1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 | * Deliantra 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 <support@deliantra.net> |
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> |
… | |
… | |
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 | { |
|
|
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 |
… | |
… | |
84 | */ |
83 | */ |
85 | void |
84 | void |
86 | 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) |
87 | { |
86 | { |
88 | if (spob->other_arch) |
87 | if (spob->other_arch) |
89 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
88 | map->insert (spob->other_arch->instance (), x, y, originator); |
90 | } |
89 | } |
91 | |
90 | |
92 | /* |
91 | static int |
93 | * This function takes a caster and spell and presents the |
92 | attuned_bonus (object *caster, object *spell, int level) |
94 | * effective level the caster needs to be to cast the spell. |
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95 | * basically, it just adjusts the spell->level with attuned/repelled |
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96 | * spellpaths. Was called path_level_mod. |
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97 | * |
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98 | * caster is person casting the spell. |
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99 | * spell is the spell object. |
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100 | * Returns modified level. |
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101 | */ |
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102 | int |
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103 | min_casting_level (object *caster, object *spell) |
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104 | { |
93 | { |
105 | if (caster->path_denied & spell->path_attuned) |
94 | // compute the attuned/repelled bonus |
106 | return 1; |
95 | // attuned only increases up to 2 times the original level (i.e. bonus <= level) */ |
107 | |
96 | // repell has no such quarrels |
108 | int new_level = spell->level |
97 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
109 | + (caster->path_repelled & spell->path_attuned ? +8 : 0) |
98 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
110 | + (caster->path_attuned & spell->path_attuned ? -8 : 0); |
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111 | |
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112 | return max (1, new_level); |
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113 | } |
99 | } |
114 | |
100 | |
115 | /* This function returns the effective level the spell |
101 | /* This function returns the effective level the spell |
116 | * is being cast at. |
102 | * is being cast at. |
117 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
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118 | * This is because the new code compares casting_level against |
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119 | * min_caster_level, so the difference is effectively 4 |
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120 | */ |
103 | */ |
121 | int |
104 | int |
122 | caster_level (object *caster, object *spell) |
105 | casting_level (object *caster, object *spell) |
123 | { |
106 | { |
124 | int level = caster->level; |
107 | int level = caster->level; |
125 | |
108 | |
126 | /* 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. */ |
127 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
110 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
… | |
… | |
129 | 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); |
130 | int sk_level = skill ? skill->level : 1; |
113 | int sk_level = skill ? skill->level : 1; |
131 | |
114 | |
132 | level = min (level, sk_level + level / 10 + 1); |
115 | level = min (level, sk_level + level / 10 + 1); |
133 | } |
116 | } |
134 | else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ |
117 | else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */ |
135 | for (int i = 0; i < NUM_SKILLS; i++) |
118 | if (object *skill = caster->contr->find_skill (spell->skill)) |
136 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
119 | level = skill->level; |
137 | { |
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138 | level = caster->contr->last_skill_ob[i]->level; |
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139 | break; |
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140 | } |
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141 | |
120 | |
142 | /* Got valid caster level. Now adjust for attunement */ |
121 | int bonus = attuned_bonus (caster, spell, level); |
143 | level += caster->path_repelled & spell->path_attuned ? -8 : 0; |
122 | |
144 | level += caster->path_attuned & spell->path_attuned ? +8 : 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); |
145 | |
128 | |
146 | /* 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 |
147 | * errors in various places. |
130 | * errors in various places. |
148 | */ |
131 | */ |
149 | return max (level, 1); |
132 | return clamp (level, 1, settings.max_level); |
150 | } |
133 | } |
151 | |
134 | |
152 | /* The following function scales the spellpoint cost of |
135 | /* The following function scales the spellpoint cost of |
153 | * a spell by it's increased effectiveness. Some of the |
136 | * a spell by it's increased effectiveness. Some of the |
154 | * lower level spells become incredibly vicious at high |
137 | * lower level spells become incredibly vicious at high |
… | |
… | |
158 | * caster is what is casting the spell, can be op. |
141 | * caster is what is casting the spell, can be op. |
159 | * spell is the spell object. |
142 | * spell is the spell object. |
160 | * 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 |
161 | * mana. In that case, we return which ever value is higher. |
144 | * mana. In that case, we return which ever value is higher. |
162 | */ |
145 | */ |
163 | |
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164 | sint16 |
146 | sint16 |
165 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
147 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
166 | { |
148 | { |
167 | int sp, grace, level = caster_level (caster, spell); |
149 | int sp, grace, level = casting_level (caster, spell); |
168 | |
150 | |
169 | if (settings.spellpoint_level_depend == TRUE) |
151 | if (settings.spellpoint_level_depend == TRUE) |
170 | { |
152 | { |
171 | if (spell->stats.sp && spell->stats.maxsp) |
153 | if (spell->stats.sp && spell->stats.maxsp) |
172 | { |
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173 | 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)); |
174 | } |
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|
175 | else |
155 | else |
176 | sp = spell->stats.sp; |
156 | sp = spell->stats.sp; |
177 | |
157 | |
178 | sp *= (int) PATH_SP_MULT (caster, spell); |
158 | sp *= (int) PATH_SP_MULT (caster, spell); |
179 | if (!sp && spell->stats.sp) |
159 | if (!sp && spell->stats.sp) |
180 | sp = 1; |
160 | sp = 1; |
181 | |
161 | |
182 | if (spell->stats.grace && spell->stats.maxgrace) |
162 | if (spell->stats.grace && spell->stats.maxgrace) |
183 | { |
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|
184 | grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); |
163 | grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace)); |
185 | } |
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|
186 | else |
164 | else |
187 | grace = spell->stats.grace; |
165 | grace = spell->stats.grace; |
188 | |
166 | |
189 | grace *= (int) PATH_SP_MULT (caster, spell); |
167 | grace *= PATH_SP_MULT (caster, spell); |
190 | if (spell->stats.grace && !grace) |
168 | if (spell->stats.grace && !grace) |
191 | grace = 1; |
169 | grace = 1; |
192 | } |
170 | } |
193 | else |
171 | else |
194 | { |
172 | { |
… | |
… | |
200 | if (spell->stats.grace && !grace) |
178 | if (spell->stats.grace && !grace) |
201 | grace = 1; |
179 | grace = 1; |
202 | } |
180 | } |
203 | |
181 | |
204 | if (flags == SPELL_HIGHEST) |
182 | if (flags == SPELL_HIGHEST) |
205 | return MAX (sp, grace); |
183 | return max (sp, grace); |
206 | else if (flags == SPELL_GRACE) |
184 | else if (flags == SPELL_GRACE) |
207 | return grace; |
185 | return grace; |
208 | else if (flags == SPELL_MANA) |
186 | else if (flags == SPELL_MANA) |
209 | return sp; |
187 | return sp; |
210 | else |
188 | else |
… | |
… | |
212 | 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); |
213 | return 0; |
191 | return 0; |
214 | } |
192 | } |
215 | } |
193 | } |
216 | |
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 | } |
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205 | |
217 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
206 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
218 | * spob is the spell we are adjusting. |
207 | * spob is the spell we are adjusting. |
219 | */ |
208 | */ |
220 | int |
209 | int |
221 | SP_level_dam_adjust (object *caster, object *spob) |
