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 | * |
|
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4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2001 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * and the GNU General Public License along with this program. If not, see |
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21 | * <http://www.gnu.org/licenses/>. |
20 | * |
22 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
24 | */ |
23 | |
25 | |
24 | #include <global.h> |
26 | #include <global.h> |
25 | #include <spells.h> |
27 | #include <spells.h> |
… | |
… | |
33 | /* This returns a random spell from 'ob'. If skill is set, then |
35 | /* 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 |
36 | * the spell must be of this skill, it can be NULL in which case all |
35 | * matching spells are used. |
37 | * matching spells are used. |
36 | */ |
38 | */ |
37 | object * |
39 | object * |
38 | find_random_spell_in_ob (object *ob, const char *skill) |
40 | find_random_spell_in_ob (object *ob, shstr_cmp skill) |
39 | { |
41 | { |
40 | int k = 0, s; |
42 | int k = 0, s; |
41 | object *tmp; |
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42 | |
43 | |
43 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
44 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
45 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
45 | k++; |
46 | k++; |
46 | |
47 | |
47 | /* No spells, no need to progess further */ |
48 | /* No spells, no need to progess further */ |
48 | if (!k) |
49 | if (!k) |
49 | return NULL; |
50 | return NULL; |
50 | |
51 | |
51 | s = RANDOM () % k; |
52 | s = rndm (k); |
52 | |
53 | |
53 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
54 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
55 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
55 | { |
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|
56 | if (!s) |
56 | if (!s) |
57 | return tmp; |
57 | return tmp; |
58 | else |
58 | else |
59 | s--; |
59 | s--; |
60 | } |
60 | |
61 | /* Should never get here, but just in case */ |
61 | /* Should never get here, but just in case */ |
62 | return NULL; |
62 | return 0; |
63 | } |
63 | } |
64 | |
64 | |
65 | /* Relatively simple function that gets used a lot. |
65 | /* Relatively simple function that gets used a lot. |
66 | * Basically, it sets up the skill pointer for the spell being |
66 | * Basically, it sets up the skill pointer for the spell being |
67 | * cast. If op is really casting the spell, then the skill |
67 | * cast. If op is really casting the spell, then the skill |
… | |
… | |
84 | */ |
84 | */ |
85 | void |
85 | void |
86 | 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) |
87 | { |
87 | { |
88 | if (spob->other_arch) |
88 | if (spob->other_arch) |
89 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
89 | map->insert (spob->other_arch->instance (), x, y, originator); |
90 | } |
90 | } |
91 | |
91 | |
92 | /* |
92 | static int |
93 | * This function takes a caster and spell and presents the |
93 | 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 | { |
94 | { |
105 | if (caster->path_denied & spell->path_attuned) |
95 | // compute the attuned/repelled bonus |
106 | return 1; |
96 | // attuned only increases up to 2 times the original level (i.e. bonus <= level) */ |
107 | |
97 | // repell has no such quarrels |
108 | int new_level = spell->level |
98 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
109 | + (caster->path_repelled & spell->path_attuned ? +8 : 0) |
99 | + (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 | } |
100 | } |
114 | |
101 | |
115 | /* This function returns the effective level the spell |
102 | /* This function returns the effective level the spell |
116 | * is being cast at. |
103 | * 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 | */ |
104 | */ |
121 | int |
105 | int |
122 | caster_level (object *caster, object *spell) |
106 | casting_level (object *caster, object *spell) |
123 | { |
107 | { |
124 | int level = caster->level; |
108 | int level = caster->level; |
125 | |
109 | |
126 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
110 | /* 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) |
111 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
… | |
… | |
129 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
113 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
130 | int sk_level = skill ? skill->level : 1; |
114 | int sk_level = skill ? skill->level : 1; |
131 | |
115 | |
132 | level = min (level, sk_level + level / 10 + 1); |
116 | level = min (level, sk_level + level / 10 + 1); |
133 | } |
117 | } |
134 | else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ |
118 | 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++) |
119 | 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) |
120 | 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 | |
121 | |
142 | /* Got valid caster level. Now adjust for attunement */ |
122 | int bonus = attuned_bonus (caster, spell, level); |
143 | level += caster->path_repelled & spell->path_attuned ? -8 : 0; |
123 | |
144 | level += caster->path_attuned & spell->path_attuned ? +8 : 0; |
124 | level += bonus; |
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125 | |
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126 | // now scale the effective level from the startinglevel..100 range to 1..100 |
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127 | if (level < 100) |
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128 | level = lerp (level, (int)spell->level, 100, 1, 100); |
145 | |
129 | |
146 | /* Always make this at least 1. If this is zero, we get divide by zero |
130 | /* Always make this at least 1. If this is zero, we get divide by zero |
147 | * errors in various places. |
131 | * errors in various places. |
148 | */ |
132 | */ |
149 | return max (level, 1); |
133 | return clamp (level, 1, settings.max_level); |
150 | } |
134 | } |
151 | |
135 | |
152 | /* The following function scales the spellpoint cost of |
136 | /* The following function scales the spellpoint cost of |
153 | * a spell by it's increased effectiveness. Some of the |
137 | * a spell by it's increased effectiveness. Some of the |
154 | * lower level spells become incredibly vicious at high |
138 | * lower level spells become incredibly vicious at high |
… | |
… | |
158 | * caster is what is casting the spell, can be op. |
142 | * caster is what is casting the spell, can be op. |
159 | * spell is the spell object. |
143 | * spell is the spell object. |
160 | * Note that it is now possible for a spell to cost both grace and |
144 | * 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. |
145 | * mana. In that case, we return which ever value is higher. |
162 | */ |
146 | */ |
163 | |
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164 | sint16 |
147 | sint16 |
165 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
148 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
166 | { |
149 | { |
167 | int sp, grace, level = caster_level (caster, spell); |
150 | int sp, grace, level = casting_level (caster, spell); |
168 | |
151 | |
169 | if (settings.spellpoint_level_depend == TRUE) |
152 | if (settings.spellpoint_level_depend == TRUE) |
170 | { |
153 | { |
171 | if (spell->stats.sp && spell->stats.maxsp) |
154 | if (spell->stats.sp && spell->stats.maxsp) |
172 | { |
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173 | sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); |
155 | sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp)); |
174 | } |
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175 | else |
156 | else |
176 | sp = spell->stats.sp; |
157 | sp = spell->stats.sp; |
177 | |
158 | |
178 | sp *= (int) PATH_SP_MULT (caster, spell); |
159 | sp *= (int) PATH_SP_MULT (caster, spell); |
179 | if (!sp && spell->stats.sp) |
160 | if (!sp && spell->stats.sp) |
180 | sp = 1; |
161 | sp = 1; |
181 | |
162 | |
182 | if (spell->stats.grace && spell->stats.maxgrace) |
163 | if (spell->stats.grace && spell->stats.maxgrace) |
183 | { |
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184 | grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); |
164 | grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace)); |
185 | } |
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186 | else |
165 | else |
187 | grace = spell->stats.grace; |
166 | grace = spell->stats.grace; |
188 | |
167 | |
189 | grace *= (int) PATH_SP_MULT (caster, spell); |
168 | grace *= PATH_SP_MULT (caster, spell); |
190 | if (spell->stats.grace && !grace) |
169 | if (spell->stats.grace && !grace) |
191 | grace = 1; |
170 | grace = 1; |
192 | } |
171 | } |
193 | else |
172 | else |
194 | { |
173 | { |
… | |
… | |
200 | if (spell->stats.grace && !grace) |
179 | if (spell->stats.grace && !grace) |
201 | grace = 1; |
180 | grace = 1; |
202 | } |
181 | } |
203 | |
182 | |
