1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
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|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <spells.h> |
26 | #include <spells.h> |
26 | #include <object.h> |
27 | #include <object.h> |
… | |
… | |
33 | /* 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 |
34 | * 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 |
35 | * matching spells are used. |
36 | * matching spells are used. |
36 | */ |
37 | */ |
37 | object * |
38 | object * |
38 | find_random_spell_in_ob (object *ob, const char *skill) |
39 | find_random_spell_in_ob (object *ob, shstr_cmp skill) |
39 | { |
40 | { |
40 | int k = 0, s; |
41 | int k = 0, s; |
41 | object *tmp; |
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42 | |
42 | |
43 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
43 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
45 | k++; |
45 | k++; |
46 | |
46 | |
47 | /* No spells, no need to progess further */ |
47 | /* No spells, no need to progess further */ |
48 | if (!k) |
48 | if (!k) |
49 | return NULL; |
49 | return NULL; |
50 | |
50 | |
51 | s = RANDOM () % k; |
51 | s = rndm (k); |
52 | |
52 | |
53 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
53 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
55 | { |
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|
56 | if (!s) |
55 | if (!s) |
57 | return tmp; |
56 | return tmp; |
58 | else |
57 | else |
59 | s--; |
58 | s--; |
60 | } |
59 | |
61 | /* Should never get here, but just in case */ |
60 | /* Should never get here, but just in case */ |
62 | return NULL; |
61 | return 0; |
63 | } |
62 | } |
64 | |
63 | |
65 | /* Relatively simple function that gets used a lot. |
64 | /* Relatively simple function that gets used a lot. |
66 | * Basically, it sets up the skill pointer for the spell being |
65 | * Basically, it sets up the skill pointer for the spell being |
67 | * cast. If op is really casting the spell, then the skill |
66 | * cast. If op is really casting the spell, then the skill |
… | |
… | |
77 | dest->skill = spob->skill; |
76 | dest->skill = spob->skill; |
78 | else |
77 | else |
79 | dest->skill = caster->skill; |
78 | dest->skill = caster->skill; |
80 | } |
79 | } |
81 | |
80 | |
82 | /* init_spells: This should really be called check_spells, as that |
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|
83 | * is what it does. It goes through the spells looking for any |
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84 | * obvious errors. This was most useful in debugging when re-doing |
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85 | * all the spells to catch simple errors. To use it all the time |
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86 | * will result in it spitting out messages that aren't really errors. |
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87 | */ |
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88 | void |
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89 | init_spells (void) |
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90 | { |
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91 | #ifdef SPELL_DEBUG |
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92 | static int init_spells_done = 0; |
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93 | int i; |
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94 | archetype *at; |
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95 | |
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96 | if (init_spells_done) |
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97 | return; |
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98 | LOG (llevDebug, "Checking spells...\n"); |
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99 | |
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100 | for_all_archetypes (at) |
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101 | { |
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102 | if (at->type == SPELL) |
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103 | { |
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104 | if (at->skill) |
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105 | { |
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106 | for (i = 1; i < NUM_SKILLS; i++) |
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107 | if (!strcmp (skill_names[i], at->skill)) |
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108 | break; |
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109 | if (i == NUM_SKILLS) |
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110 | { |
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111 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill); |
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112 | } |
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113 | } |
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114 | /* other_arch is already checked for in the loader */ |
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115 | } |
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116 | } |
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117 | |
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118 | i = 0; |
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119 | while (spell_mapping[i]) |
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120 | { |
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121 | if (!archetype::find (spell_mapping[i])) |
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122 | { |
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123 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
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124 | } |
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125 | i++; |
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126 | } |
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127 | LOG (llevDebug, "Checking spells completed.\n"); |
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128 | #endif |
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129 | } |
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130 | |
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131 | /* Dumps all the spells - now also dumps skill associated with the spell. |
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132 | * not sure what this would be used for, as the data seems pretty |
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133 | * minimal, but easy enough to keep around. |
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134 | */ |
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135 | void |
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136 | dump_spells (void) |
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137 | { |
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138 | archetype *at; |
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139 | |
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140 | for_all_archetypes (at) |
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141 | { |
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142 | if (at->type == SPELL) |
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143 | { |
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144 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name, |
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145 | &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level); |
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146 | } |
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147 | } |
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148 | } |
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149 | |
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150 | /* pretty basic function - basically just takes |
81 | /* pretty basic function - basically just takes |
151 | * an object, sets the x,y, and calls insert_ob_in_map |
82 | * an object, sets the x,y, and calls insert_ob_in_map |
152 | */ |
83 | */ |
153 | void |
84 | void |
154 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
85 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
155 | { |
86 | { |
156 | if (spob->other_arch) |
87 | if (spob->other_arch) |
157 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
88 | map->insert (spob->other_arch->instance (), x, y, originator); |
158 | } |
89 | } |
159 | |
90 | |
160 | /* |
91 | static int |
161 | * This function takes a caster and spell and presents the |
92 | attuned_bonus (object *caster, object *spell, int level) |
162 | * effective level the caster needs to be to cast the spell. |
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163 | * basically, it just adjusts the spell->level with attuned/repelled |
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164 | * spellpaths. Was called path_level_mod. |
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165 | * |
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166 | * caster is person casting the spell. |
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167 | * spell is the spell object. |
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168 | * Returns modified level. |
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169 | */ |
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170 | int |
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171 | min_casting_level (object *caster, object *spell) |
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172 | { |
93 | { |
173 | int new_level; |
94 | // compute the attuned/repelled bonus |
174 | |
95 | // attuned only increases up to 2 times the original level (i.e. bonus <= level) */ |
175 | if (caster->path_denied & spell->path_attuned) |
96 | // repell has no such quarrels |
176 | return 1; |
97 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
177 | |
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178 | new_level = spell->level |
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179 | + (caster->path_repelled & spell->path_attuned ? +2 : 0) |
98 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
180 | + (caster->path_attuned & spell->path_attuned ? -2 : 0); |
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181 | |
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182 | return max (1, new_level); |
