1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
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|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
… | |
… | |
33 | /* This returns a random spell from 'ob'. If skill is set, then |
34 | /* This returns a random spell from 'ob'. If skill is set, then |
34 | * the spell must be of this skill, it can be NULL in which case all |
35 | * the spell must be of this skill, it can be NULL in which case all |
35 | * matching spells are used. |
36 | * matching spells are used. |
36 | */ |
37 | */ |
37 | object * |
38 | object * |
38 | find_random_spell_in_ob (object *ob, const char *skill) |
39 | find_random_spell_in_ob (object *ob, shstr_cmp skill) |
39 | { |
40 | { |
40 | int k = 0, s; |
41 | int k = 0, s; |
41 | object *tmp; |
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42 | |
42 | |
43 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
43 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
45 | k++; |
45 | k++; |
46 | |
46 | |
47 | /* No spells, no need to progess further */ |
47 | /* No spells, no need to progess further */ |
48 | if (!k) |
48 | if (!k) |
49 | return NULL; |
49 | return NULL; |
50 | |
50 | |
51 | s = RANDOM () % k; |
51 | s = rndm (k); |
52 | |
52 | |
53 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
53 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
55 | { |
|
|
56 | if (!s) |
55 | if (!s) |
57 | return tmp; |
56 | return tmp; |
58 | else |
57 | else |
59 | s--; |
58 | s--; |
60 | } |
59 | |
61 | /* Should never get here, but just in case */ |
60 | /* Should never get here, but just in case */ |
62 | return NULL; |
61 | return 0; |
63 | } |
62 | } |
64 | |
63 | |
65 | /* Relatively simple function that gets used a lot. |
64 | /* Relatively simple function that gets used a lot. |
66 | * Basically, it sets up the skill pointer for the spell being |
65 | * Basically, it sets up the skill pointer for the spell being |
67 | * cast. If op is really casting the spell, then the skill |
66 | * cast. If op is really casting the spell, then the skill |
… | |
… | |
84 | */ |
83 | */ |
85 | void |
84 | void |
86 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
85 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
87 | { |
86 | { |
88 | if (spob->other_arch) |
87 | if (spob->other_arch) |
89 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
88 | map->insert (spob->other_arch->instance (), x, y, originator); |
90 | } |
89 | } |
91 | |
90 | |
92 | /* |
91 | static int |
93 | * This function takes a caster and spell and presents the |
92 | attuned_bonus (object *caster, object *spell, int level) |
94 | * effective level the caster needs to be to cast the spell. |
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95 | * basically, it just adjusts the spell->level with attuned/repelled |
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96 | * spellpaths. Was called path_level_mod. |
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97 | * |
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98 | * caster is person casting the spell. |
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99 | * spell is the spell object. |
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100 | * Returns modified level. |
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101 | */ |
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102 | int |
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103 | min_casting_level (object *caster, object *spell) |
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104 | { |
93 | { |
105 | if (caster->path_denied & spell->path_attuned) |
94 | // compute the attuned/repelled bonus |
106 | return 1; |
95 | // attuned only increases up to 2 times the original level (i.e. bonus <= level) */ |
107 | |
96 | // repell has no such quarrels |
108 | int new_level = spell->level |
97 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
109 | + (caster->path_repelled & spell->path_attuned ? +8 : 0) |
98 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
110 | + (caster->path_attuned & spell->path_attuned ? -8 : 0); |
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111 | |
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112 | return max (1, new_level); |
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113 | } |
99 | } |
114 | |
100 | |
115 | /* This function returns the effective level the spell |
101 | /* This function returns the effective level the spell |
116 | * is being cast at. |
102 | * is being cast at. |
117 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
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118 | * This is because the new code compares casting_level against |
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119 | * min_caster_level, so the difference is effectively 4 |
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120 | */ |
103 | */ |
121 | int |
104 | int |
122 | caster_level (object *caster, object *spell) |
105 | casting_level (object *caster, object *spell) |
123 | { |
106 | { |
124 | int level = caster->level; |
107 | int level = caster->level; |
125 | |
108 | |
126 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
109 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
127 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
110 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
… | |
… | |
129 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
112 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
130 | int sk_level = skill ? skill->level : 1; |
113 | int sk_level = skill ? skill->level : 1; |
131 | |
114 | |
132 | level = min (level, sk_level + level / 10 + 1); |
115 | level = min (level, sk_level + level / 10 + 1); |
133 | } |
116 | } |
134 | else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ |
117 | else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */ |
135 | for (int i = 0; i < NUM_SKILLS; i++) |
118 | if (object *skill = caster->contr->find_skill (spell->skill)) |
136 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
119 | level = skill->level; |
137 | { |
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138 | level = caster->contr->last_skill_ob[i]->level; |
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139 | break; |
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140 | } |
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141 | |
120 | |
142 | /* Got valid caster level. Now adjust for attunement */ |
121 | int bonus = attuned_bonus (caster, spell, level); |
143 | level += caster->path_repelled & spell->path_attuned ? -8 : 0; |
122 | |
144 | level += caster->path_attuned & spell->path_attuned ? +8 : 0; |
123 | level += bonus; |
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124 | |
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125 | // now scale the effective level from the startinglevel..100 range to 1..100 |
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126 | if (level < 100) |
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127 | level = lerp (level, (int)spell->level, 100, 1, 100); |
145 | |
128 | |
146 | /* Always make this at least 1. If this is zero, we get divide by zero |
129 | /* Always make this at least 1. If this is zero, we get divide by zero |
147 | * errors in various places. |
130 | * errors in various places. |
148 | */ |
131 | */ |
149 | return max (level, 1); |
132 | return clamp (level, 1, settings.max_level); |
150 | } |
133 | } |
151 | |
134 | |
152 | /* The following function scales the spellpoint cost of |