204 | if (flags == SPELL_HIGHEST) |
183 | if (flags == SPELL_HIGHEST) |
205 | return MAX (sp, grace); |
184 | return max (sp, grace); |
206 | else if (flags == SPELL_GRACE) |
185 | else if (flags == SPELL_GRACE) |
207 | return grace; |
186 | return grace; |
208 | else if (flags == SPELL_MANA) |
187 | else if (flags == SPELL_MANA) |
209 | return sp; |
188 | return sp; |
210 | else |
189 | else |
… | |
… | |
212 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
191 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
213 | return 0; |
192 | return 0; |
214 | } |
193 | } |
215 | } |
194 | } |
216 | |
195 | |
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196 | /* |
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197 | * Return the effective casting level of the spell. |
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198 | * To make spells independent of their starting level, this function |
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199 | * scales the range spellstartlevel .. 100 into the range 1..100 |
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200 | */ |
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201 | static int |
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202 | SP_casting_level (object *caster, object *spell) |
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203 | { |
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204 | return casting_level (caster, spell); |
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205 | } |
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206 | |
217 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
207 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
218 | * spob is the spell we are adjusting. |
208 | * spob is the spell we are adjusting. |
219 | */ |
209 | */ |
220 | int |
210 | int |
221 | SP_level_dam_adjust (object *caster, object *spob) |
211 | SP_level_dam_adjust (object *caster, object *spob) |
222 | { |
212 | { |
223 | if (!spob->dam_modifier) |
213 | if (!spob->dam_modifier) |
224 | return 0; |
214 | return 0; |
225 | |
215 | |
226 | int level = caster_level (caster, spob); |
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227 | return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; |
216 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
228 | } |
217 | } |
229 | |
218 | |
230 | /* Adjust the strength of the spell based on level. |
219 | /* Adjust the strength of the spell based on level. |
231 | * This is basically the same as SP_level_dam_adjust above, |
220 | * This is basically the same as SP_level_dam_adjust above, |
232 | * but instead looks at the level_modifier value. |
221 | * but instead looks at the level_modifier value. |
… | |
… | |
235 | SP_level_duration_adjust (object *caster, object *spob) |
224 | SP_level_duration_adjust (object *caster, object *spob) |
236 | { |
225 | { |
237 | if (!spob->duration_modifier) |
226 | if (!spob->duration_modifier) |
238 | return 0; |
227 | return 0; |
239 | |
228 | |
240 | int level = caster_level (caster, spob); |
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241 | return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; |
229 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
242 | } |
230 | } |
243 | |
231 | |
244 | /* Adjust the strength of the spell based on level. |
232 | /* Adjust the strength of the spell based on level. |
245 | * This is basically the same as SP_level_dam_adjust above, |
233 | * This is basically the same as SP_level_dam_adjust above, |
246 | * but instead looks at the level_modifier value. |
234 | * but instead looks at the level_modifier value. |
… | |
… | |
249 | SP_level_range_adjust (object *caster, object *spob) |
237 | SP_level_range_adjust (object *caster, object *spob) |
250 | { |
238 | { |
251 | if (!spob->range_modifier) |
239 | if (!spob->range_modifier) |
252 | return 0; |
240 | return 0; |
253 | |
241 | |
254 | int level = caster_level (caster, spob); |
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255 | return (level - min_casting_level (caster, spob)) / spob->range_modifier; |
242 | return SP_casting_level (caster, spob) / spob->range_modifier; |
256 | } |
243 | } |
257 | |
244 | |
258 | /* Checks to see if player knows the spell. If the name is the same |
245 | /* Checks to see if player knows the spell. If the name is the same |
259 | * as an existing spell, we presume they know it. |
246 | * as an existing spell, we presume they know it. |
260 | * returns 1 if they know the spell, 0 if they don't. |
247 | * returns 1 if they know the spell, 0 if they don't. |
261 | */ |
248 | */ |
262 | object * |
249 | object * |
263 | check_spell_known (object *op, const char *name) |
250 | check_spell_known (object *op, shstr_cmp name) |
264 | { |
251 | { |
265 | object *spop; |
252 | object *spop; |
266 | shstr_cmp name_ (name); |
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267 | |
253 | |
268 | for (spop = op->inv; spop; spop = spop->below) |
254 | for (spop = op->inv; spop; spop = spop->below) |
269 | if (spop->type == SPELL && spop->name == name) |
255 | if (spop->type == SPELL && spop->name == name) |
270 | return spop; |
256 | return spop; |
271 | |
257 | |
272 | return 0; |
258 | return 0; |
273 | } |
259 | } |
274 | |
260 | |
275 | |
261 | /* |
276 | /* |
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277 | * Look at object 'op' and see if they know the spell |
262 | * Look at object 'op' and see if they know the spell |
278 | * spname. This is pretty close to check_spell_known |
263 | * spname. This is pretty close to check_spell_known |
279 | * above, but it uses a looser matching mechanism. |
264 | * above, but it uses a looser matching mechanism. |
280 | * returns the matching spell object, or NULL. |
265 | * returns the matching spell object, or NULL. |
281 | * If we match multiple spells but don't get an |
266 | * If we match multiple spells but don't get an |
282 | * exact match, we also return NULL. |
267 | * exact match, we also return NULL. |
283 | */ |
268 | */ |
284 | |
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285 | object * |
269 | object * |
286 | lookup_spell_by_name (object *op, const char *spname) |
270 | object::find_spell (const_utf8_string prefix) const |
287 | { |
271 | { |
288 | object *spob1 = NULL, *spob2 = NULL, *spob; |
272 | if (shstr_cmp name = prefix) |
289 | int nummatch = 0; |
273 | { |
290 | |
274 | // case 1, match spell name exactly |
291 | if (spname == NULL) |
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292 | return NULL; |
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293 | |
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294 | /* Try to find the spell. We store the results in spob1 |
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295 | * and spob2 - spob1 is only taking the length of |
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296 | * the past spname, spob2 uses the length of the spell name. |
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297 | */ |
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298 | for (spob = op->inv; spob; spob = spob->below) |
275 | for (object *spob = inv; spob; spob = spob->below) |
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276 | if (spob->name == name && spob->type == SPELL) |
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277 | return spob; |
299 | { |
278 | } |
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279 | else |
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280 | { |
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281 | // case 2, match prefix |
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282 | int len = strlen (prefix); |
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283 | |
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284 | for (object *spob = inv; spob; spob = spob->below) |
300 | if (spob->type == SPELL) |
285 | if (spob->type == SPELL |
301 | { |
286 | && spob->name.length () < len |
302 | if (!strncmp (spob->name, spname, strlen (spname))) |
287 | && prefix [spob->name.length ()] <= ' ' |
303 | { |
288 | && !memcmp (prefix, spob->name, spob->name.length ())) |
304 | nummatch++; |
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305 | spob1 = spob; |
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306 | } |
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307 | else if (!strncmp (spob->name, spname, strlen (spob->name))) |
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308 | { |
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309 | /* if spells have ambiguous names, it makes matching |
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310 | * really difficult. (eg, fire and fireball would |
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311 | * fall into this category). It shouldn't be hard to |
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312 | * make sure spell names don't overlap in that fashion. |