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183 | } |
99 | } |
184 | |
100 | |
185 | /* This function returns the effective level the spell |
101 | /* This function returns the effective level the spell |
186 | * is being cast at. |
102 | * is being cast at. |
187 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
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188 | * This is because the new code compares casting_level against |
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189 | * min_caster_level, so the difference is effectively 4 |
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190 | */ |
103 | */ |
191 | int |
104 | int |
192 | caster_level (object *caster, object *spell) |
105 | casting_level (object *caster, object *spell) |
193 | { |
106 | { |
194 | int level = caster->level; |
107 | int level = caster->level; |
195 | |
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196 | /* If this is a player, try to find the matching skill */ |
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197 | if (caster->type == PLAYER && spell->skill) |
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198 | for (int i = 0; i < NUM_SKILLS; i++) |
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199 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
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200 | { |
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201 | level = caster->contr->last_skill_ob[i]->level; |
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202 | break; |
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203 | } |
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204 | |
108 | |
205 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
109 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
206 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
110 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
207 | { |
111 | { |
208 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
112 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
209 | int sk_level = skill ? skill->level : 1; |
113 | int sk_level = skill ? skill->level : 1; |
210 | |
114 | |
211 | level = MIN (level, sk_level + level / 10 + 1); |
115 | level = min (level, sk_level + level / 10 + 1); |
212 | } |
116 | } |
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117 | else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */ |
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118 | if (object *skill = caster->contr->find_skill (spell->skill)) |
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119 | level = skill->level; |
213 | |
120 | |
214 | /* Got valid caster level. Now adjust for attunement */ |
121 | int bonus = attuned_bonus (caster, spell, level); |
215 | level += caster->path_repelled & spell->path_attuned ? -2 : 0; |
122 | |
216 | level += caster->path_attuned & spell->path_attuned ? +2 : 0; |
123 | level += bonus; |
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124 | |
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125 | // now scale the effective level from the startinglevel..100 range to 1..100 |
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126 | if (level < 100) |
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127 | level = lerp (level, (int)spell->level, 100, 1, 100); |
217 | |
128 | |
218 | /* Always make this at least 1. If this is zero, we get divide by zero |
129 | /* Always make this at least 1. If this is zero, we get divide by zero |
219 | * errors in various places. |
130 | * errors in various places. |
220 | */ |
131 | */ |
221 | return max (level, 1); |
132 | return clamp (level, 1, settings.max_level); |
222 | } |
133 | } |
223 | |
134 | |
224 | /* The following function scales the spellpoint cost of |
135 | /* The following function scales the spellpoint cost of |
225 | * a spell by it's increased effectiveness. Some of the |
136 | * a spell by it's increased effectiveness. Some of the |
226 | * lower level spells become incredibly vicious at high |
137 | * lower level spells become incredibly vicious at high |
… | |
… | |
230 | * caster is what is casting the spell, can be op. |
141 | * caster is what is casting the spell, can be op. |
231 | * spell is the spell object. |
142 | * spell is the spell object. |
232 | * Note that it is now possible for a spell to cost both grace and |
143 | * Note that it is now possible for a spell to cost both grace and |
233 | * mana. In that case, we return which ever value is higher. |
144 | * mana. In that case, we return which ever value is higher. |
234 | */ |
145 | */ |
235 | |
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236 | sint16 |
146 | sint16 |
237 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
147 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
238 | { |
148 | { |
239 | int sp, grace, level = caster_level (caster, spell); |
149 | int sp, grace, level = casting_level (caster, spell); |
240 | |
150 | |
241 | if (settings.spellpoint_level_depend == TRUE) |
151 | if (settings.spellpoint_level_depend == TRUE) |
242 | { |
152 | { |
243 | if (spell->stats.sp && spell->stats.maxsp) |
153 | if (spell->stats.sp && spell->stats.maxsp) |
244 | { |
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245 | sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); |
154 | sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp)); |
246 | } |
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247 | else |
155 | else |
248 | sp = spell->stats.sp; |
156 | sp = spell->stats.sp; |
249 | |
157 | |
250 | sp *= (int) PATH_SP_MULT (caster, spell); |
158 | sp *= (int) PATH_SP_MULT (caster, spell); |
251 | if (!sp && spell->stats.sp) |
159 | if (!sp && spell->stats.sp) |
252 | sp = 1; |
160 | sp = 1; |
253 | |
161 | |
254 | if (spell->stats.grace && spell->stats.maxgrace) |
162 | if (spell->stats.grace && spell->stats.maxgrace) |
255 | { |
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256 | grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); |
163 | grace = spell->stats.grace * (1.0 + max (0, float (level - spell->level) / spell->stats.maxgrace)); |
257 | } |
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258 | else |
164 | else |
259 | grace = spell->stats.grace; |
165 | grace = spell->stats.grace; |
260 | |
166 | |
261 | grace *= (int) PATH_SP_MULT (caster, spell); |
167 | grace *= PATH_SP_MULT (caster, spell); |
262 | if (spell->stats.grace && !grace) |
168 | if (spell->stats.grace && !grace) |
263 | grace = 1; |
169 | grace = 1; |
264 | } |
170 | } |
265 | else |
171 | else |
266 | { |
172 | { |
267 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
173 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
268 | if (spell->stats.sp && !sp) |
174 | if (spell->stats.sp && !sp) |
269 | sp = 1; |
175 | sp = 1; |
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176 | |
270 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
177 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
271 | if (spell->stats.grace && !grace) |
178 | if (spell->stats.grace && !grace) |
272 | grace = 1; |
179 | grace = 1; |
273 | } |
180 | } |
|
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181 | |
274 | if (flags == SPELL_HIGHEST) |
182 | if (flags == SPELL_HIGHEST) |
275 | return MAX (sp, grace); |
183 | return max (sp, grace); |
276 | else if (flags == SPELL_GRACE) |
184 | else if (flags == SPELL_GRACE) |
277 | return grace; |
185 | return grace; |
278 | else if (flags == SPELL_MANA) |
186 | else if (flags == SPELL_MANA) |
279 | return sp; |
187 | return sp; |
280 | else |
188 | else |
… | |
… | |
282 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
190 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
283 | return 0; |
191 | return 0; |
284 | } |
192 | } |
285 | } |
193 | } |
286 | |
194 | |
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195 | /* |
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196 | * Return the effective casting level of the spell. |
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197 | * To make spells independent of their starting level, this function |
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198 | * scales the range spellstartlevel .. 100 into the range 1..100 |
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199 | */ |
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200 | static int |
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201 | SP_casting_level (object *caster, object *spell) |
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202 | { |
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203 | return casting_level (caster, spell); |
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204 | } |
287 | |
205 | |
288 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
206 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
289 | * spob is the spell we are adjusting. |
207 | * spob is the spell we are adjusting. |
290 | */ |
208 | */ |
291 | int |
209 | int |
292 | SP_level_dam_adjust (object *caster, object *spob) |
210 | SP_level_dam_adjust (object *caster, object *spob) |
293 | { |
211 | { |
294 | int level = caster_level (caster, spob); |
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295 | int adj = level - min_casting_level (caster, spob); |
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296 | |
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297 | if (adj < 0) |
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298 | adj = 0; |
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299 | if (spob->dam_modifier) |
212 | if (!spob->dam_modifier) |
300 | adj /= spob->dam_modifier; |
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301 | else |
|
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302 | adj = 0; |
|
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303 | return adj; |
213 | return 0; |
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214 | |
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215 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
304 | } |
216 | } |
305 | |
217 | |
306 | /* Adjust the strength of the spell based on level. |
218 | /* Adjust the strength of the spell based on level. |
307 | * This is basically the same as SP_level_dam_adjust above, |
219 | * This is basically the same as SP_level_dam_adjust above, |
