |
1225 | break; |
1284 | break; |
1226 | |
1285 | |
1227 | case SP_MAKE_MARK: |
1286 | case SP_MAKE_MARK: |
1228 | success = write_mark(op, spell_ob, stringarg); |
1287 | success = write_mark (op, spell_ob, stringarg); |
1229 | break; |
1288 | break; |
1230 | |
1289 | |
1231 | case SP_BOLT: |
1290 | case SP_BOLT: |
1232 | success = fire_bolt(op,caster,dir,spell_ob,skill); |
1291 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1233 | break; |
1292 | break; |
1234 | |
1293 | |
1235 | case SP_BULLET: |
1294 | case SP_BULLET: |
1236 | success = fire_bullet(op, caster, dir, spell_ob); |
1295 | success = fire_bullet (op, caster, dir, spell_ob); |
1237 | break; |
1296 | break; |
1238 | |
1297 | |
1239 | case SP_CONE: |
1298 | case SP_CONE: |
1240 | success = cast_cone(op, caster, dir, spell_ob); |
1299 | success = cast_cone (op, caster, dir, spell_ob); |
1241 | break; |
1300 | break; |
1242 | |
1301 | |
1243 | case SP_BOMB: |
1302 | case SP_BOMB: |
1244 | success = create_bomb(op,caster,dir, spell_ob); |
1303 | success = create_bomb (op, caster, dir, spell_ob); |
1245 | break; |
1304 | break; |
1246 | |
1305 | |
1247 | case SP_WONDER: |
1306 | case SP_WONDER: |
1248 | success = cast_wonder(op,caster, dir,spell_ob); |
1307 | success = cast_wonder (op, caster, dir, spell_ob); |
1249 | break; |
1308 | break; |
1250 | |
1309 | |
1251 | case SP_SMITE: |
1310 | case SP_SMITE: |
1252 | success = cast_smite_spell(op,caster, dir,spell_ob); |
1311 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1253 | break; |
1312 | break; |
1254 | |
1313 | |
1255 | case SP_MAGIC_MISSILE: |
1314 | case SP_MAGIC_MISSILE: |
1256 | success = fire_arch_from_position(op, caster, op->x + freearr_x[dir], |
1315 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1257 | op->y + freearr_y[dir], dir, spell_ob); |
|
|
1258 | break; |
1316 | break; |
1259 | |
1317 | |
1260 | case SP_SUMMON_GOLEM: |
1318 | case SP_SUMMON_GOLEM: |
1261 | success = summon_golem(op, caster, dir, spell_ob); |
1319 | success = summon_golem (op, caster, dir, spell_ob); |
1262 | old_shoottype = range_golem; |
|
|
1263 | break; |
1320 | break; |
1264 | |
1321 | |
1265 | case SP_DIMENSION_DOOR: |
1322 | case SP_DIMENSION_DOOR: |
1266 | /* dimension door needs the actual caster, because that is what is |
1323 | /* dimension door needs the actual caster, because that is what is |
1267 | * moved. |
1324 | * moved. |
1268 | */ |
1325 | */ |
1269 | success = dimension_door(op,caster, spell_ob, dir); |
1326 | success = dimension_door (op, caster, spell_ob, dir); |
1270 | break; |
1327 | break; |
1271 | |
1328 | |
1272 | case SP_MAGIC_MAPPING: |
1329 | case SP_MAGIC_MAPPING: |
1273 | if(op->type==PLAYER) { |
1330 | if (op->type == PLAYER) |
|
|
1331 | { |
1274 | spell_effect(spell_ob, op->x, op->y, op->map, op); |
1332 | spell_effect (spell_ob, op->x, op->y, op->map, op); |
1275 | draw_magic_map(op); |
1333 | draw_magic_map (op); |
1276 | success=1; |
1334 | success = 1; |
1277 | } |
1335 | } |
|
|
1336 | else |
1278 | else success=0; |
1337 | success = 0; |
1279 | break; |
1338 | break; |
1280 | |
1339 | |
1281 | case SP_MAGIC_WALL: |
1340 | case SP_MAGIC_WALL: |
1282 | success = magic_wall(op,caster,dir,spell_ob); |