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313 | */ |
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314 | if (spob2) |
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315 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
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316 | spob2 = spob; |
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317 | } |
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318 | } |
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319 | } |
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320 | /* if we have best match, return it. Otherwise, if we have one match |
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321 | * on the loser match, return that, otehrwise null |
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322 | */ |
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323 | if (spob2) |
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324 | return spob2; |
289 | return spob; |
325 | if (spob1 && nummatch == 1) |
290 | } |
326 | return spob1; |
291 | |
327 | return NULL; |
292 | return 0; |
328 | } |
293 | } |
329 | |
294 | |
330 | /* reflwall - decides weither the (spell-)object sp_op will |
295 | /* reflwall - decides weither the (spell-)object sp_op will |
331 | * be reflected from the given mapsquare. Returns 1 if true. |
296 | * be reflected from the given mapsquare. Returns 1 if true. |
332 | * (Note that for living creatures there is a small chance that |
297 | * (Note that for living creatures there is a small chance that |
… | |
… | |
335 | * eg, updated for tiled maps. |
300 | * eg, updated for tiled maps. |
336 | */ |
301 | */ |
337 | int |
302 | int |
338 | reflwall (maptile *m, int x, int y, object *sp_op) |
303 | reflwall (maptile *m, int x, int y, object *sp_op) |
339 | { |
304 | { |
340 | object *op; |
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341 | |
|
|
342 | if (OUT_OF_REAL_MAP (m, x, y)) |
305 | if (OUT_OF_REAL_MAP (m, x, y)) |
343 | return 0; |
306 | return 0; |
|
|
307 | |
344 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
308 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
345 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
309 | if (op->flag [FLAG_REFL_SPELL] |
346 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
310 | && (!op->flag [FLAG_ALIVE] |
347 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
311 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
348 | return 1; |
312 | return 1; |
349 | |
313 | |
350 | return 0; |
314 | return 0; |
351 | } |
315 | } |
352 | |
316 | |
353 | /* cast_create_object: creates object new_op in direction dir |
317 | /* cast_create_object: creates object new_op in direction dir |
354 | * or if that is blocked, beneath the player (op). |
318 | * or if that is blocked, beneath the player (op). |
355 | * we pass 'caster', but don't use it for anything. |
319 | * we pass 'caster', but don't use it for anything. |
356 | * This is really just a simple wrapper function . |
320 | * This is really just a simple wrapper function . |
357 | * returns the direction that the object was actually placed |
321 | * returns true to indicate whether the operation was successful. |
358 | * in. |
322 | * destroys the object is unsuccessful. |
359 | */ |
323 | */ |
360 | int |
324 | bool |
361 | cast_create_obj (object *op, object *caster, object *new_op, int dir) |
325 | cast_create_obj (object *op, object *caster, object *new_op, int dir) |
362 | { |
326 | { |
363 | maptile *m; |
327 | mapxy pos (op); |
364 | sint16 sx, sy; |
328 | pos.move (dir); |
365 | |
329 | |
366 | if (dir && |
330 | if (!pos.normalise () |
367 | ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || |
331 | || pos->blocks (op) // perversely enough, we check if the palyer can reach that space |
368 | OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) |
332 | || !new_op->can_drop_at (pos.m, pos.x, pos.y) |
369 | { |
333 | ) |
370 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
|
|
371 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
|
|
372 | dir = 0; |
|
|
373 | } |
334 | { |
|
|
335 | op->failmsg ("Your spell fizzles! H<Something is in the way.>"); |
|
|
336 | new_op->destroy (); |
|
|
337 | return 0; |
|
|
338 | } |
374 | |
339 | |
375 | SET_FLAG (new_op, FLAG_IDENTIFIED); |
340 | new_op->set_flag (FLAG_IDENTIFIED); |
376 | op->map->insert (new_op, |
|
|
377 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
|
|
378 | op, |
|
|
379 | dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
380 | |
341 | |
|
|
342 | pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
343 | |
381 | return dir; |
344 | return 1; |
|
|
345 | } |
|
|
346 | |
|
|
347 | static bool |
|
|
348 | mergable_owner (object *o1, object *o2) |
|
|
349 | { |
|
|
350 | if (o1 == o2) |
|
|
351 | return 1; |
|
|
352 | |
|
|
353 | if (!o1 || !o2) |
|
|
354 | return 0; |
|
|
355 | |
|
|
356 | if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY]) |
|
|
357 | return 0; |
|
|
358 | |
|
|
359 | if (o1->is_player () || o2->is_player ()) |
|
|
360 | return 0; |
|
|
361 | |
|
|
362 | return 1; |
382 | } |
363 | } |
383 | |
364 | |
384 | /* Returns true if it is ok to put spell *op on the space/may provided. |
365 | /* Returns true if it is ok to put spell *op on the space/may provided. |
385 | * immune_stop is basically the attacktype of the spell (why |
366 | * immune_stop is basically the attacktype of the spell (why |
386 | * passed as a different value, not sure of). If immune_stop |
367 | * passed as a different value, not sure of). If immune_stop |
387 | * has the AT_MAGIC bit set, and there is a counterwall |
368 | * has the AT_MAGIC bit set, and there is a counterwall |
388 | * on the space, the object doesn't get placed. if immune stop |
369 | * on the space, the object doesn't get placed. if immune stop |
389 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
370 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
390 | * |
|
|
391 | */ |
371 | */ |
392 | int |
372 | int |
393 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
373 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
394 | { |
374 | { |
395 | if (!xy_normalise (m, x, y)) |
375 | if (!xy_normalise (m, x, y)) |
… | |
… | |
399 | ms.update (); |
379 | ms.update (); |
400 | |
380 | |
401 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
381 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
402 | return 0; |
382 | return 0; |
403 | |
383 | |
|
|
384 | int max_effects = 5; // max. number of similar spells per mapspace |
|
|
385 | |
404 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
386 | for (object *tmp = ms.top; tmp; tmp = tmp->below) |
405 | { |
387 | { |
406 | /* If there is a counterspell on the space, and this |
388 | /* If there is a counterspell on the space, and this |
407 | * object is using magic, don't progress. I believe we could |
389 | * object is using magic, don't progress. I believe we could |
408 | * leave this out and let in progress, and other areas of the code |
390 | * leave this out and let in progress, and other areas of the code |
409 | * will then remove it, but that would seem to to use more |
391 | * will then remove it, but that would seem to to use more |
… | |
… | |
411 | * on top of a counterwall spell (may hit the player before being |
393 | * on top of a counterwall spell (may hit the player before being |
412 | * removed.) On the other hand, it may be more dramatic for the |
394 | * removed.) On the other hand, it may be more dramatic for the |
413 | * spell to actually hit the counterwall and be sucked up. |
395 | * spell to actually hit the counterwall and be sucked up. |
414 | */ |
396 | */ |
415 | if ((tmp->attacktype & AT_COUNTERSPELL) |
397 | if ((tmp->attacktype & AT_COUNTERSPELL) |
416 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
398 | && !tmp->flag [FLAG_MONSTER] |
417 | && (tmp->type != PLAYER) |
399 | && (tmp->type != PLAYER) |
418 | && (tmp->type != WEAPON) |
400 | && (tmp->type != WEAPON) |
419 | && (tmp->type != BOW) |
401 | && (tmp->type != BOW) |
420 | && (tmp->type != ARROW) |
402 | && (tmp->type != ARROW) |
421 | && (tmp->type != GOLEM) |
403 | && (tmp->type != GOLEM) |
422 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
404 | && !tmp->flag [FLAG_IS_FLOOR] // XXX: |
423 | // we special case floor here because there |
405 | // we special case floor here because there |
424 | // are sometimes spell effect floors |
406 | // are sometimes spell effect floors |
425 | // which are used to inflict damage |
407 | // which are used to inflict damage |
426 | // (and those shouldn't go away from |
408 | // (and those shouldn't go away from |
427 | // sanctuary) see also: permanent lava |
409 | // sanctuary) see also: permanent lava |
428 | && (immune_stop & AT_MAGIC)) |
410 | && (immune_stop & AT_MAGIC)) |
429 | return 0; |
411 | return 0; |
430 | |
412 | |
