1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
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 (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
23 | |
|
|
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <spells.h> |
25 | #include <spells.h> |
27 | #include <object.h> |
26 | #include <object.h> |
28 | #include <errno.h> |
27 | #include <errno.h> |
29 | #ifndef __CEXTRACT__ |
|
|
30 | # include <sproto.h> |
28 | #include <sproto.h> |
31 | #endif |
|
|
32 | #include <sounds.h> |
29 | #include <sounds.h> |
33 | |
30 | |
34 | extern char *spell_mapping[]; |
31 | extern char *spell_mapping[]; |
35 | |
32 | |
36 | /* This returns a random spell from 'ob'. If skill is set, then |
33 | /* This returns a random spell from 'ob'. If skill is set, then |
… | |
… | |
80 | dest->skill = spob->skill; |
77 | dest->skill = spob->skill; |
81 | else |
78 | else |
82 | dest->skill = caster->skill; |
79 | dest->skill = caster->skill; |
83 | } |
80 | } |
84 | |
81 | |
85 | /* init_spells: This should really be called check_spells, as that |
|
|
86 | * is what it does. It goes through the spells looking for any |
|
|
87 | * obvious errors. This was most useful in debugging when re-doing |
|
|
88 | * all the spells to catch simple errors. To use it all the time |
|
|
89 | * will result in it spitting out messages that aren't really errors. |
|
|
90 | */ |
|
|
91 | void |
|
|
92 | init_spells (void) |
|
|
93 | { |
|
|
94 | #ifdef SPELL_DEBUG |
|
|
95 | static int init_spells_done = 0; |
|
|
96 | int i; |
|
|
97 | archetype *at; |
|
|
98 | |
|
|
99 | if (init_spells_done) |
|
|
100 | return; |
|
|
101 | LOG (llevDebug, "Checking spells...\n"); |
|
|
102 | |
|
|
103 | for (at = first_archetype; at; at = at->next) |
|
|
104 | { |
|
|
105 | if (at->clone.type == SPELL) |
|
|
106 | { |
|
|
107 | if (at->clone.skill) |
|
|
108 | { |
|
|
109 | for (i = 1; i < NUM_SKILLS; i++) |
|
|
110 | if (!strcmp (skill_names[i], at->clone.skill)) |
|
|
111 | break; |
|
|
112 | if (i == NUM_SKILLS) |
|
|
113 | { |
|
|
114 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
|
|
115 | } |
|
|
116 | } |
|
|
117 | /* other_arch is already checked for in the loader */ |
|
|
118 | } |
|
|
119 | } |
|
|
120 | |
|
|
121 | i = 0; |
|
|
122 | while (spell_mapping[i]) |
|
|
123 | { |
|
|
124 | if (!archetype::find (spell_mapping[i])) |
|
|
125 | { |
|
|
126 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
|
|
127 | } |
|
|
128 | i++; |
|
|
129 | } |
|
|
130 | LOG (llevDebug, "Checking spells completed.\n"); |
|
|
131 | #endif |
|
|
132 | } |
|
|
133 | |
|
|
134 | /* Dumps all the spells - now also dumps skill associated with the spell. |
|
|
135 | * not sure what this would be used for, as the data seems pretty |
|
|
136 | * minimal, but easy enough to keep around. |
|
|
137 | */ |
|
|
138 | void |
|
|
139 | dump_spells (void) |
|
|
140 | { |
|
|
141 | archetype *at; |
|
|
142 | |
|
|
143 | for (at = first_archetype; at; at = at->next) |
|
|
144 | { |
|
|
145 | if (at->clone.type == SPELL) |
|
|
146 | { |
|
|
147 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
|
|
148 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
|
|
149 | } |
|
|
150 | } |
|
|
151 | } |
|
|
152 | |
|
|
153 | /* pretty basic function - basically just takes |
82 | /* pretty basic function - basically just takes |
154 | * an object, sets the x,y, and calls insert_ob_in_map |
83 | * an object, sets the x,y, and calls insert_ob_in_map |
155 | */ |
84 | */ |
156 | |
|
|
157 | void |
85 | void |
158 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
86 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
159 | { |
87 | { |
160 | |
|
|
161 | if (spob->other_arch != NULL) |
88 | if (spob->other_arch) |
162 | { |
89 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
163 | object *effect = arch_to_object (spob->other_arch); |
|
|
164 | |
|
|
165 | effect->x = x; |
|
|
166 | effect->y = y; |
|
|
167 | |
|
|
168 | insert_ob_in_map (effect, map, originator, 0); |
|
|
169 | } |
|
|
170 | } |
90 | } |
171 | |
91 | |
172 | /* |
92 | /* |
173 | * This function takes a caster and spell and presents the |
93 | * This function takes a caster and spell and presents the |
174 | * effective level the caster needs to be to cast the spell. |
94 | * effective level the caster needs to be to cast the spell. |
175 | * basically, it just adjusts the spell->level with attuned/repelled |
95 | * basically, it just adjusts the spell->level with attuned/repelled |
176 | * spellpaths. Was called path_level_mod |
96 | * spellpaths. Was called path_level_mod. |
177 | * |
97 | * |
178 | * caster is person casting hte spell. |
98 | * caster is person casting the spell. |
179 | * spell is the spell object. |
99 | * spell is the spell object. |
180 | * Returns modified level. |
100 | * Returns modified level. |
181 | */ |
101 | */ |
182 | int |
102 | int |
183 | min_casting_level (object *caster, object *spell) |
103 | min_casting_level (object *caster, object *spell) |
184 | { |
104 | { |
185 | int new_level; |
|
|
186 | |
|
|
187 | if (caster->path_denied & spell->path_attuned) |
105 | if (caster->path_denied & spell->path_attuned) |
188 | return 1; |
106 | return 1; |
189 | |
107 | |
190 | new_level = spell->level |
108 | int new_level = spell->level |
191 | + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); |
109 | + (caster->path_repelled & spell->path_attuned ? +8 : 0) |
|
|
110 | + (caster->path_attuned & spell->path_attuned ? -8 : 0); |
192 | |
111 | |
193 | return (new_level < 1) ? 1 : new_level; |
112 | return max (1, new_level); |
194 | } |
113 | } |
195 | |
|
|
196 | |
114 | |
197 | /* This function returns the effective level the spell |
115 | /* This function returns the effective level the spell |
198 | * is being cast at. |
116 | * is being cast at. |
199 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
117 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
200 | * This is because the new code compares casting_level against |
118 | * This is because the new code compares casting_level against |
201 | * min_caster_level, so the difference is effectively 4 |
119 | * min_caster_level, so the difference is effectively 4 |
202 | */ |
120 | */ |
203 | |
|
|
204 | int |
121 | int |
205 | caster_level (object *caster, object *spell) |
122 | caster_level (object *caster, object *spell) |
206 | { |
123 | { |
207 | int level = caster->level; |
124 | int level = caster->level; |
208 | |
125 | |
209 | /* If this is a player, try to find the matching skill */ |
126 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
210 | if (caster->type == PLAYER && spell->skill) |
127 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
|
|
128 | { |
|
|
129 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