1341 | success = magic_wall (op, caster, dir, spell_ob); |
1283 | break; |
1342 | break; |
1284 | |
1343 | |
1285 | case SP_DESTRUCTION: |
1344 | case SP_DESTRUCTION: |
1286 | success = cast_destruction(op,caster,spell_ob); |
1345 | success = cast_destruction (op, caster, spell_ob); |
1287 | break; |
1346 | break; |
1288 | |
1347 | |
1289 | case SP_PERCEIVE_SELF: |
1348 | case SP_PERCEIVE_SELF: |
1290 | success = perceive_self(op); |
1349 | success = perceive_self (op); |
1291 | break; |
1350 | break; |
1292 | |
1351 | |
1293 | case SP_WORD_OF_RECALL: |
1352 | case SP_WORD_OF_RECALL: |
1294 | success = cast_word_of_recall(op,caster,spell_ob); |
1353 | success = cast_word_of_recall (op, caster, spell_ob); |
1295 | break; |
1354 | break; |
1296 | |
1355 | |
1297 | case SP_INVISIBLE: |
1356 | case SP_INVISIBLE: |
1298 | success = cast_invisible(op,caster,spell_ob); |
1357 | success = cast_invisible (op, caster, spell_ob); |
1299 | break; |
1358 | break; |
1300 | |
1359 | |
1301 | case SP_PROBE: |
1360 | case SP_PROBE: |
1302 | success = probe(op,caster, spell_ob, dir); |
1361 | success = probe (op, caster, spell_ob, dir); |
1303 | break; |
1362 | break; |
1304 | |
1363 | |
1305 | case SP_HEALING: |
1364 | case SP_HEALING: |
1306 | success = cast_heal(op,caster, spell_ob, dir); |
1365 | success = cast_heal (op, caster, spell_ob, dir); |
1307 | break; |
1366 | break; |
1308 | |
1367 | |
1309 | case SP_CREATE_FOOD: |
1368 | case SP_CREATE_FOOD: |
1310 | success = cast_create_food(op,caster,spell_ob, dir,stringarg); |
1369 | success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1311 | break; |
1370 | break; |
1312 | |
1371 | |
1313 | case SP_EARTH_TO_DUST: |
1372 | case SP_EARTH_TO_DUST: |
1314 | success = cast_earth_to_dust(op,caster,spell_ob); |
1373 | success = cast_earth_to_dust (op, caster, spell_ob); |
1315 | break; |
1374 | break; |
1316 | |
1375 | |
1317 | case SP_CHANGE_ABILITY: |
1376 | case SP_CHANGE_ABILITY: |
1318 | success = cast_change_ability(op,caster,spell_ob, dir, 0); |
1377 | success = cast_change_ability (op, caster, spell_ob, dir, 0); |
1319 | break; |
1378 | break; |
1320 | |
1379 | |
1321 | case SP_BLESS: |
1380 | case SP_BLESS: |
1322 | success = cast_bless(op,caster,spell_ob, dir); |
1381 | success = cast_bless (op, caster, spell_ob, dir); |
1323 | break; |
1382 | break; |
1324 | |
1383 | |
1325 | case SP_CURSE: |
1384 | case SP_CURSE: |
1326 | success = cast_curse(op,caster,spell_ob, dir); |
1385 | success = cast_curse (op, caster, spell_ob, dir); |
1327 | break; |
1386 | break; |
1328 | |
1387 | |
1329 | case SP_SUMMON_MONSTER: |
1388 | case SP_SUMMON_MONSTER: |
1330 | success = summon_object(op,caster,spell_ob, dir,stringarg); |
1389 | success = summon_object (op, caster, spell_ob, dir, stringarg); |
1331 | break; |
1390 | break; |
1332 | |
1391 | |
1333 | case SP_CHARGING: |
1392 | case SP_CHARGING: |
1334 | success = recharge(op, caster, spell_ob); |
1393 | success = recharge (op, caster, spell_ob); |
1335 | break; |
1394 | break; |
1336 | |
1395 | |
1337 | case SP_POLYMORPH: |
1396 | case SP_POLYMORPH: |
1338 | #ifdef NO_POLYMORPH |
1397 | #ifdef NO_POLYMORPH |
1339 | /* Not great, but at least provide feedback so if players do have |
1398 | /* Not great, but at least provide feedback so if players do have |
