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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * 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 |
9 | * 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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your 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 GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * 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> |
23 | */ |
22 | */ |
24 | |
|
|
25 | |
23 | |
26 | #include <global.h> |
24 | #include <global.h> |
27 | #include <spells.h> |
25 | #include <spells.h> |
28 | #include <object.h> |
26 | #include <object.h> |
29 | #include <errno.h> |
27 | #include <errno.h> |
… | |
… | |
97 | |
95 | |
98 | if (init_spells_done) |
96 | if (init_spells_done) |
99 | return; |
97 | return; |
100 | LOG (llevDebug, "Checking spells...\n"); |
98 | LOG (llevDebug, "Checking spells...\n"); |
101 | |
99 | |
102 | for (at = first_archetype; at; at = at->next) |
100 | for_all_archetypes (at) |
103 | { |
101 | { |
104 | if (at->clone.type == SPELL) |
102 | if (at->type == SPELL) |
105 | { |
103 | { |
106 | if (at->clone.skill) |
104 | if (at->skill) |
107 | { |
105 | { |
108 | for (i = 1; i < NUM_SKILLS; i++) |
106 | for (i = 1; i < NUM_SKILLS; i++) |
109 | if (!strcmp (skill_names[i], at->clone.skill)) |
107 | if (!strcmp (skill_names[i], at->skill)) |
110 | break; |
108 | break; |
111 | if (i == NUM_SKILLS) |
109 | if (i == NUM_SKILLS) |
112 | { |
110 | { |
113 | 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); |
114 | } |
112 | } |
115 | } |
113 | } |
116 | /* other_arch is already checked for in the loader */ |
114 | /* other_arch is already checked for in the loader */ |
117 | } |
115 | } |
118 | } |
116 | } |
… | |
… | |
137 | void |
135 | void |
138 | dump_spells (void) |
136 | dump_spells (void) |
139 | { |
137 | { |
140 | archetype *at; |
138 | archetype *at; |
141 | |
139 | |
142 | for (at = first_archetype; at; at = at->next) |
140 | for_all_archetypes (at) |
143 | { |
141 | { |
144 | if (at->clone.type == SPELL) |
142 | if (at->type == SPELL) |
145 | { |
143 | { |
146 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
144 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name, |
147 | &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); |
148 | } |
146 | } |
149 | } |
147 | } |
150 | } |
148 | } |
151 | |
149 | |
152 | /* pretty basic function - basically just takes |
150 | /* pretty basic function - basically just takes |
… | |
… | |
188 | * is being cast at. |
186 | * is being cast at. |
189 | * 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. |
190 | * This is because the new code compares casting_level against |
188 | * This is because the new code compares casting_level against |
191 | * min_caster_level, so the difference is effectively 4 |
189 | * min_caster_level, so the difference is effectively 4 |
192 | */ |
190 | */ |
193 | |
|
|
194 | int |
191 | int |
195 | caster_level (object *caster, object *spell) |
192 | caster_level (object *caster, object *spell) |
196 | { |
193 | { |
197 | int level = caster->level; |
194 | int level = caster->level; |
198 | |
195 | |
… | |
… | |
213 | |
210 | |
214 | level = MIN (level, sk_level + level / 10 + 1); |
211 | level = MIN (level, sk_level + level / 10 + 1); |
215 | } |
212 | } |
216 | |
213 | |
217 | /* Got valid caster level. Now adjust for attunement */ |
214 | /* Got valid caster level. Now adjust for attunement */ |
218 | level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); |
215 | level += caster->path_repelled & spell->path_attuned ? -2 : 0; |
|
|
216 | level += caster->path_attuned & spell->path_attuned ? +2 : 0; |
219 | |
217 | |
220 | /* 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 |
221 | * errors in various places. |
219 | * errors in various places. |
222 | */ |
220 | */ |
223 | if (level < 1) |
|
|
224 | level = 1; |
|
|
225 | |
|
|
226 | return level; |
221 | return max (level, 1); |
227 | } |
222 | } |
228 | |
223 | |
229 | /* The following function scales the spellpoint cost of |
