1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
|
|
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
22 | */ |
23 | |
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|
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <spells.h> |
25 | #include <spells.h> |
27 | #include <object.h> |
26 | #include <object.h> |
28 | #include <errno.h> |
27 | #include <errno.h> |
29 | #ifndef __CEXTRACT__ |
|
|
30 | # include <sproto.h> |
28 | #include <sproto.h> |
31 | #endif |
|
|
32 | #include <sounds.h> |
29 | #include <sounds.h> |
33 | |
30 | |
34 | extern char *spell_mapping[]; |
31 | extern char *spell_mapping[]; |
35 | |
32 | |
36 | /* This returns a random spell from 'ob'. If skill is set, then |
33 | /* This returns a random spell from 'ob'. If skill is set, then |
… | |
… | |
98 | |
95 | |
99 | if (init_spells_done) |
96 | if (init_spells_done) |
100 | return; |
97 | return; |
101 | LOG (llevDebug, "Checking spells...\n"); |
98 | LOG (llevDebug, "Checking spells...\n"); |
102 | |
99 | |
103 | for (at = first_archetype; at; at = at->next) |
100 | for_all_archetypes (at) |
104 | { |
101 | { |
105 | if (at->clone.type == SPELL) |
102 | if (at->type == SPELL) |
106 | { |
103 | { |
107 | if (at->clone.skill) |
104 | if (at->skill) |
108 | { |
105 | { |
109 | for (i = 1; i < NUM_SKILLS; i++) |
106 | for (i = 1; i < NUM_SKILLS; i++) |
110 | if (!strcmp (skill_names[i], at->clone.skill)) |
107 | if (!strcmp (skill_names[i], at->skill)) |
111 | break; |
108 | break; |
112 | if (i == NUM_SKILLS) |
109 | if (i == NUM_SKILLS) |
113 | { |
110 | { |
114 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
111 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill); |
115 | } |
112 | } |
116 | } |
113 | } |
117 | /* other_arch is already checked for in the loader */ |
114 | /* other_arch is already checked for in the loader */ |
118 | } |
115 | } |
119 | } |
116 | } |
… | |
… | |
138 | void |
135 | void |
139 | dump_spells (void) |
136 | dump_spells (void) |
140 | { |
137 | { |
141 | archetype *at; |
138 | archetype *at; |
142 | |
139 | |
143 | for (at = first_archetype; at; at = at->next) |
140 | for_all_archetypes (at) |
144 | { |
141 | { |
145 | if (at->clone.type == SPELL) |
142 | if (at->type == SPELL) |
146 | { |
143 | { |
147 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
144 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name, |
148 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
145 | &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level); |
149 | } |
146 | } |
150 | } |
147 | } |
151 | } |
148 | } |
152 | |
149 | |
153 | /* pretty basic function - basically just takes |
150 | /* pretty basic function - basically just takes |
154 | * an object, sets the x,y, and calls insert_ob_in_map |
151 | * an object, sets the x,y, and calls insert_ob_in_map |
155 | */ |
152 | */ |
156 | |
|
|
157 | void |
153 | void |
158 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
154 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
159 | { |
155 | { |
160 | |
|
|
161 | if (spob->other_arch != NULL) |
156 | if (spob->other_arch) |
162 | { |
157 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
163 | object *effect = arch_to_object (spob->other_arch); |
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|
164 | |
|
|
165 | effect->x = x; |
|
|
166 | effect->y = y; |
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167 | |
|
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168 | insert_ob_in_map (effect, map, originator, 0); |
|
|
169 | } |
|
|
170 | } |
158 | } |
171 | |
159 | |
172 | /* |
160 | /* |
173 | * This function takes a caster and spell and presents the |
161 | * This function takes a caster and spell and presents the |
174 | * effective level the caster needs to be to cast the spell. |
162 | * effective level the caster needs to be to cast the spell. |
175 | * basically, it just adjusts the spell->level with attuned/repelled |
163 | * basically, it just adjusts the spell->level with attuned/repelled |
176 | * spellpaths. Was called path_level_mod |
164 | * spellpaths. Was called path_level_mod. |
177 | * |
165 | * |
178 | * caster is person casting hte spell. |
166 | * caster is person casting the spell. |
179 | * spell is the spell object. |
167 | * spell is the spell object. |
180 | * Returns modified level. |
168 | * Returns modified level. |
181 | */ |
169 | */ |
182 | int |
170 | int |
183 | min_casting_level (object *caster, object *spell) |
171 | min_casting_level (object *caster, object *spell) |
… | |
… | |
186 | |
174 | |
187 | if (caster->path_denied & spell->path_attuned) |
175 | if (caster->path_denied & spell->path_attuned) |
188 | return 1; |
176 | return 1; |
189 | |
177 | |
190 | new_level = spell->level |
178 | new_level = spell->level |
191 | + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); |
179 | + (caster->path_repelled & spell->path_attuned ? +2 : 0) |
|
|
180 | + (caster->path_attuned & spell->path_attuned ? -2 : 0); |
192 | |
181 | |
193 | return (new_level < 1) ? 1 : new_level; |
182 | return max (1, new_level); |
194 | } |
183 | } |
195 | |
|
|
196 | |
184 | |
197 | /* This function returns the effective level the spell |
185 | /* This function returns the effective level the spell |
198 | * is being cast at. |
186 | * is being cast at. |
199 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
187 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