135 | /* The following function scales the spellpoint cost of |
153 | * a spell by it's increased effectiveness. Some of the |
136 | * a spell by it's increased effectiveness. Some of the |
154 | * lower level spells become incredibly vicious at high |
137 | * lower level spells become incredibly vicious at high |
… | |
… | |
158 | * caster is what is casting the spell, can be op. |
141 | * caster is what is casting the spell, can be op. |
159 | * spell is the spell object. |
142 | * spell is the spell object. |
160 | * Note that it is now possible for a spell to cost both grace and |
143 | * Note that it is now possible for a spell to cost both grace and |
161 | * mana. In that case, we return which ever value is higher. |
144 | * mana. In that case, we return which ever value is higher. |
162 | */ |
145 | */ |
163 | |
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164 | sint16 |
146 | sint16 |
165 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
147 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
166 | { |
148 | { |
167 | int sp, grace, level = caster_level (caster, spell); |
149 | int sp, grace, level = casting_level (caster, spell); |
168 | |
150 | |
169 | if (settings.spellpoint_level_depend == TRUE) |
151 | if (settings.spellpoint_level_depend == TRUE) |
170 | { |
152 | { |
171 | if (spell->stats.sp && spell->stats.maxsp) |
153 | if (spell->stats.sp && spell->stats.maxsp) |
172 | { |
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|
173 | sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); |
154 | sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp)); |
174 | } |
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|
175 | else |
155 | else |
176 | sp = spell->stats.sp; |
156 | sp = spell->stats.sp; |
177 | |
157 | |
178 | sp *= (int) PATH_SP_MULT (caster, spell); |
158 | sp *= (int) PATH_SP_MULT (caster, spell); |
179 | if (!sp && spell->stats.sp) |
159 | if (!sp && spell->stats.sp) |
180 | sp = 1; |
160 | sp = 1; |
181 | |
161 | |
182 | if (spell->stats.grace && spell->stats.maxgrace) |
162 | if (spell->stats.grace && spell->stats.maxgrace) |
183 | { |
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184 | grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); |
163 | grace = spell->stats.grace * (1.0 + max (0, float (level - spell->level) / spell->stats.maxgrace)); |
185 | } |
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186 | else |
164 | else |
187 | grace = spell->stats.grace; |
165 | grace = spell->stats.grace; |
188 | |
166 | |
189 | grace *= (int) PATH_SP_MULT (caster, spell); |
167 | grace *= PATH_SP_MULT (caster, spell); |
190 | if (spell->stats.grace && !grace) |
168 | if (spell->stats.grace && !grace) |
191 | grace = 1; |
169 | grace = 1; |
192 | } |
170 | } |
193 | else |
171 | else |
194 | { |
172 | { |
… | |
… | |
200 | if (spell->stats.grace && !grace) |
178 | if (spell->stats.grace && !grace) |
201 | grace = 1; |
179 | grace = 1; |
202 | } |
180 | } |
203 | |
181 | |
204 | if (flags == SPELL_HIGHEST) |
182 | if (flags == SPELL_HIGHEST) |
205 | return MAX (sp, grace); |
183 | return max (sp, grace); |
206 | else if (flags == SPELL_GRACE) |
184 | else if (flags == SPELL_GRACE) |
207 | return grace; |
185 | return grace; |
208 | else if (flags == SPELL_MANA) |
186 | else if (flags == SPELL_MANA) |
209 | return sp; |
187 | return sp; |
210 | else |
188 | else |
… | |
… | |
212 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
190 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
213 | return 0; |
191 | return 0; |
214 | } |
192 | } |
215 | } |
193 | } |
216 | |
194 | |
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195 | /* |
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196 | * Return the effective casting level of the spell. |
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197 | * To make spells independent of their starting level, this function |
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198 | * scales the range spellstartlevel .. 100 into the range 1..100 |
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199 | */ |
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200 | static int |
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201 | SP_casting_level (object *caster, object *spell) |
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202 | { |
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203 | return casting_level (caster, spell); |
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204 | } |
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205 | |
217 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
206 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
218 | * spob is the spell we are adjusting. |
207 | * spob is the spell we are adjusting. |
219 | */ |
208 | */ |
220 | int |
209 | int |
221 | SP_level_dam_adjust (object *caster, object *spob) |
210 | SP_level_dam_adjust (object *caster, object *spob) |
222 | { |
211 | { |
223 | if (!spob->dam_modifier) |
212 | if (!spob->dam_modifier) |
224 | return 0; |
213 | return 0; |
225 | |
214 | |
226 | int level = caster_level (caster, spob); |
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227 | return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; |
215 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
228 | } |
216 | } |
229 | |
217 | |
230 | /* Adjust the strength of the spell based on level. |
218 | /* Adjust the strength of the spell based on level. |
231 | * This is basically the same as SP_level_dam_adjust above, |
219 | * This is basically the same as SP_level_dam_adjust above, |
232 | * but instead looks at the level_modifier value. |
220 | * but instead looks at the level_modifier value. |
… | |
… | |
235 | SP_level_duration_adjust (object *caster, object *spob) |
223 | SP_level_duration_adjust (object *caster, object *spob) |
236 | { |
224 | { |
237 | if (!spob->duration_modifier) |
225 | if (!spob->duration_modifier) |
238 | return 0; |
226 | return 0; |
239 | |
227 | |
240 | int level = caster_level (caster, spob); |
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241 | return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; |
228 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
242 | } |
229 | } |
243 | |
230 | |
244 | /* Adjust the strength of the spell based on level. |
231 | /* Adjust the strength of the spell based on level. |
245 | * This is basically the same as SP_level_dam_adjust above, |
232 | * This is basically the same as SP_level_dam_adjust above, |
246 | * but instead looks at the level_modifier value. |
233 | * but instead looks at the level_modifier value. |
… | |
… | |
249 | SP_level_range_adjust (object *caster, object *spob) |
236 | SP_level_range_adjust (object *caster, object *spob) |
250 | { |
237 | { |
251 | if (!spob->range_modifier) |
238 | if (!spob->range_modifier) |
252 | return 0; |
239 | return 0; |
253 | |
240 | |
254 | int level = caster_level (caster, spob); |
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255 | return (level - min_casting_level (caster, spob)) / spob->range_modifier; |
241 | return SP_casting_level (caster, spob) / spob->range_modifier; |
256 | } |
242 | } |
257 | |
243 | |
258 | /* Checks to see if player knows the spell. If the name is the same |
244 | /* Checks to see if player knows the spell. If the name is the same |
259 | * as an existing spell, we presume they know it. |
245 | * as an existing spell, we presume they know it. |
260 | * returns 1 if they know the spell, 0 if they don't. |
246 | * returns 1 if they know the spell, 0 if they don't. |
261 | */ |
