1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT 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 3 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, |
… | |
… | |
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, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <spells.h> |
25 | #include <spells.h> |
26 | #include <object.h> |
26 | #include <object.h> |
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77 | dest->skill = spob->skill; |
77 | dest->skill = spob->skill; |
78 | else |
78 | else |
79 | dest->skill = caster->skill; |
79 | dest->skill = caster->skill; |
80 | } |
80 | } |
81 | |
81 | |
82 | /* init_spells: This should really be called check_spells, as that |
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83 | * is what it does. It goes through the spells looking for any |
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84 | * obvious errors. This was most useful in debugging when re-doing |
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85 | * all the spells to catch simple errors. To use it all the time |
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86 | * will result in it spitting out messages that aren't really errors. |
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87 | */ |
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88 | void |
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89 | init_spells (void) |
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90 | { |
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91 | #ifdef SPELL_DEBUG |
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92 | static int init_spells_done = 0; |
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93 | int i; |
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94 | archetype *at; |
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95 | |
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96 | if (init_spells_done) |
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97 | return; |
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98 | LOG (llevDebug, "Checking spells...\n"); |
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99 | |
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100 | for_all_archetypes (at) |
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101 | { |
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102 | if (at->type == SPELL) |
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103 | { |
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104 | if (at->skill) |
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105 | { |
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106 | for (i = 1; i < NUM_SKILLS; i++) |
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107 | if (!strcmp (skill_names[i], at->skill)) |
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108 | break; |
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109 | if (i == NUM_SKILLS) |
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110 | { |
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111 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill); |
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112 | } |
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113 | } |
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114 | /* other_arch is already checked for in the loader */ |
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115 | } |
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116 | } |
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117 | |
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118 | i = 0; |
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119 | while (spell_mapping[i]) |
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120 | { |
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121 | if (!archetype::find (spell_mapping[i])) |
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122 | { |
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123 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
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124 | } |
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125 | i++; |
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126 | } |
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127 | LOG (llevDebug, "Checking spells completed.\n"); |
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128 | #endif |
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129 | } |
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130 | |
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131 | /* Dumps all the spells - now also dumps skill associated with the spell. |
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132 | * not sure what this would be used for, as the data seems pretty |
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133 | * minimal, but easy enough to keep around. |
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134 | */ |
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135 | void |
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136 | dump_spells () |
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137 | { |
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138 | for_all_archetypes (at) |
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139 | if (at->type == SPELL) |
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140 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name, |
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141 | &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level); |
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142 | } |
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143 | |
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144 | /* pretty basic function - basically just takes |
82 | /* pretty basic function - basically just takes |
145 | * 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 |
146 | */ |
84 | */ |
147 | void |
85 | void |
148 | 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) |
… | |
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162 | * Returns modified level. |
100 | * Returns modified level. |
163 | */ |
101 | */ |
164 | int |
102 | int |
165 | min_casting_level (object *caster, object *spell) |
103 | min_casting_level (object *caster, object *spell) |