200 | * This is because the new code compares casting_level against |
188 | * This is because the new code compares casting_level against |
201 | * min_caster_level, so the difference is effectively 4 |
189 | * min_caster_level, so the difference is effectively 4 |
202 | */ |
190 | */ |
203 | |
|
|
204 | int |
191 | int |
205 | caster_level (object *caster, object *spell) |
192 | caster_level (object *caster, object *spell) |
206 | { |
193 | { |
207 | int level = caster->level; |
194 | int level = caster->level; |
208 | |
195 | |
… | |
… | |
223 | |
210 | |
224 | level = MIN (level, sk_level + level / 10 + 1); |
211 | level = MIN (level, sk_level + level / 10 + 1); |
225 | } |
212 | } |
226 | |
213 | |
227 | /* Got valid caster level. Now adjust for attunement */ |
214 | /* Got valid caster level. Now adjust for attunement */ |
228 | level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); |
215 | level += caster->path_repelled & spell->path_attuned ? -2 : 0; |
|
|
216 | level += caster->path_attuned & spell->path_attuned ? +2 : 0; |
229 | |
217 | |
230 | /* Always make this at least 1. If this is zero, we get divide by zero |
218 | /* Always make this at least 1. If this is zero, we get divide by zero |
231 | * errors in various places. |
219 | * errors in various places. |
232 | */ |
220 | */ |
233 | if (level < 1) |
|
|
234 | level = 1; |
|
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235 | |
|
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236 | return level; |
221 | return max (level, 1); |
237 | } |
222 | } |
238 | |
223 | |
239 | /* The following function scales the spellpoint cost of |
224 | /* The following function scales the spellpoint cost of |
240 | * a spell by it's increased effectiveness. Some of the |
225 | * a spell by it's increased effectiveness. Some of the |
241 | * lower level spells become incredibly vicious at high |
226 | * lower level spells become incredibly vicious at high |
… | |
… | |
471 | { |
456 | { |
472 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
457 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
473 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
458 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
474 | dir = 0; |
459 | dir = 0; |
475 | } |
460 | } |
476 | new_op->x = op->x + freearr_x[dir]; |
461 | |
477 | new_op->y = op->y + freearr_y[dir]; |
462 | op->map->insert (new_op, |
478 | if (dir == 0) |
463 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
479 | insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); |
464 | op, |
480 | else |
465 | dir ? 0 : INS_BELOW_ORIGINATOR); |
481 | insert_ob_in_map (new_op, op->map, op, 0); |
466 | |
482 | return dir; |
467 | return dir; |
483 | } |
468 | } |
484 | |
469 | |
485 | /* Returns true if it is ok to put spell *op on the space/may provided. |
470 | /* Returns true if it is ok to put spell *op on the space/may provided. |
486 | * immune_stop is basically the attacktype of the spell (why |
471 | * immune_stop is basically the attacktype of the spell (why |
… | |
… | |
488 | * has the AT_MAGIC bit set, and there is a counterwall |
473 | * has the AT_MAGIC bit set, and there is a counterwall |
489 | * on the space, the object doesn't get placed. if immune stop |
474 | * on the space, the object doesn't get placed. if immune stop |
490 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
475 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
491 | * |
476 | * |
492 | */ |
477 | */ |
493 | |
|
|
494 | int |
478 | int |
495 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
479 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
496 | { |
480 | { |
497 | object *tmp; |
481 | if (!xy_normalise (m, x, y)) |
498 | int mflags; |
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|
499 | maptile *mp; |
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500 | |
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|
501 | mp = m; |
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|
502 | mflags = get_map_flags (m, &mp, x, y, &x, &y); |
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503 | |
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504 | if (mflags & P_OUT_OF_MAP) |
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505 | return 0; |
482 | return 0; |
506 | |
483 | |
507 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) |
484 | mapspace &ms = m->at (x, y); |
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485 | |
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486 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
508 | return 0; |
487 | return 0; |
509 | |
488 | |
510 | for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) |
489 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
511 | { |
490 | { |
512 | /* If there is a counterspell on the space, and this |
491 | /* If there is a counterspell on the space, and this |
513 | * object is using magic, don't progress. I believe we could |
492 | * object is using magic, don't progress. I believe we could |
514 | * leave this out and let in progress, and other areas of the code |
493 | * leave this out and let in progress, and other areas of the code |
515 | * will then remove it, but that would seem to to use more |
494 | * will then remove it, but that would seem to to use more |
516 | * resources, and may not work as well if a player is standing |
495 | * resources, and may not work as well if a player is standing |
