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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
… | |
… | |
33 | /* This returns a random spell from 'ob'. If skill is set, then |
33 | /* This returns a random spell from 'ob'. If skill is set, then |
34 | * the spell must be of this skill, it can be NULL in which case all |
34 | * the spell must be of this skill, it can be NULL in which case all |
35 | * matching spells are used. |
35 | * matching spells are used. |
36 | */ |
36 | */ |
37 | object * |
37 | object * |
38 | find_random_spell_in_ob (object *ob, const char *skill) |
38 | find_random_spell_in_ob (object *ob, shstr_cmp skill) |
39 | { |
39 | { |
40 | int k = 0, s; |
40 | int k = 0, s; |
41 | object *tmp; |
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42 | |
41 | |
43 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
42 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
43 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
45 | k++; |
44 | k++; |
46 | |
45 | |
47 | /* No spells, no need to progess further */ |
46 | /* No spells, no need to progess further */ |
48 | if (!k) |
47 | if (!k) |
49 | return NULL; |
48 | return NULL; |
50 | |
49 | |
51 | s = RANDOM () % k; |
50 | s = rndm (k); |
52 | |
51 | |
53 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
52 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
53 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
55 | { |
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56 | if (!s) |
54 | if (!s) |
57 | return tmp; |
55 | return tmp; |
58 | else |
56 | else |
59 | s--; |
57 | s--; |
60 | } |
58 | |
61 | /* Should never get here, but just in case */ |
59 | /* Should never get here, but just in case */ |
62 | return NULL; |
60 | return 0; |
63 | } |
61 | } |
64 | |
62 | |
65 | /* Relatively simple function that gets used a lot. |
63 | /* Relatively simple function that gets used a lot. |
66 | * Basically, it sets up the skill pointer for the spell being |
64 | * Basically, it sets up the skill pointer for the spell being |
67 | * cast. If op is really casting the spell, then the skill |
65 | * cast. If op is really casting the spell, then the skill |
… | |
… | |
87 | { |
85 | { |
88 | if (spob->other_arch) |
86 | if (spob->other_arch) |
89 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
87 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
90 | } |
88 | } |
91 | |
89 | |
92 | /* |
90 | static int |
93 | * This function takes a caster and spell and presents the |
91 | 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 | { |
92 | { |
105 | if (caster->path_denied & spell->path_attuned) |
93 | // compute the attuned/repelled bonus |
106 | return 1; |
94 | // attuned only increases up to 2 times the original level (i.e. bonus <= level) */ |
107 | |
95 | // repell has no such quarrels |
108 | int new_level = spell->level |
96 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
109 | + (caster->path_repelled & spell->path_attuned ? +8 : 0) |
97 | + (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 | } |
98 | } |
114 | |
99 | |
115 | /* This function returns the effective level the spell |
100 | /* This function returns the effective level the spell |
116 | * is being cast at. |
101 | * 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 | */ |
102 | */ |
121 | int |
103 | int |
122 | caster_level (object *caster, object *spell) |
104 | casting_level (object *caster, object *spell) |
123 | { |
105 | { |
124 | int level = caster->level; |
106 | int level = caster->level; |
125 | |
107 | |
126 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
108 | /* 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) |
109 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
… | |
… | |
129 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
111 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
130 | int sk_level = skill ? skill->level : 1; |
112 | int sk_level = skill ? skill->level : 1; |
131 | |
113 | |
132 | level = min (level, sk_level + level / 10 + 1); |
114 | level = min (level, sk_level + level / 10 + 1); |
133 | } |
115 | } |
134 | else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ |
116 | 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++) |
117 | 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) |
118 | 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 | |
119 | |
142 | /* Got valid caster level. Now adjust for attunement */ |
120 | int bonus = attuned_bonus (caster, spell, level); |
143 | level += caster->path_repelled & spell->path_attuned ? -8 : 0; |
121 | |