|
|
130 | int sk_level = skill ? skill->level : 1; |
|
|
131 | |
|
|
132 | level = min (level, sk_level + level / 10 + 1); |
|
|
133 | } |
|
|
134 | else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ |
211 | for (int i = 0; i < NUM_SKILLS; i++) |
135 | for (int i = 0; i < NUM_SKILLS; i++) |
212 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
136 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
213 | { |
137 | { |
214 | level = caster->contr->last_skill_ob[i]->level; |
138 | level = caster->contr->last_skill_ob[i]->level; |
215 | break; |
139 | break; |
216 | } |
140 | } |
217 | |
141 | |
218 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
|
|
219 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
|
|
220 | { |
|
|
221 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
|
|
222 | int sk_level = skill ? skill->level : 1; |
|
|
223 | |
|
|
224 | level = MIN (level, sk_level + level / 10 + 1); |
|
|
225 | } |
|
|
226 | |
|
|
227 | /* Got valid caster level. Now adjust for attunement */ |
142 | /* Got valid caster level. Now adjust for attunement */ |
228 | level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); |
143 | level += caster->path_repelled & spell->path_attuned ? -8 : 0; |
|
|
144 | level += caster->path_attuned & spell->path_attuned ? +8 : 0; |
229 | |
145 | |
230 | /* Always make this at least 1. If this is zero, we get divide by zero |
146 | /* Always make this at least 1. If this is zero, we get divide by zero |
231 | * errors in various places. |
147 | * errors in various places. |
232 | */ |
148 | */ |
233 | if (level < 1) |
|
|
234 | level = 1; |
|
|
235 | |
|
|
236 | return level; |
149 | return max (level, 1); |
237 | } |
150 | } |
238 | |
151 | |
239 | /* The following function scales the spellpoint cost of |
152 | /* The following function scales the spellpoint cost of |
240 | * a spell by it's increased effectiveness. Some of the |
153 | * a spell by it's increased effectiveness. Some of the |
241 | * lower level spells become incredibly vicious at high |
154 | * lower level spells become incredibly vicious at high |
… | |
… | |
280 | else |
193 | else |
281 | { |
194 | { |
282 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
195 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
283 | if (spell->stats.sp && !sp) |
196 | if (spell->stats.sp && !sp) |
284 | sp = 1; |
197 | sp = 1; |
|
|
198 | |
285 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
199 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
286 | if (spell->stats.grace && !grace) |
200 | if (spell->stats.grace && !grace) |
287 | grace = 1; |
201 | grace = 1; |
288 | } |
202 | } |
|
|
203 | |
289 | if (flags == SPELL_HIGHEST) |
204 | if (flags == SPELL_HIGHEST) |
290 | return MAX (sp, grace); |
205 | return MAX (sp, grace); |
291 | else if (flags == SPELL_GRACE) |
206 | else if (flags == SPELL_GRACE) |
292 | return grace; |
207 | return grace; |
293 | else if (flags == SPELL_MANA) |
208 | else if (flags == SPELL_MANA) |
… | |
… | |
297 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
212 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
298 | return 0; |
213 | return 0; |
299 | } |
214 | } |
300 | } |
215 | } |
301 | |
216 | |
302 | |
|
|
303 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
217 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
304 | * spob is the spell we are adjusting. |
218 | * spob is the spell we are adjusting. |
305 | */ |
219 | */ |
306 | int |
220 | int |
307 | SP_level_dam_adjust (object *caster, object *spob) |
221 | SP_level_dam_adjust (object *caster, object *spob) |
308 | { |
222 | { |
|
|
223 | if (!spob->dam_modifier) |
|
|
224 | return 0; |
|
|
225 | |
309 | int level = caster_level (caster, spob); |
226 | int level = caster_level (caster, spob); |
310 | int adj = level - min_casting_level (caster, spob); |
227 | return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; |
311 | |
|
|
312 | if (adj < 0) |
|
|
313 | adj = 0; |
|
|
314 | if (spob->dam_modifier) |
|
|
315 | adj /= spob->dam_modifier; |
|
|
316 | else |
|
|
317 | adj = 0; |
|
|
318 | return adj; |
|
|
319 | } |
228 | } |
320 | |
229 | |
321 | /* Adjust the strength of the spell based on level. |
230 | /* Adjust the strength of the spell based on level. |
322 | * This is basically the same as SP_level_dam_adjust above, |
231 | * This is basically the same as SP_level_dam_adjust above, |
323 | * but instead looks at the level_modifier value. |
232 | * but instead looks at the level_modifier value. |
324 | */ |
233 | */ |
325 | int |
234 | int |
326 | SP_level_duration_adjust (object *caster, object *spob) |
235 | SP_level_duration_adjust (object *caster, object *spob) |
327 | { |
236 | { |
|
|
237 | if (!spob->duration_modifier) |
|
|
238 | return 0; |
|
|
239 | |
328 | int level = caster_level (caster, spob); |
240 | int level = caster_level (caster, spob); |
329 | int adj = level - min_casting_level (caster, spob); |
241 | return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; |
330 | |
|
|
331 | if (adj < 0) |
|
|
332 | adj = 0; |
|
|
333 | if (spob->duration_modifier) |
|
|
334 | adj /= spob->duration_modifier; |
|
|
335 | else |
|
|
336 | adj = 0; |
|
|
337 | |
|
|
338 | return adj; |
|
|
339 | } |
242 | } |
340 | |
243 | |
341 | /* Adjust the strength of the spell based on level. |
244 | /* Adjust the strength of the spell based on level. |
342 | * This is basically the same as SP_level_dam_adjust above, |
245 | * This is basically the same as SP_level_dam_adjust above, |
343 | * but instead looks at the level_modifier value. |
246 | * but instead looks at the level_modifier value. |
344 | */ |
247 | */ |
345 | int |
248 | int |
346 | SP_level_range_adjust (object *caster, object *spob) |
249 | SP_level_range_adjust (object *caster, object *spob) |
347 | { |
250 | { |
|
|
251 | if (!spob->range_modifier) |
|
|
252 | return 0; |
|
|
253 | |
348 | int level = caster_level (caster, spob); |
254 | int level = caster_level (caster, spob); |
349 | int adj = level - min_casting_level (caster, spob); |
255 | return (level - min_casting_level (caster, spob)) / spob->range_modifier; |
350 | |
|
|
351 | if (adj < 0) |
|
|
352 | adj = 0; |
|
|
353 | if (spob->range_modifier) |
|
|
354 | adj /= spob->range_modifier; |
|
|
355 | else |
|
|
356 | adj = 0; |
|
|
357 | |
|
|
358 | return adj; |
|
|
359 | } |
256 | } |
360 | |
257 | |
361 | /* Checks to see if player knows the spell. If the name is the same |
258 | /* Checks to see if player knows the spell. If the name is the same |
362 | * as an existing spell, we presume they know it. |
259 | * as an existing spell, we presume they know it. |
363 | * returns 1 if they know the spell, 0 if they don't. |