247 | */ |
262 | object * |
248 | object * |
263 | check_spell_known (object *op, const char *name) |
249 | check_spell_known (object *op, shstr_cmp name) |
264 | { |
250 | { |
265 | object *spop; |
251 | object *spop; |
266 | shstr_cmp name_ (name); |
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267 | |
252 | |
268 | for (spop = op->inv; spop; spop = spop->below) |
253 | for (spop = op->inv; spop; spop = spop->below) |
269 | if (spop->type == SPELL && spop->name == name) |
254 | if (spop->type == SPELL && spop->name == name) |
270 | return spop; |
255 | return spop; |
271 | |
256 | |
272 | return 0; |
257 | return 0; |
273 | } |
258 | } |
274 | |
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275 | |
259 | |
276 | /* |
260 | /* |
277 | * Look at object 'op' and see if they know the spell |
261 | * Look at object 'op' and see if they know the spell |
278 | * spname. This is pretty close to check_spell_known |
262 | * spname. This is pretty close to check_spell_known |
279 | * above, but it uses a looser matching mechanism. |
263 | * above, but it uses a looser matching mechanism. |
280 | * returns the matching spell object, or NULL. |
264 | * returns the matching spell object, or NULL. |
281 | * If we match multiple spells but don't get an |
265 | * If we match multiple spells but don't get an |
282 | * exact match, we also return NULL. |
266 | * exact match, we also return NULL. |
283 | */ |
267 | */ |
284 | |
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285 | object * |
268 | object * |
286 | lookup_spell_by_name (object *op, const char *spname) |
269 | lookup_spell_by_name (object *op, const char *spname) |
287 | { |
270 | { |
288 | object *spob1 = NULL, *spob2 = NULL, *spob; |
271 | object *spob1 = 0, *spob2 = 0; |
289 | int nummatch = 0; |
272 | int nummatch = 0; |
290 | |
273 | |
291 | if (spname == NULL) |
274 | if (!spname) |
292 | return NULL; |
275 | return 0; |
293 | |
276 | |
294 | /* Try to find the spell. We store the results in spob1 |
277 | /* Try to find the spell. We store the results in spob1 |
295 | * and spob2 - spob1 is only taking the length of |
278 | * and spob2 - spob1 is only taking the length of |
296 | * the past spname, spob2 uses the length of the spell name. |
279 | * the past spname, spob2 uses the length of the spell name. |
297 | */ |
280 | */ |
298 | for (spob = op->inv; spob; spob = spob->below) |
281 | for (object *spob = op->inv; spob; spob = spob->below) |
299 | { |
282 | { |
300 | if (spob->type == SPELL) |
283 | if (spob->type == SPELL) |
301 | { |
284 | { |
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285 | // TODO: WTF? |
302 | if (!strncmp (spob->name, spname, strlen (spname))) |
286 | if (!strncmp (spob->name, spname, strlen (spname))) |
303 | { |
287 | { |
304 | nummatch++; |
288 | nummatch++; |
305 | spob1 = spob; |
289 | spob1 = spob; |
306 | } |
290 | } |
… | |
… | |
311 | * fall into this category). It shouldn't be hard to |
295 | * fall into this category). It shouldn't be hard to |
312 | * make sure spell names don't overlap in that fashion. |
296 | * make sure spell names don't overlap in that fashion. |
313 | */ |
297 | */ |
314 | if (spob2) |
298 | if (spob2) |
315 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
299 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
|
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300 | |
316 | spob2 = spob; |
301 | spob2 = spob; |
317 | } |
302 | } |
318 | } |
303 | } |
319 | } |
304 | } |
320 | /* if we have best match, return it. Otherwise, if we have one match |
305 | /* if we have best match, return it. Otherwise, if we have one match |
321 | * on the loser match, return that, otehrwise null |
306 | * on the loser match, return that, otehrwise null |
322 | */ |
307 | */ |
323 | if (spob2) |
308 | if (spob2) |
324 | return spob2; |
309 | return spob2; |
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310 | |
325 | if (spob1 && nummatch == 1) |
311 | if (spob1 && nummatch == 1) |
326 | return spob1; |
312 | return spob1; |
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313 | |
327 | return NULL; |
314 | return NULL; |
328 | } |
315 | } |
329 | |
316 | |
330 | /* reflwall - decides weither the (spell-)object sp_op will |
317 | /* reflwall - decides weither the (spell-)object sp_op will |
331 | * be reflected from the given mapsquare. Returns 1 if true. |
318 | * be reflected from the given mapsquare. Returns 1 if true. |
… | |
… | |
335 | * eg, updated for tiled maps. |
322 | * eg, updated for tiled maps. |
336 | */ |
323 | */ |
337 | int |
324 | int |
338 | reflwall (maptile *m, int x, int y, object *sp_op) |
325 | reflwall (maptile *m, int x, int y, object *sp_op) |
339 | { |
326 | { |
340 | object *op; |
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341 | |
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342 | if (OUT_OF_REAL_MAP (m, x, y)) |
327 | if (OUT_OF_REAL_MAP (m, x, y)) |
343 | return 0; |
328 | return 0; |
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|
329 | |
344 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
330 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
345 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
331 | if (op->flag [FLAG_REFL_SPELL] |
346 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
332 | && (!op->flag [FLAG_ALIVE] |
347 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
333 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
348 | return 1; |
334 | return 1; |
349 | |
335 | |
350 | return 0; |
336 | return 0; |
351 | } |
337 | } |
… | |
… | |
370 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
356 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
371 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
357 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
372 | dir = 0; |
358 | dir = 0; |
373 | } |
359 | } |
374 | |
360 | |
375 | SET_FLAG (new_op, FLAG_IDENTIFIED); |
361 | new_op->set_flag (FLAG_IDENTIFIED); |
376 | op->map->insert (new_op, |
362 | op->map->insert (new_op, |
377 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
363 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
378 | op, |
364 | op, |
379 | dir ? 0 : INS_BELOW_ORIGINATOR); |
365 | dir ? 0 : INS_BELOW_ORIGINATOR); |
380 | |
366 | |
381 | return dir; |
367 | return dir; |
|
|
368 | } |
|
|
369 | |
|
|
370 | static bool |
|
|
371 | mergable_owner (object *o1, object *o2) |
|
|
372 | { |
|
|
373 | if (o1 == o2) |
|
|
374 | return 1; |
|
|
375 | |
|
|
376 | if (!o1 || !o2) |
|
|
377 | return 0; |
|
|
378 | |
|
|
379 | if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY]) |
|
|
380 | return 0; |
|
|
381 | |
|
|
382 | if (o1->is_player () || o2->is_player ()) |
|
|
383 | return 0; |
|
|
384 | |
|
|
385 | return 1; |
382 | } |
386 | } |
383 | |
387 | |
384 | /* Returns true if it is ok to put spell *op on the space/may provided. |
388 | /* Returns true if it is ok to put spell *op on the space/may provided. |
385 | * immune_stop is basically the attacktype of the spell (why |
389 | * immune_stop is basically the attacktype of the spell (why |
386 | * passed as a different value, not sure of). If immune_stop |
390 | * passed as a different value, not sure of). If immune_stop |
387 | * has the AT_MAGIC bit set, and there is a counterwall |
391 | * has the AT_MAGIC bit set, and there is a counterwall |
388 | * on the space, the object doesn't get placed. if immune stop |
392 | * on the space, the object doesn't get placed. if immune stop |
389 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