308 | * but instead looks at the level_modifier value. |
220 | * but instead looks at the level_modifier value. |
309 | */ |
221 | */ |
310 | int |
222 | int |
311 | SP_level_duration_adjust (object *caster, object *spob) |
223 | SP_level_duration_adjust (object *caster, object *spob) |
312 | { |
224 | { |
313 | int level = caster_level (caster, spob); |
|
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314 | int adj = level - min_casting_level (caster, spob); |
|
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315 | |
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316 | if (adj < 0) |
|
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317 | adj = 0; |
|
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318 | if (spob->duration_modifier) |
225 | if (!spob->duration_modifier) |
319 | adj /= spob->duration_modifier; |
|
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320 | else |
|
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321 | adj = 0; |
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322 | |
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323 | return adj; |
226 | return 0; |
|
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227 | |
|
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228 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
324 | } |
229 | } |
325 | |
230 | |
326 | /* Adjust the strength of the spell based on level. |
231 | /* Adjust the strength of the spell based on level. |
327 | * This is basically the same as SP_level_dam_adjust above, |
232 | * This is basically the same as SP_level_dam_adjust above, |
328 | * but instead looks at the level_modifier value. |
233 | * but instead looks at the level_modifier value. |
329 | */ |
234 | */ |
330 | int |
235 | int |
331 | SP_level_range_adjust (object *caster, object *spob) |
236 | SP_level_range_adjust (object *caster, object *spob) |
332 | { |
237 | { |
333 | int level = caster_level (caster, spob); |
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334 | int adj = level - min_casting_level (caster, spob); |
|
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335 | |
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336 | if (adj < 0) |
|
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337 | adj = 0; |
|
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338 | if (spob->range_modifier) |
238 | if (!spob->range_modifier) |
339 | adj /= spob->range_modifier; |
|
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340 | else |
|
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341 | adj = 0; |
|
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342 | |
|
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343 | return adj; |
239 | return 0; |
|
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240 | |
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|
241 | return SP_casting_level (caster, spob) / spob->range_modifier; |
344 | } |
242 | } |
345 | |
243 | |
346 | /* Checks to see if player knows the spell. If the name is the same |
244 | /* Checks to see if player knows the spell. If the name is the same |
347 | * as an existing spell, we presume they know it. |
245 | * as an existing spell, we presume they know it. |
348 | * returns 1 if they know the spell, 0 if they don't. |
246 | * returns 1 if they know the spell, 0 if they don't. |
349 | */ |
247 | */ |
350 | object * |
248 | object * |
351 | check_spell_known (object *op, const char *name) |
249 | check_spell_known (object *op, shstr_cmp name) |
352 | { |
250 | { |
353 | object *spop; |
251 | object *spop; |
354 | |
252 | |
355 | for (spop = op->inv; spop; spop = spop->below) |
253 | for (spop = op->inv; spop; spop = spop->below) |
356 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
254 | if (spop->type == SPELL && spop->name == name) |
357 | return spop; |
255 | return spop; |
358 | |
256 | |
359 | return NULL; |
257 | return 0; |
360 | } |
258 | } |
361 | |
|
|
362 | |
259 | |
363 | /* |
260 | /* |
364 | * Look at object 'op' and see if they know the spell |
261 | * Look at object 'op' and see if they know the spell |
365 | * spname. This is pretty close to check_spell_known |
262 | * spname. This is pretty close to check_spell_known |
366 | * above, but it uses a looser matching mechanism. |
263 | * above, but it uses a looser matching mechanism. |
367 | * returns the matching spell object, or NULL. |
264 | * returns the matching spell object, or NULL. |
368 | * If we match multiple spells but don't get an |
265 | * If we match multiple spells but don't get an |
369 | * exact match, we also return NULL. |
266 | * exact match, we also return NULL. |
370 | */ |
267 | */ |
371 | |
|
|
372 | object * |
268 | object * |
373 | lookup_spell_by_name (object *op, const char *spname) |
269 | lookup_spell_by_name (object *op, const char *spname) |
374 | { |
270 | { |
375 | object *spob1 = NULL, *spob2 = NULL, *spob; |
271 | object *spob1 = 0, *spob2 = 0; |
376 | int nummatch = 0; |
272 | int nummatch = 0; |
377 | |
273 | |
378 | if (spname == NULL) |
274 | if (!spname) |
379 | return NULL; |
275 | return 0; |
380 | |
276 | |
381 | /* Try to find the spell. We store the results in spob1 |
277 | /* Try to find the spell. We store the results in spob1 |
382 | * and spob2 - spob1 is only taking the length of |
278 | * and spob2 - spob1 is only taking the length of |
383 | * the past spname, spob2 uses the length of the spell name. |
279 | * the past spname, spob2 uses the length of the spell name. |
384 | */ |
280 | */ |
385 | for (spob = op->inv; spob; spob = spob->below) |
281 | for (object *spob = op->inv; spob; spob = spob->below) |
386 | { |
282 | { |
387 | if (spob->type == SPELL) |
283 | if (spob->type == SPELL) |
388 | { |
284 | { |
|
|
285 | // TODO: WTF? |
389 | if (!strncmp (spob->name, spname, strlen (spname))) |
286 | if (!strncmp (spob->name, spname, strlen (spname))) |
390 | { |
287 | { |
391 | nummatch++; |
288 | nummatch++; |
392 | spob1 = spob; |
289 | spob1 = spob; |
393 | } |
290 | } |
… | |
… | |
398 | * fall into this category). It shouldn't be hard to |
295 | * fall into this category). It shouldn't be hard to |
399 | * make sure spell names don't overlap in that fashion. |
296 | * make sure spell names don't overlap in that fashion. |
400 | */ |
297 | */ |
401 | if (spob2) |
298 | if (spob2) |
402 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
299 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
|
|
300 | |
403 | spob2 = spob; |
301 | spob2 = spob; |
404 | } |
302 | } |
405 | } |
303 | } |
406 | } |
304 | } |
407 | /* if we have best match, return it. Otherwise, if we have one match |
305 | /* if we have best match, return it. Otherwise, if we have one match |
408 | * on the loser match, return that, otehrwise null |
306 | * on the loser match, return that, otehrwise null |
409 | */ |
307 | */ |
410 | if (spob2) |
308 | if (spob2) |
411 | return spob2; |
309 | return spob2; |
|
|
310 | |
412 | if (spob1 && nummatch == 1) |
311 | if (spob1 && nummatch == 1) |
413 | return spob1; |
312 | return spob1; |
|
|
313 | |
414 | return NULL; |
314 | return NULL; |
415 | } |
315 | } |
416 | |
316 | |
417 | /* reflwall - decides weither the (spell-)object sp_op will |
317 | /* reflwall - decides weither the (spell-)object sp_op will |
418 | * be reflected from the given mapsquare. Returns 1 if true. |
318 | * be reflected from the given mapsquare. Returns 1 if true. |
… | |
… | |
422 | * eg, updated for tiled maps. |
322 | * eg, updated for tiled maps. |
423 | */ |
323 | */ |
424 | int |
324 | int |
425 | reflwall (maptile *m, int x, int y, object *sp_op) |
325 | reflwall (maptile *m, int x, int y, object *sp_op) |
426 | { |
326 | { |
427 | object *op; |
|
|
428 | |
|
|
429 | if (OUT_OF_REAL_MAP (m, x, y)) |
327 | if (OUT_OF_REAL_MAP (m, x, y)) |
430 | return 0; |
328 | return 0; |
|
|
329 | |
431 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
330 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
432 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
331 | if (op->flag [FLAG_REFL_SPELL] |
433 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
332 | && (!op->flag [FLAG_ALIVE] |
434 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
333 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
435 | return 1; |
334 | return 1; |
436 | |
335 | |
437 | return 0; |
336 | return 0; |
438 | } |
337 | } |
… | |
… | |
457 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
356 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
458 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
357 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
459 | dir = 0; |
358 | dir = 0; |
460 | } |
359 | } |
461 | |
360 | |
|
|
361 | new_op->set_flag (FLAG_IDENTIFIED); |
462 | op->map->insert (new_op, |
362 | op->map->insert (new_op, |
463 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
363 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
464 | op, |
364 | op, |
465 | dir ? 0 : INS_BELOW_ORIGINATOR); |
365 | dir ? 0 : INS_BELOW_ORIGINATOR); |
466 | |
366 | |
467 | return dir; |
367 | return dir; |
|
|
368 | } |
|
|
369 | |
|
|
370 | static bool |
|
|
371 | mergable_owner (object *o1, object *o2) |
|
|
372 | { |
|
|
373 | if (o1 == o2) |
|
|
374 | return 1; |
|
|
375 | |
|
|
376 | if (!o1 || !o2) |
|
|
377 | return 0; |
|
|
378 | |
|
|
379 | if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY]) |
|
|
380 | return 0; |
|
|
381 | |
|
|
382 | if (o1->is_player () || o2->is_player ()) |
|
|
383 | return 0; |
|
|
384 | |
|
|
385 | return 1; |
468 | } |
386 | } |
469 | |
387 | |
470 | /* Returns true if it is ok to put spell *op on the space/may provided. |
388 | /* Returns true if it is ok to put spell *op on the space/may provided. |
471 | * immune_stop is basically the attacktype of the spell (why |
389 | * immune_stop is basically the attacktype of the spell (why |
472 | * passed as a different value, not sure of). If immune_stop |
390 | * passed as a different value, not sure of). If immune_stop |
473 | * has the AT_MAGIC bit set, and there is a counterwall |
391 | * has the AT_MAGIC bit set, and there is a counterwall |
474 | * on the space, the object doesn't get placed. if immune stop |
392 | * on the space, the object doesn't get placed. if immune stop |
475 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
