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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
21 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
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23 | */ |
22 | */ |
24 | |
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25 | |
23 | |
26 | #include <global.h> |
24 | #include <global.h> |
27 | #include <spells.h> |
25 | #include <spells.h> |
28 | #include <object.h> |
26 | #include <object.h> |
29 | #include <errno.h> |
27 | #include <errno.h> |
… | |
… | |
79 | dest->skill = spob->skill; |
77 | dest->skill = spob->skill; |
80 | else |
78 | else |
81 | dest->skill = caster->skill; |
79 | dest->skill = caster->skill; |
82 | } |
80 | } |
83 | |
81 | |
84 | /* init_spells: This should really be called check_spells, as that |
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85 | * is what it does. It goes through the spells looking for any |
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86 | * obvious errors. This was most useful in debugging when re-doing |
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87 | * all the spells to catch simple errors. To use it all the time |
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88 | * will result in it spitting out messages that aren't really errors. |
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89 | */ |
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90 | void |
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91 | init_spells (void) |
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92 | { |
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93 | #ifdef SPELL_DEBUG |
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94 | static int init_spells_done = 0; |
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95 | int i; |
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96 | archetype *at; |
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97 | |
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98 | if (init_spells_done) |
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99 | return; |
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100 | LOG (llevDebug, "Checking spells...\n"); |
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101 | |
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102 | for (at = first_archetype; at; at = at->next) |
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103 | { |
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104 | if (at->clone.type == SPELL) |
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105 | { |
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106 | if (at->clone.skill) |
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107 | { |
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108 | for (i = 1; i < NUM_SKILLS; i++) |
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109 | if (!strcmp (skill_names[i], at->clone.skill)) |
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110 | break; |
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111 | if (i == NUM_SKILLS) |
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112 | { |
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113 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
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114 | } |
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115 | } |
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116 | /* other_arch is already checked for in the loader */ |
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117 | } |
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118 | } |
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119 | |
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120 | i = 0; |
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121 | while (spell_mapping[i]) |
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122 | { |
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123 | if (!archetype::find (spell_mapping[i])) |
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124 | { |
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125 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
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126 | } |
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127 | i++; |
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128 | } |
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129 | LOG (llevDebug, "Checking spells completed.\n"); |
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130 | #endif |
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131 | } |
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132 | |
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133 | /* Dumps all the spells - now also dumps skill associated with the spell. |
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134 | * not sure what this would be used for, as the data seems pretty |
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135 | * minimal, but easy enough to keep around. |
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136 | */ |
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137 | void |
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138 | dump_spells (void) |
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139 | { |
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140 | archetype *at; |
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141 | |
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142 | for (at = first_archetype; at; at = at->next) |
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143 | { |
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144 | if (at->clone.type == SPELL) |
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145 | { |
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146 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
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147 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
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148 | } |
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149 | } |
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150 | } |
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151 | |
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152 | /* pretty basic function - basically just takes |
82 | /* pretty basic function - basically just takes |
153 | * 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 |
154 | */ |
84 | */ |
155 | void |
85 | void |