393 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
390 | * |
|
|
391 | */ |
394 | */ |
392 | int |
395 | int |
393 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
396 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
394 | { |
397 | { |
395 | if (!xy_normalise (m, x, y)) |
398 | if (!xy_normalise (m, x, y)) |
396 | return 0; |
399 | return 0; |
397 | |
400 | |
398 | mapspace &ms = m->at (x, y); |
401 | mapspace &ms = m->at (x, y); |
|
|
402 | ms.update (); |
399 | |
403 | |
400 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
404 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
401 | return 0; |
405 | return 0; |
|
|
406 | |
|
|
407 | int max_effects = 5; // max. number of similar spells per mapspace |
402 | |
408 | |
403 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
409 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
404 | { |
410 | { |
405 | /* If there is a counterspell on the space, and this |
411 | /* If there is a counterspell on the space, and this |
406 | * object is using magic, don't progress. I believe we could |
412 | * object is using magic, don't progress. I believe we could |
… | |
… | |
410 | * on top of a counterwall spell (may hit the player before being |
416 | * on top of a counterwall spell (may hit the player before being |
411 | * removed.) On the other hand, it may be more dramatic for the |
417 | * removed.) On the other hand, it may be more dramatic for the |
412 | * spell to actually hit the counterwall and be sucked up. |
418 | * spell to actually hit the counterwall and be sucked up. |
413 | */ |
419 | */ |
414 | if ((tmp->attacktype & AT_COUNTERSPELL) |
420 | if ((tmp->attacktype & AT_COUNTERSPELL) |
415 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
421 | && !tmp->flag [FLAG_MONSTER] |
416 | && (tmp->type != PLAYER) |
422 | && (tmp->type != PLAYER) |
417 | && (tmp->type != WEAPON) |
423 | && (tmp->type != WEAPON) |
418 | && (tmp->type != BOW) |
424 | && (tmp->type != BOW) |
419 | && (tmp->type != ARROW) |
425 | && (tmp->type != ARROW) |
420 | && (tmp->type != GOLEM) |
426 | && (tmp->type != GOLEM) |
421 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
427 | && !tmp->flag [FLAG_IS_FLOOR] // XXX: |
422 | // we special case floor here because there |
428 | // we special case floor here because there |
423 | // are sometimes spell effect floors |
429 | // are sometimes spell effect floors |
424 | // which are used to inflict damage |
430 | // which are used to inflict damage |
425 | // (and those shouldn't go away from |
431 | // (and those shouldn't go away from |
426 | // sanctuary) see also: permanent lava |
432 | // sanctuary) see also: permanent lava |
427 | && (immune_stop & AT_MAGIC)) |
433 | && (immune_stop & AT_MAGIC)) |
428 | return 0; |
434 | return 0; |
429 | |
435 | |
430 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
431 | * limits one spell effect per space per spell. This is definately |
|
|
432 | * needed for performance reasons, and just for playability I believe. |
|
|
433 | * there are no such things as multispaced spells right now, so |
|
|
434 | * we don't need to worry about the head. |
|
|
435 | */ |
|
|
436 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
|
|
437 | return 0; |
|
|
438 | |
|
|
439 | /* |
|
|
440 | * Combine similar spell effects into one spell effect. Needed for |
|
|
441 | * performance reasons with meteor swarm and the like, but also for |
|
|
442 | * playability reasons. |
|
|
443 | */ |
|
|
444 | if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
|
|
445 | && tmp->type == op->type |
436 | if (tmp->type == op->type) |
446 | && tmp->subtype == op->subtype |
|
|
447 | && tmp->owner == op->owner |
|
|
448 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
449 | { |
437 | { |
450 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
438 | if (tmp->subtype == op->subtype |
451 | tmp->range = MAX (tmp->range, op->range); |
439 | && tmp->arch == op->arch /* no harm if not comparing by name here */) |
452 | tmp->duration = MAX (tmp->duration, op->duration); |
440 | { |
|
|
441 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
442 | * limits one spell effect per space per spell. This is definately |
|
|
443 | * needed for performance reasons, and just for playability I believe. |
|
|
444 | * there are no such things as multispaced spells right now, so |
|
|
445 | * we don't need to worry about the head. |
|
|
446 | */ |
|
|
447 | if (tmp->stats.maxhp == op->stats.maxhp) |
|
|
448 | return 0; |
|
|
449 | |
|
|
450 | /* |
|
|
451 | * Combine similar spell effects into one spell effect. Needed for |
|
|
452 | * performance reasons with meteor swarm and the like, but also for |
|
|
453 | * playability reasons. |
|
|
454 | */ |
|
|
455 | if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
456 | if (mergable_owner (tmp, op)) |
|
|
457 | { |
|
|
458 | // if same owner, then combine, but reduce advantage of multiple spells |
|
|
459 | max_it (tmp->stats.dam, op->stats.dam); |
|
|
460 | max_it (tmp->range , op->range); |
|
|
461 | max_it (tmp->duration , op->duration); |
|
|
462 | return 0; |
|
|
463 | } |
|
|
464 | } |
|
|
465 | |
|
|
466 | // if there are too many spell effects on this space, |
|
|
467 | // then don't allow more of them, for performance reasons. |
|
|
468 | if (tmp->type == SPELL_EFFECT |
|
|
469 | && !--max_effects) |
453 | return 0; |
470 | return 0; |
454 | } |
471 | } |
455 | |
472 | |
456 | /* Perhaps we should also put checks in for no magic and unholy |
473 | /* Perhaps we should also put checks in for no magic and unholy |
457 | * ground to prevent it from moving along? |
474 | * ground to prevent it from moving along? |
458 | */ |
475 | */ |
… | |
… | |
476 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
493 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
477 | { |
494 | { |
478 | if (!spell->other_arch) |
495 | if (!spell->other_arch) |
479 | return 0; |
496 | return 0; |
480 | |
497 | |
481 | mapxy pos (op->map, x, y);//TODO, should not pass x, y |
|
|
482 | |
|
|
483 | pos.move (dir ? dir : rndm (1, 8)); |
|
|
484 | |
|
|
485 | if (!pos.normalise ()) |
|
|
486 | return 0; |
|
|
487 | |
|
|
488 | object *tmp = spell->other_arch->instance (); |
498 | object *tmp = spell->other_arch->instance (); |
489 | |
499 | |
490 | if (!tmp) |
500 | if (!tmp) |
491 | return 0; |
501 | return 0; |
492 | |
|
|
493 | if (pos.ms ().blocks (tmp)) |
|
|
494 | { |
|
|
495 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast this spell on top of a wall!\n"); |
|
|
496 | tmp->destroy (); |
|
|
497 | return 0; |
|
|
498 | } |
|
|
499 | |
502 | |
500 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
503 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
501 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
504 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
502 | /* code in time.c uses food for some things, duration for others */ |
505 | /* code in time.c uses food for some things, duration for others */ |
503 | tmp->stats.food = tmp->duration; |
506 | tmp->stats.food = tmp->duration; |
504 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
507 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
505 | tmp->attacktype = spell->attacktype; |
508 | tmp->attacktype = spell->attacktype; |
506 | tmp->x = x; |
|
|
507 | tmp->y = y; |
|
|
508 | tmp->direction = dir; |
509 | tmp->direction = dir; |
509 | tmp->set_owner (op); |
510 | tmp->set_owner (op); |
510 | tmp->level = caster_level (caster, spell); |
511 | tmp->level = casting_level (caster, spell); |
511 | set_spell_skill (op, caster, spell, tmp); |