393 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
476 | * |
|
|
477 | */ |
394 | */ |
478 | int |
395 | int |
479 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
396 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
480 | { |
397 | { |
481 | if (!xy_normalise (m, x, y)) |
398 | if (!xy_normalise (m, x, y)) |
482 | return 0; |
399 | return 0; |
483 | |
400 | |
484 | mapspace &ms = m->at (x, y); |
401 | mapspace &ms = m->at (x, y); |
|
|
402 | ms.update (); |
485 | |
403 | |
486 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
404 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
487 | return 0; |
405 | return 0; |
488 | |
406 | |
|
|
407 | int max_effects = 5; // max. number of similar spells per mapspace |
|
|
408 | |
489 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
409 | for (object *tmp = ms.top; tmp; tmp = tmp->below) |
490 | { |
410 | { |
491 | /* If there is a counterspell on the space, and this |
411 | /* If there is a counterspell on the space, and this |
492 | * object is using magic, don't progress. I believe we could |
412 | * object is using magic, don't progress. I believe we could |
493 | * leave this out and let in progress, and other areas of the code |
413 | * leave this out and let in progress, and other areas of the code |
494 | * will then remove it, but that would seem to to use more |
414 | * will then remove it, but that would seem to to use more |
… | |
… | |
496 | * on top of a counterwall spell (may hit the player before being |
416 | * on top of a counterwall spell (may hit the player before being |
497 | * removed.) On the other hand, it may be more dramatic for the |
417 | * removed.) On the other hand, it may be more dramatic for the |
498 | * spell to actually hit the counterwall and be sucked up. |
418 | * spell to actually hit the counterwall and be sucked up. |
499 | */ |
419 | */ |
500 | if ((tmp->attacktype & AT_COUNTERSPELL) |
420 | if ((tmp->attacktype & AT_COUNTERSPELL) |
501 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
421 | && !tmp->flag [FLAG_MONSTER] |
502 | && (tmp->type != PLAYER) |
422 | && (tmp->type != PLAYER) |
503 | && (tmp->type != WEAPON) |
423 | && (tmp->type != WEAPON) |
504 | && (tmp->type != BOW) |
424 | && (tmp->type != BOW) |
505 | && (tmp->type != ARROW) |
425 | && (tmp->type != ARROW) |
506 | && (tmp->type != GOLEM) |
426 | && (tmp->type != GOLEM) |
507 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
427 | && !tmp->flag [FLAG_IS_FLOOR] // XXX: |
508 | // we special case floor here because there |
428 | // we special case floor here because there |
509 | // are sometimes spell effect floors |
429 | // are sometimes spell effect floors |
510 | // which are used to inflict damage |
430 | // which are used to inflict damage |
511 | // (and those shouldn't go away from |
431 | // (and those shouldn't go away from |
512 | // sanctuary) see also: permanent lava |
432 | // sanctuary) see also: permanent lava |
513 | && (immune_stop & AT_MAGIC)) |
433 | && (immune_stop & AT_MAGIC)) |
514 | return 0; |
434 | return 0; |
515 | |
435 | |
516 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
517 | * limits one spell effect per space per spell. This is definately |
|
|
518 | * needed for performance reasons, and just for playability I believe. |
|
|
519 | * there are no such things as multispaced spells right now, so |
|
|
520 | * we don't need to worry about the head. |
|
|
521 | */ |
|
|
522 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
|
|
523 | return 0; |
|
|
524 | |
|
|
525 | /* |
|
|
526 | * Combine similar spell effects into one spell effect. Needed for |
|
|
527 | * performance reasons with meteor swarm and the like, but also for |
|
|
528 | * playability reasons. |
|
|
529 | */ |
|
|
530 | if (tmp->arch == op->arch |
|
|
531 | && tmp->type == op->type |
436 | if (tmp->type == op->type) |
532 | && tmp->subtype == op->subtype |
|
|
533 | && tmp->owner == op->owner |
|
|
534 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
535 | { |
437 | { |
536 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
438 | if (tmp->subtype == op->subtype |
537 | tmp->range = MAX (tmp->range, op->range); |
439 | && tmp->arch == op->arch /* no harm if not comparing by name here */) |
538 | tmp->duration = MAX (tmp->duration, op->duration); |
440 | { |
|
|
441 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
442 | * limits one spell effect per space per spell. This is definately |
|
|
443 | * needed for performance reasons, and just for playability I believe. |
|
|
444 | * there are no such things as multispaced spells right now, so |
|
|
445 | * we don't need to worry about the head. |
|
|
446 | */ |
|
|
447 | if (tmp->stats.maxhp == op->stats.maxhp) |
|
|
448 | return 0; |
|
|
449 | |
|
|
450 | /* |
|
|
451 | * Combine similar spell effects into one spell effect. Needed for |
|
|
452 | * performance reasons with meteor swarm and the like, but also for |
|
|
453 | * playability reasons. |
|
|
454 | */ |
|
|
455 | if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
456 | if (mergable_owner (tmp, op)) |
|
|
457 | { |
|
|
458 | // if same owner, then combine, but reduce advantage of multiple spells |
|
|
459 | max_it (tmp->stats.dam, op->stats.dam); |
|
|
460 | max_it (tmp->range , op->range); |
|
|
461 | max_it (tmp->duration , op->duration); |
|
|
462 | return 0; |
|
|
463 | } |
|
|
464 | } |
|
|
465 | |
|
|
466 | // if there are too many spell effects on this space, |
|
|
467 | // then don't allow more of them, for performance reasons. |
|
|
468 | if (tmp->type == SPELL_EFFECT |
|
|
469 | && !--max_effects) |
539 | return 0; |
470 | return 0; |
540 | } |
471 | } |
541 | |
472 | |
542 | /* Perhaps we should also put checks in for no magic and unholy |
473 | /* Perhaps we should also put checks in for no magic and unholy |
543 | * ground to prevent it from moving along? |
474 | * ground to prevent it from moving along? |
544 | */ |
475 | */ |
… | |
… | |
556 | * dir: direction to fire in. |
487 | * dir: direction to fire in. |
557 | * spell: spell that is being fired. It uses other_arch for the archetype |
488 | * spell: spell that is being fired. It uses other_arch for the archetype |
558 | * to fire. |
489 | * to fire. |
559 | * returns 0 on failure, 1 on success. |
490 | * returns 0 on failure, 1 on success. |
560 | */ |
491 | */ |
561 | |
|
|
562 | int |
492 | int |
563 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
493 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
564 | { |
494 | { |
565 | object *tmp; |
|
|
566 | int mflags; |
|
|
567 | maptile *m; |
|
|
568 | |
|
|
569 | if (spell->other_arch == NULL) |
495 | if (!spell->other_arch) |
570 | return 0; |
496 | return 0; |
571 | |
497 | |
572 | m = op->map; |
498 | object *tmp = spell->other_arch->instance (); |
573 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
574 | if (mflags & P_OUT_OF_MAP) |
|
|
575 | { |
|
|
576 | return 0; |
|
|
577 | } |
|
|
578 | |
499 | |
579 | tmp = arch_to_object (spell->other_arch); |
500 | if (!tmp) |
580 | |
|
|
581 | if (tmp == NULL) |
|
|
582 | return 0; |
501 | return 0; |
583 | |
|
|
584 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
585 | { |
|
|
586 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
587 | tmp->destroy (); |
|
|
588 | return 0; |
|
|
589 | } |
|
|
590 | |
502 | |
591 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
503 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
592 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
504 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
593 | /* code in time.c uses food for some things, duration for others */ |
505 | /* code in time.c uses food for some things, duration for others */ |
594 | tmp->stats.food = tmp->duration; |
506 | tmp->stats.food = tmp->duration; |
595 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
507 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
596 | tmp->attacktype = spell->attacktype; |
508 | tmp->attacktype = spell->attacktype; |
597 | tmp->x = x; |
|
|
598 | tmp->y = y; |
|
|
599 | tmp->direction = dir; |
509 | tmp->direction = dir; |
600 | if (op->owner != NULL) |
|
|
601 | tmp->set_owner (op); |
510 | tmp->set_owner (op); |
602 | else |
|
|
603 | tmp->set_owner (op); |
|
|
604 | tmp->level = caster_level (caster, spell); |
511 | tmp->level = casting_level (caster, spell); |
605 | set_spell_skill (op, caster, spell, tmp); |
512 | set_spell_skill (op, caster, spell, tmp); |
606 | |
513 | |
607 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
514 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
608 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
515 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
609 | { |
|
|
610 | if (!tailor_god_spell (tmp, op)) |
516 | if (!tailor_god_spell (tmp, op)) |
611 | return 0; |
517 | return 0; |
612 | } |
518 | |
613 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
519 | if (tmp->flag [FLAG_IS_TURNABLE]) |
614 | SET_ANIMATION (tmp, dir); |
520 | SET_ANIMATION (tmp, dir); |
615 | |
521 | |
616 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
522 | if ((tmp = op->map->insert (tmp, x, y, op))) |
617 | move_spell_effect (tmp); |
523 | move_spell_effect (tmp); |
618 | |
524 | |
619 | return 1; |
525 | return 1; |
620 | } |
526 | } |
621 | |
527 | |
… | |
… | |
626 | ****************************************************************************/ |
532 | ****************************************************************************/ |
627 | void |
533 | void |
628 | regenerate_rod (object *rod) |
534 | regenerate_rod (object *rod) |
629 | { |
535 | { |
630 | if (rod->stats.hp < rod->stats.maxhp) |
536 | if (rod->stats.hp < rod->stats.maxhp) |
631 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
537 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20); |
632 | } |
538 | } |
633 | |
539 | |
634 | void |
540 | void |
635 | drain_rod_charge (object *rod) |
541 | drain_rod_charge (object *rod) |
636 | { |
542 | { |
… | |
… | |
656 | { |
562 | { |
657 | tmp = op->owner; |
563 | tmp = op->owner; |
658 | /* If the owner does not exist, or is not a monster, than apply the spell |
564 | /* If the owner does not exist, or is not a monster, than apply the spell |
659 | * to the caster. |
565 | * to the caster. |
660 | */ |
566 | */ |
661 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
