1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
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22 | */ |
22 | */ |
23 | |
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24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <spells.h> |
25 | #include <spells.h> |
27 | #include <object.h> |
26 | #include <object.h> |
28 | #include <errno.h> |
27 | #include <errno.h> |
… | |
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78 | dest->skill = spob->skill; |
77 | dest->skill = spob->skill; |
79 | else |
78 | else |
80 | dest->skill = caster->skill; |
79 | dest->skill = caster->skill; |
81 | } |
80 | } |
82 | |
81 | |
83 | /* init_spells: This should really be called check_spells, as that |
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84 | * is what it does. It goes through the spells looking for any |
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85 | * obvious errors. This was most useful in debugging when re-doing |
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86 | * all the spells to catch simple errors. To use it all the time |
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87 | * will result in it spitting out messages that aren't really errors. |
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88 | */ |
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89 | void |
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90 | init_spells (void) |
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91 | { |
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92 | #ifdef SPELL_DEBUG |
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93 | static int init_spells_done = 0; |
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94 | int i; |
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95 | archetype *at; |
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96 | |
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97 | if (init_spells_done) |
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98 | return; |
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99 | LOG (llevDebug, "Checking spells...\n"); |
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100 | |
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101 | for (at = first_archetype; at; at = at->next) |
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102 | { |
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103 | if (at->clone.type == SPELL) |
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104 | { |
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105 | if (at->clone.skill) |
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106 | { |
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107 | for (i = 1; i < NUM_SKILLS; i++) |
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108 | if (!strcmp (skill_names[i], at->clone.skill)) |
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109 | break; |
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110 | if (i == NUM_SKILLS) |
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111 | { |
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112 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
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113 | } |
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114 | } |
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115 | /* other_arch is already checked for in the loader */ |
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116 | } |
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117 | } |
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118 | |
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119 | i = 0; |
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120 | while (spell_mapping[i]) |
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121 | { |
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122 | if (!archetype::find (spell_mapping[i])) |
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123 | { |
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124 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
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125 | } |
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126 | i++; |
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127 | } |
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128 | LOG (llevDebug, "Checking spells completed.\n"); |
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129 | #endif |
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130 | } |
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131 | |
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132 | /* Dumps all the spells - now also dumps skill associated with the spell. |
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133 | * not sure what this would be used for, as the data seems pretty |
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134 | * minimal, but easy enough to keep around. |
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135 | */ |
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136 | void |
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137 | dump_spells (void) |
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138 | { |
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139 | archetype *at; |
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140 | |
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141 | for (at = first_archetype; at; at = at->next) |
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142 | { |
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143 | if (at->clone.type == SPELL) |
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144 | { |
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145 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
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146 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
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147 | } |
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148 | } |
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149 | } |
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150 | |
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151 | /* pretty basic function - basically just takes |
82 | /* pretty basic function - basically just takes |
152 | * 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 |
153 | */ |
84 | */ |
154 | void |
85 | void |
155 | 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) |
… | |
… | |
160 | |
91 | |
161 | /* |
92 | /* |
162 | * This function takes a caster and spell and presents the |
93 | * This function takes a caster and spell and presents the |
163 | * effective level the caster needs to be to cast the spell. |
94 | * effective level the caster needs to be to cast the spell. |
164 | * basically, it just adjusts the spell->level with attuned/repelled |
95 | * basically, it just adjusts the spell->level with attuned/repelled |
165 | * spellpaths. Was called path_level_mod |
96 | * spellpaths. Was called path_level_mod. |
166 | * |
97 | * |
167 | * caster is person casting hte spell. |
98 | * caster is person casting the spell. |
168 | * spell is the spell object. |
99 | * spell is the spell object. |
169 | * Returns modified level. |
100 | * Returns modified level. |
170 | */ |
101 | */ |
171 | int |
102 | int |
172 | min_casting_level (object *caster, object *spell) |
103 | min_casting_level (object *caster, object *spell) |
173 | { |
104 | { |
174 | int new_level; |
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175 | |
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176 | if (caster->path_denied & spell->path_attuned) |