512 | set_spell_skill (op, caster, spell, tmp); |
512 | |
513 | |
513 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
514 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
514 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
515 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
515 | if (!tailor_god_spell (tmp, op)) |
516 | if (!tailor_god_spell (tmp, op)) |
516 | return 0; |
517 | return 0; |
517 | |
518 | |
518 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
519 | if (tmp->flag [FLAG_IS_TURNABLE]) |
519 | SET_ANIMATION (tmp, dir); |
520 | SET_ANIMATION (tmp, dir); |
520 | |
521 | |
521 | if ((tmp = op->map->insert (tmp, x, y, op))) |
522 | if ((tmp = op->map->insert (tmp, x, y, op))) |
522 | move_spell_effect (tmp); |
523 | move_spell_effect (tmp); |
523 | |
524 | |
… | |
… | |
531 | ****************************************************************************/ |
532 | ****************************************************************************/ |
532 | void |
533 | void |
533 | regenerate_rod (object *rod) |
534 | regenerate_rod (object *rod) |
534 | { |
535 | { |
535 | if (rod->stats.hp < rod->stats.maxhp) |
536 | if (rod->stats.hp < rod->stats.maxhp) |
536 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
537 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20); |
537 | } |
538 | } |
538 | |
539 | |
539 | void |
540 | void |
540 | drain_rod_charge (object *rod) |
541 | drain_rod_charge (object *rod) |
541 | { |
542 | { |
… | |
… | |
561 | { |
562 | { |
562 | tmp = op->owner; |
563 | tmp = op->owner; |
563 | /* If the owner does not exist, or is not a monster, than apply the spell |
564 | /* If the owner does not exist, or is not a monster, than apply the spell |
564 | * to the caster. |
565 | * to the caster. |
565 | */ |
566 | */ |
566 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
567 | if (!tmp || !tmp->flag [FLAG_MONSTER]) |
567 | tmp = op; |
568 | tmp = op; |
568 | } |
569 | } |
569 | else |
570 | else |
570 | { |
571 | { |
571 | maptile *m = op->map; |
572 | maptile *m = op->map; |
… | |
… | |
619 | continue; |
620 | continue; |
620 | |
621 | |
621 | tmp = GET_MAP_OB (mp, nx, ny); |
622 | tmp = GET_MAP_OB (mp, nx, ny); |
622 | |
623 | |
623 | while (tmp != NULL && (((owner_type == PLAYER && |
624 | while (tmp != NULL && (((owner_type == PLAYER && |
624 | !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
625 | !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) || |
625 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
626 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
626 | tmp = tmp->above; |
627 | tmp = tmp->above; |
627 | |
628 | |
628 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
629 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
629 | return freedir[i]; |
630 | return freedir[i]; |
… | |
… | |
633 | |
634 | |
634 | /* put_a_monster: puts a monster named monstername near by |
635 | /* put_a_monster: puts a monster named monstername near by |
635 | * op. This creates the treasures for the monsters, and |
636 | * op. This creates the treasures for the monsters, and |
636 | * also deals with multipart monsters properly. |
637 | * also deals with multipart monsters properly. |
637 | */ |
638 | */ |
638 | void |
639 | static void |
639 | put_a_monster (object *op, const char *monstername) |
640 | put_a_monster (object *op, const char *monstername) |
640 | { |
641 | { |
641 | object *tmp, *head = NULL, *prev = NULL; |
642 | object *tmp, *head = NULL, *prev = NULL; |
642 | archetype *at; |
643 | archetype *at; |
643 | int dir; |
644 | int dir; |
… | |
… | |
658 | * insert multipart monsters properly |
659 | * insert multipart monsters properly |
659 | */ |
660 | */ |
660 | //TODO: use expand_tail + ... |
661 | //TODO: use expand_tail + ... |
661 | while (at != NULL) |
662 | while (at != NULL) |
662 | { |
663 | { |
663 | tmp = arch_to_object (at); |
664 | tmp = at->instance (); |
664 | tmp->x = op->x + freearr_x[dir] + at->x; |
665 | tmp->x = op->x + freearr_x[dir] + at->x; |
665 | tmp->y = op->y + freearr_y[dir] + at->y; |
666 | tmp->y = op->y + freearr_y[dir] + at->y; |
666 | tmp->map = op->map; |
667 | tmp->map = op->map; |
667 | if (head) |
668 | if (head) |
668 | { |
669 | { |
… | |
… | |
699 | * Note that this is not used by any spells (summon evil monsters |
700 | * Note that this is not used by any spells (summon evil monsters |
700 | * use to call this, but best I can tell, that spell/ability was |
701 | * use to call this, but best I can tell, that spell/ability was |
701 | * never used. This is however used by various failures on the |
702 | * never used. This is however used by various failures on the |
702 | * players part (alchemy, reincarnation, etc) |
703 | * players part (alchemy, reincarnation, etc) |
703 | */ |
704 | */ |
704 | |
|
|
705 | int |
705 | int |
706 | summon_hostile_monsters (object *op, int n, const char *monstername) |
706 | summon_hostile_monsters (object *op, int n, const char *monstername) |
707 | { |
707 | { |
708 | int i; |
708 | int i; |
709 | |
709 | |
… | |
… | |
774 | { |
774 | { |
775 | SET_ANIMATION (op, ATTACKS[i].face); |
775 | SET_ANIMATION (op, ATTACKS[i].face); |
776 | } |
776 | } |
777 | } |
777 | } |
778 | |
778 | |
779 | |
|
|
780 | /* prayer_failure: This is called when a player fails |
779 | /* prayer_failure: This is called when a player fails |
781 | * at casting a prayer. |
780 | * at casting a prayer. |
782 | * op is the player. |
781 | * op is the player. |
783 | * failure is basically how much grace they had. |
782 | * failure is basically how much grace they had. |
784 | * power is how much grace the spell would normally take to cast. |
783 | * power is how much grace the spell would normally take to cast. |
785 | */ |
784 | */ |
786 | |
785 | static void |
787 | void |
|
|
788 | prayer_failure (object *op, int failure, int power) |
786 | prayer_failure (object *op, int failure, int power) |
789 | { |
787 | { |
790 | const char *godname; |
788 | const char *godname; |
791 | object *tmp; |
789 | object *tmp; |
792 | |
790 | |
… | |
… | |
885 | tmp->insert_at (op); |
883 | tmp->insert_at (op); |
886 | } |
884 | } |
887 | } |
885 | } |
888 | } |
886 | } |
889 | |
887 | |
890 | int |
888 | static int |
891 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
889 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
892 | { |
890 | { |
893 | int success; |
|
|
894 | object *spell; |
|
|
895 | |
|
|
896 | if (!spell_ob->other_arch) |
891 | if (!spell_ob->other_arch) |
897 | { |
892 | { |
898 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
893 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
899 | return 0; |
894 | return 0; |
900 | } |
895 | } |
901 | |
896 | |
902 | spell = arch_to_object (spell_ob->other_arch); |
897 | object *spell = spell_ob->other_arch->instance (); |
903 | |
898 | |
904 | /* Always cast spell on caster */ |
899 | /* Always cast spell on caster */ |
905 | success = cast_spell (op, caster, dir, spell, stringarg); |
900 | int success = cast_spell (op, caster, dir, spell, spellparam); |
906 | |
901 | |
907 | if (caster->contr->party == NULL) |
902 | if (!op->contr || !op->contr->party) |
908 | { |
903 | { |
909 | spell->remove (); |
904 | spell->remove (); |
910 | return success; |
905 | return success; |
911 | } |
906 | } |
912 | |
907 | |
913 | for_all_players (pl) |
908 | for_all_players (pl) |
914 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
909 | if ((pl->ob->contr->party == op->contr->party) |
|
|
910 | && on_same_map (pl->ob, op) |
|
|