567 | if (!tmp || !tmp->flag [FLAG_MONSTER]) |
662 | tmp = op; |
568 | tmp = op; |
663 | } |
569 | } |
664 | else |
570 | else |
665 | { |
571 | { |
666 | maptile *m = op->map; |
572 | maptile *m = op->map; |
… | |
… | |
676 | if (!tmp) |
582 | if (!tmp) |
677 | tmp = op->ms ().player (); |
583 | tmp = op->ms ().player (); |
678 | |
584 | |
679 | return tmp; |
585 | return tmp; |
680 | } |
586 | } |
681 | |
|
|
682 | |
|
|
683 | |
587 | |
684 | /* raytrace: |
588 | /* raytrace: |
685 | * spell_find_dir(map, x, y, exclude) will search first the center square |
589 | * spell_find_dir(map, x, y, exclude) will search first the center square |
686 | * then some close squares in the given map at the given coordinates for |
590 | * then some close squares in the given map at the given coordinates for |
687 | * live objects. |
591 | * live objects. |
… | |
… | |
690 | * monsters/generators only. If not, the spell will hunt players only. |
594 | * monsters/generators only. If not, the spell will hunt players only. |
691 | * It returns the direction toward the first/closest live object if it finds |
595 | * It returns the direction toward the first/closest live object if it finds |
692 | * any, otherwise -1. |
596 | * any, otherwise -1. |
693 | * note that exclude can be NULL, in which case all bets are off. |
597 | * note that exclude can be NULL, in which case all bets are off. |
694 | */ |
598 | */ |
695 | |
|
|
696 | int |
599 | int |
697 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
600 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
698 | { |
601 | { |
699 | int i, max = SIZEOFFREE; |
602 | int i, max = SIZEOFFREE; |
700 | sint16 nx, ny; |
603 | sint16 nx, ny; |
… | |
… | |
717 | continue; |
620 | continue; |
718 | |
621 | |
719 | tmp = GET_MAP_OB (mp, nx, ny); |
622 | tmp = GET_MAP_OB (mp, nx, ny); |
720 | |
623 | |
721 | while (tmp != NULL && (((owner_type == PLAYER && |
624 | while (tmp != NULL && (((owner_type == PLAYER && |
722 | !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
625 | !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) || |
723 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
626 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
724 | tmp = tmp->above; |
627 | tmp = tmp->above; |
725 | |
628 | |
726 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
629 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
727 | return freedir[i]; |
630 | return freedir[i]; |
… | |
… | |
731 | |
634 | |
732 | /* put_a_monster: puts a monster named monstername near by |
635 | /* put_a_monster: puts a monster named monstername near by |
733 | * op. This creates the treasures for the monsters, and |
636 | * op. This creates the treasures for the monsters, and |
734 | * also deals with multipart monsters properly. |
637 | * also deals with multipart monsters properly. |
735 | */ |
638 | */ |
736 | void |
639 | static void |
737 | put_a_monster (object *op, const char *monstername) |
640 | put_a_monster (object *op, const char *monstername) |
738 | { |
641 | { |
739 | object *tmp, *head = NULL, *prev = NULL; |
642 | object *tmp, *head = NULL, *prev = NULL; |
740 | archetype *at; |
643 | archetype *at; |
741 | int dir; |
644 | int dir; |
… | |
… | |
756 | * insert multipart monsters properly |
659 | * insert multipart monsters properly |
757 | */ |
660 | */ |
758 | //TODO: use expand_tail + ... |
661 | //TODO: use expand_tail + ... |
759 | while (at != NULL) |
662 | while (at != NULL) |
760 | { |
663 | { |
761 | tmp = arch_to_object (at); |
664 | tmp = at->instance (); |
762 | tmp->x = op->x + freearr_x[dir] + at->x; |
665 | tmp->x = op->x + freearr_x[dir] + at->x; |
763 | tmp->y = op->y + freearr_y[dir] + at->y; |
666 | tmp->y = op->y + freearr_y[dir] + at->y; |
764 | tmp->map = op->map; |
667 | tmp->map = op->map; |
765 | if (head) |
668 | if (head) |
766 | { |
669 | { |
… | |
… | |
780 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
683 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
781 | |
684 | |
782 | insert_ob_in_map (head, op->map, op, 0); |
685 | insert_ob_in_map (head, op->map, op, 0); |
783 | |
686 | |
784 | /* thought it'd be cool to insert a burnout, too. */ |
687 | /* thought it'd be cool to insert a burnout, too. */ |
785 | op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
688 | op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
786 | } |
689 | } |
787 | } |
690 | } |
788 | |
691 | |
789 | /* peterm: function which summons hostile monsters and |
692 | /* peterm: function which summons hostile monsters and |
790 | * places them in nearby squares. |
693 | * places them in nearby squares. |
… | |
… | |
797 | * Note that this is not used by any spells (summon evil monsters |
700 | * Note that this is not used by any spells (summon evil monsters |
798 | * use to call this, but best I can tell, that spell/ability was |
701 | * use to call this, but best I can tell, that spell/ability was |
799 | * never used. This is however used by various failures on the |
702 | * never used. This is however used by various failures on the |
800 | * players part (alchemy, reincarnation, etc) |
703 | * players part (alchemy, reincarnation, etc) |
801 | */ |
704 | */ |
802 | |
|
|
803 | int |
705 | int |
804 | summon_hostile_monsters (object *op, int n, const char *monstername) |
706 | summon_hostile_monsters (object *op, int n, const char *monstername) |
805 | { |
707 | { |
806 | int i; |
708 | int i; |
807 | |
709 | |
… | |
… | |
872 | { |
774 | { |
873 | SET_ANIMATION (op, ATTACKS[i].face); |
775 | SET_ANIMATION (op, ATTACKS[i].face); |
874 | } |
776 | } |
875 | } |
777 | } |
876 | |
778 | |
877 | |
|
|
878 | /* prayer_failure: This is called when a player fails |
779 | /* prayer_failure: This is called when a player fails |
879 | * at casting a prayer. |
780 | * at casting a prayer. |
880 | * op is the player. |
781 | * op is the player. |
881 | * failure is basically how much grace they had. |
782 | * failure is basically how much grace they had. |
882 | * power is how much grace the spell would normally take to cast. |
783 | * power is how much grace the spell would normally take to cast. |
883 | */ |
784 | */ |
884 | |
785 | |
885 | void |
786 | #define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>" |
|
|
787 | |
|
|
788 | static void |
886 | prayer_failure (object *op, int failure, int power) |
789 | prayer_failure (object *op, int failure, int power) |
887 | { |
790 | { |
888 | const char *godname; |
791 | const char *godname; |
889 | object *tmp; |
792 | object *tmp; |
890 | |
793 | |
891 | if (!strcmp ((godname = determine_god (op)), "none")) |
794 | if (!strcmp ((godname = determine_god (op)), "none")) |
892 | godname = "Your spirit"; |
795 | godname = "Your spirit"; |
893 | |
796 | |
894 | if (failure <= -20 && failure > -40) /* wonder */ |
797 | if (failure <= -20 && failure > -40) /* wonder */ |
895 | { |
798 | { |
896 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); |
799 | op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname); |
897 | tmp = get_archetype (SPELL_WONDER); |
800 | tmp = archetype::get (SPELL_WONDER); |
898 | cast_cone (op, op, 0, tmp); |
801 | cast_cone (op, op, 0, tmp); |
899 | tmp->destroy (); |
802 | tmp->destroy (); |
900 | } |
803 | } |
901 | |
804 | |
902 | else if (failure <= -40 && failure > -60) /* confusion */ |
805 | else if (failure <= -40 && failure > -60) /* confusion */ |
903 | { |
806 | { |
904 | new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); |
807 | op->failmsg ("Your diety touches your mind!" HINT_GRACE); |
905 | confuse_player (op, op, 99); |
808 | confuse_player (op, op, 99); |
906 | } |
809 | } |
907 | else if (failure <= -60 && failure > -150) /* paralysis */ |
810 | else if (failure <= -60 && failure > -150) /* paralysis */ |
908 | { |
811 | { |
909 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); |
812 | op->failmsgf ("%s requires you to pray NOW. " |
910 | new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); |
813 | "You comply, ignoring all else." HINT_GRACE, |
|
|
814 | godname); |
911 | paralyze_player (op, op, 99); |
815 | paralyze_player (op, op, 99); |
912 | } |
816 | } |
913 | else if (failure <= -150) /* blast the immediate area */ |
817 | else if (failure <= -150) /* blast the immediate area */ |
914 | { |
818 | { |
915 | tmp = get_archetype (GOD_POWER); |
819 | tmp = archetype::get (GOD_POWER); |
916 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); |
820 | op->failmsgf ("%s smites you!" HINT_GRACE, godname); |
917 | cast_magic_storm (op, tmp, power); |
821 | cast_magic_storm (op, tmp, power); |
918 | } |
822 | } |
919 | } |
823 | } |
920 | |
824 | |
921 | /* |
825 | /* |
… | |
… | |
935 | if (settings.spell_failure_effects == FALSE) |
839 | if (settings.spell_failure_effects == FALSE) |
936 | return; |
840 | return; |
937 | |
841 | |
938 | if (failure <= -20 && failure > -40) /* wonder */ |
842 | if (failure <= -20 && failure > -40) /* wonder */ |
939 | { |
843 | { |
940 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); |
844 | op->failmsg ("Your spell causes an unexpected effect."); |
941 | tmp = get_archetype (SPELL_WONDER); |
845 | tmp = archetype::get (SPELL_WONDER); |
942 | cast_cone (op, op, 0, tmp); |
846 | cast_cone (op, op, 0, tmp); |
943 | tmp->destroy (); |
847 | tmp->destroy (); |
944 | } |
848 | } |
945 | |
849 | |
946 | else if (failure <= -40 && failure > -60) /* confusion */ |
850 | else if (failure <= -40 && failure > -60) /* confusion */ |
947 | { |
851 | { |
948 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); |
852 | op->failmsg ("Your magic recoils on you, making you confused!"); |
949 | confuse_player (op, op, 99); |
853 | confuse_player (op, op, 99); |
950 | } |
854 | } |
951 | else if (failure <= -60 && failure > -80) /* paralysis */ |
855 | else if (failure <= -60 && failure > -80) /* paralysis */ |
952 | { |
856 | { |
953 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); |
857 | op->failmsg ("Your magic stuns you!"); |
954 | paralyze_player (op, op, 99); |
858 | paralyze_player (op, op, 99); |
955 | } |
859 | } |
956 | else if (failure <= -80) /* blast the immediate area */ |
860 | else if (failure <= -80) /* blast the immediate area */ |
957 | { |
861 | { |
958 | object *tmp; |
862 | object *tmp; |
959 | |
863 | |
960 | /* Safety check to make sure we don't get any mana storms in scorn */ |