144 | level += caster->path_attuned & spell->path_attuned ? +8 : 0; |
122 | level += bonus; |
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123 | |
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124 | // now scale the effective level from the startinglevel..100 range to 1..100 |
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125 | if (level < 100) |
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126 | level = lerp (level, (int)spell->level, 100, 1, 100); |
145 | |
127 | |
146 | /* Always make this at least 1. If this is zero, we get divide by zero |
128 | /* Always make this at least 1. If this is zero, we get divide by zero |
147 | * errors in various places. |
129 | * errors in various places. |
148 | */ |
130 | */ |
149 | return max (level, 1); |
131 | return clamp (level, 1, settings.max_level); |
150 | } |
132 | } |
151 | |
133 | |
152 | /* The following function scales the spellpoint cost of |
134 | /* The following function scales the spellpoint cost of |
153 | * a spell by it's increased effectiveness. Some of the |
135 | * a spell by it's increased effectiveness. Some of the |
154 | * lower level spells become incredibly vicious at high |
136 | * lower level spells become incredibly vicious at high |
… | |
… | |
158 | * caster is what is casting the spell, can be op. |
140 | * caster is what is casting the spell, can be op. |
159 | * spell is the spell object. |
141 | * spell is the spell object. |
160 | * Note that it is now possible for a spell to cost both grace and |
142 | * 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. |
143 | * mana. In that case, we return which ever value is higher. |
162 | */ |
144 | */ |
163 | |
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164 | sint16 |
145 | sint16 |
165 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
146 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
166 | { |
147 | { |
167 | int sp, grace, level = caster_level (caster, spell); |
148 | int sp, grace, level = casting_level (caster, spell); |
168 | |
149 | |
169 | if (settings.spellpoint_level_depend == TRUE) |
150 | if (settings.spellpoint_level_depend == TRUE) |
170 | { |
151 | { |
171 | if (spell->stats.sp && spell->stats.maxsp) |
152 | if (spell->stats.sp && spell->stats.maxsp) |
172 | { |
153 | { |
… | |
… | |
212 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
193 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
213 | return 0; |
194 | return 0; |
214 | } |
195 | } |
215 | } |
196 | } |
216 | |
197 | |
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198 | /* |
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199 | * Return the effective casting level of the spell. |
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200 | * To make spells independent of their starting level, this function |
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201 | * scales the range spellstartlevel .. 100 into the range 1..100 |
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202 | */ |
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203 | static int |
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204 | SP_casting_level (object *caster, object *spell) |
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205 | { |
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206 | return casting_level (caster, spell); |
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207 | } |
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208 | |
217 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
209 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
218 | * spob is the spell we are adjusting. |
210 | * spob is the spell we are adjusting. |
219 | */ |
211 | */ |
220 | int |
212 | int |
221 | SP_level_dam_adjust (object *caster, object *spob) |
213 | SP_level_dam_adjust (object *caster, object *spob) |
222 | { |
214 | { |
223 | if (!spob->dam_modifier) |
215 | if (!spob->dam_modifier) |
224 | return 0; |
216 | return 0; |
225 | |
217 | |
226 | int level = caster_level (caster, spob); |
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227 | return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; |
218 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
228 | } |
219 | } |
229 | |
220 | |
230 | /* Adjust the strength of the spell based on level. |
221 | /* Adjust the strength of the spell based on level. |
231 | * This is basically the same as SP_level_dam_adjust above, |
222 | * This is basically the same as SP_level_dam_adjust above, |
232 | * but instead looks at the level_modifier value. |
223 | * but instead looks at the level_modifier value. |
… | |
… | |