105 | if (caster->path_denied & spell->path_attuned) |
177 | return 1; |
106 | return 1; |
178 | |
107 | |
179 | new_level = spell->level |
108 | int new_level = spell->level |
180 | + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); |
109 | + (caster->path_repelled & spell->path_attuned ? +8 : 0) |
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110 | + (caster->path_attuned & spell->path_attuned ? -8 : 0); |
181 | |
111 | |
182 | return (new_level < 1) ? 1 : new_level; |
112 | return max (1, new_level); |
183 | } |
113 | } |
184 | |
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185 | |
114 | |
186 | /* This function returns the effective level the spell |
115 | /* This function returns the effective level the spell |
187 | * is being cast at. |
116 | * is being cast at. |
188 | * 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. |
189 | * This is because the new code compares casting_level against |
118 | * This is because the new code compares casting_level against |
190 | * min_caster_level, so the difference is effectively 4 |
119 | * min_caster_level, so the difference is effectively 4 |
191 | */ |
120 | */ |
192 | |
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193 | int |
121 | int |
194 | caster_level (object *caster, object *spell) |
122 | caster_level (object *caster, object *spell) |
195 | { |
123 | { |
196 | int level = caster->level; |
124 | int level = caster->level; |
197 | |
125 | |
198 | /* 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. */ |
199 | 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 */ |
200 | for (int i = 0; i < NUM_SKILLS; i++) |
135 | for (int i = 0; i < NUM_SKILLS; i++) |
201 | 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) |
202 | { |
137 | { |
203 | level = caster->contr->last_skill_ob[i]->level; |
138 | level = caster->contr->last_skill_ob[i]->level; |
204 | break; |
139 | break; |
205 | } |
140 | } |
206 | |
141 | |
207 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
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208 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
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209 | { |
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210 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
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211 | int sk_level = skill ? skill->level : 1; |
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212 | |
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213 | level = MIN (level, sk_level + level / 10 + 1); |
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214 | } |
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215 | |
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216 | /* Got valid caster level. Now adjust for attunement */ |
142 | /* Got valid caster level. Now adjust for attunement */ |
217 | 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; |
218 | |
145 | |
219 | /* 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 |
220 | * errors in various places. |
147 | * errors in various places. |
221 | */ |
148 | */ |
222 | if (level < 1) |
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223 | level = 1; |
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224 | |
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225 | return level; |
149 | return max (level, 1); |
226 | } |
150 | } |
227 | |
151 | |
228 | /* The following function scales the spellpoint cost of |
152 | /* The following function scales the spellpoint cost of |
229 | * a spell by it's increased effectiveness. Some of the |
153 | * a spell by it's increased effectiveness. Some of the |
230 | * lower level spells become incredibly vicious at high |
154 | * lower level spells become incredibly vicious at high |
… | |
… | |
269 | else |
193 | else |
270 | { |
194 | { |
271 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
195 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
272 | if (spell->stats.sp && !sp) |
196 | if (spell->stats.sp && !sp) |
273 | sp = 1; |
197 | sp = 1; |
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198 | |
274 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
199 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
275 | if (spell->stats.grace && !grace) |
200 | if (spell->stats.grace && !grace) |
276 | grace = 1; |
201 | grace = 1; |
277 | } |
202 | } |
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203 | |
278 | if (flags == SPELL_HIGHEST) |
204 | if (flags == SPELL_HIGHEST) |
279 | return MAX (sp, grace); |
205 | return MAX (sp, grace); |
280 | else if (flags == SPELL_GRACE) |
206 | else if (flags == SPELL_GRACE) |
281 | return grace; |
207 | return grace; |
282 | else if (flags == SPELL_MANA) |
208 | else if (flags == SPELL_MANA) |
… | |
… | |
286 | 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); |
287 | return 0; |
213 | return 0; |
288 | } |
214 | } |
289 | } |
215 | } |
290 | |
216 | |
291 | |
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292 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
217 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
293 | * spob is the spell we are adjusting. |
218 | * spob is the spell we are adjusting. |
294 | */ |
219 | */ |
295 | int |
220 | int |
296 | SP_level_dam_adjust (object *caster, object *spob) |
221 | SP_level_dam_adjust (object *caster, object *spob) |
297 | { |
222 | { |
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223 | if (!spob->dam_modifier) |
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224 | return 0; |
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225 | |
298 | int level = caster_level (caster, spob); |
226 | int level = caster_level (caster, spob); |
299 | int adj = level - min_casting_level (caster, spob); |
227 | return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; |
300 | |
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301 | if (adj < 0) |
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302 | adj = 0; |
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303 | if (spob->dam_modifier) |
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304 | adj /= spob->dam_modifier; |
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305 | else |
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306 | adj = 0; |
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307 | return adj; |
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308 | } |
228 | } |
309 | |
229 | |
310 | /* Adjust the strength of the spell based on level. |
230 | /* Adjust the strength of the spell based on level. |
311 | * This is basically the same as SP_level_dam_adjust above, |
231 | * This is basically the same as SP_level_dam_adjust above, |
312 | * but instead looks at the level_modifier value. |
232 | * but instead looks at the level_modifier value. |
313 | */ |
233 | */ |
314 | int |
234 | int |
315 | SP_level_duration_adjust (object *caster, object *spob) |
235 | SP_level_duration_adjust (object *caster, object *spob) |
316 | { |
236 | { |
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237 | if (!spob->duration_modifier) |
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238 | return 0; |
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239 | |
317 | int level = caster_level (caster, spob); |
240 | int level = caster_level (caster, spob); |
318 | int adj = level - min_casting_level (caster, spob); |
241 | return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; |
319 | |
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320 | if (adj < 0) |
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321 | adj = 0; |
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322 | if (spob->duration_modifier) |
