1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
21 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
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23 | */ |
22 | */ |
24 | |
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25 | |
23 | |
26 | #include <global.h> |
24 | #include <global.h> |
27 | #include <spells.h> |
25 | #include <spells.h> |
28 | #include <object.h> |
26 | #include <object.h> |
29 | #include <errno.h> |
27 | #include <errno.h> |
… | |
… | |
79 | dest->skill = spob->skill; |
77 | dest->skill = spob->skill; |
80 | else |
78 | else |
81 | dest->skill = caster->skill; |
79 | dest->skill = caster->skill; |
82 | } |
80 | } |
83 | |
81 | |
84 | /* init_spells: This should really be called check_spells, as that |
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85 | * is what it does. It goes through the spells looking for any |
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86 | * obvious errors. This was most useful in debugging when re-doing |
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87 | * all the spells to catch simple errors. To use it all the time |
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88 | * will result in it spitting out messages that aren't really errors. |
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89 | */ |
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90 | void |
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91 | init_spells (void) |
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92 | { |
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93 | #ifdef SPELL_DEBUG |
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94 | static int init_spells_done = 0; |
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95 | int i; |
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96 | archetype *at; |
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97 | |
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98 | if (init_spells_done) |
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99 | return; |
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100 | LOG (llevDebug, "Checking spells...\n"); |
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101 | |
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102 | for (at = first_archetype; at; at = at->next) |
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103 | { |
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104 | if (at->clone.type == SPELL) |
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105 | { |
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106 | if (at->clone.skill) |
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107 | { |
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108 | for (i = 1; i < NUM_SKILLS; i++) |
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109 | if (!strcmp (skill_names[i], at->clone.skill)) |
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110 | break; |
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111 | if (i == NUM_SKILLS) |
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112 | { |
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113 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
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114 | } |
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115 | } |
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116 | /* other_arch is already checked for in the loader */ |
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117 | } |
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118 | } |
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119 | |
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120 | i = 0; |
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121 | while (spell_mapping[i]) |
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122 | { |
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123 | if (!archetype::find (spell_mapping[i])) |
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124 | { |
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125 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
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126 | } |
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127 | i++; |
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128 | } |
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129 | LOG (llevDebug, "Checking spells completed.\n"); |
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130 | #endif |
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131 | } |
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132 | |
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133 | /* Dumps all the spells - now also dumps skill associated with the spell. |
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134 | * not sure what this would be used for, as the data seems pretty |
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135 | * minimal, but easy enough to keep around. |
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136 | */ |
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137 | void |
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138 | dump_spells (void) |
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139 | { |
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140 | archetype *at; |
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141 | |
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142 | for (at = first_archetype; at; at = at->next) |
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143 | { |
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144 | if (at->clone.type == SPELL) |
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145 | { |
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146 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
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147 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
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148 | } |
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149 | } |
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150 | } |
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151 | |
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152 | /* pretty basic function - basically just takes |
82 | /* pretty basic function - basically just takes |
153 | * an object, sets the x,y, and calls insert_ob_in_map |
83 | * an object, sets the x,y, and calls insert_ob_in_map |
154 | */ |
84 | */ |
155 | void |
85 | void |
156 | 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) |
… | |
… | |
170 | * Returns modified level. |
100 | * Returns modified level. |
171 | */ |
101 | */ |
172 | int |
102 | int |
173 | min_casting_level (object *caster, object *spell) |
103 | min_casting_level (object *caster, object *spell) |
174 | { |
104 | { |
175 | int new_level; |
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176 | |
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177 | if (caster->path_denied & spell->path_attuned) |
105 | if (caster->path_denied & spell->path_attuned) |
178 | return 1; |
106 | return 1; |
179 | |
107 | |
180 | new_level = spell->level |
108 | int new_level = spell->level |
181 | + (caster->path_repelled & spell->path_attuned ? +2 : 0) |
109 | + (caster->path_repelled & spell->path_attuned ? +8 : 0) |
182 | + (caster->path_attuned & spell->path_attuned ? -2 : 0); |
110 | + (caster->path_attuned & spell->path_attuned ? -8 : 0); |
183 | |
111 | |
184 | return max (1, new_level); |
112 | return max (1, new_level); |
185 | } |
113 | } |
186 | |
114 | |