224 | /* The following function scales the spellpoint cost of |
230 | * a spell by it's increased effectiveness. Some of the |
225 | * a spell by it's increased effectiveness. Some of the |
231 | * lower level spells become incredibly vicious at high |
226 | * lower level spells become incredibly vicious at high |
… | |
… | |
500 | * 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 |
501 | * 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 |
502 | * 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 |
503 | * spell to actually hit the counterwall and be sucked up. |
498 | * spell to actually hit the counterwall and be sucked up. |
504 | */ |
499 | */ |
505 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
500 | if ((tmp->attacktype & AT_COUNTERSPELL) |
506 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
501 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
507 | (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) |
502 | && (tmp->type != PLAYER) |
|
|
503 | && (tmp->type != WEAPON) |
|
|
504 | && (tmp->type != BOW) |
|
|
505 | && (tmp->type != ARROW) |
|
|
506 | && (tmp->type != GOLEM) |
|
|
507 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
|
|
508 | // we special case floor here because there |
|
|
509 | // are sometimes spell effect floors |
|
|
510 | // which are used to inflict damage |
|
|
511 | // (and those shouldn't go away from |
|
|
512 | // sanctuary) see also: permanent lava |
|
|
513 | && (immune_stop & AT_MAGIC)) |
508 | return 0; |
514 | return 0; |
509 | |
515 | |
510 | /* This is to prevent 'out of control' spells. Basically, this |
516 | /* This is to prevent 'out of control' spells. Basically, this |
511 | * limits one spell effect per space per spell. This is definately |
517 | * limits one spell effect per space per spell. This is definately |
512 | * needed for performance reasons, and just for playability I believe. |
518 | * needed for performance reasons, and just for playability I believe. |
… | |
… | |
620 | ****************************************************************************/ |
626 | ****************************************************************************/ |
621 | void |
627 | void |
622 | regenerate_rod (object *rod) |
628 | regenerate_rod (object *rod) |
623 | { |
629 | { |
624 | if (rod->stats.hp < rod->stats.maxhp) |
630 | if (rod->stats.hp < rod->stats.maxhp) |
625 | { |
631 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
626 | rod->stats.hp += 1 + rod->stats.maxhp / 10; |
|
|
627 | |
|
|
628 | if (rod->stats.hp > rod->stats.maxhp) |
|
|
629 | rod->stats.hp = rod->stats.maxhp; |
|
|
630 | } |
|
|
631 | } |
632 | } |
632 | |
|
|
633 | |
633 | |
634 | void |
634 | void |
635 | drain_rod_charge (object *rod) |
635 | drain_rod_charge (object *rod) |
636 | { |
636 | { |
637 | 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); |
… | |
… | |
727 | return freedir[i]; |
727 | return freedir[i]; |
728 | } |
728 | } |
729 | return -1; /* flag for "keep going the way you were" */ |
729 | return -1; /* flag for "keep going the way you were" */ |
730 | } |
730 | } |
731 | |
731 | |
732 | |
|
|
733 | |
|
|
734 | /* put_a_monster: puts a monster named monstername near by |
732 | /* put_a_monster: puts a monster named monstername near by |
735 | * op. This creates the treasures for the monsters, and |
733 | * op. This creates the treasures for the monsters, and |
736 | * also deals with multipart monsters properly. |
734 | * also deals with multipart monsters properly. |
737 | */ |
735 | */ |
738 | |
|
|
739 | void |
736 | void |
740 | put_a_monster (object *op, const char *monstername) |
737 | put_a_monster (object *op, const char *monstername) |
741 | { |
738 | { |
742 | object *tmp, *head = NULL, *prev = NULL; |
739 | object *tmp, *head = NULL, *prev = NULL; |
743 | archetype *at; |
740 | archetype *at; |
… | |
… | |
750 | |
747 | |
751 | /* find a free square nearby |
748 | /* find a free square nearby |
752 | * first we check the closest square for free squares |
749 | * first we check the closest square for free squares |
753 | */ |
750 | */ |
754 | |