864 | /* Safety check to make sure we don't get any mana storms in scorn */ |
961 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) |
865 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) |
962 | { |
866 | { |
963 | new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); |
867 | op->failmsg ("The magic warps and you are turned inside out!"); |
964 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
868 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
965 | |
869 | |
966 | } |
870 | } |
967 | else |
871 | else |
968 | { |
872 | { |
969 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
873 | op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!"); |
970 | tmp = get_archetype (LOOSE_MANA); |
874 | tmp = archetype::get (LOOSE_MANA); |
971 | tmp->level = skill->level; |
875 | tmp->level = skill->level; |
972 | |
876 | |
973 | /* increase the area of destruction a little for more powerful spells */ |
877 | /* increase the area of destruction a little for more powerful spells */ |
974 | tmp->range += isqrt (power); |
878 | tmp->range += isqrt (power); |
975 | |
879 | |
… | |
… | |
983 | tmp->insert_at (op); |
887 | tmp->insert_at (op); |
984 | } |
888 | } |
985 | } |
889 | } |
986 | } |
890 | } |
987 | |
891 | |
988 | int |
892 | static int |
989 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
893 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
990 | { |
894 | { |
991 | int success; |
|
|
992 | object *spell; |
|
|
993 | |
|
|
994 | if (!spell_ob->other_arch) |
895 | if (!spell_ob->other_arch) |
995 | { |
896 | { |
996 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
897 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
997 | return 0; |
898 | return 0; |
998 | } |
899 | } |
999 | spell = arch_to_object (spell_ob->other_arch); |
900 | |
|
|
901 | object *spell = spell_ob->other_arch->instance (); |
1000 | |
902 | |
1001 | /* Always cast spell on caster */ |
903 | /* Always cast spell on caster */ |
1002 | success = cast_spell (op, caster, dir, spell, stringarg); |
904 | int success = cast_spell (op, caster, dir, spell, spellparam); |
1003 | |
905 | |
1004 | if (caster->contr->party == NULL) |
906 | if (!op->contr || !op->contr->party) |
1005 | { |
907 | { |
1006 | spell->remove (); |
908 | spell->remove (); |
1007 | return success; |
909 | return success; |
1008 | } |
910 | } |
|
|
911 | |
1009 | for_all_players (pl) |
912 | for_all_players (pl) |
1010 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
913 | if ((pl->ob->contr->party == op->contr->party) |
1011 | { |
914 | && on_same_map (pl->ob, op) |
|
|
915 | && pl->ob != op) |
1012 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
916 | cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam); |
1013 | } |
917 | |
1014 | spell->remove (); |
918 | spell->remove (); |
1015 | return success; |
919 | return success; |
1016 | } |
920 | } |
1017 | |
921 | |
1018 | /* This is where the main dispatch when someone casts a spell. |
922 | /* This is where the main dispatch when someone casts a spell. |
… | |
… | |
1023 | * same as op. |
927 | * same as op. |
1024 | * dir is the direction to cast in. Note in some cases, if the spell |
928 | * dir is the direction to cast in. Note in some cases, if the spell |
1025 | * is self only, dir really doesn't make a difference. |
929 | * is self only, dir really doesn't make a difference. |
1026 | * spell_ob is the spell object that is being cast. From that, |
930 | * spell_ob is the spell object that is being cast. From that, |
1027 | * we can determine what to do. |
931 | * we can determine what to do. |
1028 | * stringarg is any options that are being used. It can be NULL. Almost |
932 | * spellparam is any options that are being used. It can be NULL. Almost |
1029 | * certainly, only players will set it. It is basically used as optional |
933 | * certainly, only players will set it. It is basically used as optional |
1030 | * parameters to a spell (eg, item to create, information for marking runes, |
934 | * parameters to a spell (eg, item to create, information for marking runes, |
1031 | * etc. |
935 | * etc. |
1032 | * returns 1 on successful cast, or 0 on error. These values should really |
936 | * returns 1 on successful cast, or 0 on error. These values should really |
1033 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
937 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
… | |
… | |
1041 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
945 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1042 | * this function will decrease the mana/grace appropriately. For other |
946 | * this function will decrease the mana/grace appropriately. For other |
1043 | * objects, the caller should do what it considers appropriate. |
947 | * objects, the caller should do what it considers appropriate. |
1044 | */ |
948 | */ |
1045 | int |
949 | int |
1046 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
950 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
1047 | { |
951 | { |
1048 | const char *godname; |
952 | const char *godname; |
1049 | int success = 0, mflags, cast_level = 0; |
953 | int success = 0; |
1050 | object *skill = NULL; |
954 | |
|
|
955 | // make sure spells always take a while, so a) we don't flood the |
|
|
956 | // user with messages and b) too many failures can be harmful (smiting). |
|
|
957 | op->speed_left -= 4 * op->speed; // ~0.5s on failure |
1051 | |
958 | |
1052 | if (!spell_ob) |
959 | if (!spell_ob) |
1053 | { |
960 | { |
1054 | LOG (llevError, "cast_spell: null spell object passed\n"); |
961 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1055 | return 0; |
962 | return 0; |
… | |
… | |
1066 | } |
973 | } |
1067 | |
974 | |
1068 | /* if caster is a spell casting object, this normally shouldn't be |
975 | /* if caster is a spell casting object, this normally shouldn't be |
1069 | * an issue, because they don't have any spellpaths set up. |
976 | * an issue, because they don't have any spellpaths set up. |
1070 | */ |
977 | */ |
1071 | if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) |
978 | if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST]) |
1072 | { |
979 | { |
1073 | new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); |
980 | op->failmsg ("That spell path is denied to you."); |
1074 | return 0; |
981 | return 0; |
1075 | } |
982 | } |
|
|
983 | |
|
|
984 | object *skill = 0; |
1076 | |
985 | |
1077 | /* if it is a player casting the spell, and they are really casting it |
986 | /* if it is a player casting the spell, and they are really casting it |
1078 | * (vs it coming from a wand, scroll, or whatever else), do some |
987 | * (vs it coming from a wand, scroll, or whatever else), do some |
1079 | * checks. We let monsters do special things - eg, they |
988 | * checks. We let monsters do special things - eg, they |
1080 | * don't need the skill, bypass level checks, etc. The monster function |
989 | * don't need the SKILL, BYpass level checks, etc. The monster function |
1081 | * should take care of that. |
990 | * should take care of that. |
1082 | * Remove the wiz check here and move it further down - some spells |
991 | * Remove the wiz check here and move it further down - some spells |
1083 | * need to have the right skill pointer passed, so we need to |
992 | * need to have the right skill pointer passed, so we need to |
1084 | * at least process that code. |
993 | * at least process that code. |
1085 | */ |
994 | */ |
1086 | if (op->type == PLAYER && op == caster) |
995 | if (op->type == PLAYER && op == caster) |
1087 | { |
996 | { |
1088 | cast_level = caster_level (caster, spell_ob); |
|
|
1089 | |
|
|
1090 | if (spell_ob->skill) |
997 | if (spell_ob->skill) |
1091 | { |
998 | { |
1092 | skill = find_skill_by_name (op, spell_ob->skill); |
999 | skill = find_skill_by_name (op, spell_ob->skill); |
1093 | |
1000 | |
1094 | if (!skill) |
1001 | if (!skill) |
1095 | { |
1002 | { |
1096 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
1003 | op->failmsgf ("You need the %s skill to cast %s! " |
|
|
1004 | "H<You either need to learn the skill via a skill scroll " |
|
|
1005 | "or you need to wear a talisman, holy symbol or another skill tool.>", |
|
|
1006 | &spell_ob->skill, &spell_ob->name); |
1097 | return 0; |
1007 | return 0; |
1098 | } |
1008 | } |
1099 | |
1009 | |
1100 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1010 | const char *msg = ""; |
|
|
1011 | |
|
|
1012 | int caster_level = skill->level; |
|
|
1013 | |
|
|
1014 | if (op->path_attuned & spell_ob->path_attuned) |
1101 | { |
1015 | { |
1102 | new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); |
1016 | caster_level += min (caster_level, ATTUNE_REPELL); |
|
|
1017 | msg = " (attuned)"; |
|
|
1018 | } |
|
|
1019 | |
|
|
1020 | if (op->path_repelled & spell_ob->path_attuned) |
|
|
1021 | { |
|
|
1022 | caster_level -= ATTUNE_REPELL; // negative is ok |
|
|
1023 | msg = " (repelled)"; |
|
|
1024 | } |
|
|
1025 | |
|
|
1026 | if (spell_ob->level > caster_level) |
|
|
1027 | { |
|
|
1028 | op->failmsgf ("You lack enough skill to cast that spell! " |
|
|
1029 | "H<Your effective cast level is %d%s, but level %d is required.>", |
|
|
1030 | caster_level, msg, spell_ob->level); |
|
|
1031 | if (!op->is_wiz ()) |
1103 | return 0; |
1032 | return 0; |
1104 | } |
1033 | } |
1105 | } |
1034 | } |
1106 | |
1035 | |
1107 | /* If the caster is the wiz, they don't ever fail, and don't have |
1036 | /* If the caster is the wiz, they don't ever fail, and don't have |
1108 | * to have sufficient grace/mana. |
1037 | * to have sufficient grace/mana. |
1109 | */ |
1038 | */ |
1110 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1039 | if (!op->flag [FLAG_WIZCAST]) |
1111 | { |
1040 | { |
1112 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1041 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1113 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1042 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1114 | { |
1043 | { |
1115 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1044 | op->failmsg ("You don't have enough mana!"); |
1116 | return 0; |
1045 | return 0; |
1117 | } |
1046 | } |
1118 | |
1047 | |