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323 | adj /= spob->duration_modifier; |
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324 | else |
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325 | adj = 0; |
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326 | |
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327 | return adj; |
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328 | } |
242 | } |
329 | |
243 | |
330 | /* Adjust the strength of the spell based on level. |
244 | /* Adjust the strength of the spell based on level. |
331 | * This is basically the same as SP_level_dam_adjust above, |
245 | * This is basically the same as SP_level_dam_adjust above, |
332 | * but instead looks at the level_modifier value. |
246 | * but instead looks at the level_modifier value. |
333 | */ |
247 | */ |
334 | int |
248 | int |
335 | SP_level_range_adjust (object *caster, object *spob) |
249 | SP_level_range_adjust (object *caster, object *spob) |
336 | { |
250 | { |
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251 | if (!spob->range_modifier) |
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252 | return 0; |
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253 | |
337 | int level = caster_level (caster, spob); |
254 | int level = caster_level (caster, spob); |
338 | int adj = level - min_casting_level (caster, spob); |
255 | return (level - min_casting_level (caster, spob)) / spob->range_modifier; |
339 | |
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340 | if (adj < 0) |
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341 | adj = 0; |
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342 | if (spob->range_modifier) |
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343 | adj /= spob->range_modifier; |
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344 | else |
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345 | adj = 0; |
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346 | |
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347 | return adj; |
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348 | } |
256 | } |
349 | |
257 | |
350 | /* 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 |
351 | * as an existing spell, we presume they know it. |
259 | * as an existing spell, we presume they know it. |
352 | * 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. |
353 | */ |
261 | */ |
354 | object * |
262 | object * |
355 | check_spell_known (object *op, const char *name) |
263 | check_spell_known (object *op, const char *name) |
356 | { |
264 | { |
357 | object *spop; |
265 | object *spop; |
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266 | shstr_cmp name_ (name); |
358 | |
267 | |
359 | for (spop = op->inv; spop; spop = spop->below) |
268 | for (spop = op->inv; spop; spop = spop->below) |
360 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
269 | if (spop->type == SPELL && spop->name == name) |
361 | return spop; |
270 | return spop; |
362 | |
271 | |
363 | return NULL; |
272 | return 0; |
364 | } |
273 | } |
365 | |
274 | |
366 | |
275 | |
367 | /* |
276 | /* |
368 | * Look at object 'op' and see if they know the spell |
277 | * Look at object 'op' and see if they know the spell |
… | |
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461 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
370 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
462 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
371 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
463 | dir = 0; |
372 | dir = 0; |
464 | } |
373 | } |
465 | |
374 | |
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375 | SET_FLAG (new_op, FLAG_IDENTIFIED); |
466 | op->map->insert (new_op, |
376 | op->map->insert (new_op, |
467 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
377 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
468 | op, |
378 | op, |
469 | dir ? 0 : INS_BELOW_ORIGINATOR); |
379 | dir ? 0 : INS_BELOW_ORIGINATOR); |
470 | |
380 | |
… | |
… | |
477 | * has the AT_MAGIC bit set, and there is a counterwall |
387 | * has the AT_MAGIC bit set, and there is a counterwall |
478 | * on the space, the object doesn't get placed. if immune stop |
388 | * on the space, the object doesn't get placed. if immune stop |
479 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
389 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
480 | * |
390 | * |
481 | */ |
391 | */ |
482 | |
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483 | int |
392 | int |
484 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
393 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
485 | { |
394 | { |
486 | object *tmp; |
395 | if (!xy_normalise (m, x, y)) |
487 | int mflags; |
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488 | maptile *mp; |
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489 | |
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490 | mp = m; |
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491 | mflags = get_map_flags (m, &mp, x, y, &x, &y); |
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492 | |
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493 | if (mflags & P_OUT_OF_MAP) |
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494 | return 0; |
396 | return 0; |
495 | |
397 | |
496 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) |
398 | mapspace &ms = m->at (x, y); |
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399 | |
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400 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
497 | return 0; |
401 | return 0; |
498 | |
402 | |
499 | for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) |
403 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
500 | { |
404 | { |
501 | /* If there is a counterspell on the space, and this |
405 | /* If there is a counterspell on the space, and this |
502 | * object is using magic, don't progress. I believe we could |
406 | * object is using magic, don't progress. I believe we could |
503 | * leave this out and let in progress, and other areas of the code |
407 | * leave this out and let in progress, and other areas of the code |
504 | * will then remove it, but that would seem to to use more |
408 | * will then remove it, but that would seem to to use more |
505 | * resources, and may not work as well if a player is standing |
409 | * resources, and may not work as well if a player is standing |
506 | * on top of a counterwall spell (may hit the player before being |
410 | * on top of a counterwall spell (may hit the player before being |
507 | * removed.) On the other hand, it may be more dramatic for the |
411 | * removed.) On the other hand, it may be more dramatic for the |
508 | * spell to actually hit the counterwall and be sucked up. |
412 | * spell to actually hit the counterwall and be sucked up. |
509 | */ |
413 | */ |
510 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
414 | if ((tmp->attacktype & AT_COUNTERSPELL) |
511 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
415 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
512 | (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) |
416 | && (tmp->type != PLAYER) |
|
|
417 | && (tmp->type != WEAPON) |
|
|
418 | && (tmp->type != BOW) |
|
|
419 | && (tmp->type != ARROW) |
|
|
420 | && (tmp->type != GOLEM) |
|
|
421 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
|
|
422 | // we special case floor here because there |
|
|
423 | // are sometimes spell effect floors |
|
|
424 | // which are used to inflict damage |
|
|
425 | // (and those shouldn't go away from |
|
|
426 | // sanctuary) see also: permanent lava |