210 | SP_level_dam_adjust (object *caster, object *spob) |
222 | { |
211 | { |
223 | if (!spob->dam_modifier) |
212 | if (!spob->dam_modifier) |
224 | return 0; |
213 | return 0; |
225 | |
214 | |
226 | int level = caster_level (caster, spob); |
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227 | return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; |
215 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
228 | } |
216 | } |
229 | |
217 | |
230 | /* Adjust the strength of the spell based on level. |
218 | /* Adjust the strength of the spell based on level. |
231 | * This is basically the same as SP_level_dam_adjust above, |
219 | * This is basically the same as SP_level_dam_adjust above, |
232 | * but instead looks at the level_modifier value. |
220 | * but instead looks at the level_modifier value. |
… | |
… | |
235 | SP_level_duration_adjust (object *caster, object *spob) |
223 | SP_level_duration_adjust (object *caster, object *spob) |
236 | { |
224 | { |
237 | if (!spob->duration_modifier) |
225 | if (!spob->duration_modifier) |
238 | return 0; |
226 | return 0; |
239 | |
227 | |
240 | int level = caster_level (caster, spob); |
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241 | return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; |
228 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
242 | } |
229 | } |
243 | |
230 | |
244 | /* Adjust the strength of the spell based on level. |
231 | /* Adjust the strength of the spell based on level. |
245 | * This is basically the same as SP_level_dam_adjust above, |
232 | * This is basically the same as SP_level_dam_adjust above, |
246 | * but instead looks at the level_modifier value. |
233 | * but instead looks at the level_modifier value. |
… | |
… | |
249 | SP_level_range_adjust (object *caster, object *spob) |
236 | SP_level_range_adjust (object *caster, object *spob) |
250 | { |
237 | { |
251 | if (!spob->range_modifier) |
238 | if (!spob->range_modifier) |
252 | return 0; |
239 | return 0; |
253 | |
240 | |
254 | int level = caster_level (caster, spob); |
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255 | return (level - min_casting_level (caster, spob)) / spob->range_modifier; |
241 | return SP_casting_level (caster, spob) / spob->range_modifier; |
256 | } |
242 | } |
257 | |
243 | |
258 | /* 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 |
259 | * as an existing spell, we presume they know it. |
245 | * as an existing spell, we presume they know it. |
260 | * 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. |
261 | */ |
247 | */ |
262 | object * |
248 | object * |
263 | check_spell_known (object *op, const char *name) |
249 | check_spell_known (object *op, shstr_cmp name) |
264 | { |
250 | { |
265 | object *spop; |
251 | object *spop; |
266 | |
252 | |
267 | for (spop = op->inv; spop; spop = spop->below) |
253 | for (spop = op->inv; spop; spop = spop->below) |
268 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
254 | if (spop->type == SPELL && spop->name == name) |
269 | return spop; |
255 | return spop; |
270 | |
256 | |
271 | return NULL; |
257 | return 0; |
272 | } |
258 | } |
273 | |
259 | |
274 | |
260 | /* |
275 | /* |
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276 | * Look at object 'op' and see if they know the spell |
261 | * Look at object 'op' and see if they know the spell |
277 | * spname. This is pretty close to check_spell_known |
262 | * spname. This is pretty close to check_spell_known |
278 | * above, but it uses a looser matching mechanism. |
263 | * above, but it uses a looser matching mechanism. |
279 | * returns the matching spell object, or NULL. |
264 | * returns the matching spell object, or NULL. |
280 | * If we match multiple spells but don't get an |
265 | * If we match multiple spells but don't get an |
281 | * exact match, we also return NULL. |
266 | * exact match, we also return NULL. |
282 | */ |
267 | */ |
283 | |
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284 | object * |
268 | object * |
285 | lookup_spell_by_name (object *op, const char *spname) |
269 | object::find_spell (const_utf8_string prefix) const |
286 | { |
270 | { |
287 | object *spob1 = NULL, *spob2 = NULL, *spob; |
271 | if (shstr_cmp name = prefix) |
288 | int nummatch = 0; |
272 | { |
289 | |
273 | // case 1, match spell name exactly |
290 | if (spname == NULL) |
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291 | return NULL; |
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292 | |
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293 | /* Try to find the spell. We store the results in spob1 |
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294 | * and spob2 - spob1 is only taking the length of |
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295 | * the past spname, spob2 uses the length of the spell name. |
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296 | */ |
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297 | for (spob = op->inv; spob; spob = spob->below) |
274 | for (object *spob = inv; spob; spob = spob->below) |
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275 | if (spob->name == name && spob->type == SPELL) |
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276 | return spob; |
298 | { |
277 | } |
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278 | else |
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279 | { |
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280 | // case 2, match prefix |
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281 | int len = strlen (prefix); |
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282 | |
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283 | for (object *spob = inv; spob; spob = spob->below) |
299 | if (spob->type == SPELL) |
284 | if (spob->type == SPELL |
300 | { |
285 | && spob->name.length () < len |
301 | if (!strncmp (spob->name, spname, strlen (spname))) |
286 | && prefix [spob->name.length ()] <= ' ' |
302 | { |
287 | && !memcmp (prefix, spob->name, spob->name.length ())) |
303 | nummatch++; |
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304 | spob1 = spob; |
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305 | } |
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306 | else if (!strncmp (spob->name, spname, strlen (spob->name))) |
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307 | { |
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308 | /* if spells have ambiguous names, it makes matching |
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309 | * really difficult. (eg, fire and fireball would |
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310 | * fall into this category). It shouldn't be hard to |
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311 | * make sure spell names don't overlap in that fashion. |
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312 | */ |
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313 | if (spob2) |
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314 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
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315 | spob2 = spob; |
|
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316 | } |
|
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317 | } |
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318 | } |
|
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319 | /* if we have best match, return it. Otherwise, if we have one match |
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320 | * on the loser match, return that, otehrwise null |
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321 | */ |
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322 | if (spob2) |
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323 | return spob2; |
288 | return spob; |
324 | if (spob1 && nummatch == 1) |
289 | } |
325 | return spob1; |
290 | |
326 | return NULL; |
291 | return 0; |
327 | } |
292 | } |
328 | |
293 | |
329 | /* reflwall - decides weither the (spell-)object sp_op will |
294 | /* reflwall - decides weither the (spell-)object sp_op will |
330 | * be reflected from the given mapsquare. Returns 1 if true. |
295 | * be reflected from the given mapsquare. Returns 1 if true. |
331 | * (Note that for living creatures there is a small chance that |
296 | * (Note that for living creatures there is a small chance that |
… | |
… | |
334 | * eg, updated for tiled maps. |
299 | * eg, updated for tiled maps. |
335 | */ |
300 | */ |
336 | int |
301 | int |
337 | reflwall (maptile *m, int x, int y, object *sp_op) |
302 | reflwall (maptile *m, int x, int y, object *sp_op) |
338 | { |
303 | { |
339 | object *op; |
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340 | |
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341 | if (OUT_OF_REAL_MAP (m, x, y)) |
304 | if (OUT_OF_REAL_MAP (m, x, y)) |
342 | return 0; |
305 | return 0; |
|
|
306 | |
343 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