911 | && pl->ob != op) |
915 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
912 | cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam); |
916 | |
913 | |
917 | spell->remove (); |
914 | spell->remove (); |
918 | return success; |
915 | return success; |
919 | } |
916 | } |
920 | |
917 | |
… | |
… | |
926 | * same as op. |
923 | * same as op. |
927 | * dir is the direction to cast in. Note in some cases, if the spell |
924 | * dir is the direction to cast in. Note in some cases, if the spell |
928 | * is self only, dir really doesn't make a difference. |
925 | * is self only, dir really doesn't make a difference. |
929 | * spell_ob is the spell object that is being cast. From that, |
926 | * spell_ob is the spell object that is being cast. From that, |
930 | * we can determine what to do. |
927 | * we can determine what to do. |
931 | * stringarg is any options that are being used. It can be NULL. Almost |
928 | * spellparam is any options that are being used. It can be NULL. Almost |
932 | * certainly, only players will set it. It is basically used as optional |
929 | * certainly, only players will set it. It is basically used as optional |
933 | * parameters to a spell (eg, item to create, information for marking runes, |
930 | * parameters to a spell (eg, item to create, information for marking runes, |
934 | * etc. |
931 | * etc. |
935 | * returns 1 on successful cast, or 0 on error. These values should really |
932 | * returns 1 on successful cast, or 0 on error. These values should really |
936 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
933 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
… | |
… | |
944 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
941 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
945 | * this function will decrease the mana/grace appropriately. For other |
942 | * this function will decrease the mana/grace appropriately. For other |
946 | * objects, the caller should do what it considers appropriate. |
943 | * objects, the caller should do what it considers appropriate. |
947 | */ |
944 | */ |
948 | int |
945 | int |
949 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
946 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
950 | { |
947 | { |
951 | const char *godname; |
948 | const char *godname; |
952 | int success = 0, cast_level = 0; |
949 | int success = 0; |
953 | object *skill = NULL; |
|
|
954 | |
950 | |
955 | if (!spell_ob) |
951 | if (!spell_ob) |
956 | { |
952 | { |
957 | LOG (llevError, "cast_spell: null spell object passed\n"); |
953 | LOG (llevError, "cast_spell: null spell object passed\n"); |
958 | return 0; |
954 | return 0; |
… | |
… | |
969 | } |
965 | } |
970 | |
966 | |
971 | /* if caster is a spell casting object, this normally shouldn't be |
967 | /* if caster is a spell casting object, this normally shouldn't be |
972 | * an issue, because they don't have any spellpaths set up. |
968 | * an issue, because they don't have any spellpaths set up. |
973 | */ |
969 | */ |
974 | if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) |
970 | if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST]) |
975 | { |
971 | { |
976 | new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); |
972 | new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); |
977 | return 0; |
973 | return 0; |
978 | } |
974 | } |
|
|
975 | |
|
|
976 | object *skill = 0; |
979 | |
977 | |
980 | /* if it is a player casting the spell, and they are really casting it |
978 | /* if it is a player casting the spell, and they are really casting it |
981 | * (vs it coming from a wand, scroll, or whatever else), do some |
979 | * (vs it coming from a wand, scroll, or whatever else), do some |
982 | * checks. We let monsters do special things - eg, they |
980 | * checks. We let monsters do special things - eg, they |
983 | * don't need the skill, bypass level checks, etc. The monster function |
981 | * don't need the SKILL, BYpass level checks, etc. The monster function |
984 | * should take care of that. |
982 | * should take care of that. |
985 | * Remove the wiz check here and move it further down - some spells |
983 | * Remove the wiz check here and move it further down - some spells |
986 | * need to have the right skill pointer passed, so we need to |
984 | * need to have the right skill pointer passed, so we need to |
987 | * at least process that code. |
985 | * at least process that code. |
988 | */ |
986 | */ |
989 | if (op->type == PLAYER && op == caster) |
987 | if (op->type == PLAYER && op == caster) |
990 | { |
988 | { |
991 | cast_level = caster_level (caster, spell_ob); |
|
|
992 | |
|
|
993 | if (spell_ob->skill) |
989 | if (spell_ob->skill) |
994 | { |
990 | { |
995 | skill = find_skill_by_name (op, spell_ob->skill); |
991 | skill = find_skill_by_name (op, spell_ob->skill); |
996 | |
992 | |
997 | if (!skill) |
993 | if (!skill) |
998 | { |
994 | { |
999 | op->failmsg (format ("You need the skill %s to cast %s! " |
995 | op->failmsgf ("You need the %s skill to cast %s! " |
1000 | "H<You either need to learn the skill via a skill scroll " |
996 | "H<You either need to learn the skill via a skill scroll " |
1001 | "or you need to wear a talisman or holy symbol.>", |
997 | "or you need to wear a talisman, holy symbol or another skill tool.>", |
1002 | &spell_ob->skill, &spell_ob->name)); |
998 | &spell_ob->skill, &spell_ob->name); |
1003 | return 0; |
999 | return 0; |
1004 | } |
1000 | } |
1005 | |
1001 | |
1006 | int casting_level = min_casting_level (op, spell_ob); |
1002 | const char *msg = ""; |
1007 | |
1003 | |
1008 | if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1004 | int caster_level = skill->level; |
|
|
1005 | |
|
|
1006 | if (op->path_attuned & spell_ob->path_attuned) |
1009 | { |
1007 | { |
|
|
1008 | caster_level += min (caster_level, ATTUNE_REPELL); |
|
|
1009 | msg = " (attuned)"; |
|
|
1010 | } |
|
|
1011 | |
|
|
1012 | if (op->path_repelled & spell_ob->path_attuned) |
|
|
1013 | { |
|
|
1014 | caster_level -= ATTUNE_REPELL; // negative is ok |
|
|
1015 | msg = " (repelled)"; |
|
|
1016 | } |
|
|
1017 | |
|
|
1018 | if (spell_ob->level > caster_level) |
|
|
1019 | { |
1010 | op->failmsg (format ("You lack enough skill to cast that spell! " |
1020 | op->failmsgf ("You lack enough skill to cast that spell! " |
1011 | "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", |
1021 | "H<Your effective cast level is %d%s, but level %d is required.>", |
1012 | cast_level, casting_level)); |
1022 | caster_level, msg, spell_ob->level); |
|
|
1023 | if (!op->is_wiz ()) |
1013 | return 0; |
1024 | return 0; |
1014 | } |
1025 | } |
1015 | } |
1026 | } |
1016 | |
1027 | |
1017 | /* If the caster is the wiz, they don't ever fail, and don't have |
1028 | /* If the caster is the wiz, they don't ever fail, and don't have |
1018 | * to have sufficient grace/mana. |
1029 | * to have sufficient grace/mana. |
1019 | */ |
1030 | */ |
1020 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1031 | if (!op->flag [FLAG_WIZCAST]) |
1021 | { |
1032 | { |
1022 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1033 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1023 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1034 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1024 | { |
1035 | { |
1025 | op->failmsg ("You don't have enough mana!"); |
1036 | op->failmsg ("You don't have enough mana!"); |
… | |
… | |
1033 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1044 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1034 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1045 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1035 | else |