751 | |
755 | 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); |
756 | if (dir != -1) |
753 | if (dir != -1) |
757 | { |
754 | { |
758 | /* This is basically grabbed for generate monster. Fixed 971225 to |
755 | /* This is basically grabbed for generate monster. Fixed 971225 to |
759 | * insert multipart monsters properly |
756 | * insert multipart monsters properly |
760 | */ |
757 | */ |
|
|
758 | //TODO: use expand_tail + ... |
761 | while (at != NULL) |
759 | while (at != NULL) |
762 | { |
760 | { |
763 | tmp = arch_to_object (at); |
761 | tmp = arch_to_object (at); |
764 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
762 | tmp->x = op->x + freearr_x[dir] + at->x; |
765 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
763 | tmp->y = op->y + freearr_y[dir] + at->y; |
766 | tmp->map = op->map; |
764 | tmp->map = op->map; |
767 | if (head) |
765 | if (head) |
768 | { |
766 | { |
769 | tmp->head = head; |
767 | tmp->head = head; |
770 | prev->more = tmp; |
768 | prev->more = tmp; |
771 | } |
769 | } |
|
|
770 | |
772 | if (!head) |
771 | if (!head) |
773 | head = tmp; |
772 | head = tmp; |
|
|
773 | |
774 | prev = tmp; |
774 | prev = tmp; |
|
|
775 | |
775 | at = at->more; |
776 | at = (archetype *)at->more; |
776 | } |
777 | } |
777 | |
778 | |
778 | if (head->randomitems) |
779 | if (head->randomitems) |
779 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
780 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
780 | |
781 | |
… | |
… | |
816 | { |
817 | { |
817 | int attacktype; |
818 | int attacktype; |
818 | int face; |
819 | int face; |
819 | } ATTACKS[22] = |
820 | } ATTACKS[22] = |
820 | { |
821 | { |
821 | { |
|
|
822 | AT_PHYSICAL, 0}, |
822 | { AT_PHYSICAL, 0}, |
823 | { |
|
|
824 | AT_PHYSICAL, 0}, /*face = explosion */ |
823 | { AT_PHYSICAL, 0}, /*face = explosion */ |
825 | { |
|
|
826 | AT_PHYSICAL, 0}, |
824 | { AT_PHYSICAL, 0}, |
827 | { |
|
|
828 | AT_MAGIC, 1}, |
825 | { AT_MAGIC, 1}, |
829 | { |
|
|
830 | AT_MAGIC, 1}, /* face = last-burnout */ |
826 | { AT_MAGIC, 1}, /* face = last-burnout */ |
831 | { |
|
|
832 | AT_MAGIC, 1}, |
827 | { AT_MAGIC, 1}, |
833 | { |
|
|
834 | AT_FIRE, 2}, |
828 | { AT_FIRE, 2}, |
835 | { |
|
|
836 | AT_FIRE, 2}, /* face = fire.... */ |
829 | { AT_FIRE, 2}, /* face = fire.... */ |
837 | { |
|
|
838 | AT_FIRE, 2}, |
830 | { AT_FIRE, 2}, |
839 | { |
|
|
840 | AT_ELECTRICITY, 3}, |
831 | { AT_ELECTRICITY, 3}, |
841 | { |
|
|
842 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
832 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
843 | { |
|
|
844 | AT_ELECTRICITY, 3}, |
833 | { AT_ELECTRICITY, 3}, |
845 | { |
|
|
846 | AT_COLD, 4}, |
834 | { AT_COLD, 4}, |
847 | { |
|
|
848 | AT_COLD, 4}, /* face=icestorm */ |
835 | { AT_COLD, 4}, /* face=icestorm */ |
849 | { |
|
|
850 | AT_COLD, 4}, |
836 | { AT_COLD, 4}, |
851 | { |
|
|
852 | AT_CONFUSION, 5}, |
837 | { AT_CONFUSION, 5}, |
853 | { |
|
|
854 | AT_POISON, 7}, |
838 | { AT_POISON, 7}, |
855 | { |
|
|
856 | AT_POISON, 7}, /* face = acid sphere. generator */ |
839 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
857 | { |
|
|
858 | AT_POISON, 7}, /* poisoncloud face */ |
840 | { AT_POISON, 7}, /* poisoncloud face */ |
859 | { |
|
|
860 | AT_SLOW, 8}, |
841 | { AT_SLOW, 8}, |
861 | { |
|
|
862 | AT_PARALYZE, 9}, |
842 | { AT_PARALYZE, 9}, |
863 | { |
|
|
864 | AT_FEAR, 10}}; |
843 | { AT_FEAR, 10}, |
865 | |
844 | }; |
866 | |
|
|
867 | |
845 | |
868 | /* shuffle_attack: peterm |
846 | /* shuffle_attack: peterm |
869 | * This routine shuffles the attack of op to one of the |
847 | * This routine shuffles the attack of op to one of the |
870 | * ones in the list. It does this at random. It also |
848 | * ones in the list. It does this at random. It also |
871 | * chooses a face appropriate to the attack that is |
849 | * chooses a face appropriate to the attack that is |
… | |
… | |
1009 | |
987 | |
1010 | int |
988 | int |
1011 | 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) |
1012 | { |
990 | { |
1013 | int success; |
991 | int success; |
1014 | player *pl; |
|
|
1015 | object *spell; |