517 | * on top of a counterwall spell (may hit the player before being |
496 | * on top of a counterwall spell (may hit the player before being |
518 | * removed.) On the other hand, it may be more dramatic for the |
497 | * removed.) On the other hand, it may be more dramatic for the |
519 | * spell to actually hit the counterwall and be sucked up. |
498 | * spell to actually hit the counterwall and be sucked up. |
520 | */ |
499 | */ |
521 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
500 | if ((tmp->attacktype & AT_COUNTERSPELL) |
522 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
501 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
523 | (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) |
502 | && (tmp->type != PLAYER) |
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503 | && (tmp->type != WEAPON) |
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504 | && (tmp->type != BOW) |
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505 | && (tmp->type != ARROW) |
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506 | && (tmp->type != GOLEM) |
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507 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
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508 | // we special case floor here because there |
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509 | // are sometimes spell effect floors |
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510 | // which are used to inflict damage |
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511 | // (and those shouldn't go away from |
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512 | // sanctuary) see also: permanent lava |
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513 | && (immune_stop & AT_MAGIC)) |
524 | return 0; |
514 | return 0; |
525 | |
515 | |
526 | /* This is to prevent 'out of control' spells. Basically, this |
516 | /* This is to prevent 'out of control' spells. Basically, this |
527 | * limits one spell effect per space per spell. This is definately |
517 | * limits one spell effect per space per spell. This is definately |
528 | * needed for performance reasons, and just for playability I believe. |
518 | * needed for performance reasons, and just for playability I believe. |
… | |
… | |
538 | * playability reasons. |
528 | * playability reasons. |
539 | */ |
529 | */ |
540 | if (tmp->arch == op->arch |
530 | if (tmp->arch == op->arch |
541 | && tmp->type == op->type |
531 | && tmp->type == op->type |
542 | && tmp->subtype == op->subtype |
532 | && tmp->subtype == op->subtype |
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|
533 | && tmp->owner == op->owner |
543 | && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
534 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
544 | { |
535 | { |
545 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
536 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
546 | tmp->range = MAX (tmp->range, op->range); |
537 | tmp->range = MAX (tmp->range, op->range); |
547 | tmp->duration = MAX (tmp->duration, op->duration); |
538 | tmp->duration = MAX (tmp->duration, op->duration); |
548 | return 0; |
539 | return 0; |
… | |
… | |
550 | |
541 | |
551 | /* Perhaps we should also put checks in for no magic and unholy |
542 | /* Perhaps we should also put checks in for no magic and unholy |
552 | * ground to prevent it from moving along? |
543 | * ground to prevent it from moving along? |
553 | */ |
544 | */ |
554 | } |
545 | } |
|
|
546 | |
555 | /* If it passes the above tests, it must be OK */ |
547 | /* If it passes the above tests, it must be OK */ |
556 | return 1; |
548 | return 1; |
557 | } |
549 | } |
558 | |
550 | |
559 | /* fire_arch_from_position: fires an archetype. |
551 | /* fire_arch_from_position: fires an archetype. |
… | |
… | |
619 | return 0; |
611 | return 0; |
620 | } |
612 | } |
621 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
613 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
622 | SET_ANIMATION (tmp, dir); |
614 | SET_ANIMATION (tmp, dir); |
623 | |
615 | |
624 | if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) |
616 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
625 | return 1; |
|
|
626 | |
|
|
627 | move_spell_effect (tmp); |
617 | move_spell_effect (tmp); |
628 | |
618 | |
629 | return 1; |
619 | return 1; |
630 | } |
620 | } |
631 | |
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632 | |
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633 | |
621 | |
634 | /***************************************************************************** |
622 | /***************************************************************************** |
635 | * |
623 | * |
636 | * Code related to rods - perhaps better located in another file? |
624 | * Code related to rods - perhaps better located in another file? |
637 | * |
625 | * |
638 | ****************************************************************************/ |
626 | ****************************************************************************/ |
639 | |
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|
640 | void |
627 | void |
641 | regenerate_rod (object *rod) |
628 | regenerate_rod (object *rod) |
642 | { |
629 | { |
643 | if (rod->stats.hp < rod->stats.maxhp) |
630 | if (rod->stats.hp < rod->stats.maxhp) |
644 | { |
631 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
645 | rod->stats.hp += 1 + rod->stats.maxhp / 10; |