260 | * returns 1 if they know the spell, 0 if they don't. |
… | |
… | |
471 | { |
368 | { |
472 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
369 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
473 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
370 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
474 | dir = 0; |
371 | dir = 0; |
475 | } |
372 | } |
476 | new_op->x = op->x + freearr_x[dir]; |
373 | |
477 | new_op->y = op->y + freearr_y[dir]; |
374 | SET_FLAG (new_op, FLAG_IDENTIFIED); |
478 | if (dir == 0) |
375 | op->map->insert (new_op, |
479 | insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); |
376 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
480 | else |
377 | op, |
481 | insert_ob_in_map (new_op, op->map, op, 0); |
378 | dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
379 | |
482 | return dir; |
380 | return dir; |
483 | } |
381 | } |
484 | |
382 | |
485 | /* Returns true if it is ok to put spell *op on the space/may provided. |
383 | /* Returns true if it is ok to put spell *op on the space/may provided. |
486 | * immune_stop is basically the attacktype of the spell (why |
384 | * immune_stop is basically the attacktype of the spell (why |
… | |
… | |
488 | * has the AT_MAGIC bit set, and there is a counterwall |
386 | * has the AT_MAGIC bit set, and there is a counterwall |
489 | * on the space, the object doesn't get placed. if immune stop |
387 | * on the space, the object doesn't get placed. if immune stop |
490 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
388 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
491 | * |
389 | * |
492 | */ |
390 | */ |
493 | |
|
|
494 | int |
391 | int |
495 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
392 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
496 | { |
393 | { |
497 | object *tmp; |
394 | if (!xy_normalise (m, x, y)) |
498 | int mflags; |
|
|
499 | maptile *mp; |
|
|
500 | |
|
|
501 | mp = m; |
|
|
502 | mflags = get_map_flags (m, &mp, x, y, &x, &y); |
|
|
503 | |
|
|
504 | if (mflags & P_OUT_OF_MAP) |
|
|
505 | return 0; |
395 | return 0; |
506 | |
396 | |
507 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) |
397 | mapspace &ms = m->at (x, y); |
|
|
398 | |
|
|
399 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
508 | return 0; |
400 | return 0; |
509 | |
401 | |
510 | for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) |
402 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
511 | { |
403 | { |
512 | /* If there is a counterspell on the space, and this |
404 | /* If there is a counterspell on the space, and this |
513 | * object is using magic, don't progress. I believe we could |
405 | * object is using magic, don't progress. I believe we could |
514 | * leave this out and let in progress, and other areas of the code |
406 | * leave this out and let in progress, and other areas of the code |
515 | * will then remove it, but that would seem to to use more |
407 | * will then remove it, but that would seem to to use more |
516 | * resources, and may not work as well if a player is standing |
408 | * resources, and may not work as well if a player is standing |
517 | * on top of a counterwall spell (may hit the player before being |
409 | * on top of a counterwall spell (may hit the player before being |
518 | * removed.) On the other hand, it may be more dramatic for the |
410 | * removed.) On the other hand, it may be more dramatic for the |
519 | * spell to actually hit the counterwall and be sucked up. |
411 | * spell to actually hit the counterwall and be sucked up. |
520 | */ |
412 | */ |
521 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
413 | if ((tmp->attacktype & AT_COUNTERSPELL) |
522 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
414 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
523 | (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) |
415 | && (tmp->type != PLAYER) |
|
|
416 | && (tmp->type != WEAPON) |
|
|
417 | && (tmp->type != BOW) |
|
|
418 | && (tmp->type != ARROW) |
|
|
419 | && (tmp->type != GOLEM) |
|
|
420 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
|
|
421 | // we special case floor here because there |
|
|
422 | // are sometimes spell effect floors |
|
|
423 | // which are used to inflict damage |
|
|
424 | // (and those shouldn't go away from |
|
|
425 | // sanctuary) see also: permanent lava |
|
|
426 | && (immune_stop & AT_MAGIC)) |
524 | return 0; |
427 | return 0; |
525 | |
428 | |
526 | /* This is to prevent 'out of control' spells. Basically, this |
429 | /* This is to prevent 'out of control' spells. Basically, this |
527 | * limits one spell effect per space per spell. This is definately |
430 | * limits one spell effect per space per spell. This is definately |
528 | * needed for performance reasons, and just for playability I believe. |
431 | * needed for performance reasons, and just for playability I believe. |
… | |
… | |
535 | /* |
438 | /* |
536 | * Combine similar spell effects into one spell effect. Needed for |
439 | * Combine similar spell effects into one spell effect. Needed for |
537 | * performance reasons with meteor swarm and the like, but also for |
440 | * performance reasons with meteor swarm and the like, but also for |
538 | * playability reasons. |
441 | * playability reasons. |
539 | */ |
442 | */ |
540 | if (tmp->arch == op->arch |
443 | if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
541 | && tmp->type == op->type |
444 | && tmp->type == op->type |
542 | && tmp->subtype == op->subtype |
445 | && tmp->subtype == op->subtype |
|
|
446 | && tmp->owner == op->owner |
543 | && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
447 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
544 | { |
448 | { |
545 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
449 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
546 | tmp->range = MAX (tmp->range, op->range); |
450 | tmp->range = MAX (tmp->range, op->range); |
547 | tmp->duration = MAX (tmp->duration, op->duration); |
451 | tmp->duration = MAX (tmp->duration, op->duration); |
548 | return 0; |
452 | return 0; |
… | |
… | |
550 | |
454 | |
551 | /* Perhaps we should also put checks in for no magic and unholy |
455 | /* Perhaps we should also put checks in for no magic and unholy |
552 | * ground to prevent it from moving along? |
456 | * ground to prevent it from moving along? |
553 | */ |
457 | */ |
554 | } |
458 | } |
|
|
459 | |
555 | /* If it passes the above tests, it must be OK */ |
460 | /* If it passes the above tests, it must be OK */ |
556 | return 1; |
461 | return 1; |
557 | } |
462 | } |
558 | |
463 | |
559 | /* fire_arch_from_position: fires an archetype. |
464 | /* fire_arch_from_position: fires an archetype. |