992 | object *spell; |
1016 | |
993 | |
1017 | if (!spell_ob->other_arch) |
994 | if (!spell_ob->other_arch) |
1018 | { |
995 | { |
1019 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
996 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
… | |
… | |
1063 | * |
1040 | * |
1064 | * 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), |
1065 | * this function will decrease the mana/grace appropriately. For other |
1042 | * this function will decrease the mana/grace appropriately. For other |
1066 | * objects, the caller should do what it considers appropriate. |
1043 | * objects, the caller should do what it considers appropriate. |
1067 | */ |
1044 | */ |
1068 | |
|
|
1069 | int |
1045 | int |
1070 | 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) |
1071 | { |
1047 | { |
1072 | const char *godname; |
1048 | const char *godname; |
1073 | int success = 0, mflags, cast_level = 0, old_shoottype; |
1049 | int success = 0, mflags, cast_level = 0; |
1074 | object *skill = NULL; |
1050 | object *skill = NULL; |
1075 | |
|
|
1076 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
|
|
1077 | |
1051 | |
1078 | if (!spell_ob) |
1052 | if (!spell_ob) |
1079 | { |
1053 | { |
1080 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1054 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1081 | return 0; |
1055 | return 0; |
… | |
… | |
1110 | * at least process that code. |
1084 | * at least process that code. |
1111 | */ |
1085 | */ |
1112 | if (op->type == PLAYER && op == caster) |
1086 | if (op->type == PLAYER && op == caster) |
1113 | { |
1087 | { |
1114 | cast_level = caster_level (caster, spell_ob); |
1088 | cast_level = caster_level (caster, spell_ob); |
|
|
1089 | |
1115 | if (spell_ob->skill) |
1090 | if (spell_ob->skill) |
1116 | { |
1091 | { |
1117 | skill = find_skill_by_name (op, spell_ob->skill); |
1092 | skill = find_skill_by_name (op, spell_ob->skill); |
|
|
1093 | |
1118 | if (!skill) |
1094 | if (!skill) |
1119 | { |
1095 | { |
1120 | 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); |
1121 | return 0; |
1097 | return 0; |
1122 | } |
1098 | } |
|
|
1099 | |
1123 | 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)) |
1124 | { |
1101 | { |
1125 | 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."); |
1126 | return 0; |
1103 | return 0; |
1127 | } |
1104 | } |
1128 | } |
1105 | } |
|
|
1106 | |
1129 | /* 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 |
1130 | * to have sufficient grace/mana. |
1108 | * to have sufficient grace/mana. |
1131 | */ |
1109 | */ |
1132 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1110 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1133 | { |
1111 | { |
… | |
… | |
1157 | /* player/monster is trying to cast the spell. might fumble it */ |
1135 | /* player/monster is trying to cast the spell. might fumble it */ |
1158 | 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) < |
1159 | (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])) |
1160 | { |
1138 | { |
1161 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1139 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1162 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1140 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer."); |
1163 | |
|
|
1164 | if (settings.casting_time == TRUE) |
|
|
1165 | op->casting_time = -1; |
|
|
1166 | |
1141 | |
1167 | 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); |
1168 | return 0; |
1143 | return 0; |
1169 | } |
1144 | } |
1170 | else if (spell_ob->stats.sp) |
1145 | else if (spell_ob->stats.sp) |
… | |
… | |
1174 | if (failure < 0) |
1149 | if (failure < 0) |
1175 | { |
1150 | { |
1176 | 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."); |
1177 | if (settings.spell_failure_effects == TRUE) |
1152 | if (settings.spell_failure_effects == TRUE) |
1178 | 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); |
1179 | op->contr->shoottype = (rangetype) old_shoottype; |
1154 | |
1180 | 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); |
1181 | return 0; |
1156 | return 0; |
1182 | } |
1157 | } |
1183 | } |