166 | { |
104 | { |
167 | int new_level; |
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168 | |
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169 | if (caster->path_denied & spell->path_attuned) |
105 | if (caster->path_denied & spell->path_attuned) |
170 | return 1; |
106 | return 1; |
171 | |
107 | |
172 | new_level = spell->level |
108 | int new_level = spell->level |
173 | + (caster->path_repelled & spell->path_attuned ? +2 : 0) |
109 | + (caster->path_repelled & spell->path_attuned ? +8 : 0) |
174 | + (caster->path_attuned & spell->path_attuned ? -2 : 0); |
110 | + (caster->path_attuned & spell->path_attuned ? -8 : 0); |
175 | |
111 | |
176 | return max (1, new_level); |
112 | return max (1, new_level); |
177 | } |
113 | } |
178 | |
114 | |
179 | /* This function returns the effective level the spell |
115 | /* This function returns the effective level the spell |
… | |
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185 | int |
121 | int |
186 | caster_level (object *caster, object *spell) |
122 | caster_level (object *caster, object *spell) |
187 | { |
123 | { |
188 | int level = caster->level; |
124 | int level = caster->level; |
189 | |
125 | |
190 | /* 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. */ |
191 | 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 */ |
192 | for (int i = 0; i < NUM_SKILLS; i++) |
135 | for (int i = 0; i < NUM_SKILLS; i++) |
193 | 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) |
194 | { |
137 | { |
195 | level = caster->contr->last_skill_ob[i]->level; |
138 | level = caster->contr->last_skill_ob[i]->level; |
196 | break; |
139 | break; |
197 | } |
140 | } |
198 | |
141 | |
199 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
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200 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
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201 | { |
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202 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
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203 | int sk_level = skill ? skill->level : 1; |
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204 | |
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205 | level = MIN (level, sk_level + level / 10 + 1); |
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206 | } |
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207 | |
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208 | /* Got valid caster level. Now adjust for attunement */ |
142 | /* Got valid caster level. Now adjust for attunement */ |
209 | level += caster->path_repelled & spell->path_attuned ? -2 : 0; |
143 | level += caster->path_repelled & spell->path_attuned ? -8 : 0; |
210 | level += caster->path_attuned & spell->path_attuned ? +2 : 0; |
144 | level += caster->path_attuned & spell->path_attuned ? +8 : 0; |
211 | |
145 | |
212 | /* 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 |
213 | * errors in various places. |
147 | * errors in various places. |
214 | */ |
148 | */ |
215 | return max (level, 1); |
149 | return max (level, 1); |
… | |
… | |
259 | else |
193 | else |
260 | { |
194 | { |
261 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
195 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
262 | if (spell->stats.sp && !sp) |
196 | if (spell->stats.sp && !sp) |
263 | sp = 1; |
197 | sp = 1; |
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198 | |
264 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
199 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
265 | if (spell->stats.grace && !grace) |
200 | if (spell->stats.grace && !grace) |
266 | grace = 1; |
201 | grace = 1; |
267 | } |
202 | } |
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203 | |
268 | if (flags == SPELL_HIGHEST) |
204 | if (flags == SPELL_HIGHEST) |
269 | return MAX (sp, grace); |
205 | return MAX (sp, grace); |
270 | else if (flags == SPELL_GRACE) |
206 | else if (flags == SPELL_GRACE) |
271 | return grace; |
207 | return grace; |
272 | else if (flags == SPELL_MANA) |
208 | else if (flags == SPELL_MANA) |
… | |
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276 | 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); |
277 | return 0; |
213 | return 0; |
278 | } |
214 | } |
279 | } |
215 | } |
280 | |
216 | |
281 | |
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282 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
217 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
283 | * spob is the spell we are adjusting. |
218 | * spob is the spell we are adjusting. |
284 | */ |
219 | */ |
285 | int |
220 | int |
286 | SP_level_dam_adjust (object *caster, object *spob) |
221 | SP_level_dam_adjust (object *caster, object *spob) |
287 | { |
222 | { |
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223 | if (!spob->dam_modifier) |
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224 | return 0; |
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225 | |
288 | int level = caster_level (caster, spob); |
226 | int level = caster_level (caster, spob); |
289 | int adj = level - min_casting_level (caster, spob); |
227 | return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; |
290 | |
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291 | if (adj < 0) |
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292 | adj = 0; |
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293 | if (spob->dam_modifier) |
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294 | adj /= spob->dam_modifier; |
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295 | else |
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296 | adj = 0; |
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297 | return adj; |
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298 | } |
228 | } |
299 | |
229 | |
300 | /* Adjust the strength of the spell based on level. |
230 | /* Adjust the strength of the spell based on level. |
301 | * This is basically the same as SP_level_dam_adjust above, |
231 | * This is basically the same as SP_level_dam_adjust above, |
302 | * but instead looks at the level_modifier value. |
232 | * but instead looks at the level_modifier value. |
303 | */ |
233 | */ |
304 | int |
234 | int |
305 | SP_level_duration_adjust (object *caster, object *spob) |