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646 | |
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647 | if (rod->stats.hp > rod->stats.maxhp) |
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648 | rod->stats.hp = rod->stats.maxhp; |
|
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649 | } |
|
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650 | } |
632 | } |
651 | |
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652 | |
633 | |
653 | void |
634 | void |
654 | drain_rod_charge (object *rod) |
635 | drain_rod_charge (object *rod) |
655 | { |
636 | { |
656 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
637 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
657 | } |
638 | } |
658 | |
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659 | |
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660 | |
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661 | |
639 | |
662 | /* this function is commonly used to find a friendly target for |
640 | /* this function is commonly used to find a friendly target for |
663 | * spells such as heal or protection or armour |
641 | * spells such as heal or protection or armour |
664 | * op is what is looking for the target (which can be a player), |
642 | * op is what is looking for the target (which can be a player), |
665 | * dir is the direction we are looking in. Return object found, or |
643 | * dir is the direction we are looking in. Return object found, or |
666 | * NULL if no good object. |
644 | * NULL if no good object. |
667 | */ |
645 | */ |
668 | |
|
|
669 | object * |
646 | object * |
670 | find_target_for_friendly_spell (object *op, int dir) |
647 | find_target_for_friendly_spell (object *op, int dir) |
671 | { |
648 | { |
672 | object *tmp; |
649 | object *tmp; |
673 | maptile *m; |
|
|
674 | sint16 x, y; |
|
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675 | int mflags; |
|
|
676 | |
650 | |
677 | /* I don't really get this block - if op isn't a player or rune, |
651 | /* I don't really get this block - if op isn't a player or rune, |
678 | * we then make the owner of this object the target. |
652 | * we then make the owner of this object the target. |
679 | * The owner could very well be no where near op. |
653 | * The owner could very well be no where near op. |
680 | */ |
654 | */ |
… | |
… | |
687 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
661 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
688 | tmp = op; |
662 | tmp = op; |
689 | } |
663 | } |
690 | else |
664 | else |
691 | { |
665 | { |
692 | m = op->map; |
666 | maptile *m = op->map; |
693 | x = op->x + freearr_x[dir]; |
667 | sint16 x = op->x + freearr_x[dir]; |
694 | y = op->y + freearr_y[dir]; |
668 | sint16 y = op->y + freearr_y[dir]; |
695 | |
|
|
696 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
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697 | |
|
|
698 | if (mflags & P_OUT_OF_MAP) |
|
|
699 | tmp = NULL; |
|
|
700 | else |
|
|
701 | { |
669 | |
702 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
670 | tmp = xy_normalise (m, x, y) |
703 | if (tmp->type == PLAYER) |
671 | ? m->at (x, y).player () |
704 | break; |
672 | : 0; |
705 | } |
|
|
706 | } |
673 | } |
|
|
674 | |
707 | /* didn't find a player there, look in current square for a player */ |
675 | /* didn't find a player there, look in current square for a player */ |
708 | if (tmp == NULL) |
676 | if (!tmp) |
709 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
677 | tmp = op->ms ().player (); |
710 | { |
|
|
711 | if (tmp->type == PLAYER) |
|
|
712 | break; |
|
|
713 | } |
|
|
714 | |
678 | |
715 | return tmp; |
679 | return tmp; |
716 | } |
680 | } |
717 | |
681 | |
718 | |
682 | |
… | |
… | |
763 | return freedir[i]; |
727 | return freedir[i]; |
764 | } |
728 | } |
765 | return -1; /* flag for "keep going the way you were" */ |
729 | return -1; /* flag for "keep going the way you were" */ |
766 | } |
730 | } |
767 | |
731 | |
768 | |
|
|
769 | |
|
|
770 | /* put_a_monster: puts a monster named monstername near by |
732 | /* put_a_monster: puts a monster named monstername near by |
771 | * op. This creates the treasures for the monsters, and |
733 | * op. This creates the treasures for the monsters, and |
772 | * also deals with multipart monsters properly. |
734 | * also deals with multipart monsters properly. |
773 | */ |
735 | */ |
774 | |
|
|
775 | void |
736 | void |
776 | put_a_monster (object *op, const char *monstername) |
737 | put_a_monster (object *op, const char *monstername) |
777 | { |
738 | { |
778 | object *tmp, *head = NULL, *prev = NULL; |
739 | object *tmp, *head = NULL, *prev = NULL; |
779 | archetype *at; |
740 | archetype *at; |
… | |
… | |
786 | |
747 | |
787 | /* find a free square nearby |
748 | /* find a free square nearby |
788 | * first we check the closest square for free squares |
749 | * first we check the closest square for free squares |
789 | */ |
750 | */ |
790 | |
751 | |
791 | dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); |
752 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
792 | if (dir != -1) |
753 | if (dir != -1) |
793 | { |
754 | { |
794 | /* This is basically grabbed for generate monster. Fixed 971225 to |
755 | /* This is basically grabbed for generate monster. Fixed 971225 to |
795 | * insert multipart monsters properly |
756 | * insert multipart monsters properly |
796 | */ |
757 | */ |