307 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
344 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
308 | if (op->flag [FLAG_REFL_SPELL] |
345 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
309 | && (!op->flag [FLAG_ALIVE] |
346 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
310 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
347 | return 1; |
311 | return 1; |
348 | |
312 | |
349 | return 0; |
313 | return 0; |
350 | } |
314 | } |
351 | |
315 | |
352 | /* cast_create_object: creates object new_op in direction dir |
316 | /* cast_create_object: creates object new_op in direction dir |
353 | * or if that is blocked, beneath the player (op). |
317 | * or if that is blocked, beneath the player (op). |
354 | * we pass 'caster', but don't use it for anything. |
318 | * we pass 'caster', but don't use it for anything. |
355 | * This is really just a simple wrapper function . |
319 | * This is really just a simple wrapper function . |
356 | * returns the direction that the object was actually placed |
320 | * returns true to indicate whether the operation was successful. |
357 | * in. |
321 | * destroys the object is unsuccessful. |
358 | */ |
322 | */ |
359 | int |
323 | bool |
360 | cast_create_obj (object *op, object *caster, object *new_op, int dir) |
324 | cast_create_obj (object *op, object *caster, object *new_op, int dir) |
361 | { |
325 | { |
362 | maptile *m; |
326 | mapxy pos (op); |
363 | sint16 sx, sy; |
327 | pos.move (dir); |
364 | |
328 | |
365 | if (dir && |
329 | if (!pos.normalise () |
366 | ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || |
330 | || pos->blocks (op) // perversely enough, we check if the palyer can reach that space |
367 | OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) |
331 | || !new_op->can_drop_at (pos.m, pos.x, pos.y) |
368 | { |
332 | ) |
369 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
|
|
370 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
|
|
371 | dir = 0; |
|
|
372 | } |
333 | { |
|
|
334 | op->failmsg ("Your spell fizzles! H<Something is in the way.>"); |
|
|
335 | new_op->destroy (); |
|
|
336 | return 0; |
|
|
337 | } |
373 | |
338 | |
374 | SET_FLAG (new_op, FLAG_IDENTIFIED); |
339 | new_op->set_flag (FLAG_IDENTIFIED); |
375 | op->map->insert (new_op, |
|
|
376 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
|
|
377 | op, |
|
|
378 | dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
379 | |
340 | |
|
|
341 | pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
342 | |
380 | return dir; |
343 | return 1; |
|
|
344 | } |
|
|
345 | |
|
|
346 | static bool |
|
|
347 | mergable_owner (object *o1, object *o2) |
|
|
348 | { |
|
|
349 | if (o1 == o2) |
|
|
350 | return 1; |
|
|
351 | |
|
|
352 | if (!o1 || !o2) |
|
|
353 | return 0; |
|
|
354 | |
|
|
355 | if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY]) |
|
|
356 | return 0; |
|
|
357 | |
|
|
358 | if (o1->is_player () || o2->is_player ()) |
|
|
359 | return 0; |
|
|
360 | |
|
|
361 | return 1; |
381 | } |
362 | } |
382 | |
363 | |
383 | /* Returns true if it is ok to put spell *op on the space/may provided. |
364 | /* Returns true if it is ok to put spell *op on the space/may provided. |
384 | * immune_stop is basically the attacktype of the spell (why |
365 | * immune_stop is basically the attacktype of the spell (why |
385 | * passed as a different value, not sure of). If immune_stop |
366 | * passed as a different value, not sure of). If immune_stop |
386 | * has the AT_MAGIC bit set, and there is a counterwall |
367 | * has the AT_MAGIC bit set, and there is a counterwall |
387 | * on the space, the object doesn't get placed. if immune stop |
368 | * on the space, the object doesn't get placed. if immune stop |
388 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
369 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
389 | * |
|
|
390 | */ |
370 | */ |
391 | int |
371 | int |
392 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
372 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
393 | { |
373 | { |
394 | if (!xy_normalise (m, x, y)) |
374 | if (!xy_normalise (m, x, y)) |
395 | return 0; |
375 | return 0; |
396 | |
376 | |
397 | mapspace &ms = m->at (x, y); |
377 | mapspace &ms = m->at (x, y); |
|
|
378 | ms.update (); |
398 | |
379 | |
399 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
380 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
400 | return 0; |
381 | return 0; |
401 | |
382 | |
|
|
383 | int max_effects = 5; // max. number of similar spells per mapspace |
|
|
384 | |
402 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
385 | for (object *tmp = ms.top; tmp; tmp = tmp->below) |
403 | { |
386 | { |
404 | /* If there is a counterspell on the space, and this |
387 | /* If there is a counterspell on the space, and this |
405 | * object is using magic, don't progress. I believe we could |
388 | * object is using magic, don't progress. I believe we could |
406 | * leave this out and let in progress, and other areas of the code |
389 | * leave this out and let in progress, and other areas of the code |
407 | * will then remove it, but that would seem to to use more |
390 | * will then remove it, but that would seem to to use more |
… | |
… | |
409 | * on top of a counterwall spell (may hit the player before being |
392 | * on top of a counterwall spell (may hit the player before being |
410 | * removed.) On the other hand, it may be more dramatic for the |
393 | * removed.) On the other hand, it may be more dramatic for the |
411 | * spell to actually hit the counterwall and be sucked up. |
394 | * spell to actually hit the counterwall and be sucked up. |
412 | */ |
395 | */ |
413 | if ((tmp->attacktype & AT_COUNTERSPELL) |
396 | if ((tmp->attacktype & AT_COUNTERSPELL) |
414 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
397 | && !tmp->flag [FLAG_MONSTER] |
415 | && (tmp->type != PLAYER) |
398 | && (tmp->type != PLAYER) |
416 | && (tmp->type != WEAPON) |
399 | && (tmp->type != WEAPON) |
417 | && (tmp->type != BOW) |
400 | && (tmp->type != BOW) |
418 | && (tmp->type != ARROW) |
401 | && (tmp->type != ARROW) |
419 | && (tmp->type != GOLEM) |
402 | && (tmp->type != GOLEM) |
420 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
403 | && !tmp->flag [FLAG_IS_FLOOR] // XXX: |
421 | // we special case floor here because there |
404 | // we special case floor here because there |
422 | // are sometimes spell effect floors |
405 | // are sometimes spell effect floors |
423 | // which are used to inflict damage |
406 | // which are used to inflict damage |
424 | // (and those shouldn't go away from |
407 | // (and those shouldn't go away from |
425 | // sanctuary) see also: permanent lava |
408 | // sanctuary) see also: permanent lava |
426 | && (immune_stop & AT_MAGIC)) |
409 | && (immune_stop & AT_MAGIC)) |
427 | return 0; |
410 | return 0; |
428 | |
411 | |
429 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
430 | * limits one spell effect per space per spell. This is definately |
|
|
431 | * needed for performance reasons, and just for playability I believe. |
|
|
432 | * there are no such things as multispaced spells right now, so |
|
|
433 | * we don't need to worry about the head. |
|
|
434 | */ |
|
|
435 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
|
|
436 | return 0; |
|
|
437 | |
|
|
438 | /* |
|
|
439 | * Combine similar spell effects into one spell effect. Needed for |
|
|
440 | * performance reasons with meteor swarm and the like, but also for |
|
|
441 | * playability reasons. |
|
|
442 | */ |
|
|
443 | if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
|
|
444 | && tmp->type == op->type |
412 | if (tmp->type == op->type) |
445 | && tmp->subtype == op->subtype |
|
|
446 | && tmp->owner == op->owner |
|
|
447 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
448 | { |
413 | { |
449 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
414 | if (tmp->subtype == op->subtype |
450 | tmp->range = MAX (tmp->range, op->range); |
415 | && tmp->arch == op->arch /* no harm if not comparing by name here */) |
451 | tmp->duration = MAX (tmp->duration, op->duration); |
416 | { |
|
|
417 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
418 | * limits one spell effect per space per spell. This is definately |
|
|
419 | * needed for performance reasons, and just for playability I believe. |
|
|
420 | * there are no such things as multispaced spells right now, so |
|
|
421 | * we don't need to worry about the head. |
|
|
422 | */ |
|
|
423 | if (tmp->stats.maxhp == op->stats.maxhp) |
|
|
424 | return 0; |
|
|
425 | |
|
|
426 | /* |
|
|
427 | * Combine similar spell effects into one spell effect. Needed for |
|
|
428 | * performance reasons with meteor swarm and the like, but also for |
|
|
429 | * playability reasons. |
|
|
430 | */ |
|
|
431 | if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
432 | if (mergable_owner (tmp, op)) |
|
|
433 | { |
|
|