187 | /* This function returns the effective level the spell |
115 | /* This function returns the effective level the spell |
188 | * is being cast at. |
116 | * is being cast at. |
189 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
117 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
190 | * This is because the new code compares casting_level against |
118 | * This is because the new code compares casting_level against |
191 | * min_caster_level, so the difference is effectively 4 |
119 | * min_caster_level, so the difference is effectively 4 |
192 | */ |
120 | */ |
193 | |
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194 | int |
121 | int |
195 | caster_level (object *caster, object *spell) |
122 | caster_level (object *caster, object *spell) |
196 | { |
123 | { |
197 | int level = caster->level; |
124 | int level = caster->level; |
198 | |
125 | |
199 | /* If this is a player, try to find the matching skill */ |
126 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
200 | if (caster->type == PLAYER && spell->skill) |
127 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
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128 | { |
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129 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
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130 | int sk_level = skill ? skill->level : 1; |
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131 | |
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132 | level = min (level, sk_level + level / 10 + 1); |
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133 | } |
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134 | else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ |
201 | for (int i = 0; i < NUM_SKILLS; i++) |
135 | for (int i = 0; i < NUM_SKILLS; i++) |
202 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
136 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
203 | { |
137 | { |
204 | level = caster->contr->last_skill_ob[i]->level; |
138 | level = caster->contr->last_skill_ob[i]->level; |
205 | break; |
139 | break; |
206 | } |
140 | } |
207 | |
141 | |
208 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
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209 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
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210 | { |
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211 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
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212 | int sk_level = skill ? skill->level : 1; |
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213 | |
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214 | level = MIN (level, sk_level + level / 10 + 1); |
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215 | } |
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216 | |
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217 | /* Got valid caster level. Now adjust for attunement */ |
142 | /* Got valid caster level. Now adjust for attunement */ |
218 | level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); |
143 | level += caster->path_repelled & spell->path_attuned ? -8 : 0; |
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144 | level += caster->path_attuned & spell->path_attuned ? +8 : 0; |
219 | |
145 | |
220 | /* Always make this at least 1. If this is zero, we get divide by zero |
146 | /* Always make this at least 1. If this is zero, we get divide by zero |
221 | * errors in various places. |
147 | * errors in various places. |
222 | */ |
148 | */ |
223 | if (level < 1) |
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224 | level = 1; |
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225 | |
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226 | return level; |
149 | return max (level, 1); |
227 | } |
150 | } |
228 | |
151 | |
229 | /* The following function scales the spellpoint cost of |
152 | /* The following function scales the spellpoint cost of |
230 | * a spell by it's increased effectiveness. Some of the |
153 | * a spell by it's increased effectiveness. Some of the |
231 | * lower level spells become incredibly vicious at high |
154 | * lower level spells become incredibly vicious at high |
… | |
… | |
270 | else |
193 | else |
271 | { |
194 | { |
272 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
195 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
273 | if (spell->stats.sp && !sp) |
196 | if (spell->stats.sp && !sp) |
274 | sp = 1; |
197 | sp = 1; |
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198 | |
275 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
199 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
276 | if (spell->stats.grace && !grace) |
200 | if (spell->stats.grace && !grace) |
277 | grace = 1; |
201 | grace = 1; |
278 | } |
202 | } |
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203 | |
279 | if (flags == SPELL_HIGHEST) |
204 | if (flags == SPELL_HIGHEST) |
280 | return MAX (sp, grace); |
205 | return MAX (sp, grace); |
281 | else if (flags == SPELL_GRACE) |
206 | else if (flags == SPELL_GRACE) |
282 | return grace; |
207 | return grace; |
283 | else if (flags == SPELL_MANA) |
208 | else if (flags == SPELL_MANA) |
… | |
… | |
287 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
212 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
288 | return 0; |
213 | return 0; |
289 | } |
214 | } |
290 | } |
215 | } |
291 | |
216 | |
292 | |
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293 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
217 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
294 | * spob is the spell we are adjusting. |
218 | * spob is the spell we are adjusting. |
295 | */ |
219 | */ |
296 | int |
220 | int |
297 | SP_level_dam_adjust (object *caster, object *spob) |
221 | SP_level_dam_adjust (object *caster, object *spob) |
298 | { |
222 | { |
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223 | if (!spob->dam_modifier) |
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224 | return 0; |
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225 | |
299 | int level = caster_level (caster, spob); |
226 | int level = caster_level (caster, spob); |
300 | int adj = level - min_casting_level (caster, spob); |
227 | return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; |
301 | |
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302 | if (adj < 0) |
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303 | adj = 0; |
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304 | if (spob->dam_modifier) |
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305 | adj /= spob->dam_modifier; |
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306 | else |
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307 | adj = 0; |
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308 | return adj; |
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309 | } |
228 | } |
310 | |
229 | |
311 | /* Adjust the strength of the spell based on level. |
230 | /* Adjust the strength of the spell based on level. |
312 | * This is basically the same as SP_level_dam_adjust above, |
231 | * This is basically the same as SP_level_dam_adjust above, |
313 | * but instead looks at the level_modifier value. |
232 | * but instead looks at the level_modifier value. |
314 | */ |
233 | */ |
315 | int |
234 | int |
316 | SP_level_duration_adjust (object *caster, object *spob) |
235 | SP_level_duration_adjust (object *caster, object *spob) |
317 | { |
236 | { |
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237 | if (!spob->duration_modifier) |