1158 | } |
1184 | } |
1159 | } |
… | |
… | |
1207 | { |
1182 | { |
1208 | if (op->type != PLAYER) |
1183 | if (op->type != PLAYER) |
1209 | return 0; |
1184 | return 0; |
1210 | |
1185 | |
1211 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1186 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1212 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1187 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1213 | else |
1188 | else if (object *item = op->contr->ranged_ob) |
1214 | switch (op->contr->shoottype) |
|
|
1215 | { |
1189 | { |
1216 | case range_magic: |
1190 | if (item->type == SPELL) |
1217 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1191 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1218 | break; |
1192 | else if (item->type == SCROLL) |
1219 | case range_misc: |
|
|
1220 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1221 | break; |
|
|
1222 | case range_golem: |
|
|
1223 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
1193 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
1224 | break; |
|
|
1225 | default: |
|
|
1226 | break; |
|
|
1227 | } |
|
|
1228 | return 0; |
|
|
1229 | } |
|
|
1230 | |
|
|
1231 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
|
|
1232 | { |
|
|
1233 | if (op->casting_time == -1) |
|
|
1234 | { /* begin the casting */ |
|
|
1235 | op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
|
|
1236 | op->spell = spell_ob; |
|
|
1237 | /* put the stringarg into the object struct so that when the |
|
|
1238 | * spell is actually cast, it knows about the stringarg. |
|
|
1239 | * necessary for the invoke command spells. |
|
|
1240 | */ |
|
|
1241 | if (stringarg) |
|
|
1242 | { |
|
|
1243 | op->spellarg = strdup (stringarg); |
|
|
1244 | } |
|
|
1245 | else |
1194 | else |
1246 | op->spellarg = NULL; |
1195 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
1247 | return 0; |
|
|
1248 | } |
|
|
1249 | else if (op->casting_time != 0) |
|
|
1250 | { |
|
|
1251 | if (op->type == PLAYER) |
|
|
1252 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
|
|
1253 | return 0; |
|
|
1254 | } |
1196 | } |
1255 | else |
1197 | else |
1256 | { /* casting_time == 0 */ |
1198 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); |
1257 | op->casting_time = -1; |
1199 | |
1258 | spell_ob = op->spell; |
1200 | return 0; |
1259 | stringarg = op->spellarg; |
|
|
1260 | } |
|
|
1261 | } |
|
|
1262 | else |
|
|
1263 | { |
1201 | } |
|
|
1202 | |
1264 | /* Take into account how long it takes to cast the spell. |
1203 | /* Take into account how long it takes to cast the spell. |
1265 | * 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 |
1266 | * the spell object. If it is a spell object, have it |
1205 | * the spell object. If it is a spell object, have it |
1267 | * take two ticks. Things that cast spells on the players |
1206 | * take two ticks. Things that cast spells on the players |
1268 | * behalf (eg, altars, and whatever else) shouldn't cost |
1207 | * behalf (eg, altars, and whatever else) shouldn't cost |
1269 | * the player any time. |
1208 | * the player any time. |
1270 | * 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 |
1271 | */ |
1216 | */ |
1272 | if (caster == op && caster->type != FIREWALL) |
|
|
1273 | { |
|
|
1274 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1275 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1276 | * put a lower limit so that the player isn't stuck here too long |
|
|
1277 | */ |
|
|
1278 | 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)) |
1279 | 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); |
1280 | } |
1219 | } |
1281 | 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) |
1282 | { |
|
|
1283 | op->speed_left -= 2 * FABS (op->speed); |
1221 | op->speed_left -= 2 * FABS (op->speed); |
1284 | } |
|
|
1285 | } |
|
|
1286 | |
1222 | |
1287 | if (op->type == PLAYER && op == caster) |
1223 | if (op->type == PLAYER && op == caster) |
1288 | { |
1224 | { |
1289 | 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); |
1290 | 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); |