156 | 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) |
… | |
… | |
170 | * Returns modified level. |
100 | * Returns modified level. |
171 | */ |
101 | */ |
172 | int |
102 | int |
173 | min_casting_level (object *caster, object *spell) |
103 | min_casting_level (object *caster, object *spell) |
174 | { |
104 | { |
175 | int new_level; |
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176 | |
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177 | if (caster->path_denied & spell->path_attuned) |
105 | if (caster->path_denied & spell->path_attuned) |
178 | return 1; |
106 | return 1; |
179 | |
107 | |
180 | new_level = spell->level |
108 | int new_level = spell->level |
181 | + (caster->path_repelled & spell->path_attuned ? +2 : 0) |
109 | + (caster->path_repelled & spell->path_attuned ? +8 : 0) |
182 | + (caster->path_attuned & spell->path_attuned ? -2 : 0); |
110 | + (caster->path_attuned & spell->path_attuned ? -8 : 0); |
183 | |
111 | |
184 | return max (1, new_level); |
112 | return max (1, new_level); |
185 | } |
113 | } |
186 | |
114 | |
187 | /* This function returns the effective level the spell |
115 | /* This function returns the effective level the spell |
188 | * is being cast at. |
116 | * is being cast at. |
189 | * 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. |
190 | * This is because the new code compares casting_level against |
118 | * This is because the new code compares casting_level against |
191 | * min_caster_level, so the difference is effectively 4 |
119 | * min_caster_level, so the difference is effectively 4 |
192 | */ |
120 | */ |
193 | |
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194 | int |
121 | int |
195 | caster_level (object *caster, object *spell) |
122 | caster_level (object *caster, object *spell) |
196 | { |
123 | { |
197 | int level = caster->level; |
124 | int level = caster->level; |
198 | |
125 | |
199 | /* 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. */ |
200 | if (caster->type == PLAYER && spell->skill) |
127 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
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128 | { |
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129 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
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130 | int sk_level = skill ? skill->level : 1; |
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131 | |
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132 | level = min (level, sk_level + level / 10 + 1); |
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133 | } |
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134 | else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ |
201 | for (int i = 0; i < NUM_SKILLS; i++) |
135 | for (int i = 0; i < NUM_SKILLS; i++) |
202 | 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) |
203 | { |
137 | { |
204 | level = caster->contr->last_skill_ob[i]->level; |
138 | level = caster->contr->last_skill_ob[i]->level; |
205 | break; |
139 | break; |
206 | } |
140 | } |
207 | |
141 | |
208 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
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209 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
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210 | { |
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211 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
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212 | int sk_level = skill ? skill->level : 1; |
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213 | |
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214 | level = MIN (level, sk_level + level / 10 + 1); |
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215 | } |
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216 | |
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217 | /* Got valid caster level. Now adjust for attunement */ |
142 | /* Got valid caster level. Now adjust for attunement */ |
218 | level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); |
143 | level += caster->path_repelled & spell->path_attuned ? -8 : 0; |
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144 | level += caster->path_attuned & spell->path_attuned ? +8 : 0; |
219 | |
145 | |
220 | /* 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 |
221 | * errors in various places. |
147 | * errors in various places. |
222 | */ |
148 | */ |
223 | if (level < 1) |
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224 | level = 1; |
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225 | |
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226 | return level; |
149 | return max (level, 1); |
227 | } |
150 | } |
228 | |
151 | |
229 | /* The following function scales the spellpoint cost of |
152 | /* The following function scales the spellpoint cost of |
230 | * a spell by it's increased effectiveness. Some of the |
153 | * a spell by it's increased effectiveness. Some of the |
231 | * lower level spells become incredibly vicious at high |
154 | * lower level spells become incredibly vicious at high |
… | |
… | |
270 | else |
193 | else |
271 | { |
194 | { |
272 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
195 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
273 | if (spell->stats.sp && !sp) |
196 | if (spell->stats.sp && !sp) |
274 | sp = 1; |
197 | sp = 1; |
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198 | |
275 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
199 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
276 | if (spell->stats.grace && !grace) |
200 | if (spell->stats.grace && !grace) |
277 | grace = 1; |
201 | grace = 1; |
278 | } |
202 | } |
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203 | |
279 | if (flags == SPELL_HIGHEST) |
204 | if (flags == SPELL_HIGHEST) |
280 | return MAX (sp, grace); |
205 | return MAX (sp, grace); |
281 | else if (flags == SPELL_GRACE) |
206 | else if (flags == SPELL_GRACE) |
282 | return grace; |
207 | return grace; |
283 | else if (flags == SPELL_MANA) |
208 | else if (flags == SPELL_MANA) |
… | |
… | |
287 | 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); |
288 | return 0; |
213 | return 0; |
289 | } |
214 | } |
290 | } |
215 | } |
291 | |
216 | |
292 | |
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293 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
217 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
294 | * spob is the spell we are adjusting. |
218 | * spob is the spell we are adjusting. |
295 | */ |
219 | */ |