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238 | return 0; |
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239 | |
318 | int level = caster_level (caster, spob); |
240 | int level = caster_level (caster, spob); |
319 | int adj = level - min_casting_level (caster, spob); |
241 | return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; |
320 | |
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321 | if (adj < 0) |
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322 | adj = 0; |
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323 | if (spob->duration_modifier) |
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324 | adj /= spob->duration_modifier; |
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325 | else |
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326 | adj = 0; |
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327 | |
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328 | return adj; |
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329 | } |
242 | } |
330 | |
243 | |
331 | /* Adjust the strength of the spell based on level. |
244 | /* Adjust the strength of the spell based on level. |
332 | * This is basically the same as SP_level_dam_adjust above, |
245 | * This is basically the same as SP_level_dam_adjust above, |
333 | * but instead looks at the level_modifier value. |
246 | * but instead looks at the level_modifier value. |
334 | */ |
247 | */ |
335 | int |
248 | int |
336 | SP_level_range_adjust (object *caster, object *spob) |
249 | SP_level_range_adjust (object *caster, object *spob) |
337 | { |
250 | { |
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251 | if (!spob->range_modifier) |
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252 | return 0; |
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253 | |
338 | int level = caster_level (caster, spob); |
254 | int level = caster_level (caster, spob); |
339 | int adj = level - min_casting_level (caster, spob); |
255 | return (level - min_casting_level (caster, spob)) / spob->range_modifier; |
340 | |
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341 | if (adj < 0) |
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342 | adj = 0; |
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343 | if (spob->range_modifier) |
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344 | adj /= spob->range_modifier; |
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345 | else |
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346 | adj = 0; |
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347 | |
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348 | return adj; |
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349 | } |
256 | } |
350 | |
257 | |
351 | /* Checks to see if player knows the spell. If the name is the same |
258 | /* Checks to see if player knows the spell. If the name is the same |
352 | * as an existing spell, we presume they know it. |
259 | * as an existing spell, we presume they know it. |
353 | * returns 1 if they know the spell, 0 if they don't. |
260 | * returns 1 if they know the spell, 0 if they don't. |
354 | */ |
261 | */ |
355 | object * |
262 | object * |
356 | check_spell_known (object *op, const char *name) |
263 | check_spell_known (object *op, const char *name) |
357 | { |
264 | { |
358 | object *spop; |
265 | object *spop; |
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266 | shstr_cmp name_ (name); |
359 | |
267 | |
360 | for (spop = op->inv; spop; spop = spop->below) |
268 | for (spop = op->inv; spop; spop = spop->below) |
361 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
269 | if (spop->type == SPELL && spop->name == name) |
362 | return spop; |
270 | return spop; |
363 | |
271 | |
364 | return NULL; |
272 | return 0; |
365 | } |
273 | } |
366 | |
274 | |
367 | |
275 | |
368 | /* |
276 | /* |
369 | * Look at object 'op' and see if they know the spell |
277 | * Look at object 'op' and see if they know the spell |
… | |
… | |
462 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
370 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
463 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
371 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
464 | dir = 0; |
372 | dir = 0; |
465 | } |
373 | } |
466 | |
374 | |
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375 | SET_FLAG (new_op, FLAG_IDENTIFIED); |
467 | op->map->insert (new_op, |
376 | op->map->insert (new_op, |
468 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
377 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
469 | op, |
378 | op, |
470 | dir ? 0 : INS_BELOW_ORIGINATOR); |
379 | dir ? 0 : INS_BELOW_ORIGINATOR); |
471 | |
380 | |
… | |
… | |
485 | { |
394 | { |
486 | if (!xy_normalise (m, x, y)) |
395 | if (!xy_normalise (m, x, y)) |
487 | return 0; |
396 | return 0; |
488 | |
397 | |
489 | mapspace &ms = m->at (x, y); |
398 | mapspace &ms = m->at (x, y); |
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399 | ms.update (); |
490 | |
400 | |
491 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
401 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
492 | return 0; |
402 | return 0; |
493 | |
403 | |
494 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
404 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
… | |
… | |
500 | * resources, and may not work as well if a player is standing |
410 | * resources, and may not work as well if a player is standing |
501 | * on top of a counterwall spell (may hit the player before being |
411 | * on top of a counterwall spell (may hit the player before being |
502 | * removed.) On the other hand, it may be more dramatic for the |
412 | * removed.) On the other hand, it may be more dramatic for the |
503 | * spell to actually hit the counterwall and be sucked up. |
413 | * spell to actually hit the counterwall and be sucked up. |
504 | */ |
414 | */ |
505 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
415 | if ((tmp->attacktype & AT_COUNTERSPELL) |
506 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
416 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
507 | (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) |
417 | && (tmp->type != PLAYER) |
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418 | && (tmp->type != WEAPON) |
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419 | && (tmp->type != BOW) |
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420 | && (tmp->type != ARROW) |
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421 | && (tmp->type != GOLEM) |
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422 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
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423 | // we special case floor here because there |
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424 | // are sometimes spell effect floors |
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425 | // which are used to inflict damage |
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426 | // (and those shouldn't go away from |
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427 | // sanctuary) see also: permanent lava |
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428 | && (immune_stop & AT_MAGIC)) |
508 | return 0; |
429 | return 0; |
509 | |
430 | |
510 | /* This is to prevent 'out of control' spells. Basically, this |
431 | /* This is to prevent 'out of control' spells. Basically, this |
511 | * limits one spell effect per space per spell. This is definately |
432 | * limits one spell effect per space per spell. This is definately |