|
|
758 | //TODO: use expand_tail + ... |
797 | while (at != NULL) |
759 | while (at != NULL) |
798 | { |
760 | { |
799 | tmp = arch_to_object (at); |
761 | tmp = arch_to_object (at); |
800 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
762 | tmp->x = op->x + freearr_x[dir] + at->x; |
801 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
763 | tmp->y = op->y + freearr_y[dir] + at->y; |
802 | tmp->map = op->map; |
764 | tmp->map = op->map; |
803 | if (head) |
765 | if (head) |
804 | { |
766 | { |
805 | tmp->head = head; |
767 | tmp->head = head; |
806 | prev->more = tmp; |
768 | prev->more = tmp; |
807 | } |
769 | } |
|
|
770 | |
808 | if (!head) |
771 | if (!head) |
809 | head = tmp; |
772 | head = tmp; |
|
|
773 | |
810 | prev = tmp; |
774 | prev = tmp; |
|
|
775 | |
811 | at = at->more; |
776 | at = (archetype *)at->more; |
812 | } |
777 | } |
813 | |
778 | |
814 | if (head->randomitems) |
779 | if (head->randomitems) |
815 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
780 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
816 | |
781 | |
817 | insert_ob_in_map (head, op->map, op, 0); |
782 | insert_ob_in_map (head, op->map, op, 0); |
818 | |
783 | |
819 | /* thought it'd be cool to insert a burnout, too. */ |
784 | /* thought it'd be cool to insert a burnout, too. */ |
820 | tmp = get_archetype ("burnout"); |
785 | op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
821 | tmp->map = op->map; |
|
|
822 | tmp->x = op->x + freearr_x[dir]; |
|
|
823 | tmp->y = op->y + freearr_y[dir]; |
|
|
824 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
825 | } |
786 | } |
826 | } |
787 | } |
827 | |
788 | |
828 | /* peterm: function which summons hostile monsters and |
789 | /* peterm: function which summons hostile monsters and |
829 | * places them in nearby squares. |
790 | * places them in nearby squares. |
… | |
… | |
856 | { |
817 | { |
857 | int attacktype; |
818 | int attacktype; |
858 | int face; |
819 | int face; |
859 | } ATTACKS[22] = |
820 | } ATTACKS[22] = |
860 | { |
821 | { |
861 | { |
|
|
862 | AT_PHYSICAL, 0}, |
822 | { AT_PHYSICAL, 0}, |
863 | { |
|
|
864 | AT_PHYSICAL, 0}, /*face = explosion */ |
823 | { AT_PHYSICAL, 0}, /*face = explosion */ |
865 | { |
|
|
866 | AT_PHYSICAL, 0}, |
824 | { AT_PHYSICAL, 0}, |
867 | { |
|
|
868 | AT_MAGIC, 1}, |
825 | { AT_MAGIC, 1}, |
869 | { |
|
|
870 | AT_MAGIC, 1}, /* face = last-burnout */ |
826 | { AT_MAGIC, 1}, /* face = last-burnout */ |
871 | { |
|
|
872 | AT_MAGIC, 1}, |
827 | { AT_MAGIC, 1}, |
873 | { |
|
|
874 | AT_FIRE, 2}, |
828 | { AT_FIRE, 2}, |
875 | { |
|
|
876 | AT_FIRE, 2}, /* face = fire.... */ |
829 | { AT_FIRE, 2}, /* face = fire.... */ |
877 | { |
|
|
878 | AT_FIRE, 2}, |
830 | { AT_FIRE, 2}, |
879 | { |
|
|
880 | AT_ELECTRICITY, 3}, |
831 | { AT_ELECTRICITY, 3}, |
881 | { |
|
|
882 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
832 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
883 | { |
|
|
884 | AT_ELECTRICITY, 3}, |
833 | { AT_ELECTRICITY, 3}, |
885 | { |
|
|
886 | AT_COLD, 4}, |
834 | { AT_COLD, 4}, |
887 | { |
|
|
888 | AT_COLD, 4}, /* face=icestorm */ |
835 | { AT_COLD, 4}, /* face=icestorm */ |
889 | { |
|
|
890 | AT_COLD, 4}, |
836 | { AT_COLD, 4}, |
891 | { |
|
|
892 | AT_CONFUSION, 5}, |
837 | { AT_CONFUSION, 5}, |
893 | { |
|
|
894 | AT_POISON, 7}, |
838 | { AT_POISON, 7}, |
895 | { |
|
|
896 | AT_POISON, 7}, /* face = acid sphere. generator */ |
839 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
897 | { |
|
|
898 | AT_POISON, 7}, /* poisoncloud face */ |
840 | { AT_POISON, 7}, /* poisoncloud face */ |
899 | { |
|
|
900 | AT_SLOW, 8}, |
841 | { AT_SLOW, 8}, |
901 | { |
|
|
902 | AT_PARALYZE, 9}, |
842 | { AT_PARALYZE, 9}, |
903 | { |
|
|
904 | AT_FEAR, 10}}; |
843 | { AT_FEAR, 10}, |
905 | |
844 | }; |
906 | |
|
|
907 | |
845 | |
908 | /* shuffle_attack: peterm |
846 | /* shuffle_attack: peterm |
909 | * This routine shuffles the attack of op to one of the |
847 | * This routine shuffles the attack of op to one of the |
910 | * ones in the list. It does this at random. It also |
848 | * ones in the list. It does this at random. It also |
911 | * chooses a face appropriate to the attack that is |
849 | * chooses a face appropriate to the attack that is |
… | |
… | |
1029 | else |
967 | else |
1030 | { |
968 | { |
1031 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
969 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
1032 | tmp = get_archetype (LOOSE_MANA); |
970 | tmp = get_archetype (LOOSE_MANA); |
1033 | tmp->level = skill->level; |
971 | tmp->level = skill->level; |
1034 | tmp->x = op->x; |
|
|
1035 | tmp->y = op->y; |
|
|
1036 | |
972 | |
1037 | /* increase the area of destruction a little for more powerful spells */ |
973 | /* increase the area of destruction a little for more powerful spells */ |
1038 | tmp->range += isqrt (power); |
974 | tmp->range += isqrt (power); |
1039 | |
975 | |
1040 | if (power > 25) |
976 | if (power > 25) |
1041 | tmp->stats.dam = 25 + isqrt (power); |
977 | tmp->stats.dam = 25 + isqrt (power); |
1042 | else |
978 | else |
1043 | tmp->stats.dam = power; /* nasty recoils! */ |
979 | tmp->stats.dam = power; /* nasty recoils! */ |
1044 | |
980 | |
1045 | tmp->stats.maxhp = tmp->count; |
981 | tmp->stats.maxhp = tmp->count; |
1046 | insert_ob_in_map (tmp, op->map, NULL, 0); |
982 | |
|
|
983 | tmp->insert_at (op); |
1047 | } |
984 | } |
1048 | } |
985 | } |
1049 | } |