… | |
… | |
1300 | if (!skill) |
1236 | if (!skill) |
1301 | { |
1237 | { |
1302 | 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)); |
1303 | return 0; |
1239 | return 0; |
1304 | } |
1240 | } |
|
|
1241 | |
1305 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
1242 | op->change_skill (skill); /* needed for proper exp credit */ |
1306 | } |
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); |
1307 | |
1247 | |
1308 | switch (spell_ob->subtype) |
1248 | switch (spell_ob->subtype) |
1309 | { |
1249 | { |
1310 | /* 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 |
1311 | * in in spells.h. |
1251 | * in in spells.h. |
1312 | */ |
1252 | */ |
1313 | case SP_RAISE_DEAD: |
1253 | case SP_RAISE_DEAD: |
1314 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1254 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1315 | break; |
1255 | break; |
1316 | |
1256 | |
1317 | case SP_RUNE: |
1257 | case SP_RUNE: |
… | |
… | |
1350 | 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); |
1351 | break; |
1291 | break; |
1352 | |
1292 | |
1353 | case SP_SUMMON_GOLEM: |
1293 | case SP_SUMMON_GOLEM: |
1354 | success = summon_golem (op, caster, dir, spell_ob); |
1294 | success = summon_golem (op, caster, dir, spell_ob); |
1355 | old_shoottype = range_golem; |
|
|
1356 | break; |
1295 | break; |
1357 | |
1296 | |
1358 | case SP_DIMENSION_DOOR: |
1297 | case SP_DIMENSION_DOOR: |
1359 | /* dimension door needs the actual caster, because that is what is |
1298 | /* dimension door needs the actual caster, because that is what is |
1360 | * moved. |
1299 | * moved. |
… | |
… | |
1493 | success = cast_consecrate (op, caster, spell_ob); |
1432 | success = cast_consecrate (op, caster, spell_ob); |
1494 | break; |
1433 | break; |
1495 | |
1434 | |
1496 | case SP_ANIMATE_WEAPON: |
1435 | case SP_ANIMATE_WEAPON: |
1497 | success = animate_weapon (op, caster, spell_ob, dir); |
1436 | success = animate_weapon (op, caster, spell_ob, dir); |
1498 | old_shoottype = range_golem; |
|
|
1499 | break; |
1437 | break; |
1500 | |
1438 | |
1501 | case SP_LIGHT: |
1439 | case SP_LIGHT: |
1502 | success = cast_light (op, caster, spell_ob, dir); |
1440 | success = cast_light (op, caster, spell_ob, dir); |
1503 | break; |
1441 | break; |
… | |
… | |
1516 | |
1454 | |
1517 | case SP_AURA: |
1455 | case SP_AURA: |
1518 | success = create_aura (op, caster, spell_ob); |
1456 | success = create_aura (op, caster, spell_ob); |
1519 | break; |
1457 | break; |
1520 | |
1458 | |
1521 | case SP_TOWN_PORTAL: |
|
|
1522 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1523 | break; |
|
|
1524 | |
|
|
1525 | case SP_PARTY_SPELL: |
1459 | case SP_PARTY_SPELL: |
1526 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1460 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1527 | break; |
1461 | break; |
1528 | |
1462 | |
1529 | default: |
1463 | default: |
1530 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1531 | 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); |
1532 | } |
1465 | } |
1533 | |
1466 | |
1534 | /* FIXME - we need some better sound suppport */ |
1467 | /* FIXME - we need some better sound suppport */ |
1535 | // yes, for example, augment map info with the spell effect |
1468 | // yes, for example, augment map info with the spell effect |
1536 | // so clients can calculate the sounds themselves |
1469 | // so clients can calculate the sounds themselves |
1537 | //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); |
1538 | |
|
|
1539 | /* free the spell arg */ |
|
|
1540 | if (settings.casting_time == TRUE && stringarg) |
|
|
1541 | { |
|
|
1542 | free (stringarg); |
|
|
1543 | stringarg = NULL; |
|
|
1544 | } |
|
|
1545 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
|
|
1546 | * to something like use_magic_item, but you really want to be able to fire |
|
|
1547 | * it again. |
|
|
1548 | */ |
|
|
1549 | if (op->contr) |
|
|
1550 | op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1551 | |
1471 | |
1552 | return success; |
1472 | return success; |
1553 | } |
1473 | } |
1554 | |
1474 | |
1555 | |
1475 | |