296 | int |
220 | int |
297 | SP_level_dam_adjust (object *caster, object *spob) |
221 | SP_level_dam_adjust (object *caster, object *spob) |
298 | { |
222 | { |
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223 | if (!spob->dam_modifier) |
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224 | return 0; |
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225 | |
299 | int level = caster_level (caster, spob); |
226 | int level = caster_level (caster, spob); |
300 | int adj = level - min_casting_level (caster, spob); |
227 | return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; |
301 | |
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302 | if (adj < 0) |
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303 | adj = 0; |
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304 | if (spob->dam_modifier) |
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305 | adj /= spob->dam_modifier; |
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306 | else |
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307 | adj = 0; |
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308 | return adj; |
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309 | } |
228 | } |
310 | |
229 | |
311 | /* Adjust the strength of the spell based on level. |
230 | /* Adjust the strength of the spell based on level. |
312 | * This is basically the same as SP_level_dam_adjust above, |
231 | * This is basically the same as SP_level_dam_adjust above, |
313 | * but instead looks at the level_modifier value. |
232 | * but instead looks at the level_modifier value. |
314 | */ |
233 | */ |
315 | int |
234 | int |
316 | SP_level_duration_adjust (object *caster, object *spob) |
235 | SP_level_duration_adjust (object *caster, object *spob) |
317 | { |
236 | { |
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237 | if (!spob->duration_modifier) |
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238 | return 0; |
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239 | |
318 | int level = caster_level (caster, spob); |
240 | int level = caster_level (caster, spob); |
319 | int adj = level - min_casting_level (caster, spob); |
241 | return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; |
320 | |
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321 | if (adj < 0) |
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322 | adj = 0; |
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323 | if (spob->duration_modifier) |
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324 | adj /= spob->duration_modifier; |
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325 | else |
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326 | adj = 0; |
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327 | |
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328 | return adj; |
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329 | } |
242 | } |
330 | |
243 | |
331 | /* Adjust the strength of the spell based on level. |
244 | /* Adjust the strength of the spell based on level. |
332 | * This is basically the same as SP_level_dam_adjust above, |
245 | * This is basically the same as SP_level_dam_adjust above, |
333 | * but instead looks at the level_modifier value. |
246 | * but instead looks at the level_modifier value. |
334 | */ |
247 | */ |
335 | int |
248 | int |
336 | SP_level_range_adjust (object *caster, object *spob) |
249 | SP_level_range_adjust (object *caster, object *spob) |
337 | { |
250 | { |
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251 | if (!spob->range_modifier) |
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252 | return 0; |
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253 | |
338 | int level = caster_level (caster, spob); |
254 | int level = caster_level (caster, spob); |
339 | int adj = level - min_casting_level (caster, spob); |
255 | return (level - min_casting_level (caster, spob)) / spob->range_modifier; |
340 | |
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341 | if (adj < 0) |
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342 | adj = 0; |
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343 | if (spob->range_modifier) |
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344 | adj /= spob->range_modifier; |
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345 | else |
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346 | adj = 0; |
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347 | |
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348 | return adj; |
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349 | } |
256 | } |
350 | |
257 | |
351 | /* 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 |
352 | * as an existing spell, we presume they know it. |
259 | * as an existing spell, we presume they know it. |
353 | * 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. |
… | |
… | |
462 | 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."); |
463 | 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."); |
464 | dir = 0; |
371 | dir = 0; |
465 | } |
372 | } |
466 | |
373 | |
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374 | SET_FLAG (new_op, FLAG_IDENTIFIED); |
467 | op->map->insert (new_op, |
375 | op->map->insert (new_op, |
468 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
376 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
469 | op, |
377 | op, |
470 | dir ? 0 : INS_BELOW_ORIGINATOR); |
378 | dir ? 0 : INS_BELOW_ORIGINATOR); |
471 | |
379 | |
… | |
… | |
478 | * has the AT_MAGIC bit set, and there is a counterwall |
386 | * has the AT_MAGIC bit set, and there is a counterwall |
479 | * 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 |
480 | * 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. |
481 | * |
389 | * |
482 | */ |
390 | */ |
483 | |
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484 | int |
391 | int |
485 | 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) |
486 | { |
393 | { |
487 | object *tmp; |
394 | if (!xy_normalise (m, x, y)) |
488 | int mflags; |
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489 | maptile *mp; |
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490 | |
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491 | mp = m; |
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492 | mflags = get_map_flags (m, &mp, x, y, &x, &y); |
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493 | |
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494 | if (mflags & P_OUT_OF_MAP) |