986 | } |
1050 | |
987 | |
1051 | int |
988 | int |
1052 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
989 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1053 | { |
990 | { |
1054 | int success; |
991 | int success; |
1055 | player *pl; |
|
|
1056 | object *spell; |
992 | object *spell; |
1057 | |
993 | |
1058 | if (!spell_ob->other_arch) |
994 | if (!spell_ob->other_arch) |
1059 | { |
995 | { |
1060 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
996 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
… | |
… | |
1068 | if (caster->contr->party == NULL) |
1004 | if (caster->contr->party == NULL) |
1069 | { |
1005 | { |
1070 | spell->remove (); |
1006 | spell->remove (); |
1071 | return success; |
1007 | return success; |
1072 | } |
1008 | } |
1073 | for (pl = first_player; pl != NULL; pl = pl->next) |
1009 | for_all_players (pl) |
1074 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
1010 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
1075 | { |
1011 | { |
1076 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
1012 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
1077 | } |
1013 | } |
1078 | spell->remove (); |
1014 | spell->remove (); |
… | |
… | |
1104 | * |
1040 | * |
1105 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1041 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1106 | * this function will decrease the mana/grace appropriately. For other |
1042 | * this function will decrease the mana/grace appropriately. For other |
1107 | * objects, the caller should do what it considers appropriate. |
1043 | * objects, the caller should do what it considers appropriate. |
1108 | */ |
1044 | */ |
1109 | |
|
|
1110 | int |
1045 | int |
1111 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1046 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1112 | { |
1047 | { |
1113 | const char *godname; |
1048 | const char *godname; |
1114 | int success = 0, mflags, cast_level = 0, old_shoottype; |
1049 | int success = 0, mflags, cast_level = 0; |
1115 | object *skill = NULL; |
1050 | object *skill = NULL; |
1116 | |
|
|
1117 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
|
|
1118 | |
1051 | |
1119 | if (!spell_ob) |
1052 | if (!spell_ob) |
1120 | { |
1053 | { |
1121 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1054 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1122 | return 0; |
1055 | return 0; |
… | |
… | |
1151 | * at least process that code. |
1084 | * at least process that code. |
1152 | */ |
1085 | */ |
1153 | if (op->type == PLAYER && op == caster) |
1086 | if (op->type == PLAYER && op == caster) |
1154 | { |
1087 | { |
1155 | cast_level = caster_level (caster, spell_ob); |
1088 | cast_level = caster_level (caster, spell_ob); |
|
|
1089 | |
1156 | if (spell_ob->skill) |
1090 | if (spell_ob->skill) |
1157 | { |
1091 | { |
1158 | skill = find_skill_by_name (op, spell_ob->skill); |
1092 | skill = find_skill_by_name (op, spell_ob->skill); |
|
|
1093 | |
1159 | if (!skill) |
1094 | if (!skill) |
1160 | { |
1095 | { |
1161 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
1096 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
1162 | return 0; |
1097 | return 0; |
1163 | } |
1098 | } |
|
|
1099 | |
1164 | 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)) |
1165 | { |
1101 | { |
1166 | 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."); |
1167 | return 0; |
1103 | return 0; |
1168 | } |
1104 | } |
1169 | } |
1105 | } |
|
|
1106 | |
1170 | /* If the caster is the wiz, they don't ever fail, and don't have |
1107 | /* If the caster is the wiz, they don't ever fail, and don't have |
1171 | * to have sufficient grace/mana. |
1108 | * to have sufficient grace/mana. |
1172 | */ |
1109 | */ |
1173 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1110 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1174 | { |
1111 | { |
… | |
… | |
1176 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1113 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1177 | { |
1114 | { |
1178 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1115 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1179 | return 0; |
1116 | return 0; |
1180 | } |
1117 | } |
|
|
1118 | |
1181 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1119 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1182 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1120 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1183 | { |
1121 | { |
1184 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1122 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1185 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1123 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
… | |
… | |
1197 | /* player/monster is trying to cast the spell. might fumble it */ |
1135 | /* player/monster is trying to cast the spell. might fumble it */ |
1198 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1136 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1199 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1137 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1200 | { |
1138 | { |
1201 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1139 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1202 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1140 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer."); |
1203 | if (settings.casting_time == TRUE) |
1141 | |
1204 | { |
|
|