512 | * needed for performance reasons, and just for playability I believe. |
433 | * needed for performance reasons, and just for playability I believe. |
… | |
… | |
519 | /* |
440 | /* |
520 | * Combine similar spell effects into one spell effect. Needed for |
441 | * Combine similar spell effects into one spell effect. Needed for |
521 | * performance reasons with meteor swarm and the like, but also for |
442 | * performance reasons with meteor swarm and the like, but also for |
522 | * playability reasons. |
443 | * playability reasons. |
523 | */ |
444 | */ |
524 | if (tmp->arch == op->arch |
445 | if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
525 | && tmp->type == op->type |
446 | && tmp->type == op->type |
526 | && tmp->subtype == op->subtype |
447 | && tmp->subtype == op->subtype |
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448 | && tmp->owner == op->owner |
527 | && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
449 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
528 | { |
450 | { |
529 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
451 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
530 | tmp->range = MAX (tmp->range, op->range); |
452 | tmp->range = MAX (tmp->range, op->range); |
531 | tmp->duration = MAX (tmp->duration, op->duration); |
453 | tmp->duration = MAX (tmp->duration, op->duration); |
532 | return 0; |
454 | return 0; |
… | |
… | |
549 | * dir: direction to fire in. |
471 | * dir: direction to fire in. |
550 | * spell: spell that is being fired. It uses other_arch for the archetype |
472 | * spell: spell that is being fired. It uses other_arch for the archetype |
551 | * to fire. |
473 | * to fire. |
552 | * returns 0 on failure, 1 on success. |
474 | * returns 0 on failure, 1 on success. |
553 | */ |
475 | */ |
554 | |
|
|
555 | int |
476 | int |
556 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
477 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
557 | { |
478 | { |
558 | object *tmp; |
|
|
559 | int mflags; |
|
|
560 | maptile *m; |
|
|
561 | |
|
|
562 | if (spell->other_arch == NULL) |
479 | if (!spell->other_arch) |
563 | return 0; |
480 | return 0; |
564 | |
481 | |
565 | m = op->map; |
482 | object *tmp = spell->other_arch->instance (); |
566 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
567 | if (mflags & P_OUT_OF_MAP) |
|
|
568 | { |
|
|
569 | return 0; |
|
|
570 | } |
|
|
571 | |
483 | |
572 | tmp = arch_to_object (spell->other_arch); |
484 | if (!tmp) |
573 | |
|
|
574 | if (tmp == NULL) |
|
|
575 | return 0; |
485 | return 0; |
576 | |
|
|
577 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
578 | { |
|
|
579 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
580 | tmp->destroy (); |
|
|
581 | return 0; |
|
|
582 | } |
|
|
583 | |
486 | |
584 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
487 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
585 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
488 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
586 | /* code in time.c uses food for some things, duration for others */ |
489 | /* code in time.c uses food for some things, duration for others */ |
587 | tmp->stats.food = tmp->duration; |
490 | tmp->stats.food = tmp->duration; |
588 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
491 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
589 | tmp->attacktype = spell->attacktype; |
492 | tmp->attacktype = spell->attacktype; |
590 | tmp->x = x; |
|
|
591 | tmp->y = y; |
|
|
592 | tmp->direction = dir; |
493 | tmp->direction = dir; |
593 | if (op->owner != NULL) |
|
|
594 | tmp->set_owner (op); |
494 | tmp->set_owner (op); |
595 | else |
|
|
596 | tmp->set_owner (op); |
|
|
597 | tmp->level = caster_level (caster, spell); |
495 | tmp->level = caster_level (caster, spell); |
598 | set_spell_skill (op, caster, spell, tmp); |
496 | set_spell_skill (op, caster, spell, tmp); |
599 | |
497 | |
600 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
498 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
601 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
499 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
602 | { |
|
|
603 | if (!tailor_god_spell (tmp, op)) |
500 | if (!tailor_god_spell (tmp, op)) |
604 | return 0; |
501 | return 0; |
605 | } |
502 | |
606 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
503 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
607 | SET_ANIMATION (tmp, dir); |
504 | SET_ANIMATION (tmp, dir); |
608 | |
505 | |
609 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
506 | if ((tmp = op->map->insert (tmp, x, y, op))) |
610 | move_spell_effect (tmp); |
507 | move_spell_effect (tmp); |
611 | |
508 | |
612 | return 1; |
509 | return 1; |
613 | } |
510 | } |
614 | |
511 | |
… | |
… | |
619 | ****************************************************************************/ |
516 | ****************************************************************************/ |
620 | void |
517 | void |
621 | regenerate_rod (object *rod) |
518 | regenerate_rod (object *rod) |
622 | { |
519 | { |
623 | if (rod->stats.hp < rod->stats.maxhp) |
520 | if (rod->stats.hp < rod->stats.maxhp) |
624 | { |
521 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
625 | rod->stats.hp += 1 + rod->stats.maxhp / 10; |
|
|
626 | |
|
|
627 | if (rod->stats.hp > rod->stats.maxhp) |
|
|
628 | rod->stats.hp = rod->stats.maxhp; |
|
|
629 | } |
|
|
630 | } |
522 | } |
631 | |
|
|
632 | |
523 | |
633 | void |
524 | void |
634 | drain_rod_charge (object *rod) |
525 | drain_rod_charge (object *rod) |
635 | { |
526 | { |
636 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
527 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
637 | } |
528 | } |
638 | |
|
|
639 | |
|
|
640 | |
|
|
641 | |
529 | |
642 | /* this function is commonly used to find a friendly target for |
530 | /* this function is commonly used to find a friendly target for |
643 | * spells such as heal or protection or armour |
531 | * spells such as heal or protection or armour |
644 | * op is what is looking for the target (which can be a player), |
532 | * op is what is looking for the target (which can be a player), |
645 | * dir is the direction we are looking in. Return object found, or |
533 | * dir is the direction we are looking in. Return object found, or |
646 | * NULL if no good object. |
534 | * NULL if no good object. |
647 | */ |
535 | */ |
648 | |
|
|
649 | object * |
536 | object * |
650 | find_target_for_friendly_spell (object *op, int dir) |
537 | find_target_for_friendly_spell (object *op, int dir) |
651 | { |
538 | { |
652 | object *tmp; |
539 | object *tmp; |
653 | maptile *m; |
|
|
654 | sint16 x, y; |
|
|
655 | int mflags; |
|
|
656 | |
540 | |
657 | /* I don't really get this block - if op isn't a player or rune, |
541 | /* I don't really get this block - if op isn't a player or rune, |
658 | * we then make the owner of this object the target. |
542 | * we then make the owner of this object the target. |
659 | * The owner could very well be no where near op. |
543 | * The owner could very well be no where near op. |
660 | */ |
544 | */ |
… | |
… | |
667 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
551 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
668 | tmp = op; |
552 | tmp = op; |
669 | } |
553 | } |
670 | else |
554 | else |
671 | { |
555 | { |
672 | m = op->map; |
556 | maptile *m = op->map; |
673 | x = op->x + freearr_x[dir]; |
557 | sint16 x = op->x + freearr_x[dir]; |
674 | y = op->y + freearr_y[dir]; |
558 | sint16 y = op->y + freearr_y[dir]; |
675 | |
|
|
676 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