235 | SP_level_duration_adjust (object *caster, object *spob) |
226 | SP_level_duration_adjust (object *caster, object *spob) |
236 | { |
227 | { |
237 | if (!spob->duration_modifier) |
228 | if (!spob->duration_modifier) |
238 | return 0; |
229 | return 0; |
239 | |
230 | |
240 | int level = caster_level (caster, spob); |
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241 | return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; |
231 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
242 | } |
232 | } |
243 | |
233 | |
244 | /* Adjust the strength of the spell based on level. |
234 | /* Adjust the strength of the spell based on level. |
245 | * This is basically the same as SP_level_dam_adjust above, |
235 | * This is basically the same as SP_level_dam_adjust above, |
246 | * but instead looks at the level_modifier value. |
236 | * but instead looks at the level_modifier value. |
… | |
… | |
249 | SP_level_range_adjust (object *caster, object *spob) |
239 | SP_level_range_adjust (object *caster, object *spob) |
250 | { |
240 | { |
251 | if (!spob->range_modifier) |
241 | if (!spob->range_modifier) |
252 | return 0; |
242 | return 0; |
253 | |
243 | |
254 | int level = caster_level (caster, spob); |
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255 | return (level - min_casting_level (caster, spob)) / spob->range_modifier; |
244 | return SP_casting_level (caster, spob) / spob->range_modifier; |
256 | } |
245 | } |
257 | |
246 | |
258 | /* Checks to see if player knows the spell. If the name is the same |
247 | /* Checks to see if player knows the spell. If the name is the same |
259 | * as an existing spell, we presume they know it. |
248 | * as an existing spell, we presume they know it. |
260 | * returns 1 if they know the spell, 0 if they don't. |
249 | * returns 1 if they know the spell, 0 if they don't. |
261 | */ |
250 | */ |
262 | object * |
251 | object * |
263 | check_spell_known (object *op, const char *name) |
252 | check_spell_known (object *op, shstr_cmp name) |
264 | { |
253 | { |
265 | object *spop; |
254 | object *spop; |
266 | shstr_cmp name_ (name); |
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267 | |
255 | |
268 | for (spop = op->inv; spop; spop = spop->below) |
256 | for (spop = op->inv; spop; spop = spop->below) |
269 | if (spop->type == SPELL && spop->name == name) |
257 | if (spop->type == SPELL && spop->name == name) |
270 | return spop; |
258 | return spop; |
271 | |
259 | |
272 | return 0; |
260 | return 0; |
273 | } |
261 | } |
274 | |
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275 | |
262 | |
276 | /* |
263 | /* |
277 | * Look at object 'op' and see if they know the spell |
264 | * Look at object 'op' and see if they know the spell |
278 | * spname. This is pretty close to check_spell_known |
265 | * spname. This is pretty close to check_spell_known |
279 | * above, but it uses a looser matching mechanism. |
266 | * above, but it uses a looser matching mechanism. |
280 | * returns the matching spell object, or NULL. |
267 | * returns the matching spell object, or NULL. |
281 | * If we match multiple spells but don't get an |
268 | * If we match multiple spells but don't get an |
282 | * exact match, we also return NULL. |
269 | * exact match, we also return NULL. |
283 | */ |
270 | */ |
284 | |
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285 | object * |
271 | object * |
286 | lookup_spell_by_name (object *op, const char *spname) |
272 | lookup_spell_by_name (object *op, const char *spname) |
287 | { |
273 | { |
288 | object *spob1 = NULL, *spob2 = NULL, *spob; |
274 | object *spob1 = 0, *spob2 = 0; |
289 | int nummatch = 0; |
275 | int nummatch = 0; |
290 | |
276 | |
291 | if (spname == NULL) |
277 | if (!spname) |
292 | return NULL; |
278 | return 0; |
293 | |
279 | |
294 | /* Try to find the spell. We store the results in spob1 |
280 | /* Try to find the spell. We store the results in spob1 |
295 | * and spob2 - spob1 is only taking the length of |
281 | * and spob2 - spob1 is only taking the length of |
296 | * the past spname, spob2 uses the length of the spell name. |
282 | * the past spname, spob2 uses the length of the spell name. |
297 | */ |
283 | */ |
298 | for (spob = op->inv; spob; spob = spob->below) |
284 | for (object *spob = op->inv; spob; spob = spob->below) |
299 | { |
285 | { |
300 | if (spob->type == SPELL) |
286 | if (spob->type == SPELL) |
301 | { |
287 | { |
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288 | // TODO: WTF? |
302 | if (!strncmp (spob->name, spname, strlen (spname))) |
289 | if (!strncmp (spob->name, spname, strlen (spname))) |