431 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
432 | * limits one spell effect per space per spell. This is definately |
|
|
433 | * needed for performance reasons, and just for playability I believe. |
|
|
434 | * there are no such things as multispaced spells right now, so |
|
|
435 | * we don't need to worry about the head. |
|
|
436 | */ |
|
|
437 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
|
|
438 | return 0; |
|
|
439 | |
|
|
440 | /* |
|
|
441 | * Combine similar spell effects into one spell effect. Needed for |
|
|
442 | * performance reasons with meteor swarm and the like, but also for |
|
|
443 | * playability reasons. |
|
|
444 | */ |
|
|
445 | if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
|
|
446 | && tmp->type == op->type |
413 | if (tmp->type == op->type) |
447 | && tmp->subtype == op->subtype |
|
|
448 | && tmp->owner == op->owner |
|
|
449 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
450 | { |
414 | { |
451 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
415 | if (tmp->subtype == op->subtype |
452 | tmp->range = MAX (tmp->range, op->range); |
416 | && tmp->arch == op->arch /* no harm if not comparing by name here */) |
453 | tmp->duration = MAX (tmp->duration, op->duration); |
417 | { |
|
|
418 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
419 | * limits one spell effect per space per spell. This is definately |
|
|
420 | * needed for performance reasons, and just for playability I believe. |
|
|
421 | * there are no such things as multispaced spells right now, so |
|
|
422 | * we don't need to worry about the head. |
|
|
423 | */ |
|
|
424 | if (tmp->stats.maxhp == op->stats.maxhp) |
|
|
425 | return 0; |
|
|
426 | |
|
|
427 | /* |
|
|
428 | * Combine similar spell effects into one spell effect. Needed for |
|
|
429 | * performance reasons with meteor swarm and the like, but also for |
|
|
430 | * playability reasons. |
|
|
431 | */ |
|
|
432 | if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
433 | if (mergable_owner (tmp, op)) |
|
|
434 | { |
|
|
435 | // if same owner, then combine, but reduce advantage of multiple spells |
|
|
436 | max_it (tmp->stats.dam, op->stats.dam); |
|
|
437 | max_it (tmp->range , op->range); |
|
|
438 | max_it (tmp->duration , op->duration); |
|
|
439 | return 0; |
|
|
440 | } |
|
|
441 | } |
|
|
442 | |
|
|
443 | // if there are too many spell effects on this space, |
|
|
444 | // then don't allow more of them, for performance reasons. |
|
|
445 | if (tmp->type == SPELL_EFFECT |
|
|
446 | && !--max_effects) |
454 | return 0; |
447 | return 0; |
455 | } |
448 | } |
456 | |
449 | |
457 | /* Perhaps we should also put checks in for no magic and unholy |
450 | /* Perhaps we should also put checks in for no magic and unholy |
458 | * ground to prevent it from moving along? |
451 | * ground to prevent it from moving along? |
459 | */ |
452 | */ |
… | |
… | |
490 | tmp->stats.food = tmp->duration; |
483 | tmp->stats.food = tmp->duration; |
491 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
484 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
492 | tmp->attacktype = spell->attacktype; |
485 | tmp->attacktype = spell->attacktype; |
493 | tmp->direction = dir; |
486 | tmp->direction = dir; |
494 | tmp->set_owner (op); |
487 | tmp->set_owner (op); |
495 | tmp->level = caster_level (caster, spell); |
488 | tmp->level = casting_level (caster, spell); |
496 | set_spell_skill (op, caster, spell, tmp); |
489 | set_spell_skill (op, caster, spell, tmp); |
497 | |
490 | |
498 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
491 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
499 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
492 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
500 | if (!tailor_god_spell (tmp, op)) |
493 | if (!tailor_god_spell (tmp, op)) |
501 | return 0; |
494 | return 0; |
502 | |
495 | |
503 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
496 | if (tmp->flag [FLAG_IS_TURNABLE]) |
504 | SET_ANIMATION (tmp, dir); |
497 | SET_ANIMATION (tmp, dir); |
505 | |
498 | |
506 | if ((tmp = op->map->insert (tmp, x, y, op))) |
499 | if ((tmp = op->map->insert (tmp, x, y, op))) |
507 | move_spell_effect (tmp); |
500 | move_spell_effect (tmp); |
508 | |
501 | |
… | |
… | |
516 | ****************************************************************************/ |
509 | ****************************************************************************/ |
517 | void |
510 | void |
518 | regenerate_rod (object *rod) |
511 | regenerate_rod (object *rod) |
519 | { |
512 | { |
520 | if (rod->stats.hp < rod->stats.maxhp) |
513 | if (rod->stats.hp < rod->stats.maxhp) |
521 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
514 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20); |
522 | } |
515 | } |
523 | |
516 | |
524 | void |
517 | void |
525 | drain_rod_charge (object *rod) |
518 | drain_rod_charge (object *rod) |
526 | { |
519 | { |
… | |
… | |
546 | { |
539 | { |
547 | tmp = op->owner; |
540 | tmp = op->owner; |
548 | /* If the owner does not exist, or is not a monster, than apply the spell |
541 | /* If the owner does not exist, or is not a monster, than apply the spell |
549 | * to the caster. |
542 | * to the caster. |
550 | */ |
543 | */ |
551 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
544 | if (!tmp || !tmp->flag [FLAG_MONSTER]) |
552 | tmp = op; |
545 | tmp = op; |
553 | } |
546 | } |
554 | else |
547 | else |
555 | { |
548 | { |
556 | maptile *m = op->map; |
549 | maptile *m = op->map; |
557 | sint16 x = op->x + freearr_x[dir]; |
550 | sint16 x = op->x + DIRX (dir); |
558 | sint16 y = op->y + freearr_y[dir]; |
551 | sint16 y = op->y + DIRY (dir); |
559 | |
552 | |
560 | tmp = xy_normalise (m, x, y) |
553 | tmp = xy_normalise (m, x, y) |
561 | ? m->at (x, y).player () |
554 | ? m->at (x, y).player () |
562 | : 0; |
555 | : 0; |
563 | } |
556 | } |
… | |
… | |
594 | if (exclude && exclude->type) |
587 | if (exclude && exclude->type) |
595 | owner_type = exclude->type; |
588 | owner_type = exclude->type; |
596 | |
589 | |
597 | for (i = rndm (1, 8); i < max; i++) |
590 | for (i = rndm (1, 8); i < max; i++) |
598 | { |
591 | { |
599 | nx = x + freearr_x[i]; |
592 | nx = x + DIRX (i); |
600 | ny = y + freearr_y[i]; |
593 | ny = y + DIRY (i); |
601 | mp = m; |
594 | mp = m; |
602 | mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
595 | mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
603 | if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
596 | if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
604 | continue; |
597 | continue; |
605 | |
598 | |
606 | tmp = GET_MAP_OB (mp, nx, ny); |
599 | tmp = GET_MAP_OB (mp, nx, ny); |
607 | |
600 | |
608 | while (tmp != NULL && (((owner_type == PLAYER && |
601 | while (tmp != NULL && (((owner_type == PLAYER && |
609 | !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
602 | !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) || |
610 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
603 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
611 | tmp = tmp->above; |
604 | tmp = tmp->above; |
612 | |
605 | |
613 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
606 | if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
614 | return freedir[i]; |
607 | return freedir[i]; |
… | |
… | |
618 | |
611 | |
619 | /* put_a_monster: puts a monster named monstername near by |
612 | /* put_a_monster: puts a monster named monstername near by |
620 | * op. This creates the treasures for the monsters, and |
613 | * op. This creates the treasures for the monsters, and |
621 | * also deals with multipart monsters properly. |
614 | * also deals with multipart monsters properly. |
622 | */ |
615 | */ |
623 | void |
616 | static void |
624 | put_a_monster (object *op, const char *monstername) |
617 | put_a_monster (object *op, const char *monstername) |
625 | { |
618 | { |
626 | object *tmp, *head = NULL, *prev = NULL; |
619 | object *tmp, *head = NULL, *prev = NULL; |
627 | archetype *at; |
620 | archetype *at; |
628 | int dir; |
621 | int dir; |
… | |
… | |
631 | |
624 | |
632 | if ((at = archetype::find (monstername)) == NULL) |
625 | if ((at = archetype::find (monstername)) == NULL) |
633 | return; |
626 | return; |
634 | |
627 | |
635 | /* find a free square nearby |
628 | /* find a free square nearby |
636 | * first we check the closest square for free squares |
629 | * first we check the closest square for free squares |
637 | */ |
630 | */ |
638 | |
631 | |
639 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
632 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
640 | if (dir != -1) |
633 | if (dir != -1) |
641 | { |
634 | { |
… | |
… | |
643 | * insert multipart monsters properly |
636 | * insert multipart monsters properly |
644 | */ |
637 | */ |
645 | //TODO: use expand_tail + ... |
638 | //TODO: use expand_tail + ... |
646 | while (at != NULL) |