|
|
427 | && (immune_stop & AT_MAGIC)) |
513 | return 0; |
428 | return 0; |
514 | |
429 | |
515 | /* This is to prevent 'out of control' spells. Basically, this |
430 | /* This is to prevent 'out of control' spells. Basically, this |
516 | * limits one spell effect per space per spell. This is definately |
431 | * limits one spell effect per space per spell. This is definately |
517 | * needed for performance reasons, and just for playability I believe. |
432 | * needed for performance reasons, and just for playability I believe. |
… | |
… | |
524 | /* |
439 | /* |
525 | * Combine similar spell effects into one spell effect. Needed for |
440 | * Combine similar spell effects into one spell effect. Needed for |
526 | * performance reasons with meteor swarm and the like, but also for |
441 | * performance reasons with meteor swarm and the like, but also for |
527 | * playability reasons. |
442 | * playability reasons. |
528 | */ |
443 | */ |
529 | if (tmp->arch == op->arch |
444 | if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
530 | && tmp->type == op->type |
445 | && tmp->type == op->type |
531 | && tmp->subtype == op->subtype |
446 | && tmp->subtype == op->subtype |
|
|
447 | && tmp->owner == op->owner |
532 | && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
448 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
533 | { |
449 | { |
534 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
450 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
535 | tmp->range = MAX (tmp->range, op->range); |
451 | tmp->range = MAX (tmp->range, op->range); |
536 | tmp->duration = MAX (tmp->duration, op->duration); |
452 | tmp->duration = MAX (tmp->duration, op->duration); |
537 | return 0; |
453 | return 0; |
… | |
… | |
539 | |
455 | |
540 | /* Perhaps we should also put checks in for no magic and unholy |
456 | /* Perhaps we should also put checks in for no magic and unholy |
541 | * ground to prevent it from moving along? |
457 | * ground to prevent it from moving along? |
542 | */ |
458 | */ |
543 | } |
459 | } |
|
|
460 | |
544 | /* If it passes the above tests, it must be OK */ |
461 | /* If it passes the above tests, it must be OK */ |
545 | return 1; |
462 | return 1; |
546 | } |
463 | } |
547 | |
464 | |
548 | /* fire_arch_from_position: fires an archetype. |
465 | /* fire_arch_from_position: fires an archetype. |
… | |
… | |
553 | * dir: direction to fire in. |
470 | * dir: direction to fire in. |
554 | * spell: spell that is being fired. It uses other_arch for the archetype |
471 | * spell: spell that is being fired. It uses other_arch for the archetype |
555 | * to fire. |
472 | * to fire. |
556 | * returns 0 on failure, 1 on success. |
473 | * returns 0 on failure, 1 on success. |
557 | */ |
474 | */ |
558 | |
|
|
559 | int |
475 | int |
560 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
476 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
561 | { |
477 | { |
562 | object *tmp; |
|
|
563 | int mflags; |
|
|
564 | maptile *m; |
|
|
565 | |
|
|
566 | if (spell->other_arch == NULL) |
478 | if (!spell->other_arch) |
567 | return 0; |
479 | return 0; |
568 | |
480 | |
569 | m = op->map; |
481 | mapxy pos (op->map, x, y);//TODO, should not pass x, y |
570 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
571 | if (mflags & P_OUT_OF_MAP) |
|
|
572 | { |
|
|
573 | return 0; |
|
|
574 | } |
|
|
575 | |
482 | |
576 | tmp = arch_to_object (spell->other_arch); |
483 | pos.move (dir ? dir : rndm (1, 8)); |
577 | |
484 | |
578 | if (tmp == NULL) |
485 | if (!pos.normalise ()) |
579 | return 0; |
486 | return 0; |
580 | |
487 | |
581 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
488 | object *tmp = spell->other_arch->instance (); |
|
|
489 | |
|
|
490 | if (!tmp) |
|
|
491 | return 0; |
|
|
492 | |
|
|
493 | if (pos.ms ().blocks (tmp)) |
582 | { |
494 | { |
583 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
495 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast this spell on top of a wall!\n"); |
584 | tmp->destroy (); |
496 | tmp->destroy (); |
585 | return 0; |
497 | return 0; |
586 | } |
498 | } |
587 | |
499 | |
588 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
500 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
… | |
… | |
592 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
504 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
593 | tmp->attacktype = spell->attacktype; |
505 | tmp->attacktype = spell->attacktype; |
594 | tmp->x = x; |
506 | tmp->x = x; |
595 | tmp->y = y; |
507 | tmp->y = y; |
596 | tmp->direction = dir; |
508 | tmp->direction = dir; |
597 | if (op->owner != NULL) |
|
|
598 | tmp->set_owner (op); |
509 | tmp->set_owner (op); |
599 | else |
|
|
600 | tmp->set_owner (op); |
|
|
601 | tmp->level = caster_level (caster, spell); |
510 | tmp->level = caster_level (caster, spell); |
602 | set_spell_skill (op, caster, spell, tmp); |
511 | set_spell_skill (op, caster, spell, tmp); |
603 | |
512 | |
604 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
513 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
605 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
514 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
606 | { |
|
|
607 | if (!tailor_god_spell (tmp, op)) |
515 | if (!tailor_god_spell (tmp, op)) |
608 | return 0; |
516 | return 0; |
609 | } |
517 | |
610 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
518 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
611 | SET_ANIMATION (tmp, dir); |
519 | SET_ANIMATION (tmp, dir); |
612 | |
520 | |
613 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
521 | if ((tmp = op->map->insert (tmp, x, y, op))) |
614 | move_spell_effect (tmp); |
522 | move_spell_effect (tmp); |
615 | |
523 | |
616 | return 1; |
524 | return 1; |
617 | } |
525 | } |
618 | |
526 | |
… | |
… | |
623 | ****************************************************************************/ |
531 | ****************************************************************************/ |
624 | void |
532 | void |
625 | regenerate_rod (object *rod) |
533 | regenerate_rod (object *rod) |
626 | { |
534 | { |
627 | if (rod->stats.hp < rod->stats.maxhp) |
535 | if (rod->stats.hp < rod->stats.maxhp) |
628 | { |
536 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
629 | rod->stats.hp += 1 + rod->stats.maxhp / 10; |
|
|
630 | |
|
|
631 | if (rod->stats.hp > rod->stats.maxhp) |
|
|
632 | rod->stats.hp = rod->stats.maxhp; |
|
|
633 | } |
|
|
634 | } |
537 | } |
635 | |
|
|
636 | |
538 | |
637 | void |
539 | void |
638 | drain_rod_charge (object *rod) |
540 | drain_rod_charge (object *rod) |
639 | { |
541 | { |
640 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
542 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
641 | } |
543 | } |
642 | |
|
|
643 | |
|
|
644 | |
|
|
645 | |
544 | |
646 | /* this function is commonly used to find a friendly target for |
545 | /* this function is commonly used to find a friendly target for |
647 | * spells such as heal or protection or armour |
546 | * spells such as heal or protection or armour |
648 | * op is what is looking for the target (which can be a player), |
547 | * op is what is looking for the target (which can be a player), |
649 | * dir is the direction we are looking in. Return object found, or |
548 | * dir is the direction we are looking in. Return object found, or |
650 | * NULL if no good object. |
549 | * NULL if no good object. |
651 | */ |
550 | */ |
652 | |
|
|
653 | object * |
551 | object * |
654 | find_target_for_friendly_spell (object *op, int dir) |
552 | find_target_for_friendly_spell (object *op, int dir) |
655 | { |
553 | { |
656 | object *tmp; |