… | |
… | |
564 | * dir: direction to fire in. |
469 | * dir: direction to fire in. |
565 | * spell: spell that is being fired. It uses other_arch for the archetype |
470 | * spell: spell that is being fired. It uses other_arch for the archetype |
566 | * to fire. |
471 | * to fire. |
567 | * returns 0 on failure, 1 on success. |
472 | * returns 0 on failure, 1 on success. |
568 | */ |
473 | */ |
569 | |
|
|
570 | int |
474 | int |
571 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
475 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
572 | { |
476 | { |
573 | object *tmp; |
477 | object *tmp; |
574 | int mflags; |
478 | int mflags; |
… | |
… | |
619 | return 0; |
523 | return 0; |
620 | } |
524 | } |
621 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
525 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
622 | SET_ANIMATION (tmp, dir); |
526 | SET_ANIMATION (tmp, dir); |
623 | |
527 | |
624 | if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) |
528 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
625 | return 1; |
|
|
626 | |
|
|
627 | move_spell_effect (tmp); |
529 | move_spell_effect (tmp); |
628 | |
530 | |
629 | return 1; |
531 | return 1; |
630 | } |
532 | } |
631 | |
|
|
632 | |
|
|
633 | |
533 | |
634 | /***************************************************************************** |
534 | /***************************************************************************** |
635 | * |
535 | * |
636 | * Code related to rods - perhaps better located in another file? |
536 | * Code related to rods - perhaps better located in another file? |
637 | * |
537 | * |
638 | ****************************************************************************/ |
538 | ****************************************************************************/ |
639 | |
|
|
640 | void |
539 | void |
641 | regenerate_rod (object *rod) |
540 | regenerate_rod (object *rod) |
642 | { |
541 | { |
643 | if (rod->stats.hp < rod->stats.maxhp) |
542 | if (rod->stats.hp < rod->stats.maxhp) |
644 | { |
543 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
645 | rod->stats.hp += 1 + rod->stats.maxhp / 10; |
|
|
646 | |
|
|
647 | if (rod->stats.hp > rod->stats.maxhp) |
|
|
648 | rod->stats.hp = rod->stats.maxhp; |
|
|
649 | } |
|
|
650 | } |
544 | } |
651 | |
|
|
652 | |
545 | |
653 | void |
546 | void |
654 | drain_rod_charge (object *rod) |
547 | drain_rod_charge (object *rod) |
655 | { |
548 | { |
656 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
549 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
657 | } |
550 | } |
658 | |
|
|
659 | |
|
|
660 | |
|
|
661 | |
551 | |
662 | /* this function is commonly used to find a friendly target for |
552 | /* this function is commonly used to find a friendly target for |
663 | * spells such as heal or protection or armour |
553 | * spells such as heal or protection or armour |
664 | * op is what is looking for the target (which can be a player), |
554 | * op is what is looking for the target (which can be a player), |
665 | * dir is the direction we are looking in. Return object found, or |
555 | * dir is the direction we are looking in. Return object found, or |
666 | * NULL if no good object. |
556 | * NULL if no good object. |
667 | */ |
557 | */ |
668 | |
|
|
669 | object * |
558 | object * |
670 | find_target_for_friendly_spell (object *op, int dir) |
559 | find_target_for_friendly_spell (object *op, int dir) |
671 | { |
560 | { |
672 | object *tmp; |
561 | object *tmp; |
673 | maptile *m; |
|
|
674 | sint16 x, y; |
|
|
675 | int mflags; |
|
|
676 | |
562 | |
677 | /* I don't really get this block - if op isn't a player or rune, |
563 | /* I don't really get this block - if op isn't a player or rune, |
678 | * we then make the owner of this object the target. |
564 | * we then make the owner of this object the target. |
679 | * The owner could very well be no where near op. |
565 | * The owner could very well be no where near op. |
680 | */ |
566 | */ |
… | |
… | |
687 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
573 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
688 | tmp = op; |
574 | tmp = op; |
689 | } |
575 | } |
690 | else |
576 | else |
691 | { |
577 | { |
692 | m = op->map; |
578 | maptile *m = op->map; |
693 | x = op->x + freearr_x[dir]; |
579 | sint16 x = op->x + freearr_x[dir]; |
694 | y = op->y + freearr_y[dir]; |
580 | sint16 y = op->y + freearr_y[dir]; |
695 | |
|
|
696 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
697 | |
|
|
698 | if (mflags & P_OUT_OF_MAP) |
|
|
699 | tmp = 0; |
|
|
700 | else |
581 | |
|
|
582 | tmp = xy_normalise (m, x, y) |
701 | tmp = m->at (x, y).player (); |
583 | ? m->at (x, y).player () |
|
|
584 | : 0; |
702 | } |
585 | } |
703 | |
586 | |
704 | /* didn't find a player there, look in current square for a player */ |
587 | /* didn't find a player there, look in current square for a player */ |
705 | if (!tmp) |
588 | if (!tmp) |
706 | tmp = op->ms ().player (); |
589 | tmp = op->ms ().player (); |
… | |
… | |
756 | return freedir[i]; |
639 | return freedir[i]; |
757 | } |
640 | } |
758 | return -1; /* flag for "keep going the way you were" */ |
641 | return -1; /* flag for "keep going the way you were" */ |
759 | } |
642 | } |
760 | |
643 | |
761 | |
|
|
762 | |
|
|
763 | /* put_a_monster: puts a monster named monstername near by |
644 | /* put_a_monster: puts a monster named monstername near by |
764 | * op. This creates the treasures for the monsters, and |
645 | * op. This creates the treasures for the monsters, and |
765 | * also deals with multipart monsters properly. |
646 | * also deals with multipart monsters properly. |
766 | */ |
647 | */ |
767 | |
|
|
768 | void |
648 | void |
769 | put_a_monster (object *op, const char *monstername) |
649 | put_a_monster (object *op, const char *monstername) |
770 | { |
650 | { |
771 | object *tmp, *head = NULL, *prev = NULL; |
651 | object *tmp, *head = NULL, *prev = NULL; |
772 | archetype *at; |
652 | archetype *at; |
… | |
… | |
779 | |
659 | |
780 | /* find a free square nearby |
660 | /* find a free square nearby |
781 | * first we check the closest square for free squares |
661 | * first we check the closest square for free squares |
782 | */ |
662 | */ |
783 | |
663 | |
784 | dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); |
664 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
785 | if (dir != -1) |
665 | if (dir != -1) |
786 | { |
666 | { |
787 | /* This is basically grabbed for generate monster. Fixed 971225 to |
667 | /* This is basically grabbed for generate monster. Fixed 971225 to |
788 | * insert multipart monsters properly |
668 | * insert multipart monsters properly |
789 | */ |
669 | */ |
|
|