434 | // if same owner, then combine, but reduce advantage of multiple spells |
|
|
435 | max_it (tmp->stats.dam, op->stats.dam); |
|
|
436 | max_it (tmp->range , op->range); |
|
|
437 | max_it (tmp->duration , op->duration); |
|
|
438 | return 0; |
|
|
439 | } |
|
|
440 | } |
|
|
441 | |
|
|
442 | // if there are too many spell effects on this space, |
|
|
443 | // then don't allow more of them, for performance reasons. |
|
|
444 | if (tmp->type == SPELL_EFFECT |
|
|
445 | && !--max_effects) |
452 | return 0; |
446 | return 0; |
453 | } |
447 | } |
454 | |
448 | |
455 | /* Perhaps we should also put checks in for no magic and unholy |
449 | /* Perhaps we should also put checks in for no magic and unholy |
456 | * ground to prevent it from moving along? |
450 | * ground to prevent it from moving along? |
457 | */ |
451 | */ |
… | |
… | |
472 | * returns 0 on failure, 1 on success. |
466 | * returns 0 on failure, 1 on success. |
473 | */ |
467 | */ |
474 | int |
468 | int |
475 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
469 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
476 | { |
470 | { |
477 | object *tmp; |
|
|
478 | int mflags; |
|
|
479 | maptile *m; |
|
|
480 | |
|
|
481 | if (spell->other_arch == NULL) |
471 | if (!spell->other_arch) |
482 | return 0; |
472 | return 0; |
483 | |
473 | |
484 | m = op->map; |
474 | object *tmp = spell->other_arch->instance (); |
485 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
486 | if (mflags & P_OUT_OF_MAP) |
|
|
487 | { |
|
|
488 | return 0; |
|
|
489 | } |
|
|
490 | |
475 | |
491 | tmp = arch_to_object (spell->other_arch); |
476 | if (!tmp) |
492 | |
|
|
493 | if (tmp == NULL) |
|
|
494 | return 0; |
477 | return 0; |
495 | |
|
|
496 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
497 | { |
|
|
498 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
499 | tmp->destroy (); |
|
|
500 | return 0; |
|
|
501 | } |
|
|
502 | |
478 | |
503 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
479 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
504 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
480 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
505 | /* code in time.c uses food for some things, duration for others */ |
481 | /* code in time.c uses food for some things, duration for others */ |
506 | tmp->stats.food = tmp->duration; |
482 | tmp->stats.food = tmp->duration; |
507 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
483 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
508 | tmp->attacktype = spell->attacktype; |
484 | tmp->attacktype = spell->attacktype; |
509 | tmp->x = x; |
|
|
510 | tmp->y = y; |
|
|
511 | tmp->direction = dir; |
485 | tmp->direction = dir; |
512 | if (op->owner != NULL) |
|
|
513 | tmp->set_owner (op); |
486 | tmp->set_owner (op); |
514 | else |
|
|
515 | tmp->set_owner (op); |
|
|
516 | tmp->level = caster_level (caster, spell); |
487 | tmp->level = casting_level (caster, spell); |
517 | set_spell_skill (op, caster, spell, tmp); |
488 | set_spell_skill (op, caster, spell, tmp); |
518 | |
489 | |
519 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
490 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
520 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
491 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
521 | { |
|
|
522 | if (!tailor_god_spell (tmp, op)) |
492 | if (!tailor_god_spell (tmp, op)) |
523 | return 0; |
493 | return 0; |
524 | } |
494 | |
525 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
495 | if (tmp->flag [FLAG_IS_TURNABLE]) |
526 | SET_ANIMATION (tmp, dir); |
496 | SET_ANIMATION (tmp, dir); |
527 | |
497 | |
528 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
498 | if ((tmp = op->map->insert (tmp, x, y, op))) |
529 | move_spell_effect (tmp); |
499 | move_spell_effect (tmp); |
530 | |
500 | |
531 | return 1; |
501 | return 1; |
532 | } |
502 | } |
533 | |
503 | |
… | |
… | |
538 | ****************************************************************************/ |
508 | ****************************************************************************/ |
539 | void |
509 | void |
540 | regenerate_rod (object *rod) |
510 | regenerate_rod (object *rod) |
541 | { |
511 | { |
542 | if (rod->stats.hp < rod->stats.maxhp) |
512 | if (rod->stats.hp < rod->stats.maxhp) |
543 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
513 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20); |
544 | } |
514 | } |
545 | |
515 | |
546 | void |
516 | void |
547 | drain_rod_charge (object *rod) |
517 | drain_rod_charge (object *rod) |
548 | { |
518 | { |
… | |
… | |
568 | { |
538 | { |
569 | tmp = op->owner; |
539 | tmp = op->owner; |
570 | /* If the owner does not exist, or is not a monster, than apply the spell |
540 | /* If the owner does not exist, or is not a monster, than apply the spell |
571 | * to the caster. |
541 | * to the caster. |
572 | */ |
542 | */ |
573 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
543 | if (!tmp || !tmp->flag [FLAG_MONSTER]) |
574 | tmp = op; |
544 | tmp = op; |
575 | } |
545 | } |
576 | else |
546 | else |
577 | { |
547 | { |
578 | maptile *m = op->map; |
548 | maptile *m = op->map; |
… | |
… | |
588 | if (!tmp) |
558 | if (!tmp) |
589 | tmp = op->ms ().player (); |
559 | tmp = op->ms ().player (); |
590 | |
560 | |
591 | return tmp; |
561 | return tmp; |
592 | } |
562 | } |
593 | |
|
|
594 | |
|
|
595 | |
563 | |
596 | /* raytrace: |
564 | /* raytrace: |
597 | * spell_find_dir(map, x, y, exclude) will search first the center square |
565 | * spell_find_dir(map, x, y, exclude) will search first the center square |
598 | * then some close squares in the given map at the given coordinates for |
566 | * then some close squares in the given map at the given coordinates for |
599 | * live objects. |
567 | * live objects. |
… | |
… | |
602 | * monsters/generators only. If not, the spell will hunt players only. |
570 | * monsters/generators only. If not, the spell will hunt players only. |
603 | * It returns the direction toward the first/closest live object if it finds |
571 | * It returns the direction toward the first/closest live object if it finds |
604 | * any, otherwise -1. |
572 | * any, otherwise -1. |
605 | * note that exclude can be NULL, in which case all bets are off. |
573 | * note that exclude can be NULL, in which case all bets are off. |
606 | */ |
574 | */ |
607 | |
|
|
608 | int |
575 | int |
609 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
576 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
610 | { |
577 | { |
611 | int i, max = SIZEOFFREE; |
578 | int i, max = SIZEOFFREE; |
612 | sint16 nx, ny; |
579 | sint16 nx, ny; |
… | |
… | |
629 | continue; |
596 | continue; |
630 | |
597 | |
631 | tmp = GET_MAP_OB (mp, nx, ny); |
598 | tmp = GET_MAP_OB (mp, nx, ny); |
632 | |
599 | |
633 | while (tmp != NULL && (((owner_type == PLAYER && |
600 | while (tmp != NULL && (((owner_type == PLAYER && |
634 | !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
601 | !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) || |
635 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
602 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
636 | tmp = tmp->above; |
603 | tmp = tmp->above; |
637 | |
604 | |
638 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
605 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
639 | return freedir[i]; |
606 | return freedir[i]; |
… | |
… | |
643 | |
610 | |
644 | /* put_a_monster: puts a monster named monstername near by |
611 | /* put_a_monster: puts a monster named monstername near by |
645 | * op. This creates the treasures for the monsters, and |
612 | * op. This creates the treasures for the monsters, and |
646 | * also deals with multipart monsters properly. |
613 | * also deals with multipart monsters properly. |
647 | */ |
614 | */ |
648 | void |
615 | static void |
649 | put_a_monster (object *op, const char *monstername) |
616 | put_a_monster (object *op, const char *monstername) |
650 | { |
617 | { |
651 | object *tmp, *head = NULL, *prev = NULL; |
618 | object *tmp, *head = NULL, *prev = NULL; |
652 | archetype *at; |
619 | archetype *at; |
653 | int dir; |
620 | int dir; |
… | |
… | |
656 | |
623 | |
657 | if ((at = archetype::find (monstername)) == NULL) |
624 | if ((at = archetype::find (monstername)) == NULL) |
658 | return; |
625 | return; |
659 | |
626 | |
660 | /* find a free square nearby |
627 | /* find a free square nearby |
661 | * first we check the closest square for free squares |
628 | * first we check the closest square for free squares |
662 | */ |
629 | */ |
663 | |
630 | |
664 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
631 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
665 | if (dir != -1) |
632 | if (dir != -1) |
666 | { |
633 | { |
… | |
… | |
668 | * insert multipart monsters properly |
635 | * insert multipart monsters properly |
669 | */ |
636 | */ |
670 | //TODO: use expand_tail + ... |
637 | //TODO: use expand_tail + ... |
671 | while (at != NULL) |