639 | while (at != NULL) |
647 | { |
640 | { |
648 | tmp = arch_to_object (at); |
641 | tmp = at->instance (); |
649 | tmp->x = op->x + freearr_x[dir] + at->x; |
642 | tmp->x = op->x + DIRX (dir) + at->x; |
650 | tmp->y = op->y + freearr_y[dir] + at->y; |
643 | tmp->y = op->y + DIRY (dir) + at->y; |
651 | tmp->map = op->map; |
644 | tmp->map = op->map; |
652 | if (head) |
645 | if (head) |
653 | { |
646 | { |
654 | tmp->head = head; |
647 | tmp->head = head; |
655 | prev->more = tmp; |
648 | prev->more = tmp; |
… | |
… | |
667 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
660 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
668 | |
661 | |
669 | insert_ob_in_map (head, op->map, op, 0); |
662 | insert_ob_in_map (head, op->map, op, 0); |
670 | |
663 | |
671 | /* thought it'd be cool to insert a burnout, too. */ |
664 | /* thought it'd be cool to insert a burnout, too. */ |
672 | op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
665 | op->map->insert (archetype::get (shstr_burnout), op->x + DIRX (dir), op->y + DIRY (dir), op); |
673 | } |
666 | } |
674 | } |
667 | } |
675 | |
668 | |
676 | /* peterm: function which summons hostile monsters and |
669 | /* peterm: function which summons hostile monsters and |
677 | * places them in nearby squares. |
670 | * places them in nearby squares. |
… | |
… | |
684 | * Note that this is not used by any spells (summon evil monsters |
677 | * 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 |
678 | * 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 |
679 | * never used. This is however used by various failures on the |
687 | * players part (alchemy, reincarnation, etc) |
680 | * players part (alchemy, reincarnation, etc) |
688 | */ |
681 | */ |
689 | |
|
|
690 | int |
682 | int |
691 | summon_hostile_monsters (object *op, int n, const char *monstername) |
683 | summon_hostile_monsters (object *op, int n, const char *monstername) |
692 | { |
684 | { |
693 | int i; |
685 | int i; |
694 | |
686 | |
… | |
… | |
729 | { AT_PARALYZE, 9}, |
721 | { AT_PARALYZE, 9}, |
730 | { AT_FEAR, 10}, |
722 | { AT_FEAR, 10}, |
731 | }; |
723 | }; |
732 | |
724 | |
733 | /* shuffle_attack: peterm |
725 | /* shuffle_attack: peterm |
734 | * This routine shuffles the attack of op to one of the |
726 | * This routine shuffles the attack of op to one of the |
735 | * ones in the list. It does this at random. It also |
727 | * ones in the list. It does this at random. It also |
736 | * chooses a face appropriate to the attack that is |
728 | * chooses a face appropriate to the attack that is |
737 | * being committed by that square at the moment. |
729 | * being committed by that square at the moment. |
738 | * right now it's being used by color spray and create pool of |
730 | * right now it's being used by color spray and create pool of |
739 | * chaos. |
731 | * chaos. |
740 | * This could really be a better implementation - the |
732 | * This could really be a better implementation - the |
741 | * faces and attacktypes above are hardcoded, which is never |
733 | * faces and attacktypes above are hardcoded, which is never |
742 | * good. The faces refer to faces in the animation sequence. |
734 | * good. The faces refer to faces in the animation sequence. |
… | |
… | |
759 | { |
751 | { |
760 | SET_ANIMATION (op, ATTACKS[i].face); |
752 | SET_ANIMATION (op, ATTACKS[i].face); |
761 | } |
753 | } |
762 | } |
754 | } |
763 | |
755 | |
764 | |
|
|
765 | /* prayer_failure: This is called when a player fails |
756 | /* prayer_failure: This is called when a player fails |
766 | * at casting a prayer. |
757 | * at casting a prayer. |
767 | * op is the player. |
758 | * op is the player. |
768 | * failure is basically how much grace they had. |
759 | * failure is basically how much grace they had. |
769 | * power is how much grace the spell would normally take to cast. |
760 | * power is how much grace the spell would normally take to cast. |
770 | */ |
761 | */ |
771 | |
762 | |
772 | void |
763 | #define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>" |
|
|
764 | |
|
|
765 | static void |
773 | prayer_failure (object *op, int failure, int power) |
766 | prayer_failure (object *op, int failure, int power) |
774 | { |
767 | { |
775 | const char *godname; |
768 | const char *godname; |
776 | object *tmp; |
769 | object *tmp; |
777 | |
770 | |
778 | if (!strcmp ((godname = determine_god (op)), "none")) |
771 | if (!strcmp ((godname = determine_god (op)), "none")) |
779 | godname = "Your spirit"; |
772 | godname = "Your spirit"; |
780 | |
773 | |
781 | if (failure <= -20 && failure > -40) /* wonder */ |
774 | if (failure <= -20 && failure > -40) /* wonder */ |
782 | { |
775 | { |
783 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); |
776 | op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname); |
784 | tmp = get_archetype (SPELL_WONDER); |
777 | tmp = archetype::get (SPELL_WONDER); |
785 | cast_cone (op, op, 0, tmp); |
778 | cast_cone (op, op, 0, tmp); |
786 | tmp->destroy (); |
779 | tmp->destroy (); |
787 | } |
780 | } |
788 | |
781 | |
789 | else if (failure <= -40 && failure > -60) /* confusion */ |
782 | else if (failure <= -40 && failure > -60) /* confusion */ |
790 | { |
783 | { |
791 | new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); |
784 | op->failmsg ("Your diety touches your mind!" HINT_GRACE); |
792 | confuse_player (op, op, 99); |
785 | confuse_player (op, op, 99); |
793 | } |
786 | } |
794 | else if (failure <= -60 && failure > -150) /* paralysis */ |
787 | else if (failure <= -60 && failure > -150) /* paralysis */ |
795 | { |
788 | { |
796 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); |
789 | op->failmsgf ("%s requires you to pray NOW. " |
797 | new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); |
790 | "You comply, ignoring all else." HINT_GRACE, |
|
|
791 | godname); |
798 | paralyze_player (op, op, 99); |
792 | paralyze_player (op, op, 99); |
799 | } |
793 | } |
800 | else if (failure <= -150) /* blast the immediate area */ |
794 | else if (failure <= -150) /* blast the immediate area */ |
801 | { |
795 | { |
802 | tmp = get_archetype (GOD_POWER); |
796 | tmp = archetype::get (GOD_POWER); |
803 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); |
797 | op->failmsgf ("%s smites you!" HINT_GRACE, godname); |
804 | cast_magic_storm (op, tmp, power); |
798 | cast_magic_storm (op, tmp, power); |
805 | } |
799 | } |
806 | } |
800 | } |
807 | |
801 | |
808 | /* |
802 | /* |
809 | * spell_failure() handles the various effects for differing degrees |
803 | * spell_failure() handles the various effects for differing degrees |
810 | * of failure badness. |
804 | * of failure badness. |
811 | * op is the player that failed. |
805 | * op is the player that failed. |
812 | * failure is a random value of how badly you failed. |
806 | * failure is a random value of how badly you failed. |
813 | * power is how many spellpoints you'd normally need for the spell. |
807 | * power is how many spellpoints you'd normally need for the spell. |
814 | * skill is the skill you'd need to cast the spell. |
808 | * skill is the skill you'd need to cast the spell. |
815 | */ |
809 | */ |
816 | |
|
|
817 | void |
810 | void |
818 | spell_failure (object *op, int failure, int power, object *skill) |
811 | spell_failure (object *op, int failure, int power, object *skill) |
819 | { |
812 | { |
820 | object *tmp; |
813 | object *tmp; |
821 | |
814 | |
822 | if (settings.spell_failure_effects == FALSE) |
815 | if (settings.spell_failure_effects == FALSE) |
823 | return; |
816 | return; |
824 | |
817 | |
825 | if (failure <= -20 && failure > -40) /* wonder */ |
818 | if (failure <= -20 && failure > -40) /* wonder */ |
826 | { |
819 | { |
827 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); |
820 | op->failmsg ("Your spell causes an unexpected effect."); |
828 | tmp = get_archetype (SPELL_WONDER); |
821 | tmp = archetype::get (SPELL_WONDER); |
829 | cast_cone (op, op, 0, tmp); |
822 | cast_cone (op, op, 0, tmp); |
830 | tmp->destroy (); |
823 | tmp->destroy (); |
831 | } |
824 | } |
832 | |
825 | |
833 | else if (failure <= -40 && failure > -60) /* confusion */ |
826 | else if (failure <= -40 && failure > -60) /* confusion */ |
834 | { |
827 | { |
835 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); |
828 | op->failmsg ("Your magic recoils on you, making you confused!"); |
836 | confuse_player (op, op, 99); |
829 | confuse_player (op, op, 99); |
837 | } |
830 | } |
838 | else if (failure <= -60 && failure > -80) /* paralysis */ |
831 | else if (failure <= -60 && failure > -80) /* paralysis */ |
839 | { |
832 | { |
840 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); |
833 | op->failmsg ("Your magic stuns you!"); |
841 | paralyze_player (op, op, 99); |
834 | paralyze_player (op, op, 99); |
842 | } |
835 | } |
843 | else if (failure <= -80) /* blast the immediate area */ |