1205 | op->casting_time = -1; |
|
|
1206 | } |
|
|
1207 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1142 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1208 | return 0; |
1143 | return 0; |
1209 | } |
1144 | } |
1210 | else if (spell_ob->stats.sp) |
1145 | else if (spell_ob->stats.sp) |
1211 | { |
1146 | { |
… | |
… | |
1214 | if (failure < 0) |
1149 | if (failure < 0) |
1215 | { |
1150 | { |
1216 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1151 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1217 | if (settings.spell_failure_effects == TRUE) |
1152 | if (settings.spell_failure_effects == TRUE) |
1218 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1153 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1219 | op->contr->shoottype = (rangetype) old_shoottype; |
1154 | |
1220 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1155 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1221 | return 0; |
1156 | return 0; |
1222 | } |
1157 | } |
1223 | } |
1158 | } |
1224 | } |
1159 | } |
… | |
… | |
1247 | { |
1182 | { |
1248 | if (op->type != PLAYER) |
1183 | if (op->type != PLAYER) |
1249 | return 0; |
1184 | return 0; |
1250 | |
1185 | |
1251 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1186 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1252 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1187 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1253 | else |
1188 | else if (object *item = op->contr->ranged_ob) |
1254 | switch (op->contr->shoottype) |
|
|
1255 | { |
1189 | { |
1256 | case range_magic: |
1190 | if (item->type == SPELL) |
1257 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1191 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1258 | break; |
1192 | else if (item->type == SCROLL) |
1259 | case range_misc: |
|
|
1260 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1261 | break; |
|
|
1262 | case range_golem: |
|
|
1263 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
1193 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
1264 | break; |
|
|
1265 | default: |
|
|
1266 | break; |
|
|
1267 | } |
|
|
1268 | return 0; |
|
|
1269 | } |
|
|
1270 | |
|
|
1271 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
|
|
1272 | { |
|
|
1273 | if (op->casting_time == -1) |
|
|
1274 | { /* begin the casting */ |
|
|
1275 | op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
|
|
1276 | op->spell = spell_ob; |
|
|
1277 | /* put the stringarg into the object struct so that when the |
|
|
1278 | * spell is actually cast, it knows about the stringarg. |
|
|
1279 | * necessary for the invoke command spells. |
|
|
1280 | */ |
|
|
1281 | if (stringarg) |
|
|
1282 | { |
|
|
1283 | op->spellarg = strdup (stringarg); |
|
|
1284 | } |
|
|
1285 | else |
1194 | else |
1286 | op->spellarg = NULL; |
1195 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
1287 | return 0; |
|
|
1288 | } |
|
|
1289 | else if (op->casting_time != 0) |
|
|
1290 | { |
|
|
1291 | if (op->type == PLAYER) |
|
|
1292 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
|
|
1293 | return 0; |
|
|
1294 | } |
1196 | } |
1295 | else |
1197 | else |
1296 | { /* casting_time == 0 */ |
1198 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); |
1297 | op->casting_time = -1; |
1199 | |
1298 | spell_ob = op->spell; |
1200 | return 0; |
1299 | stringarg = op->spellarg; |
|
|
1300 | } |
|
|
1301 | } |
|
|
1302 | else |
|
|
1303 | { |
1201 | } |
|
|
1202 | |
1304 | /* Take into account how long it takes to cast the spell. |
1203 | /* Take into account how long it takes to cast the spell. |
1305 | * if the player is casting it, then we use the time in |
1204 | * if the player is casting it, then we use the time in |
1306 | * the spell object. If it is a spell object, have it |
1205 | * the spell object. If it is a spell object, have it |
1307 | * take two ticks. Things that cast spells on the players |
1206 | * take two ticks. Things that cast spells on the players |
1308 | * behalf (eg, altars, and whatever else) shouldn't cost |
1207 | * behalf (eg, altars, and whatever else) shouldn't cost |
1309 | * the player any time. |
1208 | * the player any time. |
1310 | * Ignore casting time for firewalls |
1209 | * Ignore casting time for firewalls |
|
|
1210 | */ |
|
|
1211 | if (caster == op && caster->type != FIREWALL) |
|
|
1212 | { |
|
|
1213 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1214 | /* 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 |
1311 | */ |
1216 | */ |
1312 | if (caster == op && caster->type != FIREWALL) |
|
|
1313 | { |
|
|
1314 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1315 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1316 | * put a lower limit so that the player isn't stuck here too long |
|
|
1317 | */ |
|
|
1318 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1217 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1319 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1218 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1320 | } |
1219 | } |
1321 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1220 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1322 | { |
|
|
1323 | op->speed_left -= 2 * FABS (op->speed); |
1221 | op->speed_left -= 2 * FABS (op->speed); |
1324 | } |
|
|
1325 | } |
|
|
1326 | |
1222 | |
1327 | if (op->type == PLAYER && op == caster) |
1223 | if (op->type == PLAYER && op == caster) |
1328 | { |
1224 | { |