1046 | else |
1036 | { |
1047 | { |
1037 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1048 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1038 | op->failmsg (format ("%s ignores your prayer.", godname)); |
1049 | op->failmsgf ("%s ignores your prayer.", godname); |
1039 | return 0; |
1050 | return 0; |
1040 | } |
1051 | } |
1041 | } |
1052 | } |
1042 | |
1053 | |
1043 | /* player/monster is trying to cast the spell. might fumble it */ |
1054 | /* player/monster is trying to cast the spell. might fumble it */ |
1044 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1055 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1045 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1056 | (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis])) |
1046 | { |
1057 | { |
1047 | op->contr->play_sound (sound_find ("fumble_spell")); |
1058 | op->contr->play_sound (sound_find ("fumble_spell")); |
1048 | op->failmsg ("You fumble the prayer."); |
1059 | op->failmsg ("You fumble the prayer."); |
1049 | |
1060 | |
1050 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1061 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
… | |
… | |
1073 | * not alive, then this would mean that the mapmaker put the |
1084 | * not alive, then this would mean that the mapmaker put the |
1074 | * objects on the space - presume that they know what they are |
1085 | * objects on the space - presume that they know what they are |
1075 | * doing. |
1086 | * doing. |
1076 | */ |
1087 | */ |
1077 | |
1088 | |
1078 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1089 | if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1079 | { |
1090 | { |
|
|
1091 | op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood |
1080 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1092 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1081 | return 0; |
1093 | return 0; |
1082 | } |
1094 | } |
1083 | |
1095 | |
1084 | if ((spell_ob->type == SPELL) |
1096 | if ((spell_ob->type == SPELL) |
1085 | && (caster->type != POTION) |
1097 | && (caster->type != POTION) |
1086 | && !QUERY_FLAG (op, FLAG_WIZCAST) |
1098 | && !op->flag [FLAG_WIZCAST] |
1087 | && (QUERY_FLAG (caster, FLAG_ALIVE) |
1099 | && (caster->flag [FLAG_ALIVE] |
1088 | || QUERY_FLAG (op, FLAG_ALIVE)) |
1100 | || op->flag [FLAG_ALIVE]) |
1089 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1101 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1090 | { |
1102 | { |
1091 | if (op->type != PLAYER) |
1103 | if (op->type != PLAYER) |
1092 | return 0; |
1104 | return 0; |
1093 | |
1105 | |
1094 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1106 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1095 | op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); |
1107 | op->failmsgf ("This ground is unholy! %s ignores you.", godname); |
1096 | else if (object *item = op->contr->ranged_ob) |
1108 | else if (object *item = op->contr->ranged_ob) |
1097 | { |
1109 | { |
1098 | if (item->type == SPELL) |
1110 | if (item->type == SPELL) |
1099 | op->failmsg ("Something blocks your spellcasting."); |
1111 | op->failmsg ("Something blocks your spellcasting."); |
1100 | else if (item->type == SCROLL) |
1112 | else if (item->type == SCROLL) |
… | |
… | |
1116 | * the player any time. |
1128 | * the player any time. |
1117 | * Ignore casting time for firewalls |
1129 | * Ignore casting time for firewalls |
1118 | */ |
1130 | */ |
1119 | if (caster == op && caster->type != FIREWALL) |
1131 | if (caster == op && caster->type != FIREWALL) |
1120 | { |
1132 | { |
1121 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1133 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed; |
1122 | /* Other portions of the code may also decrement the speed of the player, so |
1134 | /* Other portions of the code may also decrement the speed of the player, so |
1123 | * put a lower limit so that the player isn't stuck here too long |
1135 | * put a lower limit so that the player isn't stuck here too long |
1124 | */ |
1136 | */ |
1125 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1137 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed) |
1126 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1138 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed; |
1127 | } |
1139 | } |
1128 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1140 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1129 | op->speed_left -= 2 * FABS (op->speed); |
1141 | op->speed_left -= 2 * op->speed; |
1130 | |
1142 | |
1131 | if (op->type == PLAYER && op == caster) |
1143 | if (op->type == PLAYER && op == caster) |
1132 | { |
1144 | { |
1133 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1145 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1134 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1146 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1139 | * object requires. |
1151 | * object requires. |
1140 | */ |
1152 | */ |
1141 | if (op != caster && !skill && caster->skill) |
1153 | if (op != caster && !skill && caster->skill) |
1142 | { |
1154 | { |
1143 | skill = find_skill_by_name (op, caster->skill); |
1155 | skill = find_skill_by_name (op, caster->skill); |
|
|
1156 | |
1144 | if (!skill) |
1157 | if (!skill) |
1145 | { |
1158 | { |
1146 | op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); |
1159 | op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster)); |
1147 | return 0; |
1160 | return 0; |
1148 | } |
1161 | } |
1149 | |
|
|
1150 | op->change_skill (skill); /* needed for proper exp credit */ |
|
|
1151 | } |
1162 | } |
1152 | |
1163 | |
1153 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
1164 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) |
1154 | return RESULT_INT (0); |
1165 | return RESULT_INT (0); |
1155 | |
1166 | |
|
|
1167 | // temporaroly replace chosen_skill by skill, we assume skill *could* be applied, |
|
|
1168 | // at least temporarily, which might not be true due to slot restrictions, but hey |
|
|
1169 | // invoke requires it basically. |
|
|
1170 | |
|
|
1171 | object *chosen_skill = op->chosen_skill; |
|
|
1172 | op->chosen_skill = skill; |
|
|
1173 | |
1156 | switch (spell_ob->subtype) |
1174 | switch (spell_ob->subtype) |
1157 | { |
1175 | { |
1158 | /* The order of case statements is same as the order they show up |
1176 | /* The order of case statements is same as the order they show up |
1159 | * in in spells.h. |
1177 | * in spells.h. |
1160 | */ |
1178 | */ |
1161 | case SP_RAISE_DEAD: |
1179 | case SP_RAISE_DEAD: |
1162 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1180 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam); |
1163 | break; |
1181 | break; |
1164 | |
1182 | |
1165 | case SP_RUNE: |
1183 | case SP_RUNE: |
1166 | success = write_rune (op, caster, spell_ob, dir, stringarg); |
1184 | success = write_rune (op, caster, spell_ob, dir, spellparam); |
1167 | break; |
1185 | break; |
1168 | |
1186 | |
1169 | case SP_MAKE_MARK: |
1187 | case SP_MAKE_MARK: |
1170 | success = write_mark (op, spell_ob, stringarg); |
1188 | success = write_mark (op, spell_ob, spellparam); |
1171 | break; |
1189 | break; |
1172 | |
1190 | |
1173 | case SP_BOLT: |
1191 | case SP_BOLT: |
1174 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1192 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1175 | break; |
1193 | break; |
… | |
… | |
1204 | |
1222 | |
1205 | case SP_DIMENSION_DOOR: |
1223 | case SP_DIMENSION_DOOR: |