836 | else if (failure <= -80) /* blast the immediate area */ |
844 | { |
837 | { |
845 | object *tmp; |
838 | object *tmp; |
846 | |
839 | |
847 | /* Safety check to make sure we don't get any mana storms in scorn */ |
840 | /* Safety check to make sure we don't get any mana storms in scorn */ |
848 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) |
841 | if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) |
849 | { |
842 | { |
850 | new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); |
843 | op->failmsg ("The magic warps and you are turned inside out!"); |
851 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
844 | hit_player (op, 9998, op, AT_INTERNAL, 1); |
852 | |
845 | |
853 | } |
846 | } |
854 | else |
847 | else |
855 | { |
848 | { |
856 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
849 | op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!"); |
857 | tmp = get_archetype (LOOSE_MANA); |
850 | tmp = archetype::get (LOOSE_MANA); |
858 | tmp->level = skill->level; |
851 | tmp->level = skill->level; |
859 | |
852 | |
860 | /* increase the area of destruction a little for more powerful spells */ |
853 | /* increase the area of destruction a little for more powerful spells */ |
861 | tmp->range += isqrt (power); |
854 | tmp->range += isqrt (power); |
862 | |
855 | |
… | |
… | |
870 | tmp->insert_at (op); |
863 | tmp->insert_at (op); |
871 | } |
864 | } |
872 | } |
865 | } |
873 | } |
866 | } |
874 | |
867 | |
875 | int |
868 | static int |
876 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
869 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
877 | { |
870 | { |
878 | int success; |
|
|
879 | object *spell; |
|
|
880 | |
|
|
881 | if (!spell_ob->other_arch) |
871 | if (!spell_ob->other_arch) |
882 | { |
872 | { |
883 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
873 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
884 | return 0; |
874 | return 0; |
885 | } |
875 | } |
886 | |
876 | |
887 | spell = arch_to_object (spell_ob->other_arch); |
877 | object *spell = spell_ob->other_arch->instance (); |
888 | |
878 | |
889 | /* Always cast spell on caster */ |
879 | /* Always cast spell on caster */ |
890 | success = cast_spell (op, caster, dir, spell, stringarg); |
880 | int success = cast_spell (op, caster, dir, spell, spellparam); |
891 | |
881 | |
892 | if (caster->contr->party == NULL) |
882 | if (!op->contr || !op->contr->party) |
893 | { |
883 | { |
894 | spell->remove (); |
884 | spell->remove (); |
895 | return success; |
885 | return success; |
896 | } |
886 | } |
897 | |
887 | |
898 | for_all_players (pl) |
888 | for_all_players (pl) |
899 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
889 | if ((pl->ob->contr->party == op->contr->party) |
|
|
890 | && on_same_map (pl->ob, op) |
|
|
891 | && pl->ob != op) |
900 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
892 | cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam); |
901 | |
893 | |
902 | spell->remove (); |
894 | spell->remove (); |
903 | return success; |
895 | return success; |
904 | } |
896 | } |
905 | |
897 | |
… | |
… | |
911 | * same as op. |
903 | * same as op. |
912 | * dir is the direction to cast in. Note in some cases, if the spell |
904 | * dir is the direction to cast in. Note in some cases, if the spell |
913 | * is self only, dir really doesn't make a difference. |
905 | * is self only, dir really doesn't make a difference. |
914 | * spell_ob is the spell object that is being cast. From that, |
906 | * spell_ob is the spell object that is being cast. From that, |
915 | * we can determine what to do. |
907 | * we can determine what to do. |
916 | * stringarg is any options that are being used. It can be NULL. Almost |
908 | * spellparam is any options that are being used. It can be NULL. Almost |
917 | * certainly, only players will set it. It is basically used as optional |
909 | * certainly, only players will set it. It is basically used as optional |
918 | * parameters to a spell (eg, item to create, information for marking runes, |
910 | * parameters to a spell (eg, item to create, information for marking runes, |
919 | * etc. |
911 | * etc. |
920 | * returns 1 on successful cast, or 0 on error. These values should really |
912 | * returns 1 on successful cast, or 0 on error. These values should really |
921 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
913 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
… | |
… | |
929 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
921 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
930 | * this function will decrease the mana/grace appropriately. For other |
922 | * this function will decrease the mana/grace appropriately. For other |
931 | * objects, the caller should do what it considers appropriate. |
923 | * objects, the caller should do what it considers appropriate. |
932 | */ |
924 | */ |
933 | int |
925 | int |
934 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
926 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
935 | { |
927 | { |
936 | const char *godname; |
928 | const char *godname; |
937 | int success = 0, cast_level = 0; |
929 | int success = 0; |
938 | object *skill = NULL; |
930 | |
|
|
931 | // make sure spells always take a while, so a) we don't flood the |
|
|
932 | // user with messages and b) too many failures can be harmful (smiting). |
|
|
933 | op->speed_left -= 4 * op->speed; // ~0.5s on failure |
939 | |
934 | |
940 | if (!spell_ob) |
935 | if (!spell_ob) |
941 | { |
936 | { |
942 | LOG (llevError, "cast_spell: null spell object passed\n"); |
937 | LOG (llevError, "cast_spell: null spell object passed\n"); |
943 | return 0; |
938 | return 0; |
… | |
… | |
951 | { |
946 | { |
952 | LOG (llevError, "cast_spell: null caster object passed\n"); |
947 | LOG (llevError, "cast_spell: null caster object passed\n"); |
953 | return 0; |
948 | return 0; |
954 | } |
949 | } |
955 | |
950 | |
956 | /* if caster is a spell casting object, this normally shouldn't be |
951 | /* if caster is a spell casting object, this normally shouldn't be |
957 | * an issue, because they don't have any spellpaths set up. |
952 | * an issue, because they don't have any spellpaths set up. |
958 | */ |
953 | */ |
959 | if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) |
954 | if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST]) |
960 | { |
955 | { |
961 | new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); |
956 | op->failmsg ("That spell path is denied to you."); |
962 | return 0; |
957 | return 0; |
963 | } |
958 | } |
964 | |
959 | |
|
|
960 | object *skill = 0; |
|
|
961 | |
965 | /* if it is a player casting the spell, and they are really casting it |
962 | /* if it is a player casting the spell, and they are really casting it |
966 | * (vs it coming from a wand, scroll, or whatever else), do some |
963 | * (vs it coming from a wand, scroll, or whatever else), do some |
967 | * checks. We let monsters do special things - eg, they |
964 | * checks. We let monsters do special things - eg, they |
968 | * don't need the skill, bypass level checks, etc. The monster function |
965 | * don't need the SKILL, BYpass level checks, etc. The monster function |
969 | * should take care of that. |
966 | * should take care of that. |
970 | * Remove the wiz check here and move it further down - some spells |
967 | * Remove the wiz check here and move it further down - some spells |
971 | * need to have the right skill pointer passed, so we need to |
968 | * need to have the right skill pointer passed, so we need to |
972 | * at least process that code. |
969 | * at least process that code. |
973 | */ |
970 | */ |
974 | if (op->type == PLAYER && op == caster) |
971 | if (op->type == PLAYER && op == caster) |
975 | { |
972 | { |
976 | cast_level = caster_level (caster, spell_ob); |
|
|
977 | |
|
|
978 | if (spell_ob->skill) |
973 | if (spell_ob->skill) |
979 | { |
974 | { |
980 | skill = find_skill_by_name (op, spell_ob->skill); |
975 | skill = find_skill_by_name (op, spell_ob->skill); |
981 | |
976 | |
982 | if (!skill) |
977 | if (!skill) |
983 | { |
978 | { |
984 | op->failmsg (format ("You need the skill %s to cast %s! " |
979 | op->failmsgf ("You need the %s skill to cast %s! " |
985 | "H<You either need to learn the skill via a skill scroll " |
980 | "H<You either need to learn the skill via a skill scroll " |
986 | "or you need to wear a talisman or holy symbol.>", |
981 | "or you need to wear a talisman, holy symbol or another skill tool.>", |
987 | &spell_ob->skill, &spell_ob->name)); |
982 | &spell_ob->skill, &spell_ob->name); |
988 | return 0; |
983 | return 0; |
989 | } |
984 | } |
990 | |
985 | |
991 | int casting_level = min_casting_level (op, spell_ob); |
986 | const char *msg = ""; |
992 | |
987 | |
993 | if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
988 | int caster_level = skill->level; |
|
|
989 | |
|
|
990 | if (op->path_attuned & spell_ob->path_attuned) |