638 | while (at != NULL) |
672 | { |
639 | { |
673 | tmp = arch_to_object (at); |
640 | tmp = at->instance (); |
674 | tmp->x = op->x + freearr_x[dir] + at->x; |
641 | tmp->x = op->x + freearr_x[dir] + at->x; |
675 | tmp->y = op->y + freearr_y[dir] + at->y; |
642 | tmp->y = op->y + freearr_y[dir] + at->y; |
676 | tmp->map = op->map; |
643 | tmp->map = op->map; |
677 | if (head) |
644 | if (head) |
678 | { |
645 | { |
… | |
… | |
709 | * Note that this is not used by any spells (summon evil monsters |
676 | * Note that this is not used by any spells (summon evil monsters |
710 | * use to call this, but best I can tell, that spell/ability was |
677 | * use to call this, but best I can tell, that spell/ability was |
711 | * never used. This is however used by various failures on the |
678 | * never used. This is however used by various failures on the |
712 | * players part (alchemy, reincarnation, etc) |
679 | * players part (alchemy, reincarnation, etc) |
713 | */ |
680 | */ |
714 | |
|
|
715 | int |
681 | int |
716 | summon_hostile_monsters (object *op, int n, const char *monstername) |
682 | summon_hostile_monsters (object *op, int n, const char *monstername) |
717 | { |
683 | { |
718 | int i; |
684 | int i; |
719 | |
685 | |
… | |
… | |
754 | { AT_PARALYZE, 9}, |
720 | { AT_PARALYZE, 9}, |
755 | { AT_FEAR, 10}, |
721 | { AT_FEAR, 10}, |
756 | }; |
722 | }; |
757 | |
723 | |
758 | /* shuffle_attack: peterm |
724 | /* shuffle_attack: peterm |
759 | * This routine shuffles the attack of op to one of the |
725 | * This routine shuffles the attack of op to one of the |
760 | * ones in the list. It does this at random. It also |
726 | * ones in the list. It does this at random. It also |
761 | * chooses a face appropriate to the attack that is |
727 | * chooses a face appropriate to the attack that is |
762 | * being committed by that square at the moment. |
728 | * being committed by that square at the moment. |
763 | * right now it's being used by color spray and create pool of |
729 | * right now it's being used by color spray and create pool of |
764 | * chaos. |
730 | * chaos. |
765 | * This could really be a better implementation - the |
731 | * This could really be a better implementation - the |
766 | * faces and attacktypes above are hardcoded, which is never |
732 | * faces and attacktypes above are hardcoded, which is never |
767 | * good. The faces refer to faces in the animation sequence. |
733 | * good. The faces refer to faces in the animation sequence. |
… | |
… | |
784 | { |
750 | { |
785 | SET_ANIMATION (op, ATTACKS[i].face); |
751 | SET_ANIMATION (op, ATTACKS[i].face); |
786 | } |
752 | } |
787 | } |
753 | } |
788 | |
754 | |
789 | |
|
|
790 | /* prayer_failure: This is called when a player fails |
755 | /* prayer_failure: This is called when a player fails |
791 | * at casting a prayer. |
756 | * at casting a prayer. |
792 | * op is the player. |
757 | * op is the player. |
793 | * failure is basically how much grace they had. |
758 | * failure is basically how much grace they had. |
794 | * power is how much grace the spell would normally take to cast. |
759 | * power is how much grace the spell would normally take to cast. |
795 | */ |
760 | */ |
796 | |
761 | |
797 | void |
762 | #define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>" |
|
|
763 | |
|
|
764 | static void |
798 | prayer_failure (object *op, int failure, int power) |
765 | prayer_failure (object *op, int failure, int power) |
799 | { |
766 | { |
800 | const char *godname; |
767 | const char *godname; |
801 | object *tmp; |
768 | object *tmp; |
802 | |
769 | |
803 | if (!strcmp ((godname = determine_god (op)), "none")) |
770 | if (!strcmp ((godname = determine_god (op)), "none")) |
804 | godname = "Your spirit"; |
771 | godname = "Your spirit"; |
805 | |
772 | |
806 | if (failure <= -20 && failure > -40) /* wonder */ |
773 | if (failure <= -20 && failure > -40) /* wonder */ |
807 | { |
774 | { |
808 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); |
775 | op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname); |
809 | tmp = get_archetype (SPELL_WONDER); |
776 | tmp = archetype::get (SPELL_WONDER); |
810 | cast_cone (op, op, 0, tmp); |
777 | cast_cone (op, op, 0, tmp); |
811 | tmp->destroy (); |
778 | tmp->destroy (); |
812 | } |
779 | } |
813 | |
780 | |
814 | else if (failure <= -40 && failure > -60) /* confusion */ |
781 | else if (failure <= -40 && failure > -60) /* confusion */ |
815 | { |
782 | { |
816 | new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); |
783 | op->failmsg ("Your diety touches your mind!" HINT_GRACE); |
817 | confuse_player (op, op, 99); |
784 | confuse_player (op, op, 99); |
818 | } |
785 | } |
819 | else if (failure <= -60 && failure > -150) /* paralysis */ |
786 | else if (failure <= -60 && failure > -150) /* paralysis */ |
820 | { |
787 | { |
821 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); |
788 | op->failmsgf ("%s requires you to pray NOW. " |
822 | new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); |
789 | "You comply, ignoring all else." HINT_GRACE, |
|
|
790 | godname); |
823 | paralyze_player (op, op, 99); |
791 | paralyze_player (op, op, 99); |
824 | } |
792 | } |
825 | else if (failure <= -150) /* blast the immediate area */ |
793 | else if (failure <= -150) /* blast the immediate area */ |
826 | { |
794 | { |
827 | tmp = get_archetype (GOD_POWER); |
795 | tmp = archetype::get (GOD_POWER); |
828 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); |
796 | op->failmsgf ("%s smites you!" HINT_GRACE, godname); |
829 | cast_magic_storm (op, tmp, power); |
797 | cast_magic_storm (op, tmp, power); |
830 | } |
798 | } |
831 | } |
799 | } |
832 | |
800 | |
833 | /* |
801 | /* |
834 | * spell_failure() handles the various effects for differing degrees |
802 | * spell_failure() handles the various effects for differing degrees |
835 | * of failure badness. |
803 | * of failure badness. |
836 | * op is the player that failed. |
804 | * op is the player that failed. |
837 | * failure is a random value of how badly you failed. |
805 | * failure is a random value of how badly you failed. |
838 | * power is how many spellpoints you'd normally need for the spell. |
806 | * power is how many spellpoints you'd normally need for the spell. |
839 | * skill is the skill you'd need to cast the spell. |
807 | * skill is the skill you'd need to cast the spell. |
840 | */ |
808 | */ |
841 | |
|
|
842 | void |
809 | void |
843 | spell_failure (object *op, int failure, int power, object *skill) |
810 | spell_failure (object *op, int failure, int power, object *skill) |
844 | { |
811 | { |
845 | object *tmp; |
812 | object *tmp; |
846 | |
813 | |
847 | if (settings.spell_failure_effects == FALSE) |
814 | if (settings.spell_failure_effects == FALSE) |
848 | return; |
815 | return; |
849 | |
816 | |
850 | if (failure <= -20 && failure > -40) /* wonder */ |
817 | if (failure <= -20 && failure > -40) /* wonder */ |
851 | { |
818 | { |
852 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); |
819 | op->failmsg ("Your spell causes an unexpected effect."); |
853 | tmp = get_archetype (SPELL_WONDER); |
820 | tmp = archetype::get (SPELL_WONDER); |
854 | cast_cone (op, op, 0, tmp); |
821 | cast_cone (op, op, 0, tmp); |
855 | tmp->destroy (); |
822 | tmp->destroy (); |
856 | } |
823 | } |
857 | |
824 | |
858 | else if (failure <= -40 && failure > -60) /* confusion */ |
825 | else if (failure <= -40 && failure > -60) /* confusion */ |
859 | { |
826 | { |
860 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); |
827 | op->failmsg ("Your magic recoils on you, making you confused!"); |
861 | confuse_player (op, op, 99); |
828 | confuse_player (op, op, 99); |
862 | } |
829 | } |
863 | else if (failure <= -60 && failure > -80) /* paralysis */ |
830 | else if (failure <= -60 && failure > -80) /* paralysis */ |
864 | { |
831 | { |
865 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); |
832 | op->failmsg ("Your magic stuns you!"); |
866 | paralyze_player (op, op, 99); |
833 | paralyze_player (op, op, 99); |
867 | } |
834 | } |
868 | else if (failure <= -80) /* blast the immediate area */ |
835 | else if (failure <= -80) /* blast the immediate area */ |
869 | { |
836 | { |
870 | object *tmp; |
837 | object *tmp; |
871 | |
838 | |
872 | /* Safety check to make sure we don't get any mana storms in scorn */ |
839 | /* Safety check to make sure we don't get any mana storms in scorn */ |
873 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) |
840 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) |
874 | { |
841 | { |
875 | new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); |
842 | op->failmsg ("The magic warps and you are turned inside out!"); |
876 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
843 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
877 | |
844 | |
878 | } |
845 | } |
879 | else |
846 | else |
880 | { |
847 | { |
881 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