554 | object *tmp; |
657 | maptile *m; |
|
|
658 | sint16 x, y; |
|
|
659 | int mflags; |
|
|
660 | |
555 | |
661 | /* I don't really get this block - if op isn't a player or rune, |
556 | /* I don't really get this block - if op isn't a player or rune, |
662 | * we then make the owner of this object the target. |
557 | * we then make the owner of this object the target. |
663 | * The owner could very well be no where near op. |
558 | * The owner could very well be no where near op. |
664 | */ |
559 | */ |
… | |
… | |
671 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
566 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
672 | tmp = op; |
567 | tmp = op; |
673 | } |
568 | } |
674 | else |
569 | else |
675 | { |
570 | { |
676 | m = op->map; |
571 | maptile *m = op->map; |
677 | x = op->x + freearr_x[dir]; |
572 | sint16 x = op->x + freearr_x[dir]; |
678 | y = op->y + freearr_y[dir]; |
573 | sint16 y = op->y + freearr_y[dir]; |
679 | |
|
|
680 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
681 | |
|
|
682 | if (mflags & P_OUT_OF_MAP) |
|
|
683 | tmp = 0; |
|
|
684 | else |
574 | |
|
|
575 | tmp = xy_normalise (m, x, y) |
685 | tmp = m->at (x, y).player (); |
576 | ? m->at (x, y).player () |
|
|
577 | : 0; |
686 | } |
578 | } |
687 | |
579 | |
688 | /* didn't find a player there, look in current square for a player */ |
580 | /* didn't find a player there, look in current square for a player */ |
689 | if (!tmp) |
581 | if (!tmp) |
690 | tmp = op->ms ().player (); |
582 | tmp = op->ms ().player (); |
691 | |
583 | |
692 | return tmp; |
584 | return tmp; |
693 | } |
585 | } |
694 | |
|
|
695 | |
|
|
696 | |
586 | |
697 | /* raytrace: |
587 | /* raytrace: |
698 | * spell_find_dir(map, x, y, exclude) will search first the center square |
588 | * spell_find_dir(map, x, y, exclude) will search first the center square |
699 | * then some close squares in the given map at the given coordinates for |
589 | * then some close squares in the given map at the given coordinates for |
700 | * live objects. |
590 | * live objects. |
… | |
… | |
703 | * monsters/generators only. If not, the spell will hunt players only. |
593 | * monsters/generators only. If not, the spell will hunt players only. |
704 | * It returns the direction toward the first/closest live object if it finds |
594 | * It returns the direction toward the first/closest live object if it finds |
705 | * any, otherwise -1. |
595 | * any, otherwise -1. |
706 | * note that exclude can be NULL, in which case all bets are off. |
596 | * note that exclude can be NULL, in which case all bets are off. |
707 | */ |
597 | */ |
708 | |
|
|
709 | int |
598 | int |
710 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
599 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
711 | { |
600 | { |
712 | int i, max = SIZEOFFREE; |
601 | int i, max = SIZEOFFREE; |
713 | sint16 nx, ny; |
602 | sint16 nx, ny; |
… | |
… | |
740 | return freedir[i]; |
629 | return freedir[i]; |
741 | } |
630 | } |
742 | return -1; /* flag for "keep going the way you were" */ |
631 | return -1; /* flag for "keep going the way you were" */ |
743 | } |
632 | } |
744 | |
633 | |
745 | |
|
|
746 | |
|
|
747 | /* put_a_monster: puts a monster named monstername near by |
634 | /* put_a_monster: puts a monster named monstername near by |
748 | * op. This creates the treasures for the monsters, and |
635 | * op. This creates the treasures for the monsters, and |
749 | * also deals with multipart monsters properly. |
636 | * also deals with multipart monsters properly. |
750 | */ |
637 | */ |
751 | |
|
|
752 | void |
638 | void |
753 | put_a_monster (object *op, const char *monstername) |
639 | put_a_monster (object *op, const char *monstername) |
754 | { |
640 | { |
755 | object *tmp, *head = NULL, *prev = NULL; |
641 | object *tmp, *head = NULL, *prev = NULL; |
756 | archetype *at; |
642 | archetype *at; |
… | |
… | |
763 | |
649 | |
764 | /* find a free square nearby |
650 | /* find a free square nearby |
765 | * first we check the closest square for free squares |
651 | * first we check the closest square for free squares |
766 | */ |
652 | */ |
767 | |
653 | |
768 | dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); |
654 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
769 | if (dir != -1) |
655 | if (dir != -1) |
770 | { |
656 | { |
771 | /* This is basically grabbed for generate monster. Fixed 971225 to |
657 | /* This is basically grabbed for generate monster. Fixed 971225 to |
772 | * insert multipart monsters properly |
658 | * insert multipart monsters properly |
773 | */ |
659 | */ |
|
|
660 | //TODO: use expand_tail + ... |
774 | while (at != NULL) |
661 | while (at != NULL) |
775 | { |
662 | { |
776 | tmp = arch_to_object (at); |
663 | tmp = arch_to_object (at); |
777 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
664 | tmp->x = op->x + freearr_x[dir] + at->x; |
778 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
665 | tmp->y = op->y + freearr_y[dir] + at->y; |
779 | tmp->map = op->map; |
666 | tmp->map = op->map; |
780 | if (head) |
667 | if (head) |
781 | { |
668 | { |
782 | tmp->head = head; |
669 | tmp->head = head; |
783 | prev->more = tmp; |
670 | prev->more = tmp; |
784 | } |
671 | } |
|
|
672 | |
785 | if (!head) |
673 | if (!head) |
786 | head = tmp; |
674 | head = tmp; |
|
|
675 | |
787 | prev = tmp; |
676 | prev = tmp; |
|
|
677 | |
788 | at = at->more; |
678 | at = (archetype *)at->more; |
789 | } |
679 | } |
790 | |
680 | |
791 | if (head->randomitems) |
681 | if (head->randomitems) |
792 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
682 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
793 | |
683 | |
794 | insert_ob_in_map (head, op->map, op, 0); |
684 | insert_ob_in_map (head, op->map, op, 0); |
795 | |
685 | |
796 | /* thought it'd be cool to insert a burnout, too. */ |
686 | /* thought it'd be cool to insert a burnout, too. */ |
797 | op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
687 | op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
798 | } |
688 | } |
799 | } |
689 | } |
800 | |
690 | |
801 | /* peterm: function which summons hostile monsters and |
691 | /* peterm: function which summons hostile monsters and |
802 | * places them in nearby squares. |
692 | * places them in nearby squares. |
… | |
… | |
829 | { |
719 | { |
830 | int attacktype; |
720 | int attacktype; |
831 | int face; |
721 | int face; |
832 | } ATTACKS[22] = |
722 | } ATTACKS[22] = |
833 | { |
723 | { |
834 | { |
|
|
835 | AT_PHYSICAL, 0}, |
724 | { AT_PHYSICAL, 0}, |
836 | { |
|
|
837 | AT_PHYSICAL, 0}, /*face = explosion */ |
725 | { AT_PHYSICAL, 0}, /*face = explosion */ |
838 | { |
|
|
839 | AT_PHYSICAL, 0}, |
726 | { AT_PHYSICAL, 0}, |
840 | { |
|
|
841 | AT_MAGIC, 1}, |
727 | { AT_MAGIC, 1}, |
842 | { |
|
|
843 | AT_MAGIC, 1}, /* face = last-burnout */ |
728 | { AT_MAGIC, 1}, /* face = last-burnout */ |
844 | { |
|
|
845 | AT_MAGIC, 1}, |
729 | { AT_MAGIC, 1}, |
846 | { |
|
|
847 | AT_FIRE, 2}, |
730 | { AT_FIRE, 2}, |
848 | { |
|
|
849 | AT_FIRE, 2}, /* face = fire.... */ |
731 | { AT_FIRE, 2}, /* face = fire.... */ |
850 | { |
|
|
851 | AT_FIRE, 2}, |
732 | { AT_FIRE, 2}, |
852 | { |
|
|
853 | AT_ELECTRICITY, 3}, |
733 | { AT_ELECTRICITY, 3}, |
854 | { |
|
|
855 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
734 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
856 | { |
|
|
857 | AT_ELECTRICITY, 3}, |
735 | { AT_ELECTRICITY, 3}, |
858 | { |
|
|
859 | AT_COLD, 4}, |
736 | { AT_COLD, 4}, |
860 | { |
|
|
861 | AT_COLD, 4}, /* face=icestorm */ |
737 | { AT_COLD, 4}, /* face=icestorm */ |
862 | { |
|
|
863 | AT_COLD, 4}, |
738 | { AT_COLD, 4}, |