670 | //TODO: use expand_tail + ... |
790 | while (at != NULL) |
671 | while (at != NULL) |
791 | { |
672 | { |
792 | tmp = arch_to_object (at); |
673 | tmp = arch_to_object (at); |
793 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
674 | tmp->x = op->x + freearr_x[dir] + at->x; |
794 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
675 | tmp->y = op->y + freearr_y[dir] + at->y; |
795 | tmp->map = op->map; |
676 | tmp->map = op->map; |
796 | if (head) |
677 | if (head) |
797 | { |
678 | { |
798 | tmp->head = head; |
679 | tmp->head = head; |
799 | prev->more = tmp; |
680 | prev->more = tmp; |
800 | } |
681 | } |
|
|
682 | |
801 | if (!head) |
683 | if (!head) |
802 | head = tmp; |
684 | head = tmp; |
|
|
685 | |
803 | prev = tmp; |
686 | prev = tmp; |
|
|
687 | |
804 | at = at->more; |
688 | at = (archetype *)at->more; |
805 | } |
689 | } |
806 | |
690 | |
807 | if (head->randomitems) |
691 | if (head->randomitems) |
808 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
692 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
809 | |
693 | |
810 | insert_ob_in_map (head, op->map, op, 0); |
694 | insert_ob_in_map (head, op->map, op, 0); |
811 | |
695 | |
812 | /* thought it'd be cool to insert a burnout, too. */ |
696 | /* thought it'd be cool to insert a burnout, too. */ |
813 | tmp = get_archetype ("burnout"); |
697 | op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
814 | tmp->map = op->map; |
|
|
815 | tmp->x = op->x + freearr_x[dir]; |
|
|
816 | tmp->y = op->y + freearr_y[dir]; |
|
|
817 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
818 | } |
698 | } |
819 | } |
699 | } |
820 | |
700 | |
821 | /* peterm: function which summons hostile monsters and |
701 | /* peterm: function which summons hostile monsters and |
822 | * places them in nearby squares. |
702 | * places them in nearby squares. |
… | |
… | |
849 | { |
729 | { |
850 | int attacktype; |
730 | int attacktype; |
851 | int face; |
731 | int face; |
852 | } ATTACKS[22] = |
732 | } ATTACKS[22] = |
853 | { |
733 | { |
854 | { |
|
|
855 | AT_PHYSICAL, 0}, |
734 | { AT_PHYSICAL, 0}, |
856 | { |
|
|
857 | AT_PHYSICAL, 0}, /*face = explosion */ |
735 | { AT_PHYSICAL, 0}, /*face = explosion */ |
858 | { |
|
|
859 | AT_PHYSICAL, 0}, |
736 | { AT_PHYSICAL, 0}, |
860 | { |
|
|
861 | AT_MAGIC, 1}, |
737 | { AT_MAGIC, 1}, |
862 | { |
|
|
863 | AT_MAGIC, 1}, /* face = last-burnout */ |
738 | { AT_MAGIC, 1}, /* face = last-burnout */ |
864 | { |
|
|
865 | AT_MAGIC, 1}, |
739 | { AT_MAGIC, 1}, |
866 | { |
|
|
867 | AT_FIRE, 2}, |
740 | { AT_FIRE, 2}, |
868 | { |
|
|
869 | AT_FIRE, 2}, /* face = fire.... */ |
741 | { AT_FIRE, 2}, /* face = fire.... */ |
870 | { |
|
|
871 | AT_FIRE, 2}, |
742 | { AT_FIRE, 2}, |
872 | { |
|
|
873 | AT_ELECTRICITY, 3}, |
743 | { AT_ELECTRICITY, 3}, |
874 | { |
|
|
875 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
744 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
876 | { |
|
|
877 | AT_ELECTRICITY, 3}, |
745 | { AT_ELECTRICITY, 3}, |
878 | { |
|
|
879 | AT_COLD, 4}, |
746 | { AT_COLD, 4}, |
880 | { |
|
|
881 | AT_COLD, 4}, /* face=icestorm */ |
747 | { AT_COLD, 4}, /* face=icestorm */ |
882 | { |
|
|
883 | AT_COLD, 4}, |
748 | { AT_COLD, 4}, |
884 | { |
|
|
885 | AT_CONFUSION, 5}, |
749 | { AT_CONFUSION, 5}, |
886 | { |
|
|
887 | AT_POISON, 7}, |
750 | { AT_POISON, 7}, |
888 | { |
|
|
889 | AT_POISON, 7}, /* face = acid sphere. generator */ |
751 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
890 | { |
|
|
891 | AT_POISON, 7}, /* poisoncloud face */ |
752 | { AT_POISON, 7}, /* poisoncloud face */ |
892 | { |
|
|
893 | AT_SLOW, 8}, |
753 | { AT_SLOW, 8}, |
894 | { |
|
|
895 | AT_PARALYZE, 9}, |
754 | { AT_PARALYZE, 9}, |
896 | { |
|
|
897 | AT_FEAR, 10}}; |
755 | { AT_FEAR, 10}, |
898 | |
756 | }; |
899 | |
|
|
900 | |
757 | |
901 | /* shuffle_attack: peterm |
758 | /* shuffle_attack: peterm |
902 | * This routine shuffles the attack of op to one of the |
759 | * This routine shuffles the attack of op to one of the |
903 | * ones in the list. It does this at random. It also |
760 | * ones in the list. It does this at random. It also |
904 | * chooses a face appropriate to the attack that is |
761 | * chooses a face appropriate to the attack that is |
… | |
… | |
1022 | else |
879 | else |
1023 | { |
880 | { |
1024 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
881 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
1025 | tmp = get_archetype (LOOSE_MANA); |
882 | tmp = get_archetype (LOOSE_MANA); |
1026 | tmp->level = skill->level; |
883 | tmp->level = skill->level; |
1027 | tmp->x = op->x; |
|
|
1028 | tmp->y = op->y; |
|
|
1029 | |
884 | |
1030 | /* increase the area of destruction a little for more powerful spells */ |
885 | /* increase the area of destruction a little for more powerful spells */ |
1031 | tmp->range += isqrt (power); |
886 | tmp->range += isqrt (power); |
1032 | |
887 | |
1033 | if (power > 25) |
888 | if (power > 25) |
1034 | tmp->stats.dam = 25 + isqrt (power); |
889 | tmp->stats.dam = 25 + isqrt (power); |
1035 | else |
890 | else |
1036 | tmp->stats.dam = power; /* nasty recoils! */ |
891 | tmp->stats.dam = power; /* nasty recoils! */ |
1037 | |
892 | |
1038 | tmp->stats.maxhp = tmp->count; |
893 | tmp->stats.maxhp = tmp->count; |
1039 | insert_ob_in_map (tmp, op->map, NULL, 0); |
894 | |
|
|
895 | tmp->insert_at (op); |
1040 | } |
896 | } |
1041 | } |
897 | } |
1042 | } |
898 | } |
1043 | |
899 | |
1044 | int |
900 | int |
1045 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
901 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1046 | { |
902 | { |
1047 | int success; |
903 | int success; |
1048 | player *pl; |
|
|
1049 | object *spell; |
904 | object *spell; |
1050 | |
905 | |
1051 | if (!spell_ob->other_arch) |
906 | if (!spell_ob->other_arch) |
1052 | { |
907 | { |
1053 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
908 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
1054 | return 0; |
909 | return 0; |
1055 | } |
910 | } |
|
|
911 | |
1056 | spell = arch_to_object (spell_ob->other_arch); |
912 | spell = arch_to_object (spell_ob->other_arch); |
1057 | |
913 | |
1058 | /* Always cast spell on caster */ |
914 | /* Always cast spell on caster */ |
1059 | success = cast_spell (op, caster, dir, spell, stringarg); |
915 | success = cast_spell (op, caster, dir, spell, stringarg); |
1060 | |
916 | |
1061 | if (caster->contr->party == NULL) |
917 | if (caster->contr->party == NULL) |
1062 | { |
918 | { |
1063 | spell->remove (); |
919 | spell->remove (); |
1064 | return success; |
920 | return success; |
1065 | } |
921 | } |
|
|
922 | |
1066 | for_all_players (pl) |
923 | for_all_players (pl) |
1067 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