1340 | * polymorph (ie, find it as a preset item or left over from before |
1399 | * polymorph (ie, find it as a preset item or left over from before |
1341 | * it was disabled), they get some feedback. |
1400 | * it was disabled), they get some feedback. |
1342 | */ |
1401 | */ |
1343 | new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); |
1402 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
|
|
1403 | success = 0; |
|
|
1404 | #else |
|
|
1405 | success = cast_polymorph (op, caster, spell_ob, dir); |
|
|
1406 | #endif |
|
|
1407 | break; |
|
|
1408 | |
|
|
1409 | case SP_ALCHEMY: |
|
|
1410 | success = alchemy (op, caster, spell_ob); |
|
|
1411 | break; |
|
|
1412 | |
|
|
1413 | case SP_REMOVE_CURSE: |
|
|
1414 | success = remove_curse (op, caster, spell_ob); |
|
|
1415 | break; |
|
|
1416 | |
|
|
1417 | case SP_IDENTIFY: |
|
|
1418 | success = cast_identify (op, caster, spell_ob); |
|
|
1419 | break; |
|
|
1420 | |
|
|
1421 | case SP_DETECTION: |
|
|
1422 | success = cast_detection (op, caster, spell_ob, skill); |
|
|
1423 | break; |
|
|
1424 | |
|
|
1425 | case SP_MOOD_CHANGE: |
|
|
1426 | success = mood_change (op, caster, spell_ob); |
|
|
1427 | break; |
|
|
1428 | |
|
|
1429 | case SP_MOVING_BALL: |
|
|
1430 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
|
|
1431 | { |
|
|
1432 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); |
1344 | success = 0; |
1433 | success = 0; |
1345 | #else |
1434 | } |
1346 | success = cast_polymorph(op,caster,spell_ob, dir); |
1435 | else |
1347 | #endif |
1436 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1348 | break; |
1437 | break; |
1349 | |
1438 | |
1350 | case SP_ALCHEMY: |
|
|
1351 | success = alchemy(op, caster, spell_ob); |
|
|
1352 | break; |
|
|
1353 | |
|
|
1354 | case SP_REMOVE_CURSE: |
|
|
1355 | success = remove_curse(op, caster, spell_ob); |
|
|
1356 | break; |
|
|
1357 | |
|
|
1358 | case SP_IDENTIFY: |
|
|
1359 | success = cast_identify(op, caster, spell_ob); |
|
|
1360 | break; |
|
|
1361 | |
|
|
1362 | case SP_DETECTION: |
|
|
1363 | success = cast_detection(op, caster, spell_ob, skill); |
|
|
1364 | break; |
|
|
1365 | |
|
|
1366 | case SP_MOOD_CHANGE: |
|
|
1367 | success = mood_change(op, caster, spell_ob); |
|
|
1368 | break; |
|
|
1369 | |
|
|
1370 | case SP_MOVING_BALL: |
|
|
1371 | if (spell_ob->path_repelled && |
|
|
1372 | (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) { |
|
|
1373 | new_draw_info_format(NDI_UNIQUE, 0, op, |
|
|
1374 | "You lack the proper attunement to cast %s", spell_ob->name); |
|
|
1375 | success = 0; |
|
|
1376 | } else |
|
|
1377 | success = fire_arch_from_position(op,caster, |
|
|
1378 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
|
|
1379 | dir, spell_ob); |
|
|
1380 | break; |
|
|
1381 | |
|
|
1382 | case SP_SWARM: |
1439 | case SP_SWARM: |
1383 | success = fire_swarm(op, caster, spell_ob, dir); |
1440 | success = fire_swarm (op, caster, spell_ob, dir); |
1384 | break; |
1441 | break; |
1385 | |
1442 | |
1386 | case SP_CHANGE_MANA: |
1443 | case SP_CHANGE_MANA: |
1387 | success = cast_transfer(op,caster, spell_ob, dir); |
1444 | success = cast_transfer (op, caster, spell_ob, dir); |
1388 | break; |