864 | { |
|
|
865 | AT_CONFUSION, 5}, |
739 | { AT_CONFUSION, 5}, |
866 | { |
|
|
867 | AT_POISON, 7}, |
740 | { AT_POISON, 7}, |
868 | { |
|
|
869 | AT_POISON, 7}, /* face = acid sphere. generator */ |
741 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
870 | { |
|
|
871 | AT_POISON, 7}, /* poisoncloud face */ |
742 | { AT_POISON, 7}, /* poisoncloud face */ |
872 | { |
|
|
873 | AT_SLOW, 8}, |
743 | { AT_SLOW, 8}, |
874 | { |
|
|
875 | AT_PARALYZE, 9}, |
744 | { AT_PARALYZE, 9}, |
876 | { |
|
|
877 | AT_FEAR, 10}}; |
745 | { AT_FEAR, 10}, |
878 | |
746 | }; |
879 | |
|
|
880 | |
747 | |
881 | /* shuffle_attack: peterm |
748 | /* shuffle_attack: peterm |
882 | * This routine shuffles the attack of op to one of the |
749 | * This routine shuffles the attack of op to one of the |
883 | * ones in the list. It does this at random. It also |
750 | * ones in the list. It does this at random. It also |
884 | * chooses a face appropriate to the attack that is |
751 | * chooses a face appropriate to the attack that is |
… | |
… | |
1022 | |
889 | |
1023 | int |
890 | int |
1024 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
891 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1025 | { |
892 | { |
1026 | int success; |
893 | int success; |
1027 | player *pl; |
|
|
1028 | object *spell; |
894 | object *spell; |
1029 | |
895 | |
1030 | if (!spell_ob->other_arch) |
896 | if (!spell_ob->other_arch) |
1031 | { |
897 | { |
1032 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
898 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
1033 | return 0; |
899 | return 0; |
1034 | } |
900 | } |
|
|
901 | |
1035 | spell = arch_to_object (spell_ob->other_arch); |
902 | spell = arch_to_object (spell_ob->other_arch); |
1036 | |
903 | |
1037 | /* Always cast spell on caster */ |
904 | /* Always cast spell on caster */ |
1038 | success = cast_spell (op, caster, dir, spell, stringarg); |
905 | success = cast_spell (op, caster, dir, spell, stringarg); |
1039 | |
906 | |
1040 | if (caster->contr->party == NULL) |
907 | if (caster->contr->party == NULL) |
1041 | { |
908 | { |
1042 | spell->remove (); |
909 | spell->remove (); |
1043 | return success; |
910 | return success; |
1044 | } |
911 | } |
|
|
912 | |
1045 | for_all_players (pl) |
913 | for_all_players (pl) |
1046 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
914 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
1047 | { |
|
|
1048 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
915 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
1049 | } |
916 | |
1050 | spell->remove (); |
917 | spell->remove (); |
1051 | return success; |
918 | return success; |
1052 | } |
919 | } |
1053 | |
920 | |
1054 | /* This is where the main dispatch when someone casts a spell. |
921 | /* This is where the main dispatch when someone casts a spell. |
… | |
… | |
1076 | * |
943 | * |
1077 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
944 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1078 | * this function will decrease the mana/grace appropriately. For other |
945 | * this function will decrease the mana/grace appropriately. For other |
1079 | * objects, the caller should do what it considers appropriate. |
946 | * objects, the caller should do what it considers appropriate. |
1080 | */ |
947 | */ |
1081 | |
|
|
1082 | int |
948 | int |
1083 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
949 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1084 | { |
950 | { |
1085 | const char *godname; |
951 | const char *godname; |
1086 | int success = 0, mflags, cast_level = 0, old_shoottype; |
952 | int success = 0, cast_level = 0; |
1087 | object *skill = NULL; |
953 | object *skill = NULL; |
1088 | |
|
|
1089 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
|
|
1090 | |
954 | |
1091 | if (!spell_ob) |
955 | if (!spell_ob) |
1092 | { |
956 | { |
1093 | LOG (llevError, "cast_spell: null spell object passed\n"); |
957 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1094 | return 0; |
958 | return 0; |
… | |
… | |
1123 | * at least process that code. |
987 | * at least process that code. |
1124 | */ |
988 | */ |
1125 | if (op->type == PLAYER && op == caster) |
989 | if (op->type == PLAYER && op == caster) |
1126 | { |
990 | { |
1127 | cast_level = caster_level (caster, spell_ob); |
991 | cast_level = caster_level (caster, spell_ob); |
|
|
992 | |
1128 | if (spell_ob->skill) |
993 | if (spell_ob->skill) |
1129 | { |
994 | { |
1130 | skill = find_skill_by_name (op, spell_ob->skill); |
995 | skill = find_skill_by_name (op, spell_ob->skill); |
|
|
996 | |
1131 | if (!skill) |
997 | if (!skill) |
1132 | { |
998 | { |
1133 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
999 | op->failmsg (format ("You need the skill %s to cast %s! " |
|
|
1000 | "H<You either need to learn the skill via a skill scroll " |
|
|
1001 | "or you need to wear a talisman or holy symbol.>", |
|
|
1002 | &spell_ob->skill, &spell_ob->name)); |
1134 | return 0; |
1003 | return 0; |
1135 | } |
1004 | } |
|
|
1005 | |
|
|
1006 | int casting_level = min_casting_level (op, spell_ob); |
|
|
1007 | |
1136 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1008 | if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1137 | { |
1009 | { |
1138 | new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); |
1010 | op->failmsg (format ("You lack enough skill to cast that spell! " |
|
|
1011 | "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", |
|
|
1012 | cast_level, casting_level)); |
1139 | return 0; |
1013 | return 0; |
1140 | } |
1014 | } |
1141 | } |
1015 | } |
|
|
1016 | |
1142 | /* If the caster is the wiz, they don't ever fail, and don't have |
1017 | /* If the caster is the wiz, they don't ever fail, and don't have |
1143 | * to have sufficient grace/mana. |
1018 | * to have sufficient grace/mana. |
1144 | */ |
1019 | */ |
1145 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1020 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1146 | { |
1021 | { |
1147 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1022 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1148 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1023 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1149 | { |
1024 | { |
1150 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1025 | op->failmsg ("You don't have enough mana!"); |
1151 | return 0; |
1026 | return 0; |
1152 | } |
1027 | } |
|
|
1028 | |
1153 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1029 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1154 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1030 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1155 | { |
1031 | { |
1156 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1032 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1157 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1033 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1158 | { |
|
|
1159 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); |
1034 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1160 | } |
|
|
1161 | else |
1035 | else |
1162 | { |
1036 | { |
1163 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1037 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1164 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1038 | op->failmsg (format ("%s ignores your prayer.", godname)); |
1165 | return 0; |
1039 | return 0; |
1166 | } |
1040 | } |
1167 | } |
1041 | } |
1168 | |
1042 | |
1169 | /* player/monster is trying to cast the spell. might fumble it */ |
1043 | /* player/monster is trying to cast the spell. might fumble it */ |