1329 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1225 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1330 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1226 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1340 | if (!skill) |
1236 | if (!skill) |
1341 | { |
1237 | { |
1342 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1238 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1343 | return 0; |
1239 | return 0; |
1344 | } |
1240 | } |
|
|
1241 | |
1345 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
1242 | op->change_skill (skill); /* needed for proper exp credit */ |
1346 | } |
1243 | } |
|
|
1244 | |
|
|
1245 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1246 | return RESULT_INT (0); |
1347 | |
1247 | |
1348 | switch (spell_ob->subtype) |
1248 | switch (spell_ob->subtype) |
1349 | { |
1249 | { |
1350 | /* The order of case statements is same as the order they show up |
1250 | /* The order of case statements is same as the order they show up |
1351 | * in in spells.h. |
1251 | * in in spells.h. |
1352 | */ |
1252 | */ |
1353 | case SP_RAISE_DEAD: |
1253 | case SP_RAISE_DEAD: |
1354 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1254 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1355 | break; |
1255 | break; |
1356 | |
1256 | |
1357 | case SP_RUNE: |
1257 | case SP_RUNE: |
… | |
… | |
1390 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1290 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1391 | break; |
1291 | break; |
1392 | |
1292 | |
1393 | case SP_SUMMON_GOLEM: |
1293 | case SP_SUMMON_GOLEM: |
1394 | success = summon_golem (op, caster, dir, spell_ob); |
1294 | success = summon_golem (op, caster, dir, spell_ob); |
1395 | old_shoottype = range_golem; |
|
|
1396 | break; |
1295 | break; |
1397 | |
1296 | |
1398 | case SP_DIMENSION_DOOR: |
1297 | case SP_DIMENSION_DOOR: |
1399 | /* dimension door needs the actual caster, because that is what is |
1298 | /* dimension door needs the actual caster, because that is what is |
1400 | * moved. |
1299 | * moved. |
… | |
… | |
1533 | success = cast_consecrate (op, caster, spell_ob); |
1432 | success = cast_consecrate (op, caster, spell_ob); |
1534 | break; |
1433 | break; |
1535 | |
1434 | |
1536 | case SP_ANIMATE_WEAPON: |
1435 | case SP_ANIMATE_WEAPON: |
1537 | success = animate_weapon (op, caster, spell_ob, dir); |
1436 | success = animate_weapon (op, caster, spell_ob, dir); |
1538 | old_shoottype = range_golem; |
|
|
1539 | break; |
1437 | break; |
1540 | |
1438 | |
1541 | case SP_LIGHT: |
1439 | case SP_LIGHT: |
1542 | success = cast_light (op, caster, spell_ob, dir); |
1440 | success = cast_light (op, caster, spell_ob, dir); |
1543 | break; |
1441 | break; |
… | |
… | |
1556 | |
1454 | |
1557 | case SP_AURA: |
1455 | case SP_AURA: |
1558 | success = create_aura (op, caster, spell_ob); |
1456 | success = create_aura (op, caster, spell_ob); |
1559 | break; |
1457 | break; |
1560 | |
1458 | |
1561 | case SP_TOWN_PORTAL: |
|
|
1562 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1563 | break; |
|
|
1564 | |
|
|
1565 | case SP_PARTY_SPELL: |
1459 | case SP_PARTY_SPELL: |
1566 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1460 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1567 | break; |
1461 | break; |
1568 | |
1462 | |
1569 | default: |
1463 | default: |
1570 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1571 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1464 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1572 | } |
1465 | } |
1573 | |
1466 | |
1574 | /* FIXME - we need some better sound suppport */ |
1467 | /* FIXME - we need some better sound suppport */ |
1575 | // yes, for example, augment map info with the spell effect |
1468 | // yes, for example, augment map info with the spell effect |
1576 | // so clients can calculate the sounds themselves |
1469 | // so clients can calculate the sounds themselves |
1577 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
1470 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
1578 | |
1471 | |
1579 | /* free the spell arg */ |
|
|
1580 | if (settings.casting_time == TRUE && stringarg) |
|
|
1581 | { |
|
|
1582 | free (stringarg); |
|
|
1583 | stringarg = NULL; |
|
|
1584 | } |
|
|
1585 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
|
|
1586 | * to something like use_magic_item, but you really want to be able to fire |
|
|
1587 | * it again. |
|
|
1588 | */ |
|
|
1589 | if (op->contr) |
|
|
1590 | op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1591 | |
|
|
1592 | return success; |
1472 | return success; |
1593 | } |
1473 | } |
1594 | |
1474 | |
1595 | |
1475 | |
1596 | /* This is called from time.c/process_object(). That function |
1476 | /* This is called from time.c/process_object(). That function |
… | |
… | |
1688 | break; |
1568 | break; |
1689 | |
1569 | |
1690 | case SP_MOVING_BALL: |
1570 | case SP_MOVING_BALL: |
1691 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1571 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1692 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1572 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1693 | else if (victim->material || victim->materialname) |
1573 | else if (victim->materialname) |
1694 | save_throw_object (victim, spell->attacktype, spell); |
1574 | save_throw_object (victim, spell->attacktype, spell); |
1695 | break; |
1575 | break; |
1696 | } |
1576 | } |
1697 | } |
1577 | } |