924 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
1068 | { |
|
|
1069 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
925 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
1070 | } |
926 | |
1071 | spell->remove (); |
927 | spell->remove (); |
1072 | return success; |
928 | return success; |
1073 | } |
929 | } |
1074 | |
930 | |
1075 | /* This is where the main dispatch when someone casts a spell. |
931 | /* This is where the main dispatch when someone casts a spell. |
… | |
… | |
1097 | * |
953 | * |
1098 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
954 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1099 | * this function will decrease the mana/grace appropriately. For other |
955 | * this function will decrease the mana/grace appropriately. For other |
1100 | * objects, the caller should do what it considers appropriate. |
956 | * objects, the caller should do what it considers appropriate. |
1101 | */ |
957 | */ |
1102 | |
|
|
1103 | int |
958 | int |
1104 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
959 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1105 | { |
960 | { |
1106 | const char *godname; |
961 | const char *godname; |
1107 | int success = 0, mflags, cast_level = 0, old_shoottype; |
962 | int success = 0, cast_level = 0; |
1108 | object *skill = NULL; |
963 | object *skill = NULL; |
1109 | |
|
|
1110 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
|
|
1111 | |
964 | |
1112 | if (!spell_ob) |
965 | if (!spell_ob) |
1113 | { |
966 | { |
1114 | LOG (llevError, "cast_spell: null spell object passed\n"); |
967 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1115 | return 0; |
968 | return 0; |
… | |
… | |
1144 | * at least process that code. |
997 | * at least process that code. |
1145 | */ |
998 | */ |
1146 | if (op->type == PLAYER && op == caster) |
999 | if (op->type == PLAYER && op == caster) |
1147 | { |
1000 | { |
1148 | cast_level = caster_level (caster, spell_ob); |
1001 | cast_level = caster_level (caster, spell_ob); |
|
|
1002 | |
1149 | if (spell_ob->skill) |
1003 | if (spell_ob->skill) |
1150 | { |
1004 | { |
1151 | skill = find_skill_by_name (op, spell_ob->skill); |
1005 | skill = find_skill_by_name (op, spell_ob->skill); |
|
|
1006 | |
1152 | if (!skill) |
1007 | if (!skill) |
1153 | { |
1008 | { |
1154 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
1009 | op->failmsg (format ("You need the skill %s to cast %s! " |
|
|
1010 | "H<You either need to learn the skill via a skill scroll " |
|
|
1011 | "or you need to wear a talisman or holy symbol.>", |
|
|
1012 | &spell_ob->skill, &spell_ob->name)); |
1155 | return 0; |
1013 | return 0; |
1156 | } |
1014 | } |
|
|
1015 | |
|
|
1016 | int casting_level = min_casting_level (op, spell_ob); |
|
|
1017 | |
1157 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1018 | if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1158 | { |
1019 | { |
1159 | new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); |
1020 | op->failmsg (format ("You lack enough skill to cast that spell! " |
|
|
1021 | "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", |
|
|
1022 | cast_level, casting_level)); |
1160 | return 0; |
1023 | return 0; |
1161 | } |
1024 | } |
1162 | } |
1025 | } |
|
|
1026 | |
1163 | /* If the caster is the wiz, they don't ever fail, and don't have |
1027 | /* If the caster is the wiz, they don't ever fail, and don't have |
1164 | * to have sufficient grace/mana. |
1028 | * to have sufficient grace/mana. |
1165 | */ |
1029 | */ |
1166 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1030 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1167 | { |
1031 | { |
1168 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1032 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1169 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1033 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1170 | { |
1034 | { |
1171 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1035 | op->failmsg ("You don't have enough mana!"); |
1172 | return 0; |
1036 | return 0; |
1173 | } |
1037 | } |
|
|
1038 | |
1174 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1039 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1175 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1040 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1176 | { |
1041 | { |
1177 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1042 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1178 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1043 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1179 | { |
|
|
1180 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); |
1044 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1181 | } |
|
|
1182 | else |
1045 | else |
1183 | { |
1046 | { |
1184 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1047 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1185 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1048 | op->failmsg (format ("%s ignores your prayer.", godname)); |
1186 | return 0; |
1049 | return 0; |
1187 | } |
1050 | } |
1188 | } |
1051 | } |
1189 | |
1052 | |
1190 | /* player/monster is trying to cast the spell. might fumble it */ |
1053 | /* player/monster is trying to cast the spell. might fumble it */ |
1191 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1054 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1192 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1055 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1193 | { |
1056 | { |
1194 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1057 | op->contr->play_sound (sound_find ("fumble_spell")); |
1195 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1058 | op->failmsg ("You fumble the prayer."); |
1196 | if (settings.casting_time == TRUE) |
1059 | |
1197 | { |
|
|
1198 | op->casting_time = -1; |
|
|
1199 | } |
|
|
1200 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1060 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1201 | return 0; |
1061 | return 0; |
1202 | } |
1062 | } |
1203 | else if (spell_ob->stats.sp) |
1063 | else if (spell_ob->stats.sp) |
1204 | { |
1064 | { |
1205 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1065 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1206 | |
1066 | |
1207 | if (failure < 0) |
1067 | if (failure < 0) |
1208 | { |
1068 | { |
1209 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1069 | op->failmsg ("You bungle the spell because you have too much heavy equipment in use."); |
1210 | if (settings.spell_failure_effects == TRUE) |
1070 | if (settings.spell_failure_effects == TRUE) |
1211 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1071 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1212 | op->contr->shoottype = (rangetype) old_shoottype; |