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495 | return 0; |
395 | return 0; |
496 | |
396 | |
497 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) |
397 | mapspace &ms = m->at (x, y); |
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398 | |
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399 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
498 | return 0; |
400 | return 0; |
499 | |
401 | |
500 | for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) |
402 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
501 | { |
403 | { |
502 | /* If there is a counterspell on the space, and this |
404 | /* If there is a counterspell on the space, and this |
503 | * object is using magic, don't progress. I believe we could |
405 | * object is using magic, don't progress. I believe we could |
504 | * 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 |
505 | * 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 |
506 | * 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 |
507 | * 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 |
508 | * 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 |
509 | * spell to actually hit the counterwall and be sucked up. |
411 | * spell to actually hit the counterwall and be sucked up. |
510 | */ |
412 | */ |
511 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
413 | if ((tmp->attacktype & AT_COUNTERSPELL) |
512 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
414 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
513 | (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) |
415 | && (tmp->type != PLAYER) |
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416 | && (tmp->type != WEAPON) |
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417 | && (tmp->type != BOW) |
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418 | && (tmp->type != ARROW) |
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419 | && (tmp->type != GOLEM) |
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420 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
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421 | // we special case floor here because there |
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422 | // are sometimes spell effect floors |
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423 | // which are used to inflict damage |
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424 | // (and those shouldn't go away from |
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425 | // sanctuary) see also: permanent lava |
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426 | && (immune_stop & AT_MAGIC)) |
514 | return 0; |
427 | return 0; |
515 | |
428 | |
516 | /* This is to prevent 'out of control' spells. Basically, this |
429 | /* This is to prevent 'out of control' spells. Basically, this |
517 | * limits one spell effect per space per spell. This is definately |
430 | * limits one spell effect per space per spell. This is definately |
518 | * needed for performance reasons, and just for playability I believe. |
431 | * needed for performance reasons, and just for playability I believe. |
… | |
… | |
525 | /* |
438 | /* |
526 | * Combine similar spell effects into one spell effect. Needed for |
439 | * Combine similar spell effects into one spell effect. Needed for |
527 | * performance reasons with meteor swarm and the like, but also for |
440 | * performance reasons with meteor swarm and the like, but also for |
528 | * playability reasons. |
441 | * playability reasons. |
529 | */ |
442 | */ |
530 | if (tmp->arch == op->arch |
443 | if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
531 | && tmp->type == op->type |
444 | && tmp->type == op->type |
532 | && tmp->subtype == op->subtype |
445 | && tmp->subtype == op->subtype |
|
|
446 | && tmp->owner == op->owner |
533 | && 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))) |
534 | { |
448 | { |
535 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
449 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
536 | tmp->range = MAX (tmp->range, op->range); |
450 | tmp->range = MAX (tmp->range, op->range); |
537 | tmp->duration = MAX (tmp->duration, op->duration); |
451 | tmp->duration = MAX (tmp->duration, op->duration); |
538 | return 0; |
452 | return 0; |
… | |
… | |
540 | |
454 | |
541 | /* 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 |
542 | * ground to prevent it from moving along? |
456 | * ground to prevent it from moving along? |
543 | */ |
457 | */ |
544 | } |
458 | } |
|
|
459 | |
545 | /* If it passes the above tests, it must be OK */ |
460 | /* If it passes the above tests, it must be OK */ |
546 | return 1; |
461 | return 1; |
547 | } |
462 | } |
548 | |
463 | |
549 | /* fire_arch_from_position: fires an archetype. |
464 | /* fire_arch_from_position: fires an archetype. |
… | |
… | |
554 | * dir: direction to fire in. |
469 | * dir: direction to fire in. |
555 | * 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 |
556 | * to fire. |
471 | * to fire. |
557 | * returns 0 on failure, 1 on success. |
472 | * returns 0 on failure, 1 on success. |
558 | */ |
473 | */ |
559 | |
|
|
560 | int |
474 | int |
561 | 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) |
562 | { |
476 | { |
563 | object *tmp; |
477 | object *tmp; |
564 | int mflags; |
478 | int mflags; |
… | |
… | |
624 | ****************************************************************************/ |
538 | ****************************************************************************/ |
625 | void |
539 | void |
626 | regenerate_rod (object *rod) |
540 | regenerate_rod (object *rod) |
627 | { |
541 | { |
628 | if (rod->stats.hp < rod->stats.maxhp) |
542 | if (rod->stats.hp < rod->stats.maxhp) |
629 | { |
543 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
630 | rod->stats.hp += 1 + rod->stats.maxhp / 10; |
|
|
631 | |
|
|
632 | if (rod->stats.hp > rod->stats.maxhp) |
|
|
633 | rod->stats.hp = rod->stats.maxhp; |
|
|
634 | } |
|
|
635 | } |
544 | } |
636 | |
|
|
637 | |
545 | |
638 | void |
546 | void |
639 | drain_rod_charge (object *rod) |
547 | drain_rod_charge (object *rod) |
640 | { |
548 | { |
641 | 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); |
642 | } |
550 | } |
643 | |
|
|
644 | |
|
|
645 | |
|
|
646 | |
551 | |
647 | /* this function is commonly used to find a friendly target for |
552 | /* this function is commonly used to find a friendly target for |
648 | * spells such as heal or protection or armour |
553 | * spells such as heal or protection or armour |