1445 | break; |
1389 | |
1446 | |
1390 | case SP_DISPEL_RUNE: |
1447 | case SP_DISPEL_RUNE: |
1391 | /* in rune.c */ |
1448 | /* in rune.c */ |
1392 | success = dispel_rune(op,caster, spell_ob, skill, dir); |
1449 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1393 | break; |
1450 | break; |
1394 | |
1451 | |
1395 | case SP_CREATE_MISSILE: |
1452 | case SP_CREATE_MISSILE: |
1396 | success = cast_create_missile(op,caster,spell_ob, dir,stringarg); |
1453 | success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1397 | break; |
1454 | break; |
1398 | |
1455 | |
1399 | case SP_CONSECRATE: |
1456 | case SP_CONSECRATE: |
1400 | success = cast_consecrate(op, caster, spell_ob); |
1457 | success = cast_consecrate (op, caster, spell_ob); |
1401 | break; |
1458 | break; |
1402 | |
1459 | |
1403 | case SP_ANIMATE_WEAPON: |
1460 | case SP_ANIMATE_WEAPON: |
1404 | success = animate_weapon(op, caster, spell_ob, dir); |
1461 | success = animate_weapon (op, caster, spell_ob, dir); |
1405 | old_shoottype = range_golem; |
|
|
1406 | break; |
1462 | break; |
1407 | |
1463 | |
1408 | case SP_LIGHT: |
1464 | case SP_LIGHT: |
1409 | success = cast_light(op, caster, spell_ob, dir); |
1465 | success = cast_light (op, caster, spell_ob, dir); |
1410 | break; |
1466 | break; |
1411 | |
1467 | |
1412 | case SP_CHANGE_MAP_LIGHT: |
1468 | case SP_CHANGE_MAP_LIGHT: |
1413 | success = cast_change_map_lightlevel(op, caster, spell_ob); |
1469 | success = cast_change_map_lightlevel (op, caster, spell_ob); |
1414 | break; |
1470 | break; |
1415 | |
1471 | |
1416 | case SP_FAERY_FIRE: |
1472 | case SP_FAERY_FIRE: |
1417 | success = cast_destruction(op,caster,spell_ob); |
1473 | success = cast_destruction (op, caster, spell_ob); |
1418 | break; |
1474 | break; |
1419 | |
1475 | |
1420 | case SP_CAUSE_DISEASE: |
1476 | case SP_CAUSE_DISEASE: |
1421 | success = cast_cause_disease(op, caster, spell_ob, dir); |
1477 | success = cast_cause_disease (op, caster, spell_ob, dir); |
1422 | break; |
1478 | break; |
1423 | |
1479 | |
1424 | case SP_AURA: |
1480 | case SP_AURA: |
1425 | success = create_aura(op, caster, spell_ob); |
1481 | success = create_aura (op, caster, spell_ob); |
1426 | break; |
1482 | break; |
1427 | |
1483 | |
1428 | case SP_TOWN_PORTAL: |
1484 | case SP_TOWN_PORTAL: |
1429 | success= cast_create_town_portal (op,caster,spell_ob, dir); |
1485 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
1430 | break; |
1486 | break; |
1431 | |
1487 | |
1432 | case SP_PARTY_SPELL: |
1488 | case SP_PARTY_SPELL: |
1433 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1489 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1434 | break; |
1490 | break; |
1435 | |
1491 | |
1436 | default: |
1492 | default: |
1437 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
1493 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
1438 | LOG (llevError,"cast_spell: Unhandled spell subtype %d\n", |
1494 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1439 | spell_ob->subtype); |
|
|
1440 | |
|
|
1441 | |
|
|
1442 | } |
1495 | } |
1443 | |
1496 | |
1444 | /* FIXME - we need some better sound suppport */ |
1497 | /* FIXME - we need some better sound suppport */ |
1445 | // yes, for example, augment map info with the spell effect |