1119 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1048 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1120 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1049 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1121 | { |
1050 | { |
1122 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1051 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1123 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1052 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1124 | { |
|
|
1125 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); |
1053 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1126 | } |
|
|
1127 | else |
1054 | else |
1128 | { |
1055 | { |
1129 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1056 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1130 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1057 | op->failmsgf ("%s ignores your prayer.", godname); |
1131 | return 0; |
1058 | return 0; |
1132 | } |
1059 | } |
1133 | } |
1060 | } |
1134 | |
1061 | |
1135 | /* player/monster is trying to cast the spell. might fumble it */ |
1062 | /* player/monster is trying to cast the spell. might fumble it */ |
1136 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1063 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1137 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1064 | (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis])) |
1138 | { |
1065 | { |
1139 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1066 | op->contr->play_sound (sound_find ("fumble_spell")); |
1140 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer."); |
1067 | op->failmsg ("You fumble the prayer."); |
1141 | |
1068 | |
1142 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1069 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1143 | return 0; |
1070 | return 0; |
1144 | } |
1071 | } |
1145 | else if (spell_ob->stats.sp) |
1072 | else if (spell_ob->stats.sp) |
1146 | { |
1073 | { |
1147 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1074 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1148 | |
1075 | |
1149 | if (failure < 0) |
1076 | if (failure < 0) |
1150 | { |
1077 | { |
1151 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1078 | op->failmsg ("You bungle the spell because you have too much heavy equipment in use."); |
1152 | if (settings.spell_failure_effects == TRUE) |
1079 | if (settings.spell_failure_effects == TRUE) |
1153 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1080 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1154 | |
1081 | |
1155 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1082 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1156 | return 0; |
1083 | return 0; |
1157 | } |
1084 | } |
1158 | } |
1085 | } |
1159 | } |
1086 | } |
1160 | } |
1087 | } |
1161 | |
1088 | |
1162 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1089 | int mflags = op->ms ().flags (); |
1163 | |
1090 | |
1164 | /* See if we can cast a spell here. If the caster and op are |
1091 | /* See if we can cast a spell here. If the caster and op are |
1165 | * not alive, then this would mean that the mapmaker put the |
1092 | * not alive, then this would mean that the mapmaker put the |
1166 | * objects on the space - presume that they know what they are |
1093 | * objects on the space - presume that they know what they are |
1167 | * doing. |
1094 | * doing. |
1168 | */ |
1095 | */ |
1169 | |
1096 | |
1170 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1097 | if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1171 | { |
1098 | { |
|
|
1099 | op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood |
1172 | new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); |
1100 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1173 | return 0; |
1101 | return 0; |
1174 | } |
1102 | } |
1175 | |
1103 | |
1176 | if ((spell_ob->type == SPELL) |
1104 | if ((spell_ob->type == SPELL) |
1177 | && (caster->type != POTION) |
1105 | && (caster->type != POTION) |
1178 | && !QUERY_FLAG (op, FLAG_WIZCAST) |
1106 | && !op->flag [FLAG_WIZCAST] |
1179 | && (QUERY_FLAG (caster, FLAG_ALIVE) |
1107 | && (caster->flag [FLAG_ALIVE] |
1180 | || QUERY_FLAG (op, FLAG_ALIVE)) |
1108 | || op->flag [FLAG_ALIVE]) |
1181 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1109 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1182 | { |
1110 | { |
1183 | if (op->type != PLAYER) |
1111 | if (op->type != PLAYER) |
1184 | return 0; |
1112 | return 0; |
1185 | |
1113 | |
1186 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1114 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1187 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1115 | op->failmsgf ("This ground is unholy! %s ignores you.", godname); |
1188 | else if (object *item = op->contr->ranged_ob) |
1116 | else if (object *item = op->contr->ranged_ob) |
1189 | { |
1117 | { |
1190 | if (item->type == SPELL) |
1118 | if (item->type == SPELL) |
1191 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1119 | op->failmsg ("Something blocks your spellcasting."); |
1192 | else if (item->type == SCROLL) |
1120 | else if (item->type == SCROLL) |
1193 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
1121 | op->failmsg ("Something blocks the magic of your scroll."); |
1194 | else |
1122 | else |
1195 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
1123 | op->failmsg ("Something blocks the magic of your item."); |
1196 | } |
1124 | } |
1197 | else |
1125 | else |
1198 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); |
1126 | op->failmsg ("Something blocks the spell!"); |
1199 | |
1127 | |
1200 | return 0; |
1128 | return 0; |
1201 | } |
1129 | } |
|
|
1130 | |
|
|
1131 | // undo the flood protection from earlier |
|
|
1132 | op->speed_left += 4 * op->speed; // ~0.5s on failure |
1202 | |
1133 | |
1203 | /* Take into account how long it takes to cast the spell. |
1134 | /* Take into account how long it takes to cast the spell. |
1204 | * if the player is casting it, then we use the time in |
1135 | * if the player is casting it, then we use the time in |
1205 | * the spell object. If it is a spell object, have it |
1136 | * the spell object. If it is a spell object, have it |
1206 | * take two ticks. Things that cast spells on the players |
1137 | * take two ticks. Things that cast spells on the players |
… | |
… | |
1208 | * the player any time. |
1139 | * the player any time. |
1209 | * Ignore casting time for firewalls |
1140 | * Ignore casting time for firewalls |
1210 | */ |
1141 | */ |
1211 | if (caster == op && caster->type != FIREWALL) |
1142 | if (caster == op && caster->type != FIREWALL) |
1212 | { |
1143 | { |
1213 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1144 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed; |
1214 | /* Other portions of the code may also decrement the speed of the player, so |
1145 | /* Other portions of the code may also decrement the speed of the player, so |
1215 | * put a lower limit so that the player isn't stuck here too long |
1146 | * put a lower limit so that the player isn't stuck here too long |
1216 | */ |
1147 | */ |
1217 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1148 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed) |
1218 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1149 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed; |
1219 | } |
1150 | } |
1220 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1151 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1221 | op->speed_left -= 2 * FABS (op->speed); |
1152 | op->speed_left -= 2 * op->speed; |
1222 | |
1153 | |
1223 | if (op->type == PLAYER && op == caster) |
1154 | if (op->type == PLAYER && op == caster) |
1224 | { |
1155 | { |
1225 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1156 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1226 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1157 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1231 | * object requires. |
1162 | * object requires. |
1232 | */ |
1163 | */ |
1233 | if (op != caster && !skill && caster->skill) |
1164 | if (op != caster && !skill && caster->skill) |
1234 | { |
1165 | { |
1235 | skill = find_skill_by_name (op, caster->skill); |
1166 | skill = find_skill_by_name (op, caster->skill); |
|
|
1167 | |
1236 | if (!skill) |
1168 | if (!skill) |
1237 | { |
1169 | { |
1238 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1170 | op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster)); |
1239 | return 0; |
1171 | return 0; |
1240 | } |
1172 | } |
1241 | |
|
|
1242 | op->change_skill (skill); /* needed for proper exp credit */ |
|
|
1243 | } |
1173 | } |
1244 | |
1174 | |
1245 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
1175 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) |
1246 | return RESULT_INT (0); |
1176 | return RESULT_INT (0); |
1247 | |
1177 | |
|
|
1178 | // temporaroly replace chosen_skill by skill, we assume skill *could* be applied, |
|
|
1179 | // at least temporarily, which might not be true due to slot restrictions, but hey |
|
|
1180 | // invoke requires it basically. |
|
|
1181 | |
|
|
1182 | object *chosen_skill = op->chosen_skill; |
|
|
1183 | op->chosen_skill = skill; |
|
|
1184 | |
1248 | switch (spell_ob->subtype) |
1185 | switch (spell_ob->subtype) |
1249 | { |
1186 | { |
1250 | /* The order of case statements is same as the order they show up |
1187 | /* The order of case statements is same as the order they show up |
1251 | * in in spells.h. |
1188 | * in spells.h. |
1252 | */ |
1189 | */ |
1253 | case SP_RAISE_DEAD: |
1190 | case SP_RAISE_DEAD: |
1254 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1191 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam); |
1255 | break; |
1192 | break; |
1256 | |
1193 | |
1257 | case SP_RUNE: |
1194 | case SP_RUNE: |
1258 | success = write_rune (op, caster, spell_ob, dir, stringarg); |
1195 | success = write_rune (op, caster, spell_ob, dir, spellparam); |
1259 | break; |
1196 | break; |
1260 | |
1197 | |
1261 | case SP_MAKE_MARK: |
1198 | case SP_MAKE_MARK: |
1262 | success = write_mark (op, spell_ob, stringarg); |
1199 | success = write_mark (op, spell_ob, spellparam); |
1263 | break; |
1200 | break; |
1264 | |
1201 | |
1265 | case SP_BOLT: |
1202 | case SP_BOLT: |
1266 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1203 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1267 | break; |
1204 | break; |