848 | op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!"); |
882 | tmp = get_archetype (LOOSE_MANA); |
849 | tmp = archetype::get (LOOSE_MANA); |
883 | tmp->level = skill->level; |
850 | tmp->level = skill->level; |
884 | |
851 | |
885 | /* increase the area of destruction a little for more powerful spells */ |
852 | /* increase the area of destruction a little for more powerful spells */ |
886 | tmp->range += isqrt (power); |
853 | tmp->range += isqrt (power); |
887 | |
854 | |
… | |
… | |
895 | tmp->insert_at (op); |
862 | tmp->insert_at (op); |
896 | } |
863 | } |
897 | } |
864 | } |
898 | } |
865 | } |
899 | |
866 | |
900 | int |
867 | static int |
901 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
868 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
902 | { |
869 | { |
903 | int success; |
|
|
904 | object *spell; |
|
|
905 | |
|
|
906 | if (!spell_ob->other_arch) |
870 | if (!spell_ob->other_arch) |
907 | { |
871 | { |
908 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
872 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
909 | return 0; |
873 | return 0; |
910 | } |
874 | } |
911 | |
875 | |
912 | spell = arch_to_object (spell_ob->other_arch); |
876 | object *spell = spell_ob->other_arch->instance (); |
913 | |
877 | |
914 | /* Always cast spell on caster */ |
878 | /* Always cast spell on caster */ |
915 | success = cast_spell (op, caster, dir, spell, stringarg); |
879 | int success = cast_spell (op, caster, dir, spell, spellparam); |
916 | |
880 | |
917 | if (caster->contr->party == NULL) |
881 | if (!op->contr || !op->contr->party) |
918 | { |
882 | { |
919 | spell->remove (); |
883 | spell->remove (); |
920 | return success; |
884 | return success; |
921 | } |
885 | } |
922 | |
886 | |
923 | for_all_players (pl) |
887 | for_all_players (pl) |
924 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
888 | if ((pl->ob->contr->party == op->contr->party) |
|
|
889 | && on_same_map (pl->ob, op) |
|
|
890 | && pl->ob != op) |
925 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
891 | cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam); |
926 | |
892 | |
927 | spell->remove (); |
893 | spell->remove (); |
928 | return success; |
894 | return success; |
929 | } |
895 | } |
930 | |
896 | |
… | |
… | |
936 | * same as op. |
902 | * same as op. |
937 | * dir is the direction to cast in. Note in some cases, if the spell |
903 | * dir is the direction to cast in. Note in some cases, if the spell |
938 | * is self only, dir really doesn't make a difference. |
904 | * is self only, dir really doesn't make a difference. |
939 | * spell_ob is the spell object that is being cast. From that, |
905 | * spell_ob is the spell object that is being cast. From that, |
940 | * we can determine what to do. |
906 | * we can determine what to do. |
941 | * stringarg is any options that are being used. It can be NULL. Almost |
907 | * spellparam is any options that are being used. It can be NULL. Almost |
942 | * certainly, only players will set it. It is basically used as optional |
908 | * certainly, only players will set it. It is basically used as optional |
943 | * parameters to a spell (eg, item to create, information for marking runes, |
909 | * parameters to a spell (eg, item to create, information for marking runes, |
944 | * etc. |
910 | * etc. |
945 | * returns 1 on successful cast, or 0 on error. These values should really |
911 | * returns 1 on successful cast, or 0 on error. These values should really |
946 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
912 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
… | |
… | |
954 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
920 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
955 | * this function will decrease the mana/grace appropriately. For other |
921 | * this function will decrease the mana/grace appropriately. For other |
956 | * objects, the caller should do what it considers appropriate. |
922 | * objects, the caller should do what it considers appropriate. |
957 | */ |
923 | */ |
958 | int |
924 | int |
959 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
925 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
960 | { |
926 | { |
961 | const char *godname; |
927 | const char *godname; |
962 | int success = 0, cast_level = 0; |
928 | int success = 0; |
963 | object *skill = NULL; |
929 | |
|
|
930 | // make sure spells always take a while, so a) we don't flood the |
|
|
931 | // user with messages and b) too many failures can be harmful (smiting). |
|
|
932 | op->speed_left -= 4 * op->speed; // ~0.5s on failure |
964 | |
933 | |
965 | if (!spell_ob) |
934 | if (!spell_ob) |
966 | { |
935 | { |
967 | LOG (llevError, "cast_spell: null spell object passed\n"); |
936 | LOG (llevError, "cast_spell: null spell object passed\n"); |
968 | return 0; |
937 | return 0; |
… | |
… | |
976 | { |
945 | { |
977 | LOG (llevError, "cast_spell: null caster object passed\n"); |
946 | LOG (llevError, "cast_spell: null caster object passed\n"); |
978 | return 0; |
947 | return 0; |
979 | } |
948 | } |
980 | |
949 | |
981 | /* if caster is a spell casting object, this normally shouldn't be |
950 | /* if caster is a spell casting object, this normally shouldn't be |
982 | * an issue, because they don't have any spellpaths set up. |
951 | * an issue, because they don't have any spellpaths set up. |
983 | */ |
952 | */ |
984 | if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) |
953 | if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST]) |
985 | { |
954 | { |
986 | new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); |
955 | op->failmsg ("That spell path is denied to you."); |
987 | return 0; |
956 | return 0; |
988 | } |
957 | } |
989 | |
958 | |
|
|
959 | object *skill = 0; |
|
|
960 | |
990 | /* if it is a player casting the spell, and they are really casting it |
961 | /* if it is a player casting the spell, and they are really casting it |
991 | * (vs it coming from a wand, scroll, or whatever else), do some |
962 | * (vs it coming from a wand, scroll, or whatever else), do some |
992 | * checks. We let monsters do special things - eg, they |
963 | * checks. We let monsters do special things - eg, they |
993 | * don't need the skill, bypass level checks, etc. The monster function |
964 | * don't need the SKILL, BYpass level checks, etc. The monster function |
994 | * should take care of that. |
965 | * should take care of that. |
995 | * Remove the wiz check here and move it further down - some spells |
966 | * Remove the wiz check here and move it further down - some spells |
996 | * need to have the right skill pointer passed, so we need to |
967 | * need to have the right skill pointer passed, so we need to |
997 | * at least process that code. |
968 | * at least process that code. |
998 | */ |
969 | */ |
999 | if (op->type == PLAYER && op == caster) |
970 | if (op->type == PLAYER && op == caster) |
1000 | { |
971 | { |
1001 | cast_level = caster_level (caster, spell_ob); |
|
|
1002 | |
|
|
1003 | if (spell_ob->skill) |
972 | if (spell_ob->skill) |
1004 | { |
973 | { |
1005 | skill = find_skill_by_name (op, spell_ob->skill); |
974 | skill = find_skill_by_name (op, spell_ob->skill); |
1006 | |
975 | |
1007 | if (!skill) |
976 | if (!skill) |
1008 | { |
977 | { |
1009 | op->failmsg (format ("You need the skill %s to cast %s! " |
978 | op->failmsgf ("You need the %s skill to cast %s! " |
1010 | "H<You either need to learn the skill via a skill scroll " |
979 | "H<You either need to learn the skill via a skill scroll " |
1011 | "or you need to wear a talisman or holy symbol.>", |
980 | "or you need to wear a talisman, holy symbol or another skill tool.>", |
1012 | &spell_ob->skill, &spell_ob->name)); |
981 | &spell_ob->skill, &spell_ob->name); |
1013 | return 0; |
982 | return 0; |
1014 | } |
983 | } |
1015 | |
984 | |
1016 | int casting_level = min_casting_level (op, spell_ob); |
985 | const char *msg = ""; |
1017 | |
986 | |
1018 | if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
987 | int caster_level = skill->level; |
|
|
988 | |
|
|
989 | if (op->path_attuned & spell_ob->path_attuned) |
1019 | { |
990 | { |
|
|
991 | caster_level += min (caster_level, ATTUNE_REPELL); |
|
|
992 | msg = " (attuned)"; |
|
|
993 | } |
|
|
994 | |
|
|
995 | if (op->path_repelled & spell_ob->path_attuned) |
|
|
996 | { |
|
|
997 | caster_level -= ATTUNE_REPELL; // negative is ok |
|
|
998 | msg = " (repelled)"; |
|
|
999 | } |
|
|
1000 | |
|
|
1001 | if (spell_ob->level > caster_level) |
|
|
1002 | { |
1020 | op->failmsg (format ("You lack enough skill to cast that spell! " |
1003 | op->failmsgf ("You lack enough skill to cast that spell! " |
1021 | "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", |
1004 | "H<Your effective cast level is %d%s, but level %d is required.>", |
1022 | cast_level, casting_level)); |
1005 | caster_level, msg, spell_ob->level); |
|
|
1006 | if (!op->is_wiz ()) |
1023 | return 0; |