677 | |
|
|
678 | if (mflags & P_OUT_OF_MAP) |
|
|
679 | tmp = 0; |
|
|
680 | else |
559 | |
|
|
560 | tmp = xy_normalise (m, x, y) |
681 | tmp = m->at (x, y).player (); |
561 | ? m->at (x, y).player () |
|
|
562 | : 0; |
682 | } |
563 | } |
683 | |
564 | |
684 | /* didn't find a player there, look in current square for a player */ |
565 | /* didn't find a player there, look in current square for a player */ |
685 | if (!tmp) |
566 | if (!tmp) |
686 | tmp = op->ms ().player (); |
567 | tmp = op->ms ().player (); |
687 | |
568 | |
688 | return tmp; |
569 | return tmp; |
689 | } |
570 | } |
690 | |
|
|
691 | |
|
|
692 | |
571 | |
693 | /* raytrace: |
572 | /* raytrace: |
694 | * spell_find_dir(map, x, y, exclude) will search first the center square |
573 | * spell_find_dir(map, x, y, exclude) will search first the center square |
695 | * then some close squares in the given map at the given coordinates for |
574 | * then some close squares in the given map at the given coordinates for |
696 | * live objects. |
575 | * live objects. |
… | |
… | |
699 | * monsters/generators only. If not, the spell will hunt players only. |
578 | * monsters/generators only. If not, the spell will hunt players only. |
700 | * It returns the direction toward the first/closest live object if it finds |
579 | * It returns the direction toward the first/closest live object if it finds |
701 | * any, otherwise -1. |
580 | * any, otherwise -1. |
702 | * note that exclude can be NULL, in which case all bets are off. |
581 | * note that exclude can be NULL, in which case all bets are off. |
703 | */ |
582 | */ |
704 | |
|
|
705 | int |
583 | int |
706 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
584 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
707 | { |
585 | { |
708 | int i, max = SIZEOFFREE; |
586 | int i, max = SIZEOFFREE; |
709 | sint16 nx, ny; |
587 | sint16 nx, ny; |
… | |
… | |
736 | return freedir[i]; |
614 | return freedir[i]; |
737 | } |
615 | } |
738 | return -1; /* flag for "keep going the way you were" */ |
616 | return -1; /* flag for "keep going the way you were" */ |
739 | } |
617 | } |
740 | |
618 | |
741 | |
|
|
742 | |
|
|
743 | /* put_a_monster: puts a monster named monstername near by |
619 | /* put_a_monster: puts a monster named monstername near by |
744 | * op. This creates the treasures for the monsters, and |
620 | * op. This creates the treasures for the monsters, and |
745 | * also deals with multipart monsters properly. |
621 | * also deals with multipart monsters properly. |
746 | */ |
622 | */ |
747 | |
|
|
748 | void |
623 | void |
749 | put_a_monster (object *op, const char *monstername) |
624 | put_a_monster (object *op, const char *monstername) |
750 | { |
625 | { |
751 | object *tmp, *head = NULL, *prev = NULL; |
626 | object *tmp, *head = NULL, *prev = NULL; |
752 | archetype *at; |
627 | archetype *at; |
… | |
… | |
759 | |
634 | |
760 | /* find a free square nearby |
635 | /* find a free square nearby |
761 | * first we check the closest square for free squares |
636 | * first we check the closest square for free squares |
762 | */ |
637 | */ |
763 | |
638 | |
764 | dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); |
639 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
765 | if (dir != -1) |
640 | if (dir != -1) |
766 | { |
641 | { |
767 | /* This is basically grabbed for generate monster. Fixed 971225 to |
642 | /* This is basically grabbed for generate monster. Fixed 971225 to |
768 | * insert multipart monsters properly |
643 | * insert multipart monsters properly |
769 | */ |
644 | */ |
|
|
645 | //TODO: use expand_tail + ... |
770 | while (at != NULL) |
646 | while (at != NULL) |
771 | { |
647 | { |
772 | tmp = arch_to_object (at); |
648 | tmp = arch_to_object (at); |
773 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
649 | tmp->x = op->x + freearr_x[dir] + at->x; |
774 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
650 | tmp->y = op->y + freearr_y[dir] + at->y; |
775 | tmp->map = op->map; |
651 | tmp->map = op->map; |
776 | if (head) |
652 | if (head) |
777 | { |
653 | { |
778 | tmp->head = head; |
654 | tmp->head = head; |
779 | prev->more = tmp; |
655 | prev->more = tmp; |
780 | } |
656 | } |
|
|
657 | |
781 | if (!head) |
658 | if (!head) |
782 | head = tmp; |
659 | head = tmp; |
|
|
660 | |
783 | prev = tmp; |
661 | prev = tmp; |
|
|
662 | |
784 | at = at->more; |
663 | at = (archetype *)at->more; |
785 | } |
664 | } |
786 | |
665 | |
787 | if (head->randomitems) |
666 | if (head->randomitems) |
788 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
667 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
789 | |
668 | |
790 | insert_ob_in_map (head, op->map, op, 0); |
669 | insert_ob_in_map (head, op->map, op, 0); |
791 | |
670 | |
792 | /* thought it'd be cool to insert a burnout, too. */ |
671 | /* thought it'd be cool to insert a burnout, too. */ |
793 | op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
672 | op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
794 | } |
673 | } |
795 | } |
674 | } |
796 | |
675 | |
797 | /* peterm: function which summons hostile monsters and |
676 | /* peterm: function which summons hostile monsters and |
798 | * places them in nearby squares. |
677 | * places them in nearby squares. |
… | |
… | |
825 | { |
704 | { |
826 | int attacktype; |
705 | int attacktype; |
827 | int face; |
706 | int face; |
828 | } ATTACKS[22] = |
707 | } ATTACKS[22] = |
829 | { |
708 | { |
830 | { |
|
|
831 | AT_PHYSICAL, 0}, |
709 | { AT_PHYSICAL, 0}, |
832 | { |
|
|
833 | AT_PHYSICAL, 0}, /*face = explosion */ |
710 | { AT_PHYSICAL, 0}, /*face = explosion */ |
834 | { |
|
|
835 | AT_PHYSICAL, 0}, |
711 | { AT_PHYSICAL, 0}, |
836 | { |
|
|
837 | AT_MAGIC, 1}, |
712 | { AT_MAGIC, 1}, |
838 | { |
|
|
839 | AT_MAGIC, 1}, /* face = last-burnout */ |
713 | { AT_MAGIC, 1}, /* face = last-burnout */ |
840 | { |
|
|
841 | AT_MAGIC, 1}, |
714 | { AT_MAGIC, 1}, |
842 | { |
|
|
843 | AT_FIRE, 2}, |
715 | { AT_FIRE, 2}, |
844 | { |
|
|
845 | AT_FIRE, 2}, /* face = fire.... */ |
716 | { AT_FIRE, 2}, /* face = fire.... */ |
846 | { |
|
|
847 | AT_FIRE, 2}, |
717 | { AT_FIRE, 2}, |
848 | { |
|
|
849 | AT_ELECTRICITY, 3}, |
718 | { AT_ELECTRICITY, 3}, |
850 | { |
|
|
851 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
719 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
852 | { |
|
|
853 | AT_ELECTRICITY, 3}, |
720 | { AT_ELECTRICITY, 3}, |
854 | { |
|
|
855 | AT_COLD, 4}, |
721 | { AT_COLD, 4}, |
856 | { |
|
|
857 | AT_COLD, 4}, /* face=icestorm */ |
722 | { AT_COLD, 4}, /* face=icestorm */ |
858 | { |
|
|
859 | AT_COLD, 4}, |
723 | { AT_COLD, 4}, |
860 | { |
|
|
861 | AT_CONFUSION, 5}, |
724 | { AT_CONFUSION, 5}, |
862 | { |
|
|
863 | AT_POISON, 7}, |
725 | { AT_POISON, 7}, |
864 | { |
|
|
865 | AT_POISON, 7}, /* face = acid sphere. generator */ |
726 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
866 | { |
|
|
867 | AT_POISON, 7}, /* poisoncloud face */ |
727 | { AT_POISON, 7}, /* poisoncloud face */ |
868 | { |
|
|
869 | AT_SLOW, 8}, |
728 | { AT_SLOW, 8}, |
870 | { |
|
|
871 | AT_PARALYZE, 9}, |
729 | { AT_PARALYZE, 9}, |
872 | { |
|
|
873 | AT_FEAR, 10}}; |
730 | { AT_FEAR, 10}, |
874 | |
731 | }; |
875 | |
|
|
876 | |
732 | |
877 | /* shuffle_attack: peterm |
733 | /* shuffle_attack: peterm |
878 | * This routine shuffles the attack of op to one of the |
734 | * This routine shuffles the attack of op to one of the |
879 | * ones in the list. It does this at random. It also |
735 | * ones in the list. It does this at random. It also |
880 | * chooses a face appropriate to the attack that is |