303 | { |
290 | { |
304 | nummatch++; |
291 | nummatch++; |
305 | spob1 = spob; |
292 | spob1 = spob; |
306 | } |
293 | } |
… | |
… | |
311 | * fall into this category). It shouldn't be hard to |
298 | * fall into this category). It shouldn't be hard to |
312 | * make sure spell names don't overlap in that fashion. |
299 | * make sure spell names don't overlap in that fashion. |
313 | */ |
300 | */ |
314 | if (spob2) |
301 | if (spob2) |
315 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
302 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
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303 | |
316 | spob2 = spob; |
304 | spob2 = spob; |
317 | } |
305 | } |
318 | } |
306 | } |
319 | } |
307 | } |
320 | /* if we have best match, return it. Otherwise, if we have one match |
308 | /* if we have best match, return it. Otherwise, if we have one match |
321 | * on the loser match, return that, otehrwise null |
309 | * on the loser match, return that, otehrwise null |
322 | */ |
310 | */ |
323 | if (spob2) |
311 | if (spob2) |
324 | return spob2; |
312 | return spob2; |
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313 | |
325 | if (spob1 && nummatch == 1) |
314 | if (spob1 && nummatch == 1) |
326 | return spob1; |
315 | return spob1; |
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316 | |
327 | return NULL; |
317 | return NULL; |
328 | } |
318 | } |
329 | |
319 | |
330 | /* reflwall - decides weither the (spell-)object sp_op will |
320 | /* reflwall - decides weither the (spell-)object sp_op will |
331 | * be reflected from the given mapsquare. Returns 1 if true. |
321 | * be reflected from the given mapsquare. Returns 1 if true. |
… | |
… | |
335 | * eg, updated for tiled maps. |
325 | * eg, updated for tiled maps. |
336 | */ |
326 | */ |
337 | int |
327 | int |
338 | reflwall (maptile *m, int x, int y, object *sp_op) |
328 | reflwall (maptile *m, int x, int y, object *sp_op) |
339 | { |
329 | { |
340 | object *op; |
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341 | |
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342 | if (OUT_OF_REAL_MAP (m, x, y)) |
330 | if (OUT_OF_REAL_MAP (m, x, y)) |
343 | return 0; |
331 | return 0; |
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332 | |
344 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
333 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
345 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
334 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
346 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
335 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
347 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
336 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
348 | return 1; |
337 | return 1; |
349 | |
338 | |
… | |
… | |
432 | * limits one spell effect per space per spell. This is definately |
421 | * limits one spell effect per space per spell. This is definately |
433 | * needed for performance reasons, and just for playability I believe. |
422 | * needed for performance reasons, and just for playability I believe. |
434 | * there are no such things as multispaced spells right now, so |
423 | * there are no such things as multispaced spells right now, so |
435 | * we don't need to worry about the head. |
424 | * we don't need to worry about the head. |
436 | */ |
425 | */ |
437 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
426 | if (tmp->stats.maxhp == op->stats.maxhp |
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427 | && tmp->type == op->type |
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428 | && tmp->subtype == op->subtype) |
438 | return 0; |
429 | return 0; |
439 | |
430 | |
440 | /* |
431 | /* |
441 | * Combine similar spell effects into one spell effect. Needed for |
432 | * Combine similar spell effects into one spell effect. Needed for |
442 | * performance reasons with meteor swarm and the like, but also for |
433 | * performance reasons with meteor swarm and the like, but also for |
… | |
… | |
490 | tmp->stats.food = tmp->duration; |
481 | tmp->stats.food = tmp->duration; |
491 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
482 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
492 | tmp->attacktype = spell->attacktype; |
483 | tmp->attacktype = spell->attacktype; |
493 | tmp->direction = dir; |
484 | tmp->direction = dir; |
494 | tmp->set_owner (op); |
485 | tmp->set_owner (op); |
495 | tmp->level = caster_level (caster, spell); |
486 | tmp->level = casting_level (caster, spell); |
496 | set_spell_skill (op, caster, spell, tmp); |