… | |
… | |
1285 | case SP_SMITE: |
1222 | case SP_SMITE: |
1286 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1223 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1287 | break; |
1224 | break; |
1288 | |
1225 | |
1289 | case SP_MAGIC_MISSILE: |
1226 | case SP_MAGIC_MISSILE: |
1290 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1227 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1291 | break; |
1228 | break; |
1292 | |
1229 | |
1293 | case SP_SUMMON_GOLEM: |
1230 | case SP_SUMMON_GOLEM: |
1294 | success = summon_golem (op, caster, dir, spell_ob); |
1231 | success = summon_golem (op, caster, dir, spell_ob); |
1295 | break; |
1232 | break; |
1296 | |
1233 | |
1297 | case SP_DIMENSION_DOOR: |
1234 | case SP_DIMENSION_DOOR: |
1298 | /* dimension door needs the actual caster, because that is what is |
1235 | /* dimension door needs the actual caster, because that is what is |
1299 | * moved. |
1236 | * moved. |
1300 | */ |
1237 | */ |
1301 | success = dimension_door (op, caster, spell_ob, dir); |
1238 | success = dimension_door (op, caster, spell_ob, dir, spellparam); |
1302 | break; |
1239 | break; |
1303 | |
1240 | |
1304 | case SP_MAGIC_MAPPING: |
1241 | case SP_MAGIC_MAPPING: |
1305 | if (op->type == PLAYER) |
1242 | if (op->type == PLAYER) |
1306 | { |
1243 | { |
… | |
… | |
1339 | case SP_HEALING: |
1276 | case SP_HEALING: |
1340 | success = cast_heal (op, caster, spell_ob, dir); |
1277 | success = cast_heal (op, caster, spell_ob, dir); |
1341 | break; |
1278 | break; |
1342 | |
1279 | |
1343 | case SP_CREATE_FOOD: |
1280 | case SP_CREATE_FOOD: |
1344 | success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1281 | success = cast_create_food (op, caster, spell_ob, dir, spellparam); |
1345 | break; |
1282 | break; |
1346 | |
1283 | |
1347 | case SP_EARTH_TO_DUST: |
1284 | case SP_EARTH_TO_DUST: |
1348 | success = cast_earth_to_dust (op, caster, spell_ob); |
1285 | success = cast_earth_to_dust (op, caster, spell_ob); |
1349 | break; |
1286 | break; |
… | |
… | |
1359 | case SP_CURSE: |
1296 | case SP_CURSE: |
1360 | success = cast_curse (op, caster, spell_ob, dir); |
1297 | success = cast_curse (op, caster, spell_ob, dir); |
1361 | break; |
1298 | break; |
1362 | |
1299 | |
1363 | case SP_SUMMON_MONSTER: |
1300 | case SP_SUMMON_MONSTER: |
1364 | success = summon_object (op, caster, spell_ob, dir, stringarg); |
1301 | success = summon_object (op, caster, spell_ob, dir, spellparam); |
1365 | break; |
1302 | break; |
1366 | |
1303 | |
1367 | case SP_CHARGING: |
1304 | case SP_CHARGING: |
1368 | success = recharge (op, caster, spell_ob); |
1305 | success = recharge (op, caster, spell_ob); |
1369 | break; |
1306 | break; |
… | |
… | |
1372 | #ifdef NO_POLYMORPH |
1309 | #ifdef NO_POLYMORPH |
1373 | /* Not great, but at least provide feedback so if players do have |
1310 | /* Not great, but at least provide feedback so if players do have |
1374 | * polymorph (ie, find it as a preset item or left over from before |
1311 | * polymorph (ie, find it as a preset item or left over from before |
1375 | * it was disabled), they get some feedback. |
1312 | * it was disabled), they get some feedback. |
1376 | */ |
1313 | */ |
1377 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1314 | op->failmsg ("The spell fizzles!"); |
1378 | success = 0; |
1315 | success = 0; |
1379 | #else |
1316 | #else |
1380 | success = cast_polymorph (op, caster, spell_ob, dir); |
1317 | success = cast_polymorph (op, caster, spell_ob, dir); |
1381 | #endif |
1318 | #endif |
1382 | break; |
1319 | break; |
… | |
… | |
1402 | break; |
1339 | break; |
1403 | |
1340 | |
1404 | case SP_MOVING_BALL: |
1341 | case SP_MOVING_BALL: |
1405 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1342 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1406 | { |
1343 | { |
1407 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); |
1344 | op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name); |
1408 | success = 0; |
1345 | success = 0; |
1409 | } |
1346 | } |
1410 | else |
1347 | else |
1411 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1348 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1412 | break; |
1349 | break; |
1413 | |
1350 | |
1414 | case SP_SWARM: |
1351 | case SP_SWARM: |
1415 | success = fire_swarm (op, caster, spell_ob, dir); |
1352 | success = fire_swarm (op, caster, spell_ob, dir); |
1416 | break; |
1353 | break; |
… | |
… | |
1423 | /* in rune.c */ |
1360 | /* in rune.c */ |
1424 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1361 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1425 | break; |
1362 | break; |
1426 | |
1363 | |
1427 | case SP_CREATE_MISSILE: |
1364 | case SP_CREATE_MISSILE: |
1428 | success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1365 | success = cast_create_missile (op, caster, spell_ob, dir, spellparam); |
1429 | break; |
1366 | break; |
1430 | |
1367 | |
1431 | case SP_CONSECRATE: |
1368 | case SP_CONSECRATE: |
1432 | success = cast_consecrate (op, caster, spell_ob); |
1369 | success = cast_consecrate (op, caster, spell_ob); |
1433 | break; |
1370 | break; |
… | |
… | |
1455 | case SP_AURA: |
1392 | case SP_AURA: |
1456 | success = create_aura (op, caster, spell_ob); |
1393 | success = create_aura (op, caster, spell_ob); |
1457 | break; |
1394 | break; |
1458 | |
1395 | |
1459 | case SP_PARTY_SPELL: |
1396 | case SP_PARTY_SPELL: |
1460 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1397 | success = cast_party_spell (op, caster, dir, spell_ob, spellparam); |
1461 | break; |
1398 | break; |
1462 | |
1399 | |
1463 | default: |
1400 | default: |
1464 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1401 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1465 | } |
1402 | } |
1466 | |
1403 | |
1467 | /* FIXME - we need some better sound suppport */ |
1404 | // restore chosen_skill |
1468 | // yes, for example, augment map info with the spell effect |
1405 | op->chosen_skill = chosen_skill; |
1469 | // so clients can calculate the sounds themselves |
1406 | |
1470 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
1407 | op->play_sound ( |
|
|
1408 | success |
|
|
1409 | ? spell_ob->sound |
|
|
1410 | ? spell_ob->sound |
|
|
1411 | : sound_find ("spell_success") |
|
|
1412 | : sound_find ("fumble_spell") |
|
|
1413 | ); |
1471 | |
1414 | |
1472 | return success; |
1415 | return success; |
1473 | } |
1416 | } |
1474 | |
1417 | |
1475 | |
|
|
1476 | /* This is called from time.c/process_object(). That function |
1418 | /* This is called from time.c/process_object(). That function |
1477 | * calls this for any SPELL_EFFECT type objects. This function |
1419 | * calls this for any SPELL_EFFECT type objects. This function |
1478 | * then dispatches them to the appropriate specific routines. |
1420 | * then dispatches them to the appropriate specific routines. |
1479 | */ |
1421 | */ |
1480 | void |
1422 | void |
1481 | move_spell_effect (object *op) |
1423 | move_spell_effect (object *op) |
1482 | { |
1424 | { |
… | |
… | |
1522 | move_aura (op); |
1464 | move_aura (op); |
1523 | break; |
1465 | break; |
1524 | } |
1466 | } |
1525 | } |
1467 | } |
1526 | |
1468 | |
1527 | /* this checks to see if something special should happen if |
|
|
1528 | * something runs into the object. |
|
|
1529 | */ |
|
|
1530 | void |
|
|
1531 | check_spell_effect (object *op) |
|
|
1532 | { |
|
|
1533 | switch (op->subtype) |
|
|
1534 | { |
|
|
1535 | case SP_BOLT: |
|
|
1536 | move_bolt (op); |
|
|
1537 | return; |
|
|
1538 | |
|
|
1539 | case SP_BULLET: |
|
|
1540 | check_bullet (op); |
|
|
1541 | return; |
|
|
1542 | } |
|
|
1543 | } |
|
|
1544 | |
|
|
1545 | /* This is called by move_apply. Basically, if someone |
1469 | /* This is called by move_apply. Basically, if someone |
1546 | * moves onto a spell effect and the walk_on or fly_on flags |
1470 | * moves onto a spell effect and the walk_on or fly_on flags |
1547 | * are set, this is called. This should only be called for |
1471 | * are set, this is called. This should only be called for |
1548 | * objects of the appropraite type. |
1472 | * objects of the appropriate type. |
1549 | */ |
1473 | */ |
1550 | void |
1474 | void |
1551 | apply_spell_effect (object *spell, object *victim) |
1475 | apply_spell_effect (object *spell, object *victim) |
1552 | { |
1476 | { |
1553 | switch (spell->subtype) |
1477 | switch (spell->subtype) |
1554 | { |
1478 | { |
1555 | case SP_CONE: |
1479 | case SP_CONE: |
1556 | if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1480 | if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype) |
1557 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1481 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1558 | break; |
1482 | break; |
1559 | |
1483 | |
1560 | case SP_MAGIC_MISSILE: |
1484 | case SP_MAGIC_MISSILE: |
1561 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1485 | if (victim->flag [FLAG_ALIVE]) |
1562 | { |
1486 | { |
1563 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1487 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1564 | |
|
|
1565 | if (!spell->destroyed ()) |
|
|
1566 | spell->destroy (); |
1488 | spell->destroy (); |
1567 | } |
1489 | } |
1568 | break; |
1490 | break; |
1569 | |
1491 | |
1570 | case SP_MOVING_BALL: |
1492 | case SP_MOVING_BALL: |
1571 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1493 | if (victim->flag [FLAG_ALIVE]) |
1572 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1494 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1573 | else if (victim->materialname) |
1495 | else if (victim->material != MATERIAL_NULL) |
1574 | save_throw_object (victim, spell->attacktype, spell); |
1496 | save_throw_object (victim, spell->attacktype, spell); |
|
|
1497 | |
1575 | break; |
1498 | break; |
1576 | } |
1499 | } |
1577 | } |
1500 | } |
|
|
1501 | |
|
|
1502 | /** |
|
|
1503 | * This function will let a fireball explode at the position of |
|
|
1504 | * the victim with a specific maximum level. |
|
|
1505 | */ |
|
|
1506 | void |
|
|
1507 | create_exploding_ball_at (object *victim, int level) |
|
|
1508 | { |
|
|
1509 | object *ball = archetype::get (EXPLODING_FIREBALL); |
|
|
1510 | ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; |
|
|
1511 | ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2; |
|
|
1512 | ball->insert_at (victim); |
|
|
1513 | } |