736 | * chooses a face appropriate to the attack that is |
… | |
… | |
1018 | |
874 | |
1019 | int |
875 | int |
1020 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
876 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1021 | { |
877 | { |
1022 | int success; |
878 | int success; |
1023 | player *pl; |
|
|
1024 | object *spell; |
879 | object *spell; |
1025 | |
880 | |
1026 | if (!spell_ob->other_arch) |
881 | if (!spell_ob->other_arch) |
1027 | { |
882 | { |
1028 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
883 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
1029 | return 0; |
884 | return 0; |
1030 | } |
885 | } |
|
|
886 | |
1031 | spell = arch_to_object (spell_ob->other_arch); |
887 | spell = arch_to_object (spell_ob->other_arch); |
1032 | |
888 | |
1033 | /* Always cast spell on caster */ |
889 | /* Always cast spell on caster */ |
1034 | success = cast_spell (op, caster, dir, spell, stringarg); |
890 | success = cast_spell (op, caster, dir, spell, stringarg); |
1035 | |
891 | |
1036 | if (caster->contr->party == NULL) |
892 | if (caster->contr->party == NULL) |
1037 | { |
893 | { |
1038 | spell->remove (); |
894 | spell->remove (); |
1039 | return success; |
895 | return success; |
1040 | } |
896 | } |
|
|
897 | |
1041 | for_all_players (pl) |
898 | for_all_players (pl) |
1042 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
899 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
1043 | { |
|
|
1044 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
900 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
1045 | } |
901 | |
1046 | spell->remove (); |
902 | spell->remove (); |
1047 | return success; |
903 | return success; |
1048 | } |
904 | } |
1049 | |
905 | |
1050 | /* This is where the main dispatch when someone casts a spell. |
906 | /* This is where the main dispatch when someone casts a spell. |
… | |
… | |
1072 | * |
928 | * |
1073 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
929 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1074 | * this function will decrease the mana/grace appropriately. For other |
930 | * this function will decrease the mana/grace appropriately. For other |
1075 | * objects, the caller should do what it considers appropriate. |
931 | * objects, the caller should do what it considers appropriate. |
1076 | */ |
932 | */ |
1077 | |
|
|
1078 | int |
933 | int |
1079 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
934 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1080 | { |
935 | { |
1081 | const char *godname; |
936 | const char *godname; |
1082 | int success = 0, mflags, cast_level = 0, old_shoottype; |
937 | int success = 0, cast_level = 0; |
1083 | object *skill = NULL; |
938 | object *skill = NULL; |
1084 | |
|
|
1085 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
|
|
1086 | |
939 | |
1087 | if (!spell_ob) |
940 | if (!spell_ob) |
1088 | { |
941 | { |
1089 | LOG (llevError, "cast_spell: null spell object passed\n"); |
942 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1090 | return 0; |
943 | return 0; |
… | |
… | |
1119 | * at least process that code. |
972 | * at least process that code. |
1120 | */ |
973 | */ |
1121 | if (op->type == PLAYER && op == caster) |
974 | if (op->type == PLAYER && op == caster) |
1122 | { |
975 | { |
1123 | cast_level = caster_level (caster, spell_ob); |
976 | cast_level = caster_level (caster, spell_ob); |
|
|
977 | |
1124 | if (spell_ob->skill) |
978 | if (spell_ob->skill) |
1125 | { |
979 | { |
1126 | skill = find_skill_by_name (op, spell_ob->skill); |
980 | skill = find_skill_by_name (op, spell_ob->skill); |
|
|
981 | |
1127 | if (!skill) |
982 | if (!skill) |
1128 | { |
983 | { |
1129 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
984 | op->failmsg (format ("You need the skill %s to cast %s! " |
|
|
985 | "H<You either need to learn the skill via a skill scroll " |
|
|
986 | "or you need to wear a talisman or holy symbol.>", |
|
|
987 | &spell_ob->skill, &spell_ob->name)); |
1130 | return 0; |
988 | return 0; |
1131 | } |
989 | } |
|
|
990 | |
|
|
991 | int casting_level = min_casting_level (op, spell_ob); |
|
|
992 | |
1132 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
993 | if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1133 | { |
994 | { |
1134 | new_draw_info (NDI_UNIQUE, 0, op, "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?>", |
|
|
997 | cast_level, casting_level)); |
1135 | return 0; |
998 | return 0; |
1136 | } |
999 | } |
1137 | } |
1000 | } |
|
|
1001 | |
1138 | /* If the caster is the wiz, they don't ever fail, and don't have |
1002 | /* If the caster is the wiz, they don't ever fail, and don't have |
1139 | * to have sufficient grace/mana. |
1003 | * to have sufficient grace/mana. |
1140 | */ |
1004 | */ |
1141 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1005 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1142 | { |
1006 | { |
1143 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1007 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1144 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1008 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1145 | { |
1009 | { |
1146 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1010 | op->failmsg ("You don't have enough mana!"); |
1147 | return 0; |
1011 | return 0; |
1148 | } |
1012 | } |
1149 | |
1013 | |
1150 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1014 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1151 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1015 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1152 | { |
1016 | { |
1153 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1017 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1154 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1018 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1155 | { |
|
|
1156 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); |
1019 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1157 | } |
|
|
1158 | else |
1020 | else |
1159 | { |
1021 | { |
1160 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1022 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1161 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1023 | op->failmsg (format ("%s ignores your prayer.", godname)); |
1162 | return 0; |
1024 | return 0; |
1163 | } |
1025 | } |
1164 | } |
1026 | } |
1165 | |
1027 | |
1166 | /* player/monster is trying to cast the spell. might fumble it */ |
1028 | /* player/monster is trying to cast the spell. might fumble it */ |
1167 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1029 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1168 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1030 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1169 | { |
1031 | { |
1170 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1032 | op->contr->play_sound (sound_find ("fumble_spell")); |
1171 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1033 | op->failmsg ("You fumble the prayer."); |
1172 | if (settings.casting_time == TRUE) |
1034 | |
1173 | { |
|
|
1174 | op->casting_time = -1; |
|
|
1175 | } |
|
|
1176 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1035 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1177 | return 0; |
1036 | return 0; |
1178 | } |
1037 | } |
1179 | else if (spell_ob->stats.sp) |
1038 | else if (spell_ob->stats.sp) |
1180 | { |
1039 | { |
1181 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1040 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1182 | |
1041 | |
1183 | if (failure < 0) |
1042 | if (failure < 0) |