1170 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1044 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1171 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1045 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1172 | { |
1046 | { |
1173 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1047 | op->contr->play_sound (sound_find ("fumble_spell")); |
1174 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1048 | op->failmsg ("You fumble the prayer."); |
1175 | if (settings.casting_time == TRUE) |
1049 | |
1176 | { |
|
|
1177 | op->casting_time = -1; |
|
|
1178 | } |
|
|
1179 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1050 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1180 | return 0; |
1051 | return 0; |
1181 | } |
1052 | } |
1182 | else if (spell_ob->stats.sp) |
1053 | else if (spell_ob->stats.sp) |
1183 | { |
1054 | { |
1184 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1055 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1185 | |
1056 | |
1186 | if (failure < 0) |
1057 | if (failure < 0) |
1187 | { |
1058 | { |
1188 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1059 | op->failmsg ("You bungle the spell because you have too much heavy equipment in use."); |
1189 | if (settings.spell_failure_effects == TRUE) |
1060 | if (settings.spell_failure_effects == TRUE) |
1190 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1061 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1191 | op->contr->shoottype = (rangetype) old_shoottype; |
1062 | |
1192 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1063 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1193 | return 0; |
1064 | return 0; |
1194 | } |
1065 | } |
1195 | } |
1066 | } |
1196 | } |
1067 | } |
1197 | } |
1068 | } |
1198 | |
1069 | |
1199 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1070 | int mflags = op->ms ().flags (); |
1200 | |
1071 | |
1201 | /* See if we can cast a spell here. If the caster and op are |
1072 | /* See if we can cast a spell here. If the caster and op are |
1202 | * not alive, then this would mean that the mapmaker put the |
1073 | * not alive, then this would mean that the mapmaker put the |
1203 | * objects on the space - presume that they know what they are |
1074 | * objects on the space - presume that they know what they are |
1204 | * doing. |
1075 | * doing. |
1205 | */ |
1076 | */ |
1206 | |
1077 | |
1207 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1078 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1208 | { |
1079 | { |
1209 | new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); |
1080 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1210 | return 0; |
1081 | return 0; |
1211 | } |
1082 | } |
1212 | |
1083 | |
1213 | if ((spell_ob->type == SPELL) |
1084 | if ((spell_ob->type == SPELL) |
1214 | && (caster->type != POTION) |
1085 | && (caster->type != POTION) |
… | |
… | |
1219 | { |
1090 | { |
1220 | if (op->type != PLAYER) |
1091 | if (op->type != PLAYER) |
1221 | return 0; |
1092 | return 0; |
1222 | |
1093 | |
1223 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1094 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1224 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1095 | op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); |
1225 | else |
1096 | else if (object *item = op->contr->ranged_ob) |
1226 | switch (op->contr->shoottype) |
|
|
1227 | { |
1097 | { |
1228 | case range_magic: |
1098 | if (item->type == SPELL) |
1229 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1099 | op->failmsg ("Something blocks your spellcasting."); |
1230 | break; |
1100 | else if (item->type == SCROLL) |
1231 | case range_misc: |
1101 | op->failmsg ("Something blocks the magic of your scroll."); |
1232 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1233 | break; |
|
|
1234 | case range_golem: |
|
|
1235 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
|
|
1236 | break; |
|
|
1237 | default: |
|
|
1238 | break; |
|
|
1239 | } |
|
|
1240 | return 0; |
|
|
1241 | } |
|
|
1242 | |
|
|
1243 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
|
|
1244 | { |
|
|
1245 | if (op->casting_time == -1) |
|
|
1246 | { /* begin the casting */ |
|
|
1247 | op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
|
|
1248 | op->spell = spell_ob; |
|
|
1249 | /* put the stringarg into the object struct so that when the |
|
|
1250 | * spell is actually cast, it knows about the stringarg. |
|
|
1251 | * necessary for the invoke command spells. |
|
|
1252 | */ |
|
|
1253 | if (stringarg) |
|
|
1254 | { |
|
|
1255 | op->spellarg = strdup (stringarg); |
|
|
1256 | } |
|
|
1257 | else |
1102 | else |
1258 | op->spellarg = NULL; |
1103 | op->failmsg ("Something blocks the magic of your item."); |
1259 | return 0; |
|
|
1260 | } |
|
|
1261 | else if (op->casting_time != 0) |
|
|
1262 | { |
|
|
1263 | if (op->type == PLAYER) |
|
|
1264 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
|
|
1265 | return 0; |
|
|
1266 | } |
1104 | } |
1267 | else |
1105 | else |
1268 | { /* casting_time == 0 */ |
1106 | op->failmsg ("Something blocks the spell!"); |
1269 | op->casting_time = -1; |
1107 | |
1270 | spell_ob = op->spell; |
1108 | return 0; |
1271 | stringarg = op->spellarg; |
|
|
1272 | } |
|
|
1273 | } |
|
|
1274 | else |
|
|
1275 | { |
1109 | } |
|
|
1110 | |
1276 | /* Take into account how long it takes to cast the spell. |
1111 | /* Take into account how long it takes to cast the spell. |
1277 | * if the player is casting it, then we use the time in |
1112 | * if the player is casting it, then we use the time in |
1278 | * the spell object. If it is a spell object, have it |
1113 | * the spell object. If it is a spell object, have it |
1279 | * take two ticks. Things that cast spells on the players |
1114 | * take two ticks. Things that cast spells on the players |
1280 | * behalf (eg, altars, and whatever else) shouldn't cost |
1115 | * behalf (eg, altars, and whatever else) shouldn't cost |
1281 | * the player any time. |
1116 | * the player any time. |
1282 | * Ignore casting time for firewalls |
1117 | * Ignore casting time for firewalls |
|
|
1118 | */ |
|
|
1119 | if (caster == op && caster->type != FIREWALL) |
|
|
1120 | { |
|
|
1121 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1122 | /* 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 |
1283 | */ |
1124 | */ |
1284 | if (caster == op && caster->type != FIREWALL) |
|
|
1285 | { |
|
|
1286 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1287 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1288 | * put a lower limit so that the player isn't stuck here too long |
|
|
1289 | */ |
|
|
1290 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1125 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1291 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1126 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1292 | } |
1127 | } |
1293 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1128 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1294 | { |
|
|
1295 | op->speed_left -= 2 * FABS (op->speed); |
1129 | op->speed_left -= 2 * FABS (op->speed); |
1296 | } |
|
|
1297 | } |
|
|
1298 | |
1130 | |
1299 | if (op->type == PLAYER && op == caster) |
1131 | if (op->type == PLAYER && op == caster) |
1300 | { |
1132 | { |
1301 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1133 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1302 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1134 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1309 | if (op != caster && !skill && caster->skill) |
1141 | if (op != caster && !skill && caster->skill) |
1310 | { |
1142 | { |
1311 | skill = find_skill_by_name (op, caster->skill); |