487 | set_spell_skill (op, caster, spell, tmp); |
497 | |
488 | |
498 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
489 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
499 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
490 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
500 | if (!tailor_god_spell (tmp, op)) |
491 | if (!tailor_god_spell (tmp, op)) |
… | |
… | |
684 | * Note that this is not used by any spells (summon evil monsters |
675 | * Note that this is not used by any spells (summon evil monsters |
685 | * use to call this, but best I can tell, that spell/ability was |
676 | * use to call this, but best I can tell, that spell/ability was |
686 | * never used. This is however used by various failures on the |
677 | * never used. This is however used by various failures on the |
687 | * players part (alchemy, reincarnation, etc) |
678 | * players part (alchemy, reincarnation, etc) |
688 | */ |
679 | */ |
689 | |
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690 | int |
680 | int |
691 | summon_hostile_monsters (object *op, int n, const char *monstername) |
681 | summon_hostile_monsters (object *op, int n, const char *monstername) |
692 | { |
682 | { |
693 | int i; |
683 | int i; |
694 | |
684 | |
… | |
… | |
759 | { |
749 | { |
760 | SET_ANIMATION (op, ATTACKS[i].face); |
750 | SET_ANIMATION (op, ATTACKS[i].face); |
761 | } |
751 | } |
762 | } |
752 | } |
763 | |
753 | |
764 | |
|
|
765 | /* prayer_failure: This is called when a player fails |
754 | /* prayer_failure: This is called when a player fails |
766 | * at casting a prayer. |
755 | * at casting a prayer. |
767 | * op is the player. |
756 | * op is the player. |
768 | * failure is basically how much grace they had. |
757 | * failure is basically how much grace they had. |
769 | * power is how much grace the spell would normally take to cast. |
758 | * power is how much grace the spell would normally take to cast. |
770 | */ |
759 | */ |
771 | |
|
|
772 | void |
760 | void |
773 | prayer_failure (object *op, int failure, int power) |
761 | prayer_failure (object *op, int failure, int power) |
774 | { |
762 | { |
775 | const char *godname; |
763 | const char *godname; |
776 | object *tmp; |
764 | object *tmp; |
… | |
… | |
932 | */ |
920 | */ |
933 | int |
921 | int |
934 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
922 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
935 | { |
923 | { |
936 | const char *godname; |
924 | const char *godname; |
937 | int success = 0, cast_level = 0; |
925 | int success = 0; |
938 | object *skill = NULL; |
926 | object *skill = NULL; |
939 | |
927 | |
940 | if (!spell_ob) |
928 | if (!spell_ob) |
941 | { |
929 | { |
942 | LOG (llevError, "cast_spell: null spell object passed\n"); |
930 | LOG (llevError, "cast_spell: null spell object passed\n"); |
… | |
… | |
971 | * need to have the right skill pointer passed, so we need to |
959 | * need to have the right skill pointer passed, so we need to |
972 | * at least process that code. |
960 | * at least process that code. |
973 | */ |
961 | */ |
974 | if (op->type == PLAYER && op == caster) |
962 | if (op->type == PLAYER && op == caster) |
975 | { |
963 | { |
976 | cast_level = caster_level (caster, spell_ob); |
|
|
977 | |
|
|
978 | if (spell_ob->skill) |
964 | if (spell_ob->skill) |
979 | { |
965 | { |
980 | skill = find_skill_by_name (op, spell_ob->skill); |
966 | skill = find_skill_by_name (op, spell_ob->skill); |
981 | |
967 | |
982 | if (!skill) |
968 | if (!skill) |
983 | { |
969 | { |
984 | op->failmsg (format ("You need the skill %s to cast %s! " |
970 | op->failmsg (format ("You need the skill %s to cast %s! " |
985 | "H<You either need to learn the skill via a skill scroll " |
971 | "H<You either need to learn the skill via a skill scroll " |
986 | "or you need to wear a talisman or holy symbol.>", |
972 | "or you need to wear a talisman or holy symbol.>", |
987 | &spell_ob->skill, &spell_ob->name)); |
973 | &spell_ob->skill, &spell_ob->name)); |
988 | return 0; |
974 | return 0; |
989 | } |
975 | } |
990 | |
976 | |
991 | int casting_level = min_casting_level (op, spell_ob); |
977 | const char *msg = ""; |
992 | |
978 | |
993 | if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
979 | int caster_level = skill->level; |
|
|
980 | |
|
|
981 | if (op->path_attuned & spell_ob->path_attuned) |
|
|
982 | { |
|
|
983 | caster_level += min (caster_level, ATTUNE_REPELL); |
|
|
984 | msg = " (attuned)"; |
|
|
985 | } |
|
|
986 | |
|
|
987 | if (op->path_repelled & spell_ob->path_attuned) |
|
|
988 | { |
|
|
989 | caster_level -= ATTUNE_REPELL; // negative is ok |