1498 | // yes, for example, augment map info with the spell effect |
1446 | // so clients can calculate the sounds themselves |
1499 | // so clients can calculate the sounds themselves |
1447 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
1500 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
1448 | |
1501 | |
1449 | /* free the spell arg */ |
1502 | /* free the spell arg */ |
1450 | if(settings.casting_time == TRUE && stringarg) { |
1503 | if (settings.casting_time == TRUE && stringarg) |
|
|
1504 | { |
1451 | free(stringarg); |
1505 | free (stringarg); |
1452 | stringarg=NULL; |
1506 | stringarg = 0; |
1453 | } |
1507 | } |
1454 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
|
|
1455 | * to something like use_magic_item, but you really want to be able to fire |
|
|
1456 | * it again. |
|
|
1457 | */ |
|
|
1458 | if (op->contr) op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1459 | |
1508 | |
1460 | return success; |
1509 | return success; |
1461 | } |
1510 | } |
1462 | |
1511 | |
1463 | |
1512 | |
1464 | /* This is called from time.c/process_object(). That function |
1513 | /* This is called from time.c/process_object(). That function |
1465 | * calls this for any SPELL_EFFECT type objects. This function |
1514 | * calls this for any SPELL_EFFECT type objects. This function |
1466 | * then dispatches them to the appropriate specific routines. |
1515 | * then dispatches them to the appropriate specific routines. |
1467 | */ |
1516 | */ |
|
|
1517 | void |
1468 | void move_spell_effect(object *op) { |
1518 | move_spell_effect (object *op) |
1469 | |
1519 | { |
1470 | switch (op->subtype) { |
1520 | switch (op->subtype) |
|
|
1521 | { |
1471 | case SP_BOLT: |
1522 | case SP_BOLT: |
1472 | move_bolt(op); |
1523 | move_bolt (op); |
1473 | break; |
1524 | break; |
1474 | |
1525 | |
1475 | case SP_BULLET: |
1526 | case SP_BULLET: |
1476 | move_bullet(op); |
1527 | move_bullet (op); |
1477 | break; |
1528 | break; |
1478 | |
1529 | |
1479 | case SP_EXPLOSION: |
1530 | case SP_EXPLOSION: |
1480 | explosion(op); |
1531 | explosion (op); |
1481 | break; |
1532 | break; |
1482 | |
1533 | |
1483 | case SP_CONE: |
1534 | case SP_CONE: |
1484 | move_cone(op); |
1535 | move_cone (op); |
1485 | break; |
1536 | break; |
1486 | |
1537 | |
1487 | case SP_BOMB: |
1538 | case SP_BOMB: |
1488 | animate_bomb(op); |
1539 | animate_bomb (op); |
1489 | break; |
1540 | break; |
1490 | |
1541 | |
1491 | case SP_MAGIC_MISSILE: |
1542 | case SP_MAGIC_MISSILE: |
1492 | move_missile(op); |
1543 | move_missile (op); |
1493 | break; |
1544 | break; |
1494 | |
1545 | |
1495 | case SP_WORD_OF_RECALL: |
1546 | case SP_WORD_OF_RECALL: |
1496 | execute_word_of_recall(op); |
1547 | execute_word_of_recall (op); |
1497 | break; |
1548 | break; |
1498 | |
1549 | |
1499 | case SP_MOVING_BALL: |
1550 | case SP_MOVING_BALL: |
1500 | move_ball_spell(op); |
1551 | move_ball_spell (op); |
1501 | break; |
1552 | break; |
1502 | |
1553 | |
1503 | case SP_SWARM: |
1554 | case SP_SWARM: |
1504 | move_swarm_spell(op); |
1555 | move_swarm_spell (op); |
1505 | break; |
1556 | break; |
1506 | |
1557 | |
1507 | case SP_AURA: |
1558 | case SP_AURA: |
1508 | move_aura(op); |