1184 | { |
1043 | { |
1185 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1044 | op->failmsg ("You bungle the spell because you have too much heavy equipment in use."); |
1186 | if (settings.spell_failure_effects == TRUE) |
1045 | if (settings.spell_failure_effects == TRUE) |
1187 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1046 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1188 | op->contr->shoottype = (rangetype) old_shoottype; |
1047 | |
1189 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1048 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1190 | return 0; |
1049 | return 0; |
1191 | } |
1050 | } |
1192 | } |
1051 | } |
1193 | } |
1052 | } |
1194 | } |
1053 | } |
1195 | |
1054 | |
1196 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1055 | int mflags = op->ms ().flags (); |
1197 | |
1056 | |
1198 | /* See if we can cast a spell here. If the caster and op are |
1057 | /* See if we can cast a spell here. If the caster and op are |
1199 | * not alive, then this would mean that the mapmaker put the |
1058 | * not alive, then this would mean that the mapmaker put the |
1200 | * objects on the space - presume that they know what they are |
1059 | * objects on the space - presume that they know what they are |
1201 | * doing. |
1060 | * doing. |
1202 | */ |
1061 | */ |
1203 | |
1062 | |
1204 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1063 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1205 | { |
1064 | { |
1206 | new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); |
1065 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1207 | return 0; |
1066 | return 0; |
1208 | } |
1067 | } |
1209 | |
1068 | |
1210 | if ((spell_ob->type == SPELL) |
1069 | if ((spell_ob->type == SPELL) |
1211 | && (caster->type != POTION) |
1070 | && (caster->type != POTION) |
… | |
… | |
1216 | { |
1075 | { |
1217 | if (op->type != PLAYER) |
1076 | if (op->type != PLAYER) |
1218 | return 0; |
1077 | return 0; |
1219 | |
1078 | |
1220 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1079 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1221 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1080 | op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); |
1222 | else |
1081 | else if (object *item = op->contr->ranged_ob) |
1223 | switch (op->contr->shoottype) |
|
|
1224 | { |
1082 | { |
1225 | case range_magic: |
1083 | if (item->type == SPELL) |
1226 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1084 | op->failmsg ("Something blocks your spellcasting."); |
1227 | break; |
1085 | else if (item->type == SCROLL) |
1228 | case range_misc: |
1086 | op->failmsg ("Something blocks the magic of your scroll."); |
1229 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1230 | break; |
|
|
1231 | case range_golem: |
|
|
1232 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
|
|
1233 | break; |
|
|
1234 | default: |
|
|
1235 | break; |
|
|
1236 | } |
|
|
1237 | return 0; |
|
|
1238 | } |
|
|
1239 | |
|
|
1240 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
|
|
1241 | { |
|
|
1242 | if (op->casting_time == -1) |
|
|
1243 | { /* begin the casting */ |
|
|
1244 | op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
|
|
1245 | op->spell = spell_ob; |
|
|
1246 | /* put the stringarg into the object struct so that when the |
|
|
1247 | * spell is actually cast, it knows about the stringarg. |
|
|
1248 | * necessary for the invoke command spells. |
|
|
1249 | */ |
|
|
1250 | if (stringarg) |
|
|
1251 | { |
|
|
1252 | op->spellarg = strdup (stringarg); |
|
|
1253 | } |
|
|
1254 | else |
1087 | else |
1255 | op->spellarg = NULL; |
1088 | op->failmsg ("Something blocks the magic of your item."); |
1256 | return 0; |
|
|
1257 | } |
|
|
1258 | else if (op->casting_time != 0) |
|
|
1259 | { |
|
|
1260 | if (op->type == PLAYER) |
|
|
1261 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
|
|
1262 | return 0; |
|
|
1263 | } |
1089 | } |
1264 | else |
1090 | else |
1265 | { /* casting_time == 0 */ |
1091 | op->failmsg ("Something blocks the spell!"); |
1266 | op->casting_time = -1; |
1092 | |
1267 | spell_ob = op->spell; |
1093 | return 0; |
1268 | stringarg = op->spellarg; |
|
|
1269 | } |
|
|
1270 | } |
|
|
1271 | else |
|
|
1272 | { |
1094 | } |
|
|
1095 | |
1273 | /* Take into account how long it takes to cast the spell. |
1096 | /* Take into account how long it takes to cast the spell. |
1274 | * if the player is casting it, then we use the time in |
1097 | * if the player is casting it, then we use the time in |
1275 | * the spell object. If it is a spell object, have it |
1098 | * the spell object. If it is a spell object, have it |
1276 | * take two ticks. Things that cast spells on the players |
1099 | * take two ticks. Things that cast spells on the players |
1277 | * behalf (eg, altars, and whatever else) shouldn't cost |
1100 | * behalf (eg, altars, and whatever else) shouldn't cost |
1278 | * the player any time. |
1101 | * the player any time. |
1279 | * Ignore casting time for firewalls |
1102 | * Ignore casting time for firewalls |
|
|
1103 | */ |
|
|
1104 | if (caster == op && caster->type != FIREWALL) |
|
|
1105 | { |
|
|
1106 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1107 | /* 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 |
1280 | */ |
1109 | */ |
1281 | if (caster == op && caster->type != FIREWALL) |
|
|
1282 | { |
|
|
1283 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1284 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1285 | * put a lower limit so that the player isn't stuck here too long |
|
|
1286 | */ |
|
|
1287 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1110 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1288 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1111 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1289 | } |
1112 | } |
1290 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1113 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1291 | { |
|
|
1292 | op->speed_left -= 2 * FABS (op->speed); |
1114 | op->speed_left -= 2 * FABS (op->speed); |
1293 | } |
|
|
1294 | } |
|
|
1295 | |
1115 | |
1296 | if (op->type == PLAYER && op == caster) |
1116 | if (op->type == PLAYER && op == caster) |
1297 | { |
1117 | { |
1298 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1118 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1299 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1119 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1306 | if (op != caster && !skill && caster->skill) |
1126 | if (op != caster && !skill && caster->skill) |
1307 | { |
1127 | { |
1308 | skill = find_skill_by_name (op, caster->skill); |
1128 | skill = find_skill_by_name (op, caster->skill); |
1309 | if (!skill) |
1129 | if (!skill) |
1310 | { |
1130 | { |
1311 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1131 | op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); |
1312 | return 0; |
1132 | return 0; |
1313 | } |
1133 | } |
|
|
1134 | |
1314 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
1135 | op->change_skill (skill); /* needed for proper exp credit */ |
1315 | } |
1136 | } |
|
|
1137 | |
|
|
1138 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1139 | return RESULT_INT (0); |
1316 | |
1140 | |
1317 | switch (spell_ob->subtype) |
1141 | switch (spell_ob->subtype) |
1318 | { |
1142 | { |
1319 | /* The order of case statements is same as the order they show up |
1143 | /* The order of case statements is same as the order they show up |
1320 | * in in spells.h. |
1144 | * in in spells.h. |
1321 | */ |
1145 | */ |
1322 | case SP_RAISE_DEAD: |