|
|
990 | msg = " (repelled)"; |
|
|
991 | } |
|
|
992 | |
|
|
993 | if (spell_ob->level > caster_level) |
994 | { |
994 | { |
995 | op->failmsg (format ("You lack enough skill to cast that spell! " |
995 | op->failmsg (format ("You lack enough skill to cast that spell! " |
996 | "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", |
996 | "H<Your effective cast level is %d%s, but level %d is required.>", |
997 | cast_level, casting_level)); |
997 | caster_level, msg, spell_ob->level)); |
|
|
998 | if (!op->is_wiz ()) |
998 | return 0; |
999 | return 0; |
999 | } |
1000 | } |
1000 | } |
1001 | } |
1001 | |
1002 | |
1002 | /* If the caster is the wiz, they don't ever fail, and don't have |
1003 | /* If the caster is the wiz, they don't ever fail, and don't have |
1003 | * to have sufficient grace/mana. |
1004 | * to have sufficient grace/mana. |
1004 | */ |
1005 | */ |
1005 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1006 | if (!QUERY_FLAG (op, FLAG_WIZCAST)) |
1006 | { |
1007 | { |
1007 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1008 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1008 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1009 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1009 | { |
1010 | { |
1010 | op->failmsg ("You don't have enough mana!"); |
1011 | op->failmsg ("You don't have enough mana!"); |
… | |
… | |
1139 | return RESULT_INT (0); |
1140 | return RESULT_INT (0); |
1140 | |
1141 | |
1141 | switch (spell_ob->subtype) |
1142 | switch (spell_ob->subtype) |
1142 | { |
1143 | { |
1143 | /* The order of case statements is same as the order they show up |
1144 | /* The order of case statements is same as the order they show up |
1144 | * in in spells.h. |
1145 | * in spells.h. |
1145 | */ |
1146 | */ |
1146 | case SP_RAISE_DEAD: |
1147 | case SP_RAISE_DEAD: |
1147 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1148 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1148 | break; |
1149 | break; |
1149 | |
1150 | |
… | |
… | |
1435 | check_bullet (op); |
1436 | check_bullet (op); |
1436 | return; |
1437 | return; |
1437 | } |
1438 | } |
1438 | } |
1439 | } |
1439 | |
1440 | |
1440 | /* This is called by move_apply. Basically, if someone |
1441 | /* This is called by move_apply. Basically, if someone |
1441 | * moves onto a spell effect and the walk_on or fly_on flags |
1442 | * moves onto a spell effect and the walk_on or fly_on flags |
1442 | * are set, this is called. This should only be called for |
1443 | * are set, this is called. This should only be called for |
1443 | * objects of the appropraite type. |
1444 | * objects of the appropriate type. |
1444 | */ |
1445 | */ |
1445 | void |
1446 | void |
1446 | apply_spell_effect (object *spell, object *victim) |
1447 | apply_spell_effect (object *spell, object *victim) |
1447 | { |
1448 | { |
1448 | switch (spell->subtype) |
1449 | switch (spell->subtype) |
… | |
… | |
1454 | |
1455 | |
1455 | case SP_MAGIC_MISSILE: |
1456 | case SP_MAGIC_MISSILE: |
1456 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1457 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1457 | { |
1458 | { |
1458 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1459 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1459 | |
|
|
1460 | if (!spell->destroyed ()) |
|
|
1461 | spell->destroy (); |
1460 | spell->destroy (); |
1462 | } |
1461 | } |
1463 | break; |
1462 | break; |
1464 | |
1463 | |
1465 | case SP_MOVING_BALL: |
1464 | case SP_MOVING_BALL: |
1466 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1465 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1467 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1466 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1468 | else if (victim->materialname) |
1467 | else if (victim->materialname) |
1469 | save_throw_object (victim, spell->attacktype, spell); |
1468 | save_throw_object (victim, spell->attacktype, spell); |
1470 | break; |
|
|
1471 | } |
|
|
1472 | } |
|
|
1473 | |
1469 | |
|
|
1470 | break; |
|
|
1471 | } |
|
|
1472 | } |
|
|
1473 | |
|
|
1474 | /** |
|
|
1475 | * This function will let a fireball explode at the position of |
|
|
1476 | * the victim with a specific maximum level. |
|
|
1477 | */ |
|
|
1478 | void |
|
|
1479 | create_exploding_ball_at (object *victim, int level) |
|
|
1480 | { |
|
|
1481 | object *ball = get_archetype (EXPLODING_FIREBALL); |
|
|
1482 | ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; |
|
|
1483 | ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2; |
|
|
1484 | ball->insert_at (victim); |
|
|
1485 | } |