1072 | |
1213 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1073 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1214 | return 0; |
1074 | return 0; |
1215 | } |
1075 | } |
1216 | } |
1076 | } |
1217 | } |
1077 | } |
1218 | } |
1078 | } |
1219 | |
1079 | |
1220 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1080 | int mflags = op->ms ().flags (); |
1221 | |
1081 | |
1222 | /* See if we can cast a spell here. If the caster and op are |
1082 | /* See if we can cast a spell here. If the caster and op are |
1223 | * not alive, then this would mean that the mapmaker put the |
1083 | * not alive, then this would mean that the mapmaker put the |
1224 | * objects on the space - presume that they know what they are |
1084 | * objects on the space - presume that they know what they are |
1225 | * doing. |
1085 | * doing. |
1226 | */ |
1086 | */ |
1227 | |
1087 | |
1228 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1088 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1229 | { |
1089 | { |
1230 | new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); |
1090 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1231 | return 0; |
1091 | return 0; |
1232 | } |
1092 | } |
1233 | |
1093 | |
1234 | if ((spell_ob->type == SPELL) |
1094 | if ((spell_ob->type == SPELL) |
1235 | && (caster->type != POTION) |
1095 | && (caster->type != POTION) |
… | |
… | |
1240 | { |
1100 | { |
1241 | if (op->type != PLAYER) |
1101 | if (op->type != PLAYER) |
1242 | return 0; |
1102 | return 0; |
1243 | |
1103 | |
1244 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1104 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1245 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1105 | op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); |
1246 | else |
1106 | else if (object *item = op->contr->ranged_ob) |
1247 | switch (op->contr->shoottype) |
|
|
1248 | { |
1107 | { |
1249 | case range_magic: |
1108 | if (item->type == SPELL) |
1250 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1109 | op->failmsg ("Something blocks your spellcasting."); |
1251 | break; |
1110 | else if (item->type == SCROLL) |
1252 | case range_misc: |
1111 | op->failmsg ("Something blocks the magic of your scroll."); |
1253 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1254 | break; |
|
|
1255 | case range_golem: |
|
|
1256 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
|
|
1257 | break; |
|
|
1258 | default: |
|
|
1259 | break; |
|
|
1260 | } |
|
|
1261 | return 0; |
|
|
1262 | } |
|
|
1263 | |
|
|
1264 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
|
|
1265 | { |
|
|
1266 | if (op->casting_time == -1) |
|
|
1267 | { /* begin the casting */ |
|
|
1268 | op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
|
|
1269 | op->spell = spell_ob; |
|
|
1270 | /* put the stringarg into the object struct so that when the |
|
|
1271 | * spell is actually cast, it knows about the stringarg. |
|
|
1272 | * necessary for the invoke command spells. |
|
|
1273 | */ |
|
|
1274 | if (stringarg) |
|
|
1275 | { |
|
|
1276 | op->spellarg = strdup (stringarg); |
|
|
1277 | } |
|
|
1278 | else |
1112 | else |
1279 | op->spellarg = NULL; |
1113 | op->failmsg ("Something blocks the magic of your item."); |
1280 | return 0; |
|
|
1281 | } |
|
|
1282 | else if (op->casting_time != 0) |
|
|
1283 | { |
|
|
1284 | if (op->type == PLAYER) |
|
|
1285 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
|
|
1286 | return 0; |
|
|
1287 | } |
1114 | } |
1288 | else |
1115 | else |
1289 | { /* casting_time == 0 */ |
1116 | op->failmsg ("Something blocks the spell!"); |
1290 | op->casting_time = -1; |
1117 | |
1291 | spell_ob = op->spell; |
1118 | return 0; |
1292 | stringarg = op->spellarg; |
|
|
1293 | } |
|
|
1294 | } |
|
|
1295 | else |
|
|
1296 | { |
1119 | } |
|
|
1120 | |
1297 | /* Take into account how long it takes to cast the spell. |
1121 | /* Take into account how long it takes to cast the spell. |
1298 | * if the player is casting it, then we use the time in |
1122 | * if the player is casting it, then we use the time in |
1299 | * the spell object. If it is a spell object, have it |
1123 | * the spell object. If it is a spell object, have it |
1300 | * take two ticks. Things that cast spells on the players |
1124 | * take two ticks. Things that cast spells on the players |
1301 | * behalf (eg, altars, and whatever else) shouldn't cost |
1125 | * behalf (eg, altars, and whatever else) shouldn't cost |
1302 | * the player any time. |
1126 | * the player any time. |
1303 | * Ignore casting time for firewalls |
1127 | * Ignore casting time for firewalls |
|
|
1128 | */ |
|
|
1129 | if (caster == op && caster->type != FIREWALL) |
|
|
1130 | { |
|
|
1131 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1132 | /* 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 |
1304 | */ |
1134 | */ |
1305 | if (caster == op && caster->type != FIREWALL) |
|
|
1306 | { |
|
|
1307 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1308 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1309 | * put a lower limit so that the player isn't stuck here too long |
|
|
1310 | */ |
|
|
1311 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1135 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1312 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1136 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1313 | } |
1137 | } |
1314 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1138 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1315 | { |
|
|
1316 | op->speed_left -= 2 * FABS (op->speed); |
1139 | op->speed_left -= 2 * FABS (op->speed); |
1317 | } |
|
|
1318 | } |
|
|
1319 | |
1140 | |
1320 | if (op->type == PLAYER && op == caster) |
1141 | if (op->type == PLAYER && op == caster) |
1321 | { |
1142 | { |
1322 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1143 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1323 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1144 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1330 | if (op != caster && !skill && caster->skill) |
1151 | if (op != caster && !skill && caster->skill) |
1331 | { |
1152 | { |
1332 | skill = find_skill_by_name (op, caster->skill); |
1153 | skill = find_skill_by_name (op, caster->skill); |
1333 | if (!skill) |
1154 | if (!skill) |
1334 | { |
1155 | { |
1335 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1156 | op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); |
1336 | return 0; |
1157 | return 0; |
1337 | } |
1158 | } |
|
|
1159 | |
1338 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
1160 | op->change_skill (skill); /* needed for proper exp credit */ |