649 | * 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), |
650 | * 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 |
651 | * NULL if no good object. |
556 | * NULL if no good object. |
652 | */ |
557 | */ |
653 | |
|
|
654 | object * |
558 | object * |
655 | find_target_for_friendly_spell (object *op, int dir) |
559 | find_target_for_friendly_spell (object *op, int dir) |
656 | { |
560 | { |
657 | object *tmp; |
561 | object *tmp; |
658 | maptile *m; |
|
|
659 | sint16 x, y; |
|
|
660 | int mflags; |
|
|
661 | |
562 | |
662 | /* 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, |
663 | * we then make the owner of this object the target. |
564 | * we then make the owner of this object the target. |
664 | * The owner could very well be no where near op. |
565 | * The owner could very well be no where near op. |
665 | */ |
566 | */ |
… | |
… | |
672 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
573 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
673 | tmp = op; |
574 | tmp = op; |
674 | } |
575 | } |
675 | else |
576 | else |
676 | { |
577 | { |
677 | m = op->map; |
578 | maptile *m = op->map; |
678 | x = op->x + freearr_x[dir]; |
579 | sint16 x = op->x + freearr_x[dir]; |
679 | y = op->y + freearr_y[dir]; |
580 | sint16 y = op->y + freearr_y[dir]; |
680 | |
|
|
681 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
682 | |
|
|
683 | if (mflags & P_OUT_OF_MAP) |
|
|
684 | tmp = 0; |
|
|
685 | else |
581 | |
|
|
582 | tmp = xy_normalise (m, x, y) |
686 | tmp = m->at (x, y).player (); |
583 | ? m->at (x, y).player () |
|
|
584 | : 0; |
687 | } |
585 | } |
688 | |
586 | |
689 | /* 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 */ |
690 | if (!tmp) |
588 | if (!tmp) |
691 | tmp = op->ms ().player (); |
589 | tmp = op->ms ().player (); |
… | |
… | |
741 | return freedir[i]; |
639 | return freedir[i]; |
742 | } |
640 | } |
743 | return -1; /* flag for "keep going the way you were" */ |
641 | return -1; /* flag for "keep going the way you were" */ |
744 | } |
642 | } |
745 | |
643 | |
746 | |
|
|
747 | |
|
|
748 | /* put_a_monster: puts a monster named monstername near by |
644 | /* put_a_monster: puts a monster named monstername near by |
749 | * op. This creates the treasures for the monsters, and |
645 | * op. This creates the treasures for the monsters, and |
750 | * also deals with multipart monsters properly. |
646 | * also deals with multipart monsters properly. |
751 | */ |
647 | */ |
752 | |
|
|
753 | void |
648 | void |
754 | put_a_monster (object *op, const char *monstername) |
649 | put_a_monster (object *op, const char *monstername) |
755 | { |
650 | { |
756 | object *tmp, *head = NULL, *prev = NULL; |
651 | object *tmp, *head = NULL, *prev = NULL; |
757 | archetype *at; |
652 | archetype *at; |
… | |
… | |
764 | |
659 | |
765 | /* find a free square nearby |
660 | /* find a free square nearby |
766 | * first we check the closest square for free squares |
661 | * first we check the closest square for free squares |
767 | */ |
662 | */ |
768 | |
663 | |
769 | 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); |
770 | if (dir != -1) |
665 | if (dir != -1) |
771 | { |
666 | { |
772 | /* This is basically grabbed for generate monster. Fixed 971225 to |
667 | /* This is basically grabbed for generate monster. Fixed 971225 to |
773 | * insert multipart monsters properly |
668 | * insert multipart monsters properly |
774 | */ |
669 | */ |
|
|
670 | //TODO: use expand_tail + ... |
775 | while (at != NULL) |
671 | while (at != NULL) |
776 | { |
672 | { |
777 | tmp = arch_to_object (at); |
673 | tmp = arch_to_object (at); |
778 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
674 | tmp->x = op->x + freearr_x[dir] + at->x; |
779 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
675 | tmp->y = op->y + freearr_y[dir] + at->y; |
780 | tmp->map = op->map; |
676 | tmp->map = op->map; |
781 | if (head) |
677 | if (head) |
782 | { |
678 | { |
783 | tmp->head = head; |
679 | tmp->head = head; |
784 | prev->more = tmp; |
680 | prev->more = tmp; |
785 | } |
681 | } |
|
|
682 | |
786 | if (!head) |
683 | if (!head) |
787 | head = tmp; |
684 | head = tmp; |
|
|
685 | |
788 | prev = tmp; |
686 | prev = tmp; |
|
|
687 | |
789 | at = at->more; |
688 | at = (archetype *)at->more; |
790 | } |
689 | } |
791 | |
690 | |
792 | if (head->randomitems) |
691 | if (head->randomitems) |
793 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
692 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
794 | |
693 | |
795 | insert_ob_in_map (head, op->map, op, 0); |
694 | insert_ob_in_map (head, op->map, op, 0); |
796 | |
695 | |
797 | /* thought it'd be cool to insert a burnout, too. */ |
696 | /* thought it'd be cool to insert a burnout, too. */ |
798 | op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
697 | op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
799 | } |
698 | } |
800 | } |
699 | } |
801 | |
700 | |
802 | /* peterm: function which summons hostile monsters and |
701 | /* peterm: function which summons hostile monsters and |
803 | * places them in nearby squares. |
702 | * places them in nearby squares. |
… | |
… | |
830 | { |
729 | { |
831 | int attacktype; |
730 | int attacktype; |
832 | int face; |
731 | int face; |
833 | } ATTACKS[22] = |
732 | } ATTACKS[22] = |
834 | { |
733 | { |
835 | { |
|
|
836 | AT_PHYSICAL, 0}, |
734 | { AT_PHYSICAL, 0}, |
837 | { |
|
|
838 | AT_PHYSICAL, 0}, /*face = explosion */ |
735 | { AT_PHYSICAL, 0}, /*face = explosion */ |
839 | { |
|
|
840 | AT_PHYSICAL, 0}, |
736 | { AT_PHYSICAL, 0}, |
841 | { |
|
|
842 | AT_MAGIC, 1}, |
737 | { AT_MAGIC, 1}, |
843 | { |
|
|
844 | AT_MAGIC, 1}, /* face = last-burnout */ |
738 | { AT_MAGIC, 1}, /* face = last-burnout */ |
845 | { |
|
|
846 | AT_MAGIC, 1}, |
739 | { AT_MAGIC, 1}, |
847 | { |
|
|
848 | AT_FIRE, 2}, |
740 | { AT_FIRE, 2}, |
849 | { |
|
|
850 | AT_FIRE, 2}, /* face = fire.... */ |
741 | { AT_FIRE, 2}, /* face = fire.... */ |
851 | { |
|
|
852 | AT_FIRE, 2}, |
742 | { AT_FIRE, 2}, |
853 | { |
|
|
854 | AT_ELECTRICITY, 3}, |
743 | { AT_ELECTRICITY, 3}, |
855 | { |
|
|
856 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
744 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
857 | { |
|
|
858 | AT_ELECTRICITY, 3}, |
745 | { AT_ELECTRICITY, 3}, |
859 | { |
|
|
860 | AT_COLD, 4}, |
746 | { AT_COLD, 4}, |
861 | { |
|
|
862 | AT_COLD, 4}, /* face=icestorm */ |
747 | { AT_COLD, 4}, /* face=icestorm */ |
863 | { |
|
|
864 | AT_COLD, 4}, |
748 | { AT_COLD, 4}, |
865 | { |
|
|
866 | AT_CONFUSION, 5}, |