1007 | return 0; |
1024 | } |
1008 | } |
1025 | } |
1009 | } |
1026 | |
1010 | |
1027 | /* If the caster is the wiz, they don't ever fail, and don't have |
1011 | /* If the caster is the wiz, they don't ever fail, and don't have |
1028 | * to have sufficient grace/mana. |
1012 | * to have sufficient grace/mana. |
1029 | */ |
1013 | */ |
1030 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1014 | if (!op->flag [FLAG_WIZCAST]) |
1031 | { |
1015 | { |
1032 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1016 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1033 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1017 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1034 | { |
1018 | { |
1035 | op->failmsg ("You don't have enough mana!"); |
1019 | op->failmsg ("You don't have enough mana!"); |
… | |
… | |
1043 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1027 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1044 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1028 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1045 | else |
1029 | else |
1046 | { |
1030 | { |
1047 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1031 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1048 | op->failmsg (format ("%s ignores your prayer.", godname)); |
1032 | op->failmsgf ("%s ignores your prayer.", godname); |
1049 | return 0; |
1033 | return 0; |
1050 | } |
1034 | } |
1051 | } |
1035 | } |
1052 | |
1036 | |
1053 | /* player/monster is trying to cast the spell. might fumble it */ |
1037 | /* player/monster is trying to cast the spell. might fumble it */ |
1054 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1038 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1055 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1039 | (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis])) |
1056 | { |
1040 | { |
1057 | op->contr->play_sound (sound_find ("fumble_spell")); |
1041 | op->contr->play_sound (sound_find ("fumble_spell")); |
1058 | op->failmsg ("You fumble the prayer."); |
1042 | op->failmsg ("You fumble the prayer."); |
1059 | |
1043 | |
1060 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1044 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
… | |
… | |
1083 | * not alive, then this would mean that the mapmaker put the |
1067 | * not alive, then this would mean that the mapmaker put the |
1084 | * objects on the space - presume that they know what they are |
1068 | * objects on the space - presume that they know what they are |
1085 | * doing. |
1069 | * doing. |
1086 | */ |
1070 | */ |
1087 | |
1071 | |
1088 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1072 | if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1089 | { |
1073 | { |
|
|
1074 | op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood |
1090 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1075 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1091 | return 0; |
1076 | return 0; |
1092 | } |
1077 | } |
1093 | |
1078 | |
1094 | if ((spell_ob->type == SPELL) |
1079 | if ((spell_ob->type == SPELL) |
1095 | && (caster->type != POTION) |
1080 | && (caster->type != POTION) |
1096 | && !QUERY_FLAG (op, FLAG_WIZCAST) |
1081 | && !op->flag [FLAG_WIZCAST] |
1097 | && (QUERY_FLAG (caster, FLAG_ALIVE) |
1082 | && (caster->flag [FLAG_ALIVE] |
1098 | || QUERY_FLAG (op, FLAG_ALIVE)) |
1083 | || op->flag [FLAG_ALIVE]) |
1099 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1084 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1100 | { |
1085 | { |
1101 | if (op->type != PLAYER) |
1086 | if (op->type != PLAYER) |
1102 | return 0; |
1087 | return 0; |
1103 | |
1088 | |
1104 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1089 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1105 | op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); |
1090 | op->failmsgf ("This ground is unholy! %s ignores you.", godname); |
1106 | else if (object *item = op->contr->ranged_ob) |
1091 | else if (object *item = op->contr->ranged_ob) |
1107 | { |
1092 | { |
1108 | if (item->type == SPELL) |
1093 | if (item->type == SPELL) |
1109 | op->failmsg ("Something blocks your spellcasting."); |
1094 | op->failmsg ("Something blocks your spellcasting."); |
1110 | else if (item->type == SCROLL) |
1095 | else if (item->type == SCROLL) |
… | |
… | |
1116 | op->failmsg ("Something blocks the spell!"); |
1101 | op->failmsg ("Something blocks the spell!"); |
1117 | |
1102 | |
1118 | return 0; |
1103 | return 0; |
1119 | } |
1104 | } |
1120 | |
1105 | |
|
|
1106 | // undo the flood protection from earlier |
|
|
1107 | op->speed_left += 4 * op->speed; // ~0.5s on failure |
|
|
1108 | |
1121 | /* Take into account how long it takes to cast the spell. |
1109 | /* Take into account how long it takes to cast the spell. |
1122 | * if the player is casting it, then we use the time in |
1110 | * if the player is casting it, then we use the time in |
1123 | * the spell object. If it is a spell object, have it |
1111 | * the spell object. If it is a spell object, have it |
1124 | * take two ticks. Things that cast spells on the players |
1112 | * take two ticks. Things that cast spells on the players |
1125 | * behalf (eg, altars, and whatever else) shouldn't cost |
1113 | * behalf (eg, altars, and whatever else) shouldn't cost |
1126 | * the player any time. |
1114 | * the player any time. |
1127 | * Ignore casting time for firewalls |
1115 | * Ignore casting time for firewalls |
1128 | */ |
1116 | */ |
1129 | if (caster == op && caster->type != FIREWALL) |
1117 | if (caster == op && caster->type != FIREWALL) |
1130 | { |
1118 | { |
1131 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1119 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed; |
1132 | /* Other portions of the code may also decrement the speed of the player, so |
1120 | /* Other portions of the code may also decrement the speed of the player, so |
1133 | * put a lower limit so that the player isn't stuck here too long |
1121 | * put a lower limit so that the player isn't stuck here too long |
1134 | */ |
1122 | */ |
1135 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1123 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed) |
1136 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1124 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed; |
1137 | } |
1125 | } |
1138 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1126 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1139 | op->speed_left -= 2 * FABS (op->speed); |
1127 | op->speed_left -= 2 * op->speed; |
1140 | |
1128 | |
1141 | if (op->type == PLAYER && op == caster) |
1129 | if (op->type == PLAYER && op == caster) |
1142 | { |
1130 | { |
1143 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1131 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1144 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1132 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1149 | * object requires. |
1137 | * object requires. |
1150 | */ |
1138 | */ |
1151 | if (op != caster && !skill && caster->skill) |
1139 | if (op != caster && !skill && caster->skill) |
1152 | { |
1140 | { |
1153 | skill = find_skill_by_name (op, caster->skill); |
1141 | skill = find_skill_by_name (op, caster->skill); |
|
|
1142 | |
1154 | if (!skill) |
1143 | if (!skill) |
1155 | { |
1144 | { |
1156 | op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); |
1145 | op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster)); |
1157 | return 0; |
1146 | return 0; |
1158 | } |
1147 | } |
1159 | |
|
|
1160 | op->change_skill (skill); /* needed for proper exp credit */ |
|
|
1161 | } |
1148 | } |
1162 | |
1149 | |
1163 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
1150 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) |
1164 | return RESULT_INT (0); |
1151 | return RESULT_INT (0); |
1165 | |
1152 | |
|
|
1153 | // temporaroly replace chosen_skill by skill, we assume skill *could* be applied, |
|
|
1154 | // at least temporarily, which might not be true due to slot restrictions, but hey |
|
|
1155 | // invoke requires it basically. |
|
|
1156 | |
|
|
1157 | object *chosen_skill = op->chosen_skill; |
|
|
1158 | op->chosen_skill = skill; |
|
|
1159 | |
1166 | switch (spell_ob->subtype) |
1160 | switch (spell_ob->subtype) |
1167 | { |
1161 | { |
1168 | /* The order of case statements is same as the order they show up |
1162 | /* The order of case statements is same as the order they show up |
1169 | * in in spells.h. |
1163 | * in spells.h. |
1170 | */ |
1164 | */ |
1171 | case SP_RAISE_DEAD: |
1165 | case SP_RAISE_DEAD: |
1172 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1166 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam); |
1173 | break; |
1167 | break; |
1174 | |
1168 | |
1175 | case SP_RUNE: |
1169 | case SP_RUNE: |
1176 | success = write_rune (op, caster, spell_ob, dir, stringarg); |
1170 | success = write_rune (op, caster, spell_ob, dir, spellparam); |
1177 | break; |
1171 | break; |