1339 | } |
1161 | } |
|
|
1162 | |
|
|
1163 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1164 | return RESULT_INT (0); |
1340 | |
1165 | |
1341 | switch (spell_ob->subtype) |
1166 | switch (spell_ob->subtype) |
1342 | { |
1167 | { |
1343 | /* The order of case statements is same as the order they show up |
1168 | /* The order of case statements is same as the order they show up |
1344 | * in in spells.h. |
1169 | * in in spells.h. |
1345 | */ |
1170 | */ |
1346 | case SP_RAISE_DEAD: |
1171 | case SP_RAISE_DEAD: |
1347 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1172 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1348 | break; |
1173 | break; |
1349 | |
1174 | |
1350 | case SP_RUNE: |
1175 | case SP_RUNE: |
… | |
… | |
1383 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1208 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1384 | break; |
1209 | break; |
1385 | |
1210 | |
1386 | case SP_SUMMON_GOLEM: |
1211 | case SP_SUMMON_GOLEM: |
1387 | success = summon_golem (op, caster, dir, spell_ob); |
1212 | success = summon_golem (op, caster, dir, spell_ob); |
1388 | old_shoottype = range_golem; |
|
|
1389 | break; |
1213 | break; |
1390 | |
1214 | |
1391 | case SP_DIMENSION_DOOR: |
1215 | case SP_DIMENSION_DOOR: |
1392 | /* dimension door needs the actual caster, because that is what is |
1216 | /* dimension door needs the actual caster, because that is what is |
1393 | * moved. |
1217 | * moved. |
… | |
… | |
1466 | #ifdef NO_POLYMORPH |
1290 | #ifdef NO_POLYMORPH |
1467 | /* Not great, but at least provide feedback so if players do have |
1291 | /* Not great, but at least provide feedback so if players do have |
1468 | * polymorph (ie, find it as a preset item or left over from before |
1292 | * polymorph (ie, find it as a preset item or left over from before |
1469 | * it was disabled), they get some feedback. |
1293 | * it was disabled), they get some feedback. |
1470 | */ |
1294 | */ |
1471 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1295 | op->failmsg ("The spell fizzles!"); |
1472 | success = 0; |
1296 | success = 0; |
1473 | #else |
1297 | #else |
1474 | success = cast_polymorph (op, caster, spell_ob, dir); |
1298 | success = cast_polymorph (op, caster, spell_ob, dir); |
1475 | #endif |
1299 | #endif |
1476 | break; |
1300 | break; |
… | |
… | |
1496 | break; |
1320 | break; |
1497 | |
1321 | |
1498 | case SP_MOVING_BALL: |
1322 | case SP_MOVING_BALL: |
1499 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1323 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1500 | { |
1324 | { |
1501 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); |
1325 | op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); |
1502 | success = 0; |
1326 | success = 0; |
1503 | } |
1327 | } |
1504 | else |
1328 | else |
1505 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1329 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1506 | break; |
1330 | break; |
… | |
… | |
1526 | success = cast_consecrate (op, caster, spell_ob); |
1350 | success = cast_consecrate (op, caster, spell_ob); |
1527 | break; |
1351 | break; |
1528 | |
1352 | |
1529 | case SP_ANIMATE_WEAPON: |
1353 | case SP_ANIMATE_WEAPON: |
1530 | success = animate_weapon (op, caster, spell_ob, dir); |
1354 | success = animate_weapon (op, caster, spell_ob, dir); |
1531 | old_shoottype = range_golem; |
|
|
1532 | break; |
1355 | break; |
1533 | |
1356 | |
1534 | case SP_LIGHT: |
1357 | case SP_LIGHT: |
1535 | success = cast_light (op, caster, spell_ob, dir); |
1358 | success = cast_light (op, caster, spell_ob, dir); |
1536 | break; |
1359 | break; |
… | |
… | |
1549 | |
1372 | |
1550 | case SP_AURA: |
1373 | case SP_AURA: |
1551 | success = create_aura (op, caster, spell_ob); |
1374 | success = create_aura (op, caster, spell_ob); |
1552 | break; |
1375 | break; |
1553 | |
1376 | |
1554 | case SP_TOWN_PORTAL: |
|
|
1555 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1556 | break; |
|
|
1557 | |
|
|
1558 | case SP_PARTY_SPELL: |
1377 | case SP_PARTY_SPELL: |
1559 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1378 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1560 | break; |
1379 | break; |
1561 | |
1380 | |
1562 | default: |
1381 | default: |
1563 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1564 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1382 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1565 | } |
|
|
1566 | |
|
|
1567 | /* FIXME - we need some better sound suppport */ |
|
|
1568 | // yes, for example, augment map info with the spell effect |
|
|
1569 | // so clients can calculate the sounds themselves |
|
|
1570 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
|
|
1571 | |
|
|
1572 | /* free the spell arg */ |
|
|
1573 | if (settings.casting_time == TRUE && stringarg) |
|
|
1574 | { |
1383 | } |
1575 | free (stringarg); |
1384 | |
1576 | stringarg = NULL; |
1385 | op->play_sound ( |
1577 | } |
1386 | success |
1578 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
1387 | ? spell_ob->sound |
1579 | * to something like use_magic_item, but you really want to be able to fire |
1388 | ? spell_ob->sound |
1580 | * it again. |
1389 | : sound_find ("spell_success") |
1581 | */ |
1390 | : sound_find ("fumble_spell") |
1582 | if (op->contr) |
1391 | ); |
1583 | op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1584 | |
1392 | |
1585 | return success; |
1393 | return success; |
1586 | } |
1394 | } |
1587 | |
1395 | |
1588 | |
|
|
1589 | /* This is called from time.c/process_object(). That function |
1396 | /* This is called from time.c/process_object(). That function |
1590 | * calls this for any SPELL_EFFECT type objects. This function |
1397 | * calls this for any SPELL_EFFECT type objects. This function |
1591 | * then dispatches them to the appropriate specific routines. |
1398 | * then dispatches them to the appropriate specific routines. |
1592 | */ |
1399 | */ |
1593 | void |
1400 | void |
1594 | move_spell_effect (object *op) |
1401 | move_spell_effect (object *op) |
1595 | { |
1402 | { |
… | |
… | |
1681 | break; |
1488 | break; |
1682 | |
1489 | |
1683 | case SP_MOVING_BALL: |
1490 | case SP_MOVING_BALL: |
1684 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1491 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1685 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1492 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1686 | else if (victim->material || victim->materialname) |
1493 | else if (victim->materialname) |
1687 | save_throw_object (victim, spell->attacktype, spell); |
1494 | save_throw_object (victim, spell->attacktype, spell); |
1688 | break; |
1495 | break; |
1689 | } |
1496 | } |
1690 | } |
1497 | } |
|
|
1498 | |