1146 | case SP_RAISE_DEAD: |
1323 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1147 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1324 | break; |
1148 | break; |
1325 | |
1149 | |
1326 | case SP_RUNE: |
1150 | case SP_RUNE: |
… | |
… | |
1354 | case SP_SMITE: |
1178 | case SP_SMITE: |
1355 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1179 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1356 | break; |
1180 | break; |
1357 | |
1181 | |
1358 | case SP_MAGIC_MISSILE: |
1182 | case SP_MAGIC_MISSILE: |
1359 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1183 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1360 | break; |
1184 | break; |
1361 | |
1185 | |
1362 | case SP_SUMMON_GOLEM: |
1186 | case SP_SUMMON_GOLEM: |
1363 | success = summon_golem (op, caster, dir, spell_ob); |
1187 | success = summon_golem (op, caster, dir, spell_ob); |
1364 | old_shoottype = range_golem; |
|
|
1365 | break; |
1188 | break; |
1366 | |
1189 | |
1367 | case SP_DIMENSION_DOOR: |
1190 | case SP_DIMENSION_DOOR: |
1368 | /* dimension door needs the actual caster, because that is what is |
1191 | /* dimension door needs the actual caster, because that is what is |
1369 | * moved. |
1192 | * moved. |
… | |
… | |
1442 | #ifdef NO_POLYMORPH |
1265 | #ifdef NO_POLYMORPH |
1443 | /* Not great, but at least provide feedback so if players do have |
1266 | /* Not great, but at least provide feedback so if players do have |
1444 | * polymorph (ie, find it as a preset item or left over from before |
1267 | * polymorph (ie, find it as a preset item or left over from before |
1445 | * it was disabled), they get some feedback. |
1268 | * it was disabled), they get some feedback. |
1446 | */ |
1269 | */ |
1447 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1270 | op->failmsg ("The spell fizzles!"); |
1448 | success = 0; |
1271 | success = 0; |
1449 | #else |
1272 | #else |
1450 | success = cast_polymorph (op, caster, spell_ob, dir); |
1273 | success = cast_polymorph (op, caster, spell_ob, dir); |
1451 | #endif |
1274 | #endif |
1452 | break; |
1275 | break; |
… | |
… | |
1472 | break; |
1295 | break; |
1473 | |
1296 | |
1474 | case SP_MOVING_BALL: |
1297 | case SP_MOVING_BALL: |
1475 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1298 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1476 | { |
1299 | { |
1477 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); |
1300 | op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); |
1478 | success = 0; |
1301 | success = 0; |
1479 | } |
1302 | } |
1480 | else |
1303 | else |
1481 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1304 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1482 | break; |
1305 | break; |
1483 | |
1306 | |
1484 | case SP_SWARM: |
1307 | case SP_SWARM: |
1485 | success = fire_swarm (op, caster, spell_ob, dir); |
1308 | success = fire_swarm (op, caster, spell_ob, dir); |
1486 | break; |
1309 | break; |
… | |
… | |
1502 | success = cast_consecrate (op, caster, spell_ob); |
1325 | success = cast_consecrate (op, caster, spell_ob); |
1503 | break; |
1326 | break; |
1504 | |
1327 | |
1505 | case SP_ANIMATE_WEAPON: |
1328 | case SP_ANIMATE_WEAPON: |
1506 | success = animate_weapon (op, caster, spell_ob, dir); |
1329 | success = animate_weapon (op, caster, spell_ob, dir); |
1507 | old_shoottype = range_golem; |
|
|
1508 | break; |
1330 | break; |
1509 | |
1331 | |
1510 | case SP_LIGHT: |
1332 | case SP_LIGHT: |
1511 | success = cast_light (op, caster, spell_ob, dir); |
1333 | success = cast_light (op, caster, spell_ob, dir); |
1512 | break; |
1334 | break; |
… | |
… | |
1525 | |
1347 | |
1526 | case SP_AURA: |
1348 | case SP_AURA: |
1527 | success = create_aura (op, caster, spell_ob); |
1349 | success = create_aura (op, caster, spell_ob); |
1528 | break; |
1350 | break; |
1529 | |
1351 | |
1530 | case SP_TOWN_PORTAL: |
|
|
1531 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1532 | break; |
|
|
1533 | |
|
|
1534 | case SP_PARTY_SPELL: |
1352 | case SP_PARTY_SPELL: |
1535 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1353 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1536 | break; |
1354 | break; |
1537 | |
1355 | |
1538 | default: |
1356 | default: |
1539 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1540 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1357 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1541 | } |
|
|
1542 | |
|
|
1543 | /* FIXME - we need some better sound suppport */ |
|
|
1544 | // yes, for example, augment map info with the spell effect |
|
|
1545 | // so clients can calculate the sounds themselves |
|
|
1546 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
|
|
1547 | |
|
|
1548 | /* free the spell arg */ |
|
|
1549 | if (settings.casting_time == TRUE && stringarg) |
|
|
1550 | { |
1358 | } |
1551 | free (stringarg); |
1359 | |
1552 | stringarg = NULL; |
1360 | op->play_sound ( |
1553 | } |
1361 | success |
1554 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
1362 | ? spell_ob->sound |
1555 | * to something like use_magic_item, but you really want to be able to fire |
1363 | ? spell_ob->sound |
1556 | * it again. |
1364 | : sound_find ("spell_success") |
1557 | */ |
1365 | : sound_find ("fumble_spell") |
1558 | if (op->contr) |
1366 | ); |
1559 | op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1560 | |
1367 | |
1561 | return success; |
1368 | return success; |
1562 | } |
1369 | } |
1563 | |
1370 | |
1564 | |
|
|
1565 | /* This is called from time.c/process_object(). That function |
1371 | /* This is called from time.c/process_object(). That function |
1566 | * calls this for any SPELL_EFFECT type objects. This function |
1372 | * calls this for any SPELL_EFFECT type objects. This function |
1567 | * then dispatches them to the appropriate specific routines. |
1373 | * then dispatches them to the appropriate specific routines. |
1568 | */ |
1374 | */ |
1569 | void |
1375 | void |
1570 | move_spell_effect (object *op) |
1376 | move_spell_effect (object *op) |
1571 | { |
1377 | { |
… | |
… | |
1629 | check_bullet (op); |
1435 | check_bullet (op); |
1630 | return; |
1436 | return; |
1631 | } |
1437 | } |
1632 | } |
1438 | } |
1633 | |
1439 | |
1634 | /* This is called by move_apply. Basically, if someone |
1440 | /* This is called by move_apply. Basically, if someone |
1635 | * moves onto a spell effect and the walk_on or fly_on flags |
1441 | * moves onto a spell effect and the walk_on or fly_on flags |
1636 | * are set, this is called. This should only be called for |
1442 | * are set, this is called. This should only be called for |
1637 | * objects of the appropraite type. |
1443 | * objects of the appropriate type. |
1638 | */ |
1444 | */ |
1639 | void |
1445 | void |
1640 | apply_spell_effect (object *spell, object *victim) |
1446 | apply_spell_effect (object *spell, object *victim) |
1641 | { |
1447 | { |
1642 | switch (spell->subtype) |
1448 | switch (spell->subtype) |
… | |
… | |
1657 | break; |
1463 | break; |
1658 | |
1464 | |
1659 | case SP_MOVING_BALL: |
1465 | case SP_MOVING_BALL: |
1660 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1466 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1661 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1467 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1662 | else if (victim->material || victim->materialname) |
1468 | else if (victim->materialname) |
1663 | save_throw_object (victim, spell->attacktype, spell); |
1469 | save_throw_object (victim, spell->attacktype, spell); |
1664 | break; |
1470 | break; |
1665 | } |
1471 | } |
1666 | } |
1472 | } |
|
|
1473 | |