1559 | move_aura (op); |
1509 | break; |
1560 | break; |
1510 | |
|
|
1511 | } |
1561 | } |
1512 | } |
1562 | } |
1513 | |
1563 | |
1514 | /* this checks to see if something special should happen if |
1564 | /* this checks to see if something special should happen if |
1515 | * something runs into the object. |
1565 | * something runs into the object. |
1516 | */ |
1566 | */ |
|
|
1567 | void |
1517 | void check_spell_effect(object *op) { |
1568 | check_spell_effect (object *op) |
1518 | |
1569 | { |
1519 | switch (op->subtype) { |
1570 | switch (op->subtype) |
|
|
1571 | { |
1520 | case SP_BOLT: |
1572 | case SP_BOLT: |
1521 | move_bolt(op); |
1573 | move_bolt (op); |
1522 | return; |
1574 | return; |
1523 | |
1575 | |
1524 | case SP_BULLET: |
1576 | case SP_BULLET: |
1525 | check_bullet(op); |
1577 | check_bullet (op); |
1526 | return; |
1578 | return; |
1527 | } |
1579 | } |
1528 | |
|
|
1529 | } |
1580 | } |
1530 | |
1581 | |
1531 | /* This is called by move_apply. Basically, if someone |
1582 | /* This is called by move_apply. Basically, if someone |
1532 | * moves onto a spell effect and the walk_on or fly_on flags |
1583 | * moves onto a spell effect and the walk_on or fly_on flags |
1533 | * are set, this is called. This should only be called for |
1584 | * are set, this is called. This should only be called for |
1534 | * objects of the appropraite type. |
1585 | * objects of the appropraite type. |
1535 | */ |
1586 | */ |
|
|
1587 | void |
1536 | void apply_spell_effect(object *spell, object *victim) |
1588 | apply_spell_effect (object *spell, object *victim) |
1537 | { |
1589 | { |
1538 | switch (spell->subtype) { |
1590 | switch (spell->subtype) |
|
|
1591 | { |
1539 | case SP_CONE: |
1592 | case SP_CONE: |
1540 | if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1593 | if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1541 | hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); |
1594 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1542 | break; |
1595 | break; |
1543 | |
1596 | |
1544 | case SP_MAGIC_MISSILE: |
1597 | case SP_MAGIC_MISSILE: |
1545 | if (QUERY_FLAG (victim, FLAG_ALIVE)) { |
1598 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1546 | tag_t spell_tag = spell->count; |
1599 | { |
1547 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1600 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1548 | if ( ! was_destroyed (spell, spell_tag)) { |
1601 | |
1549 | remove_ob (spell); |
1602 | if (!spell->destroyed ()) |
1550 | free_object (spell); |
1603 | spell->destroy (); |
1551 | } |
|
|
1552 | } |
1604 | } |
1553 | break; |
1605 | break; |
1554 | |
1606 | |
1555 | case SP_MOVING_BALL: |
1607 | case SP_MOVING_BALL: |
1556 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1608 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1557 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1609 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1558 | else if (victim->material || victim->materialname) |
1610 | else if (victim->materialname) |
1559 | save_throw_object (victim, spell->attacktype, spell); |
1611 | save_throw_object (victim, spell->attacktype, spell); |
1560 | break; |
1612 | break; |
1561 | } |
1613 | } |
1562 | } |
1614 | } |