749 | { AT_CONFUSION, 5}, |
867 | { |
|
|
868 | AT_POISON, 7}, |
750 | { AT_POISON, 7}, |
869 | { |
|
|
870 | AT_POISON, 7}, /* face = acid sphere. generator */ |
751 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
871 | { |
|
|
872 | AT_POISON, 7}, /* poisoncloud face */ |
752 | { AT_POISON, 7}, /* poisoncloud face */ |
873 | { |
|
|
874 | AT_SLOW, 8}, |
753 | { AT_SLOW, 8}, |
875 | { |
|
|
876 | AT_PARALYZE, 9}, |
754 | { AT_PARALYZE, 9}, |
877 | { |
|
|
878 | AT_FEAR, 10}}; |
755 | { AT_FEAR, 10}, |
879 | |
756 | }; |
880 | |
|
|
881 | |
757 | |
882 | /* shuffle_attack: peterm |
758 | /* shuffle_attack: peterm |
883 | * This routine shuffles the attack of op to one of the |
759 | * This routine shuffles the attack of op to one of the |
884 | * ones in the list. It does this at random. It also |
760 | * ones in the list. It does this at random. It also |
885 | * chooses a face appropriate to the attack that is |
761 | * chooses a face appropriate to the attack that is |
… | |
… | |
1023 | |
899 | |
1024 | int |
900 | int |
1025 | 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) |
1026 | { |
902 | { |
1027 | int success; |
903 | int success; |
1028 | player *pl; |
|
|
1029 | object *spell; |
904 | object *spell; |
1030 | |
905 | |
1031 | if (!spell_ob->other_arch) |
906 | if (!spell_ob->other_arch) |
1032 | { |
907 | { |
1033 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
908 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
1034 | return 0; |
909 | return 0; |
1035 | } |
910 | } |
|
|
911 | |
1036 | spell = arch_to_object (spell_ob->other_arch); |
912 | spell = arch_to_object (spell_ob->other_arch); |
1037 | |
913 | |
1038 | /* Always cast spell on caster */ |
914 | /* Always cast spell on caster */ |
1039 | success = cast_spell (op, caster, dir, spell, stringarg); |
915 | success = cast_spell (op, caster, dir, spell, stringarg); |
1040 | |
916 | |
1041 | if (caster->contr->party == NULL) |
917 | if (caster->contr->party == NULL) |
1042 | { |
918 | { |
1043 | spell->remove (); |
919 | spell->remove (); |
1044 | return success; |
920 | return success; |
1045 | } |
921 | } |
|
|
922 | |
1046 | for_all_players (pl) |
923 | for_all_players (pl) |
1047 | 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))) |
1048 | { |
|
|
1049 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
925 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
1050 | } |
926 | |
1051 | spell->remove (); |
927 | spell->remove (); |
1052 | return success; |
928 | return success; |
1053 | } |
929 | } |
1054 | |
930 | |
1055 | /* This is where the main dispatch when someone casts a spell. |
931 | /* This is where the main dispatch when someone casts a spell. |
… | |
… | |
1077 | * |
953 | * |
1078 | * 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), |
1079 | * this function will decrease the mana/grace appropriately. For other |
955 | * this function will decrease the mana/grace appropriately. For other |
1080 | * objects, the caller should do what it considers appropriate. |
956 | * objects, the caller should do what it considers appropriate. |
1081 | */ |
957 | */ |
1082 | |
|
|
1083 | int |
958 | int |
1084 | 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) |
1085 | { |
960 | { |
1086 | const char *godname; |
961 | const char *godname; |
1087 | int success = 0, mflags, cast_level = 0, old_shoottype; |
962 | int success = 0, cast_level = 0; |
1088 | object *skill = NULL; |
963 | object *skill = NULL; |
1089 | |
|
|
1090 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
|
|
1091 | |
964 | |
1092 | if (!spell_ob) |
965 | if (!spell_ob) |
1093 | { |
966 | { |
1094 | LOG (llevError, "cast_spell: null spell object passed\n"); |
967 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1095 | return 0; |
968 | return 0; |
… | |
… | |
1124 | * at least process that code. |
997 | * at least process that code. |
1125 | */ |
998 | */ |
1126 | if (op->type == PLAYER && op == caster) |
999 | if (op->type == PLAYER && op == caster) |
1127 | { |
1000 | { |
1128 | cast_level = caster_level (caster, spell_ob); |
1001 | cast_level = caster_level (caster, spell_ob); |
|
|
1002 | |
1129 | if (spell_ob->skill) |
1003 | if (spell_ob->skill) |
1130 | { |
1004 | { |
1131 | skill = find_skill_by_name (op, spell_ob->skill); |
1005 | skill = find_skill_by_name (op, spell_ob->skill); |
|
|
1006 | |
1132 | if (!skill) |
1007 | if (!skill) |
1133 | { |
1008 | { |
1134 | 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)); |
1135 | return 0; |
1013 | return 0; |
1136 | } |
1014 | } |
|
|
1015 | |
|
|
1016 | int casting_level = min_casting_level (op, spell_ob); |
|
|
1017 | |
1137 | 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)) |
1138 | { |
1019 | { |
1139 | 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)); |
1140 | return 0; |
1023 | return 0; |
1141 | } |
1024 | } |
1142 | } |
1025 | } |
|
|
1026 | |
1143 | /* 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 |
1144 | * to have sufficient grace/mana. |
1028 | * to have sufficient grace/mana. |
1145 | */ |
1029 | */ |
1146 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1030 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1147 | { |
1031 | { |
1148 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1032 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1149 | 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) |
1150 | { |
1034 | { |
1151 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1035 | op->failmsg ("You don't have enough mana!"); |
1152 | return 0; |
1036 | return 0; |
1153 | } |
1037 | } |
1154 | |
1038 | |
1155 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1039 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1156 | 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) |
1157 | { |
1041 | { |
1158 | 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 - |
1159 | 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) |
1160 | { |
|
|
1161 | 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)); |
1162 | } |
|
|
1163 | else |
1045 | else |
1164 | { |
1046 | { |
1165 | 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); |
1166 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1048 | op->failmsg (format ("%s ignores your prayer.", godname)); |
1167 | return 0; |
1049 | return 0; |
1168 | } |
1050 | } |
1169 | } |
1051 | } |
1170 | |
1052 | |
1171 | /* player/monster is trying to cast the spell. might fumble it */ |
1053 | /* player/monster is trying to cast the spell. might fumble it */ |