1178 | |
1172 | |
1179 | case SP_MAKE_MARK: |
1173 | case SP_MAKE_MARK: |
1180 | success = write_mark (op, spell_ob, stringarg); |
1174 | success = write_mark (op, spell_ob, spellparam); |
1181 | break; |
1175 | break; |
1182 | |
1176 | |
1183 | case SP_BOLT: |
1177 | case SP_BOLT: |
1184 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1178 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1185 | break; |
1179 | break; |
… | |
… | |
1203 | case SP_SMITE: |
1197 | case SP_SMITE: |
1204 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1198 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1205 | break; |
1199 | break; |
1206 | |
1200 | |
1207 | case SP_MAGIC_MISSILE: |
1201 | case SP_MAGIC_MISSILE: |
1208 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1202 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1209 | break; |
1203 | break; |
1210 | |
1204 | |
1211 | case SP_SUMMON_GOLEM: |
1205 | case SP_SUMMON_GOLEM: |
1212 | success = summon_golem (op, caster, dir, spell_ob); |
1206 | success = summon_golem (op, caster, dir, spell_ob); |
1213 | break; |
1207 | break; |
1214 | |
1208 | |
1215 | case SP_DIMENSION_DOOR: |
1209 | case SP_DIMENSION_DOOR: |
1216 | /* dimension door needs the actual caster, because that is what is |
1210 | /* dimension door needs the actual caster, because that is what is |
1217 | * moved. |
1211 | * moved. |
1218 | */ |
1212 | */ |
1219 | success = dimension_door (op, caster, spell_ob, dir); |
1213 | success = dimension_door (op, caster, spell_ob, dir, spellparam); |
1220 | break; |
1214 | break; |
1221 | |
1215 | |
1222 | case SP_MAGIC_MAPPING: |
1216 | case SP_MAGIC_MAPPING: |
1223 | if (op->type == PLAYER) |
1217 | if (op->type == PLAYER) |
1224 | { |
1218 | { |
… | |
… | |
1257 | case SP_HEALING: |
1251 | case SP_HEALING: |
1258 | success = cast_heal (op, caster, spell_ob, dir); |
1252 | success = cast_heal (op, caster, spell_ob, dir); |
1259 | break; |
1253 | break; |
1260 | |
1254 | |
1261 | case SP_CREATE_FOOD: |
1255 | case SP_CREATE_FOOD: |
1262 | success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1256 | success = cast_create_food (op, caster, spell_ob, dir, spellparam); |
1263 | break; |
1257 | break; |
1264 | |
1258 | |
1265 | case SP_EARTH_TO_DUST: |
1259 | case SP_EARTH_TO_DUST: |
1266 | success = cast_earth_to_dust (op, caster, spell_ob); |
1260 | success = cast_earth_to_dust (op, caster, spell_ob); |
1267 | break; |
1261 | break; |
… | |
… | |
1277 | case SP_CURSE: |
1271 | case SP_CURSE: |
1278 | success = cast_curse (op, caster, spell_ob, dir); |
1272 | success = cast_curse (op, caster, spell_ob, dir); |
1279 | break; |
1273 | break; |
1280 | |
1274 | |
1281 | case SP_SUMMON_MONSTER: |
1275 | case SP_SUMMON_MONSTER: |
1282 | success = summon_object (op, caster, spell_ob, dir, stringarg); |
1276 | success = summon_object (op, caster, spell_ob, dir, spellparam); |
1283 | break; |
1277 | break; |
1284 | |
1278 | |
1285 | case SP_CHARGING: |
1279 | case SP_CHARGING: |
1286 | success = recharge (op, caster, spell_ob); |
1280 | success = recharge (op, caster, spell_ob); |
1287 | break; |
1281 | break; |
… | |
… | |
1320 | break; |
1314 | break; |
1321 | |
1315 | |
1322 | case SP_MOVING_BALL: |
1316 | case SP_MOVING_BALL: |
1323 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1317 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1324 | { |
1318 | { |
1325 | op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); |
1319 | op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name); |
1326 | success = 0; |
1320 | success = 0; |
1327 | } |
1321 | } |
1328 | else |
1322 | else |
1329 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1323 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1330 | break; |
1324 | break; |
1331 | |
1325 | |
1332 | case SP_SWARM: |
1326 | case SP_SWARM: |
1333 | success = fire_swarm (op, caster, spell_ob, dir); |
1327 | success = fire_swarm (op, caster, spell_ob, dir); |
1334 | break; |
1328 | break; |
… | |
… | |
1341 | /* in rune.c */ |
1335 | /* in rune.c */ |
1342 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1336 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1343 | break; |
1337 | break; |
1344 | |
1338 | |
1345 | case SP_CREATE_MISSILE: |
1339 | case SP_CREATE_MISSILE: |
1346 | success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1340 | success = cast_create_missile (op, caster, spell_ob, dir, spellparam); |
1347 | break; |
1341 | break; |
1348 | |
1342 | |
1349 | case SP_CONSECRATE: |
1343 | case SP_CONSECRATE: |
1350 | success = cast_consecrate (op, caster, spell_ob); |
1344 | success = cast_consecrate (op, caster, spell_ob); |
1351 | break; |
1345 | break; |
… | |
… | |
1373 | case SP_AURA: |
1367 | case SP_AURA: |
1374 | success = create_aura (op, caster, spell_ob); |
1368 | success = create_aura (op, caster, spell_ob); |
1375 | break; |
1369 | break; |
1376 | |
1370 | |
1377 | case SP_PARTY_SPELL: |
1371 | case SP_PARTY_SPELL: |
1378 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1372 | success = cast_party_spell (op, caster, dir, spell_ob, spellparam); |
1379 | break; |
1373 | break; |
1380 | |
1374 | |
1381 | default: |
1375 | default: |
1382 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1376 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1383 | } |
1377 | } |
|
|
1378 | |
|
|
1379 | // restore chosen_skill |
|
|
1380 | op->chosen_skill = chosen_skill; |
1384 | |
1381 | |
1385 | op->play_sound ( |
1382 | op->play_sound ( |
1386 | success |
1383 | success |
1387 | ? spell_ob->sound |
1384 | ? spell_ob->sound |
1388 | ? spell_ob->sound |
1385 | ? spell_ob->sound |
… | |
… | |
1442 | move_aura (op); |
1439 | move_aura (op); |
1443 | break; |
1440 | break; |
1444 | } |
1441 | } |
1445 | } |
1442 | } |
1446 | |
1443 | |
1447 | /* this checks to see if something special should happen if |
|
|
1448 | * something runs into the object. |
|
|
1449 | */ |
|
|
1450 | void |
|
|
1451 | check_spell_effect (object *op) |
|
|
1452 | { |
|
|
1453 | switch (op->subtype) |
|
|
1454 | { |
|
|
1455 | case SP_BOLT: |
|
|
1456 | move_bolt (op); |
|
|
1457 | return; |
|
|
1458 | |
|
|
1459 | case SP_BULLET: |
|
|
1460 | check_bullet (op); |
|
|
1461 | return; |
|
|
1462 | } |
|
|
1463 | } |
|
|
1464 | |
|
|
1465 | /* This is called by move_apply. Basically, if someone |
1444 | /* This is called by move_apply. Basically, if someone |
1466 | * moves onto a spell effect and the walk_on or fly_on flags |
1445 | * moves onto a spell effect and the walk_on or fly_on flags |
1467 | * are set, this is called. This should only be called for |
1446 | * are set, this is called. This should only be called for |
1468 | * objects of the appropraite type. |
1447 | * objects of the appropriate type. |
1469 | */ |
1448 | */ |
1470 | void |
1449 | void |
1471 | apply_spell_effect (object *spell, object *victim) |
1450 | apply_spell_effect (object *spell, object *victim) |
1472 | { |
1451 | { |
1473 | switch (spell->subtype) |
1452 | switch (spell->subtype) |
1474 | { |
1453 | { |
1475 | case SP_CONE: |
1454 | case SP_CONE: |
1476 | if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1455 | if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype) |
1477 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1456 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1478 | break; |
1457 | break; |
1479 | |
1458 | |
1480 | case SP_MAGIC_MISSILE: |
1459 | case SP_MAGIC_MISSILE: |
1481 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1460 | if (victim->flag [FLAG_ALIVE]) |
1482 | { |
1461 | { |
1483 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1462 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1484 | |
|
|
1485 | if (!spell->destroyed ()) |
|
|
1486 | spell->destroy (); |
1463 | spell->destroy (); |
1487 | } |
1464 | } |
1488 | break; |
1465 | break; |
1489 | |
1466 | |
1490 | case SP_MOVING_BALL: |
1467 | case SP_MOVING_BALL: |
1491 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1468 | if (victim->flag [FLAG_ALIVE]) |
1492 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1469 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1493 | else if (victim->materialname) |
1470 | else if (victim->material != MATERIAL_NULL) |
1494 | save_throw_object (victim, spell->attacktype, spell); |
1471 | save_throw_object (victim, spell->attacktype, spell); |
1495 | break; |
|
|
1496 | } |
|
|
1497 | } |
|
|
1498 | |
1472 | |
|
|
1473 | break; |
|
|
1474 | } |
|
|
1475 | } |
|
|
1476 | |
|
|
1477 | /** |
|
|
1478 | * This function will let a fireball explode at the position of |
|
|
1479 | * the victim with a specific maximum level. |
|
|
1480 | */ |
|
|
1481 | void |
|
|
1482 | create_exploding_ball_at (object *victim, int level) |
|
|
1483 | { |
|
|
1484 | object *ball = archetype::get (EXPLODING_FIREBALL); |
|
|
1485 | ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; |
|
|
1486 | ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2; |
|
|
1487 | ball->insert_at (victim); |
|
|
1488 | } |