994 | { |
991 | { |
|
|
992 | caster_level += min (caster_level, ATTUNE_REPELL); |
|
|
993 | msg = " (attuned)"; |
|
|
994 | } |
|
|
995 | |
|
|
996 | if (op->path_repelled & spell_ob->path_attuned) |
|
|
997 | { |
|
|
998 | caster_level -= ATTUNE_REPELL; // negative is ok |
|
|
999 | msg = " (repelled)"; |
|
|
1000 | } |
|
|
1001 | |
|
|
1002 | if (spell_ob->level > caster_level) |
|
|
1003 | { |
995 | op->failmsg (format ("You lack enough skill to cast that spell! " |
1004 | op->failmsgf ("You lack enough skill to cast that spell! " |
996 | "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", |
1005 | "H<Your effective cast level is %d%s, but level %d is required.>", |
997 | cast_level, casting_level)); |
1006 | caster_level, msg, spell_ob->level); |
|
|
1007 | if (!op->is_wiz ()) |
998 | return 0; |
1008 | return 0; |
999 | } |
1009 | } |
1000 | } |
1010 | } |
1001 | |
1011 | |
1002 | /* If the caster is the wiz, they don't ever fail, and don't have |
1012 | /* If the caster is the wiz, they don't ever fail, and don't have |
1003 | * to have sufficient grace/mana. |
1013 | * to have sufficient grace/mana. |
1004 | */ |
1014 | */ |
1005 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1015 | if (!op->flag [FLAG_WIZCAST]) |
1006 | { |
1016 | { |
1007 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1017 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1008 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1018 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1009 | { |
1019 | { |
1010 | op->failmsg ("You don't have enough mana!"); |
1020 | op->failmsg ("You don't have enough mana!"); |
… | |
… | |
1018 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1028 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1019 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1029 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1020 | else |
1030 | else |
1021 | { |
1031 | { |
1022 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1032 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1023 | op->failmsg (format ("%s ignores your prayer.", godname)); |
1033 | op->failmsgf ("%s ignores your prayer.", godname); |
1024 | return 0; |
1034 | return 0; |
1025 | } |
1035 | } |
1026 | } |
1036 | } |
1027 | |
1037 | |
1028 | /* player/monster is trying to cast the spell. might fumble it */ |
1038 | /* player/monster is trying to cast the spell. might fumble it */ |
1029 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1039 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1030 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1040 | (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis])) |
1031 | { |
1041 | { |
1032 | op->contr->play_sound (sound_find ("fumble_spell")); |
1042 | op->contr->play_sound (sound_find ("fumble_spell")); |
1033 | op->failmsg ("You fumble the prayer."); |
1043 | op->failmsg ("You fumble the prayer."); |
1034 | |
1044 | |
1035 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1045 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
… | |
… | |
1058 | * not alive, then this would mean that the mapmaker put the |
1068 | * not alive, then this would mean that the mapmaker put the |
1059 | * objects on the space - presume that they know what they are |
1069 | * objects on the space - presume that they know what they are |
1060 | * doing. |
1070 | * doing. |
1061 | */ |
1071 | */ |
1062 | |
1072 | |
1063 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1073 | if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1064 | { |
1074 | { |
|
|
1075 | op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood |
1065 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1076 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1066 | return 0; |
1077 | return 0; |
1067 | } |
1078 | } |
1068 | |
1079 | |
1069 | if ((spell_ob->type == SPELL) |
1080 | if ((spell_ob->type == SPELL) |
1070 | && (caster->type != POTION) |
1081 | && (caster->type != POTION) |
1071 | && !QUERY_FLAG (op, FLAG_WIZCAST) |
1082 | && !op->flag [FLAG_WIZCAST] |
1072 | && (QUERY_FLAG (caster, FLAG_ALIVE) |
1083 | && (caster->flag [FLAG_ALIVE] |
1073 | || QUERY_FLAG (op, FLAG_ALIVE)) |
1084 | || op->flag [FLAG_ALIVE]) |
1074 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1085 | && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1075 | { |
1086 | { |
1076 | if (op->type != PLAYER) |
1087 | if (op->type != PLAYER) |
1077 | return 0; |
1088 | return 0; |
1078 | |
1089 | |
1079 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1090 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1080 | op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); |
1091 | op->failmsgf ("This ground is unholy! %s ignores you.", godname); |
1081 | else if (object *item = op->contr->ranged_ob) |
1092 | else if (object *item = op->contr->ranged_ob) |
1082 | { |
1093 | { |
1083 | if (item->type == SPELL) |
1094 | if (item->type == SPELL) |
1084 | op->failmsg ("Something blocks your spellcasting."); |
1095 | op->failmsg ("Something blocks your spellcasting."); |
1085 | else if (item->type == SCROLL) |
1096 | else if (item->type == SCROLL) |
… | |
… | |
1091 | op->failmsg ("Something blocks the spell!"); |
1102 | op->failmsg ("Something blocks the spell!"); |
1092 | |
1103 | |
1093 | return 0; |
1104 | return 0; |
1094 | } |
1105 | } |
1095 | |
1106 | |
|
|
1107 | // undo the flood protection from earlier |
|
|
1108 | op->speed_left += 4 * op->speed; // ~0.5s on failure |
|
|
1109 | |
1096 | /* Take into account how long it takes to cast the spell. |
1110 | /* Take into account how long it takes to cast the spell. |
1097 | * if the player is casting it, then we use the time in |
1111 | * if the player is casting it, then we use the time in |
1098 | * the spell object. If it is a spell object, have it |
1112 | * the spell object. If it is a spell object, have it |
1099 | * take two ticks. Things that cast spells on the players |
1113 | * take two ticks. Things that cast spells on the players |
1100 | * behalf (eg, altars, and whatever else) shouldn't cost |
1114 | * behalf (eg, altars, and whatever else) shouldn't cost |
1101 | * the player any time. |
1115 | * the player any time. |
1102 | * Ignore casting time for firewalls |
1116 | * Ignore casting time for firewalls |
1103 | */ |
1117 | */ |
1104 | if (caster == op && caster->type != FIREWALL) |
1118 | if (caster == op && caster->type != FIREWALL) |
1105 | { |
1119 | { |
1106 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1120 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed; |
1107 | /* Other portions of the code may also decrement the speed of the player, so |
1121 | /* Other portions of the code may also decrement the speed of the player, so |
1108 | * put a lower limit so that the player isn't stuck here too long |
1122 | * put a lower limit so that the player isn't stuck here too long |
1109 | */ |
1123 | */ |
1110 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1124 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed) |
1111 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1125 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed; |
1112 | } |
1126 | } |
1113 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1127 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1114 | op->speed_left -= 2 * FABS (op->speed); |
1128 | op->speed_left -= 2 * op->speed; |
1115 | |
1129 | |
1116 | if (op->type == PLAYER && op == caster) |
1130 | if (op->type == PLAYER && op == caster) |
1117 | { |
1131 | { |
1118 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1132 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1119 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1133 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1124 | * object requires. |
1138 | * object requires. |
1125 | */ |
1139 | */ |
1126 | if (op != caster && !skill && caster->skill) |
1140 | if (op != caster && !skill && caster->skill) |
1127 | { |
1141 | { |
1128 | skill = find_skill_by_name (op, caster->skill); |
1142 | skill = find_skill_by_name (op, caster->skill); |
|
|
1143 | |
1129 | if (!skill) |
1144 | if (!skill) |
1130 | { |
1145 | { |
1131 | op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); |
1146 | op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster)); |
1132 | return 0; |
1147 | return 0; |
1133 | } |
1148 | } |
1134 | |
|
|
1135 | op->change_skill (skill); /* needed for proper exp credit */ |
|
|
1136 | } |
1149 | } |
1137 | |
1150 | |
1138 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
1151 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) |
1139 | return RESULT_INT (0); |
1152 | return RESULT_INT (0); |
1140 | |
1153 | |
|
|
1154 | // temporaroly replace chosen_skill by skill, we assume skill *could* be applied, |
|
|
1155 | // at least temporarily, which might not be true due to slot restrictions, but hey |
|
|
1156 | // invoke requires it basically. |