235 | SP_level_duration_adjust (object *caster, object *spob) |
306 | { |
236 | { |
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237 | if (!spob->duration_modifier) |
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238 | return 0; |
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239 | |
307 | int level = caster_level (caster, spob); |
240 | int level = caster_level (caster, spob); |
308 | int adj = level - min_casting_level (caster, spob); |
241 | return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; |
309 | |
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310 | if (adj < 0) |
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311 | adj = 0; |
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312 | if (spob->duration_modifier) |
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313 | adj /= spob->duration_modifier; |
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314 | else |
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315 | adj = 0; |
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316 | |
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317 | return adj; |
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318 | } |
242 | } |
319 | |
243 | |
320 | /* Adjust the strength of the spell based on level. |
244 | /* Adjust the strength of the spell based on level. |
321 | * This is basically the same as SP_level_dam_adjust above, |
245 | * This is basically the same as SP_level_dam_adjust above, |
322 | * but instead looks at the level_modifier value. |
246 | * but instead looks at the level_modifier value. |
323 | */ |
247 | */ |
324 | int |
248 | int |
325 | SP_level_range_adjust (object *caster, object *spob) |
249 | SP_level_range_adjust (object *caster, object *spob) |
326 | { |
250 | { |
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251 | if (!spob->range_modifier) |
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252 | return 0; |
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253 | |
327 | int level = caster_level (caster, spob); |
254 | int level = caster_level (caster, spob); |
328 | int adj = level - min_casting_level (caster, spob); |
255 | return (level - min_casting_level (caster, spob)) / spob->range_modifier; |
329 | |
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330 | if (adj < 0) |
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331 | adj = 0; |
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332 | if (spob->range_modifier) |
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333 | adj /= spob->range_modifier; |
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334 | else |
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335 | adj = 0; |
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336 | |
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337 | return adj; |
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338 | } |
256 | } |
339 | |
257 | |
340 | /* 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 |
341 | * as an existing spell, we presume they know it. |
259 | * as an existing spell, we presume they know it. |
342 | * 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. |
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520 | /* |
438 | /* |
521 | * Combine similar spell effects into one spell effect. Needed for |
439 | * Combine similar spell effects into one spell effect. Needed for |
522 | * performance reasons with meteor swarm and the like, but also for |
440 | * performance reasons with meteor swarm and the like, but also for |
523 | * playability reasons. |
441 | * playability reasons. |
524 | */ |
442 | */ |
525 | if (tmp->arch == op->arch |
443 | if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
526 | && tmp->type == op->type |
444 | && tmp->type == op->type |
527 | && tmp->subtype == op->subtype |
445 | && tmp->subtype == op->subtype |
528 | && tmp->owner == op->owner |
446 | && tmp->owner == op->owner |
529 | && ((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))) |
530 | { |
448 | { |
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774 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
692 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
775 | |
693 | |
776 | insert_ob_in_map (head, op->map, op, 0); |
694 | insert_ob_in_map (head, op->map, op, 0); |
777 | |
695 | |
778 | /* thought it'd be cool to insert a burnout, too. */ |
696 | /* thought it'd be cool to insert a burnout, too. */ |
779 | 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); |
780 | } |
698 | } |
781 | } |
699 | } |
782 | |
700 | |
783 | /* peterm: function which summons hostile monsters and |
701 | /* peterm: function which summons hostile monsters and |
784 | * places them in nearby squares. |
702 | * places them in nearby squares. |
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1086 | { |
1004 | { |
1087 | skill = find_skill_by_name (op, spell_ob->skill); |
1005 | skill = find_skill_by_name (op, spell_ob->skill); |
1088 | |
1006 | |
1089 | if (!skill) |
1007 | if (!skill) |
1090 | { |
1008 | { |
1091 | op->failmsg (format ("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! " |
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1010 | "H<You either need to learn the skill via a skill scroll " |
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1011 | "or you need to wear a talisman or holy symbol.>", |
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1012 | &spell_ob->skill, &spell_ob->name)); |
1092 | return 0; |
1013 | return 0; |
1093 | } |
1014 | } |
1094 | |
1015 | |
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1016 | int casting_level = min_casting_level (op, spell_ob); |
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1017 | |
1095 | 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)) |
1096 | { |
1019 | { |
1097 | op->failmsg ("You lack enough skill to cast that spell!"); |
1020 | op->failmsg (format ("You lack enough skill to cast that spell! " |
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1021 | "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", |
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1022 | cast_level, casting_level)); |
1098 | return 0; |
1023 | return 0; |
1099 | } |
1024 | } |
1100 | } |
1025 | } |
1101 | |
1026 | |
1102 | /* 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 |