1172 | 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) < |
1173 | (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])) |
1174 | { |
1056 | { |
1175 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1057 | op->contr->play_sound (sound_find ("fumble_spell")); |
1176 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1058 | op->failmsg ("You fumble the prayer."); |
1177 | if (settings.casting_time == TRUE) |
1059 | |
1178 | { |
|
|
1179 | op->casting_time = -1; |
|
|
1180 | } |
|
|
1181 | 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); |
1182 | return 0; |
1061 | return 0; |
1183 | } |
1062 | } |
1184 | else if (spell_ob->stats.sp) |
1063 | else if (spell_ob->stats.sp) |
1185 | { |
1064 | { |
1186 | 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; |
1187 | |
1066 | |
1188 | if (failure < 0) |
1067 | if (failure < 0) |
1189 | { |
1068 | { |
1190 | 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."); |
1191 | if (settings.spell_failure_effects == TRUE) |
1070 | if (settings.spell_failure_effects == TRUE) |
1192 | 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); |
1193 | op->contr->shoottype = (rangetype) old_shoottype; |
1072 | |
1194 | 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); |
1195 | return 0; |
1074 | return 0; |
1196 | } |
1075 | } |
1197 | } |
1076 | } |
1198 | } |
1077 | } |
1199 | } |
1078 | } |
1200 | |
1079 | |
1201 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1080 | int mflags = op->ms ().flags (); |
1202 | |
1081 | |
1203 | /* 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 |
1204 | * not alive, then this would mean that the mapmaker put the |
1083 | * not alive, then this would mean that the mapmaker put the |
1205 | * objects on the space - presume that they know what they are |
1084 | * objects on the space - presume that they know what they are |
1206 | * doing. |
1085 | * doing. |
1207 | */ |
1086 | */ |
1208 | |
1087 | |
1209 | 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 :-)! |
1210 | { |
1089 | { |
1211 | 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!"); |
1212 | return 0; |
1091 | return 0; |
1213 | } |
1092 | } |
1214 | |
1093 | |
1215 | if ((spell_ob->type == SPELL) |
1094 | if ((spell_ob->type == SPELL) |
1216 | && (caster->type != POTION) |
1095 | && (caster->type != POTION) |
… | |
… | |
1221 | { |
1100 | { |
1222 | if (op->type != PLAYER) |
1101 | if (op->type != PLAYER) |
1223 | return 0; |
1102 | return 0; |
1224 | |
1103 | |
1225 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1104 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1226 | 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)); |
1227 | else |
1106 | else if (object *item = op->contr->ranged_ob) |
1228 | switch (op->contr->shoottype) |
|
|
1229 | { |
1107 | { |
1230 | case range_magic: |
1108 | if (item->type == SPELL) |
1231 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1109 | op->failmsg ("Something blocks your spellcasting."); |
1232 | break; |
1110 | else if (item->type == SCROLL) |
1233 | case range_misc: |
1111 | op->failmsg ("Something blocks the magic of your scroll."); |
1234 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1235 | break; |
|
|
1236 | case range_golem: |
|
|
1237 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
|
|
1238 | break; |
|
|
1239 | default: |
|
|
1240 | break; |
|
|
1241 | } |
|
|
1242 | return 0; |
|
|
1243 | } |
|
|
1244 | |
|
|
1245 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
|
|
1246 | { |
|
|
1247 | if (op->casting_time == -1) |
|
|
1248 | { /* begin the casting */ |
|
|
1249 | op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
|
|
1250 | op->spell = spell_ob; |
|
|
1251 | /* put the stringarg into the object struct so that when the |
|
|
1252 | * spell is actually cast, it knows about the stringarg. |
|
|
1253 | * necessary for the invoke command spells. |
|
|
1254 | */ |
|
|
1255 | if (stringarg) |
|
|
1256 | { |
|
|
1257 | op->spellarg = strdup (stringarg); |
|
|
1258 | } |
|
|
1259 | else |
1112 | else |
1260 | op->spellarg = NULL; |
1113 | op->failmsg ("Something blocks the magic of your item."); |
1261 | return 0; |
|
|
1262 | } |
|
|
1263 | else if (op->casting_time != 0) |
|
|
1264 | { |
|
|
1265 | if (op->type == PLAYER) |
|
|
1266 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
|
|
1267 | return 0; |
|
|
1268 | } |
1114 | } |
1269 | else |
1115 | else |
1270 | { /* casting_time == 0 */ |
1116 | op->failmsg ("Something blocks the spell!"); |
1271 | op->casting_time = -1; |
1117 | |
1272 | spell_ob = op->spell; |
1118 | return 0; |
1273 | stringarg = op->spellarg; |
|
|
1274 | } |
|
|
1275 | } |
|
|
1276 | else |
|
|
1277 | { |
1119 | } |
|
|
1120 | |
1278 | /* Take into account how long it takes to cast the spell. |
1121 | /* Take into account how long it takes to cast the spell. |
1279 | * 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 |
1280 | * the spell object. If it is a spell object, have it |
1123 | * the spell object. If it is a spell object, have it |
1281 | * take two ticks. Things that cast spells on the players |
1124 | * take two ticks. Things that cast spells on the players |
1282 | * behalf (eg, altars, and whatever else) shouldn't cost |
1125 | * behalf (eg, altars, and whatever else) shouldn't cost |
1283 | * the player any time. |
1126 | * the player any time. |
1284 | * 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 |
1285 | */ |
1134 | */ |
1286 | if (caster == op && caster->type != FIREWALL) |
|
|
1287 | { |
|
|
1288 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1289 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1290 | * put a lower limit so that the player isn't stuck here too long |
|
|
1291 | */ |
|
|
1292 | 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)) |
1293 | 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); |
1294 | } |
1137 | } |
1295 | 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) |
1296 | { |
|
|
1297 | op->speed_left -= 2 * FABS (op->speed); |
1139 | op->speed_left -= 2 * FABS (op->speed); |
1298 | } |
|
|
1299 | } |
|
|
1300 | |
1140 | |
1301 | if (op->type == PLAYER && op == caster) |
1141 | if (op->type == PLAYER && op == caster) |
1302 | { |
1142 | { |
1303 | 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); |
1304 | 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); |
… | |
… | |
1311 | if (op != caster && !skill && caster->skill) |
1151 | if (op != caster && !skill && caster->skill) |
1312 | { |
1152 | { |
1313 | skill = find_skill_by_name (op, caster->skill); |