|
|
1157 | |
|
|
1158 | object *chosen_skill = op->chosen_skill; |
|
|
1159 | op->chosen_skill = skill; |
|
|
1160 | |
1141 | switch (spell_ob->subtype) |
1161 | switch (spell_ob->subtype) |
1142 | { |
1162 | { |
1143 | /* The order of case statements is same as the order they show up |
1163 | /* The order of case statements is same as the order they show up |
1144 | * in in spells.h. |
1164 | * in spells.h. |
1145 | */ |
1165 | */ |
1146 | case SP_RAISE_DEAD: |
1166 | case SP_RAISE_DEAD: |
1147 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1167 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam); |
1148 | break; |
1168 | break; |
1149 | |
1169 | |
1150 | case SP_RUNE: |
1170 | case SP_RUNE: |
1151 | success = write_rune (op, caster, spell_ob, dir, stringarg); |
1171 | success = write_rune (op, caster, spell_ob, dir, spellparam); |
1152 | break; |
1172 | break; |
1153 | |
1173 | |
1154 | case SP_MAKE_MARK: |
1174 | case SP_MAKE_MARK: |
1155 | success = write_mark (op, spell_ob, stringarg); |
1175 | success = write_mark (op, spell_ob, spellparam); |
1156 | break; |
1176 | break; |
1157 | |
1177 | |
1158 | case SP_BOLT: |
1178 | case SP_BOLT: |
1159 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1179 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1160 | break; |
1180 | break; |
… | |
… | |
1189 | |
1209 | |
1190 | case SP_DIMENSION_DOOR: |
1210 | case SP_DIMENSION_DOOR: |
1191 | /* dimension door needs the actual caster, because that is what is |
1211 | /* dimension door needs the actual caster, because that is what is |
1192 | * moved. |
1212 | * moved. |
1193 | */ |
1213 | */ |
1194 | success = dimension_door (op, caster, spell_ob, dir); |
1214 | success = dimension_door (op, caster, spell_ob, dir, spellparam); |
1195 | break; |
1215 | break; |
1196 | |
1216 | |
1197 | case SP_MAGIC_MAPPING: |
1217 | case SP_MAGIC_MAPPING: |
1198 | if (op->type == PLAYER) |
1218 | if (op->type == PLAYER) |
1199 | { |
1219 | { |
… | |
… | |
1232 | case SP_HEALING: |
1252 | case SP_HEALING: |
1233 | success = cast_heal (op, caster, spell_ob, dir); |
1253 | success = cast_heal (op, caster, spell_ob, dir); |
1234 | break; |
1254 | break; |
1235 | |
1255 | |
1236 | case SP_CREATE_FOOD: |
1256 | case SP_CREATE_FOOD: |
1237 | success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1257 | success = cast_create_food (op, caster, spell_ob, dir, spellparam); |
1238 | break; |
1258 | break; |
1239 | |
1259 | |
1240 | case SP_EARTH_TO_DUST: |
1260 | case SP_EARTH_TO_DUST: |
1241 | success = cast_earth_to_dust (op, caster, spell_ob); |
1261 | success = cast_earth_to_dust (op, caster, spell_ob); |
1242 | break; |
1262 | break; |
… | |
… | |
1252 | case SP_CURSE: |
1272 | case SP_CURSE: |
1253 | success = cast_curse (op, caster, spell_ob, dir); |
1273 | success = cast_curse (op, caster, spell_ob, dir); |
1254 | break; |
1274 | break; |
1255 | |
1275 | |
1256 | case SP_SUMMON_MONSTER: |
1276 | case SP_SUMMON_MONSTER: |
1257 | success = summon_object (op, caster, spell_ob, dir, stringarg); |
1277 | success = summon_object (op, caster, spell_ob, dir, spellparam); |
1258 | break; |
1278 | break; |
1259 | |
1279 | |
1260 | case SP_CHARGING: |
1280 | case SP_CHARGING: |
1261 | success = recharge (op, caster, spell_ob); |
1281 | success = recharge (op, caster, spell_ob); |
1262 | break; |
1282 | break; |
… | |
… | |
1295 | break; |
1315 | break; |
1296 | |
1316 | |
1297 | case SP_MOVING_BALL: |
1317 | case SP_MOVING_BALL: |
1298 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1318 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1299 | { |
1319 | { |
1300 | op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); |
1320 | op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name); |
1301 | success = 0; |
1321 | success = 0; |
1302 | } |
1322 | } |
1303 | else |
1323 | else |
1304 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1324 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1305 | break; |
1325 | break; |
… | |
… | |
1316 | /* in rune.c */ |
1336 | /* in rune.c */ |
1317 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1337 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1318 | break; |
1338 | break; |
1319 | |
1339 | |
1320 | case SP_CREATE_MISSILE: |
1340 | case SP_CREATE_MISSILE: |
1321 | success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1341 | success = cast_create_missile (op, caster, spell_ob, dir, spellparam); |
1322 | break; |
1342 | break; |
1323 | |
1343 | |
1324 | case SP_CONSECRATE: |
1344 | case SP_CONSECRATE: |
1325 | success = cast_consecrate (op, caster, spell_ob); |
1345 | success = cast_consecrate (op, caster, spell_ob); |
1326 | break; |
1346 | break; |
… | |
… | |
1348 | case SP_AURA: |
1368 | case SP_AURA: |
1349 | success = create_aura (op, caster, spell_ob); |
1369 | success = create_aura (op, caster, spell_ob); |
1350 | break; |
1370 | break; |
1351 | |
1371 | |
1352 | case SP_PARTY_SPELL: |
1372 | case SP_PARTY_SPELL: |
1353 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1373 | success = cast_party_spell (op, caster, dir, spell_ob, spellparam); |
1354 | break; |
1374 | break; |
1355 | |
1375 | |
1356 | default: |
1376 | default: |
1357 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1377 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1358 | } |
1378 | } |
|
|
1379 | |
|
|
1380 | // restore chosen_skill |
|
|
1381 | op->chosen_skill = chosen_skill; |
1359 | |
1382 | |
1360 | op->play_sound ( |
1383 | op->play_sound ( |
1361 | success |
1384 | success |
1362 | ? spell_ob->sound |
1385 | ? spell_ob->sound |
1363 | ? spell_ob->sound |
1386 | ? spell_ob->sound |
… | |
… | |
1417 | move_aura (op); |
1440 | move_aura (op); |
1418 | break; |
1441 | break; |
1419 | } |
1442 | } |
1420 | } |
1443 | } |
1421 | |
1444 | |
1422 | /* this checks to see if something special should happen if |
|
|
1423 | * something runs into the object. |
|
|
1424 | */ |
|
|
1425 | void |
|
|
1426 | check_spell_effect (object *op) |
|
|
1427 | { |
|
|
1428 | switch (op->subtype) |
|
|
1429 | { |
|
|
1430 | case SP_BOLT: |
|
|
1431 | move_bolt (op); |
|
|
1432 | return; |
|
|
1433 | |
|
|
1434 | case SP_BULLET: |
|
|
1435 | check_bullet (op); |
|
|
1436 | return; |
|
|
1437 | } |
|
|
1438 | } |
|
|
1439 | |
|
|
1440 | /* This is called by move_apply. Basically, if someone |
1445 | /* This is called by move_apply. Basically, if someone |
1441 | * moves onto a spell effect and the walk_on or fly_on flags |
1446 | * 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 |
1447 | * are set, this is called. This should only be called for |
1443 | * objects of the appropriate type. |
1448 | * objects of the appropriate type. |
1444 | */ |
1449 | */ |
… | |
… | |
1446 | apply_spell_effect (object *spell, object *victim) |
1451 | apply_spell_effect (object *spell, object *victim) |
1447 | { |
1452 | { |
1448 | switch (spell->subtype) |
1453 | switch (spell->subtype) |
1449 | { |
1454 | { |
1450 | case SP_CONE: |
1455 | case SP_CONE: |
1451 | if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1456 | if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype) |
1452 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1457 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1453 | break; |
1458 | break; |
1454 | |
1459 | |
1455 | case SP_MAGIC_MISSILE: |
1460 | case SP_MAGIC_MISSILE: |
1456 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1461 | if (victim->flag [FLAG_ALIVE]) |
1457 | { |
1462 | { |
1458 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1463 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1459 | |
|
|
1460 | if (!spell->destroyed ()) |
|
|
1461 | spell->destroy (); |
1464 | spell->destroy (); |
1462 | } |
1465 | } |
1463 | break; |
1466 | break; |
1464 | |
1467 | |
1465 | case SP_MOVING_BALL: |
1468 | case SP_MOVING_BALL: |
1466 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1469 | if (victim->flag [FLAG_ALIVE]) |
1467 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1470 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1468 | else if (victim->materialname) |
1471 | else if (victim->material != MATERIAL_NULL) |
1469 | save_throw_object (victim, spell->attacktype, spell); |
1472 | save_throw_object (victim, spell->attacktype, spell); |
1470 | break; |
|
|
1471 | } |
|
|
1472 | } |
|
|
1473 | |
1473 | |
|
|
1474 | break; |
|
|
1475 | } |
|
|
1476 | } |
|
|
1477 | |
|
|
1478 | /** |
|
|
1479 | * This function will let a fireball explode at the position of |
|
|
1480 | * the victim with a specific maximum level. |
|
|
1481 | */ |
|
|
1482 | void |
|
|
1483 | create_exploding_ball_at (object *victim, int level) |
|
|
1484 | { |
|
|
1485 | object *ball = archetype::get (EXPLODING_FIREBALL); |
|
|
1486 | ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; |
|
|
1487 | ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2; |
|
|
1488 | ball->insert_at (victim); |
|
|
1489 | } |