1143 | skill = find_skill_by_name (op, caster->skill); |
1312 | if (!skill) |
1144 | if (!skill) |
1313 | { |
1145 | { |
1314 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1146 | op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); |
1315 | return 0; |
1147 | return 0; |
1316 | } |
1148 | } |
|
|
1149 | |
1317 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
1150 | op->change_skill (skill); /* needed for proper exp credit */ |
1318 | } |
1151 | } |
|
|
1152 | |
|
|
1153 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1154 | return RESULT_INT (0); |
1319 | |
1155 | |
1320 | switch (spell_ob->subtype) |
1156 | switch (spell_ob->subtype) |
1321 | { |
1157 | { |
1322 | /* The order of case statements is same as the order they show up |
1158 | /* The order of case statements is same as the order they show up |
1323 | * in in spells.h. |
1159 | * in in spells.h. |
1324 | */ |
1160 | */ |
1325 | case SP_RAISE_DEAD: |
1161 | case SP_RAISE_DEAD: |
1326 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1162 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1327 | break; |
1163 | break; |
1328 | |
1164 | |
1329 | case SP_RUNE: |
1165 | case SP_RUNE: |
… | |
… | |
1357 | case SP_SMITE: |
1193 | case SP_SMITE: |
1358 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1194 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1359 | break; |
1195 | break; |
1360 | |
1196 | |
1361 | case SP_MAGIC_MISSILE: |
1197 | case SP_MAGIC_MISSILE: |
1362 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1198 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1363 | break; |
1199 | break; |
1364 | |
1200 | |
1365 | case SP_SUMMON_GOLEM: |
1201 | case SP_SUMMON_GOLEM: |
1366 | success = summon_golem (op, caster, dir, spell_ob); |
1202 | success = summon_golem (op, caster, dir, spell_ob); |
1367 | old_shoottype = range_golem; |
|
|
1368 | break; |
1203 | break; |
1369 | |
1204 | |
1370 | case SP_DIMENSION_DOOR: |
1205 | case SP_DIMENSION_DOOR: |
1371 | /* dimension door needs the actual caster, because that is what is |
1206 | /* dimension door needs the actual caster, because that is what is |
1372 | * moved. |
1207 | * moved. |
… | |
… | |
1445 | #ifdef NO_POLYMORPH |
1280 | #ifdef NO_POLYMORPH |
1446 | /* Not great, but at least provide feedback so if players do have |
1281 | /* Not great, but at least provide feedback so if players do have |
1447 | * polymorph (ie, find it as a preset item or left over from before |
1282 | * polymorph (ie, find it as a preset item or left over from before |
1448 | * it was disabled), they get some feedback. |
1283 | * it was disabled), they get some feedback. |
1449 | */ |
1284 | */ |
1450 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1285 | op->failmsg ("The spell fizzles!"); |
1451 | success = 0; |
1286 | success = 0; |
1452 | #else |
1287 | #else |
1453 | success = cast_polymorph (op, caster, spell_ob, dir); |
1288 | success = cast_polymorph (op, caster, spell_ob, dir); |
1454 | #endif |
1289 | #endif |
1455 | break; |
1290 | break; |
… | |
… | |
1475 | break; |
1310 | break; |
1476 | |
1311 | |
1477 | case SP_MOVING_BALL: |
1312 | case SP_MOVING_BALL: |
1478 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1313 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1479 | { |
1314 | { |
1480 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); |
1315 | op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); |
1481 | success = 0; |
1316 | success = 0; |
1482 | } |
1317 | } |
1483 | else |
1318 | else |
1484 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1319 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1485 | break; |
1320 | break; |
1486 | |
1321 | |
1487 | case SP_SWARM: |
1322 | case SP_SWARM: |
1488 | success = fire_swarm (op, caster, spell_ob, dir); |
1323 | success = fire_swarm (op, caster, spell_ob, dir); |
1489 | break; |
1324 | break; |
… | |
… | |
1505 | success = cast_consecrate (op, caster, spell_ob); |
1340 | success = cast_consecrate (op, caster, spell_ob); |
1506 | break; |
1341 | break; |
1507 | |
1342 | |
1508 | case SP_ANIMATE_WEAPON: |
1343 | case SP_ANIMATE_WEAPON: |
1509 | success = animate_weapon (op, caster, spell_ob, dir); |
1344 | success = animate_weapon (op, caster, spell_ob, dir); |
1510 | old_shoottype = range_golem; |
|
|
1511 | break; |
1345 | break; |
1512 | |
1346 | |
1513 | case SP_LIGHT: |
1347 | case SP_LIGHT: |
1514 | success = cast_light (op, caster, spell_ob, dir); |
1348 | success = cast_light (op, caster, spell_ob, dir); |
1515 | break; |
1349 | break; |
… | |
… | |
1528 | |
1362 | |
1529 | case SP_AURA: |
1363 | case SP_AURA: |
1530 | success = create_aura (op, caster, spell_ob); |
1364 | success = create_aura (op, caster, spell_ob); |
1531 | break; |
1365 | break; |
1532 | |
1366 | |
1533 | case SP_TOWN_PORTAL: |
|
|
1534 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1535 | break; |
|
|
1536 | |
|
|
1537 | case SP_PARTY_SPELL: |
1367 | case SP_PARTY_SPELL: |
1538 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1368 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1539 | break; |
1369 | break; |
1540 | |
1370 | |
1541 | default: |
1371 | default: |
1542 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1543 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1372 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1544 | } |
|
|
1545 | |
|
|
1546 | /* FIXME - we need some better sound suppport */ |
|
|
1547 | // yes, for example, augment map info with the spell effect |
|
|
1548 | // so clients can calculate the sounds themselves |
|
|
1549 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
|
|
1550 | |
|
|
1551 | /* free the spell arg */ |
|
|
1552 | if (settings.casting_time == TRUE && stringarg) |
|
|
1553 | { |
1373 | } |
1554 | free (stringarg); |
1374 | |
1555 | stringarg = NULL; |
1375 | op->play_sound ( |
1556 | } |
1376 | success |
1557 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
1377 | ? spell_ob->sound |
1558 | * to something like use_magic_item, but you really want to be able to fire |
1378 | ? spell_ob->sound |
1559 | * it again. |
1379 | : sound_find ("spell_success") |
1560 | */ |
1380 | : sound_find ("fumble_spell") |
1561 | if (op->contr) |
1381 | ); |
1562 | op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1563 | |
1382 | |
1564 | return success; |
1383 | return success; |
1565 | } |
1384 | } |
1566 | |
1385 | |
1567 | |
|
|
1568 | /* This is called from time.c/process_object(). That function |
1386 | /* This is called from time.c/process_object(). That function |
1569 | * calls this for any SPELL_EFFECT type objects. This function |
1387 | * calls this for any SPELL_EFFECT type objects. This function |
1570 | * then dispatches them to the appropriate specific routines. |
1388 | * then dispatches them to the appropriate specific routines. |
1571 | */ |
1389 | */ |
1572 | void |
1390 | void |
1573 | move_spell_effect (object *op) |
1391 | move_spell_effect (object *op) |
1574 | { |
1392 | { |
… | |
… | |
1660 | break; |
1478 | break; |
1661 | |
1479 | |
1662 | case SP_MOVING_BALL: |
1480 | case SP_MOVING_BALL: |
1663 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1481 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1664 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1482 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1665 | else if (victim->material || victim->materialname) |
1483 | else if (victim->materialname) |
1666 | save_throw_object (victim, spell->attacktype, spell); |
1484 | save_throw_object (victim, spell->attacktype, spell); |
1667 | break; |
1485 | break; |
1668 | } |
1486 | } |
1669 | } |
1487 | } |
|
|
1488 | |