1153 | skill = find_skill_by_name (op, caster->skill); |
1314 | if (!skill) |
1154 | if (!skill) |
1315 | { |
1155 | { |
1316 | 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))); |
1317 | return 0; |
1157 | return 0; |
1318 | } |
1158 | } |
|
|
1159 | |
1319 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
1160 | op->change_skill (skill); /* needed for proper exp credit */ |
1320 | } |
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); |
1321 | |
1165 | |
1322 | switch (spell_ob->subtype) |
1166 | switch (spell_ob->subtype) |
1323 | { |
1167 | { |
1324 | /* 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 |
1325 | * in in spells.h. |
1169 | * in in spells.h. |
1326 | */ |
1170 | */ |
1327 | case SP_RAISE_DEAD: |
1171 | case SP_RAISE_DEAD: |
1328 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1172 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1329 | break; |
1173 | break; |
1330 | |
1174 | |
1331 | case SP_RUNE: |
1175 | case SP_RUNE: |
… | |
… | |
1364 | 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); |
1365 | break; |
1209 | break; |
1366 | |
1210 | |
1367 | case SP_SUMMON_GOLEM: |
1211 | case SP_SUMMON_GOLEM: |
1368 | success = summon_golem (op, caster, dir, spell_ob); |
1212 | success = summon_golem (op, caster, dir, spell_ob); |
1369 | old_shoottype = range_golem; |
|
|
1370 | break; |
1213 | break; |
1371 | |
1214 | |
1372 | case SP_DIMENSION_DOOR: |
1215 | case SP_DIMENSION_DOOR: |
1373 | /* dimension door needs the actual caster, because that is what is |
1216 | /* dimension door needs the actual caster, because that is what is |
1374 | * moved. |
1217 | * moved. |
… | |
… | |
1447 | #ifdef NO_POLYMORPH |
1290 | #ifdef NO_POLYMORPH |
1448 | /* 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 |
1449 | * 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 |
1450 | * it was disabled), they get some feedback. |
1293 | * it was disabled), they get some feedback. |
1451 | */ |
1294 | */ |
1452 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1295 | op->failmsg ("The spell fizzles!"); |
1453 | success = 0; |
1296 | success = 0; |
1454 | #else |
1297 | #else |
1455 | success = cast_polymorph (op, caster, spell_ob, dir); |
1298 | success = cast_polymorph (op, caster, spell_ob, dir); |
1456 | #endif |
1299 | #endif |
1457 | break; |
1300 | break; |
… | |
… | |
1477 | break; |
1320 | break; |
1478 | |
1321 | |
1479 | case SP_MOVING_BALL: |
1322 | case SP_MOVING_BALL: |
1480 | 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) |
1481 | { |
1324 | { |
1482 | 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)); |
1483 | success = 0; |
1326 | success = 0; |
1484 | } |
1327 | } |
1485 | else |
1328 | else |
1486 | 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); |
1487 | break; |
1330 | break; |
… | |
… | |
1507 | success = cast_consecrate (op, caster, spell_ob); |
1350 | success = cast_consecrate (op, caster, spell_ob); |
1508 | break; |
1351 | break; |
1509 | |
1352 | |
1510 | case SP_ANIMATE_WEAPON: |
1353 | case SP_ANIMATE_WEAPON: |
1511 | success = animate_weapon (op, caster, spell_ob, dir); |
1354 | success = animate_weapon (op, caster, spell_ob, dir); |
1512 | old_shoottype = range_golem; |
|
|
1513 | break; |
1355 | break; |
1514 | |
1356 | |
1515 | case SP_LIGHT: |
1357 | case SP_LIGHT: |
1516 | success = cast_light (op, caster, spell_ob, dir); |
1358 | success = cast_light (op, caster, spell_ob, dir); |
1517 | break; |
1359 | break; |
… | |
… | |
1530 | |
1372 | |
1531 | case SP_AURA: |
1373 | case SP_AURA: |
1532 | success = create_aura (op, caster, spell_ob); |
1374 | success = create_aura (op, caster, spell_ob); |
1533 | break; |
1375 | break; |
1534 | |
1376 | |
1535 | case SP_TOWN_PORTAL: |
|
|
1536 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1537 | break; |
|
|
1538 | |
|
|
1539 | case SP_PARTY_SPELL: |
1377 | case SP_PARTY_SPELL: |
1540 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1378 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1541 | break; |
1379 | break; |
1542 | |
1380 | |
1543 | default: |
1381 | default: |
1544 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1545 | 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); |
1546 | } |
|
|
1547 | |
|
|
1548 | /* FIXME - we need some better sound suppport */ |
|
|
1549 | // yes, for example, augment map info with the spell effect |
|
|
1550 | // so clients can calculate the sounds themselves |
|
|
1551 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
|
|
1552 | |
|
|
1553 | /* free the spell arg */ |
|
|
1554 | if (settings.casting_time == TRUE && stringarg) |
|
|
1555 | { |
1383 | } |
1556 | free (stringarg); |
1384 | |
1557 | stringarg = NULL; |
1385 | op->play_sound ( |
1558 | } |
1386 | success |
1559 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
1387 | ? spell_ob->sound |
1560 | * to something like use_magic_item, but you really want to be able to fire |
1388 | ? spell_ob->sound |
1561 | * it again. |
1389 | : sound_find ("spell_success") |
1562 | */ |
1390 | : sound_find ("fumble_spell") |
1563 | if (op->contr) |
1391 | ); |
1564 | op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1565 | |
1392 | |
1566 | return success; |
1393 | return success; |
1567 | } |
1394 | } |
1568 | |
1395 | |
1569 | |
|
|
1570 | /* This is called from time.c/process_object(). That function |
1396 | /* This is called from time.c/process_object(). That function |
1571 | * calls this for any SPELL_EFFECT type objects. This function |
1397 | * calls this for any SPELL_EFFECT type objects. This function |
1572 | * then dispatches them to the appropriate specific routines. |
1398 | * then dispatches them to the appropriate specific routines. |
1573 | */ |
1399 | */ |
1574 | void |
1400 | void |
1575 | move_spell_effect (object *op) |
1401 | move_spell_effect (object *op) |
1576 | { |
1402 | { |
… | |
… | |
1662 | break; |
1488 | break; |
1663 | |
1489 | |
1664 | case SP_MOVING_BALL: |
1490 | case SP_MOVING_BALL: |
1665 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1491 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1666 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1492 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1667 | else if (victim->material || victim->materialname) |
1493 | else if (victim->materialname) |
1668 | save_throw_object (victim, spell->attacktype, spell); |
1494 | save_throw_object (victim, spell->attacktype, spell); |
1669 | break; |
1495 | break; |
1670 | } |
1496 | } |
1671 | } |
1497 | } |
|
|
1498 | |