1206 | /* dimension door needs the actual caster, because that is what is |
1224 | /* dimension door needs the actual caster, because that is what is |
1207 | * moved. |
1225 | * moved. |
1208 | */ |
1226 | */ |
1209 | success = dimension_door (op, caster, spell_ob, dir); |
1227 | success = dimension_door (op, caster, spell_ob, dir, spellparam); |
1210 | break; |
1228 | break; |
1211 | |
1229 | |
1212 | case SP_MAGIC_MAPPING: |
1230 | case SP_MAGIC_MAPPING: |
1213 | if (op->type == PLAYER) |
1231 | if (op->type == PLAYER) |
1214 | { |
1232 | { |
… | |
… | |
1247 | case SP_HEALING: |
1265 | case SP_HEALING: |
1248 | success = cast_heal (op, caster, spell_ob, dir); |
1266 | success = cast_heal (op, caster, spell_ob, dir); |
1249 | break; |
1267 | break; |
1250 | |
1268 | |
1251 | case SP_CREATE_FOOD: |
1269 | case SP_CREATE_FOOD: |
1252 | success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1270 | success = cast_create_food (op, caster, spell_ob, dir, spellparam); |
1253 | break; |
1271 | break; |
1254 | |
1272 | |
1255 | case SP_EARTH_TO_DUST: |
1273 | case SP_EARTH_TO_DUST: |
1256 | success = cast_earth_to_dust (op, caster, spell_ob); |
1274 | success = cast_earth_to_dust (op, caster, spell_ob); |
1257 | break; |
1275 | break; |
… | |
… | |
1267 | case SP_CURSE: |
1285 | case SP_CURSE: |
1268 | success = cast_curse (op, caster, spell_ob, dir); |
1286 | success = cast_curse (op, caster, spell_ob, dir); |
1269 | break; |
1287 | break; |
1270 | |
1288 | |
1271 | case SP_SUMMON_MONSTER: |
1289 | case SP_SUMMON_MONSTER: |
1272 | success = summon_object (op, caster, spell_ob, dir, stringarg); |
1290 | success = summon_object (op, caster, spell_ob, dir, spellparam); |
1273 | break; |
1291 | break; |
1274 | |
1292 | |
1275 | case SP_CHARGING: |
1293 | case SP_CHARGING: |
1276 | success = recharge (op, caster, spell_ob); |
1294 | success = recharge (op, caster, spell_ob); |
1277 | break; |
1295 | break; |
… | |
… | |
1310 | break; |
1328 | break; |
1311 | |
1329 | |
1312 | case SP_MOVING_BALL: |
1330 | case SP_MOVING_BALL: |
1313 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1331 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1314 | { |
1332 | { |
1315 | op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); |
1333 | op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name); |
1316 | success = 0; |
1334 | success = 0; |
1317 | } |
1335 | } |
1318 | else |
1336 | else |
1319 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1337 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1320 | break; |
1338 | break; |
… | |
… | |
1331 | /* in rune.c */ |
1349 | /* in rune.c */ |
1332 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1350 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1333 | break; |
1351 | break; |
1334 | |
1352 | |
1335 | case SP_CREATE_MISSILE: |
1353 | case SP_CREATE_MISSILE: |
1336 | success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1354 | success = cast_create_missile (op, caster, spell_ob, dir, spellparam); |
1337 | break; |
1355 | break; |
1338 | |
1356 | |
1339 | case SP_CONSECRATE: |
1357 | case SP_CONSECRATE: |
1340 | success = cast_consecrate (op, caster, spell_ob); |
1358 | success = cast_consecrate (op, caster, spell_ob); |
1341 | break; |
1359 | break; |
… | |
… | |
1363 | case SP_AURA: |
1381 | case SP_AURA: |
1364 | success = create_aura (op, caster, spell_ob); |
1382 | success = create_aura (op, caster, spell_ob); |
1365 | break; |
1383 | break; |
1366 | |
1384 | |
1367 | case SP_PARTY_SPELL: |
1385 | case SP_PARTY_SPELL: |
1368 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1386 | success = cast_party_spell (op, caster, dir, spell_ob, spellparam); |
1369 | break; |
1387 | break; |
1370 | |
1388 | |
1371 | default: |
1389 | default: |
1372 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1390 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1373 | } |
1391 | } |
|
|
1392 | |
|
|
1393 | // restore chosen_skill |
|
|
1394 | op->chosen_skill = chosen_skill; |
1374 | |
1395 | |
1375 | op->play_sound ( |
1396 | op->play_sound ( |
1376 | success |
1397 | success |
1377 | ? spell_ob->sound |
1398 | ? spell_ob->sound |
1378 | ? spell_ob->sound |
1399 | ? spell_ob->sound |
… | |
… | |
1432 | move_aura (op); |
1453 | move_aura (op); |
1433 | break; |
1454 | break; |
1434 | } |
1455 | } |
1435 | } |
1456 | } |
1436 | |
1457 | |
1437 | /* this checks to see if something special should happen if |
|
|
1438 | * something runs into the object. |
|
|
1439 | */ |
|
|
1440 | void |
|
|
1441 | check_spell_effect (object *op) |
|
|
1442 | { |
|
|
1443 | switch (op->subtype) |
|
|
1444 | { |
|
|
1445 | case SP_BOLT: |
|
|
1446 | move_bolt (op); |
|
|
1447 | return; |
|
|
1448 | |
|
|
1449 | case SP_BULLET: |
|
|
1450 | check_bullet (op); |
|
|
1451 | return; |
|
|
1452 | } |
|
|
1453 | } |
|
|
1454 | |
|
|
1455 | /* This is called by move_apply. Basically, if someone |
1458 | /* This is called by move_apply. Basically, if someone |
1456 | * moves onto a spell effect and the walk_on or fly_on flags |
1459 | * moves onto a spell effect and the walk_on or fly_on flags |
1457 | * are set, this is called. This should only be called for |
1460 | * are set, this is called. This should only be called for |
1458 | * objects of the appropraite type. |
1461 | * objects of the appropriate type. |
1459 | */ |
1462 | */ |
1460 | void |
1463 | void |
1461 | apply_spell_effect (object *spell, object *victim) |
1464 | apply_spell_effect (object *spell, object *victim) |
1462 | { |
1465 | { |
1463 | switch (spell->subtype) |
1466 | switch (spell->subtype) |
1464 | { |
1467 | { |
1465 | case SP_CONE: |
1468 | case SP_CONE: |
1466 | if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1469 | if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype) |
1467 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1470 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1468 | break; |
1471 | break; |
1469 | |
1472 | |
1470 | case SP_MAGIC_MISSILE: |
1473 | case SP_MAGIC_MISSILE: |
1471 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1474 | if (victim->flag [FLAG_ALIVE]) |
1472 | { |
1475 | { |
1473 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1476 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1474 | |
|
|
1475 | if (!spell->destroyed ()) |
|
|
1476 | spell->destroy (); |
1477 | spell->destroy (); |
1477 | } |
1478 | } |
1478 | break; |
1479 | break; |
1479 | |
1480 | |
1480 | case SP_MOVING_BALL: |
1481 | case SP_MOVING_BALL: |
1481 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1482 | if (victim->flag [FLAG_ALIVE]) |
1482 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1483 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1483 | else if (victim->materialname) |
1484 | else if (victim->material != MATERIAL_NULL) |
1484 | save_throw_object (victim, spell->attacktype, spell); |
1485 | save_throw_object (victim, spell->attacktype, spell); |
1485 | break; |
|
|
1486 | } |
|
|
1487 | } |
|
|
1488 | |
1486 | |
|
|
1487 | break; |
|
|
1488 | } |
|
|
1489 | } |
|
|
1490 | |
|
|
1491 | /** |
|
|
1492 | * This function will let a fireball explode at the position of |
|
|
1493 | * the victim with a specific maximum level. |
|
|
1494 | */ |
|
|
1495 | void |
|
|
1496 | create_exploding_ball_at (object *victim, int level) |
|
|
1497 | { |
|
|
1498 | object *ball = get_archetype (EXPLODING_FIREBALL); |
|
|
1499 | ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; |
|
|
1500 | ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2; |
|
|
1501 | ball->insert_at (victim); |
|
|
1502 | } |