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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
23 | |
|
|
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <spells.h> |
25 | #include <spells.h> |
27 | #include <object.h> |
26 | #include <object.h> |
28 | #include <errno.h> |
27 | #include <errno.h> |
29 | #ifndef __CEXTRACT__ |
|
|
30 | # include <sproto.h> |
28 | #include <sproto.h> |
31 | #endif |
|
|
32 | #include <sounds.h> |
29 | #include <sounds.h> |
33 | |
30 | |
34 | extern char *spell_mapping[]; |
31 | extern char *spell_mapping[]; |
35 | |
32 | |
36 | /* This returns a random spell from 'ob'. If skill is set, then |
33 | /* This returns a random spell from 'ob'. If skill is set, then |
… | |
… | |
39 | */ |
36 | */ |
40 | object * |
37 | object * |
41 | find_random_spell_in_ob (object *ob, const char *skill) |
38 | find_random_spell_in_ob (object *ob, const char *skill) |
42 | { |
39 | { |
43 | int k = 0, s; |
40 | int k = 0, s; |
44 | object *tmp; |
|
|
45 | |
41 | |
46 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
42 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
47 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
43 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
48 | k++; |
44 | k++; |
49 | |
45 | |
50 | /* No spells, no need to progess further */ |
46 | /* No spells, no need to progess further */ |
51 | if (!k) |
47 | if (!k) |
52 | return NULL; |
48 | return NULL; |
53 | |
49 | |
54 | s = RANDOM () % k; |
50 | s = RANDOM () % k; |
55 | |
51 | |
56 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
52 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
57 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
53 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
58 | { |
|
|
59 | if (!s) |
54 | if (!s) |
60 | return tmp; |
55 | return tmp; |
61 | else |
56 | else |
62 | s--; |
57 | s--; |
63 | } |
58 | |
64 | /* Should never get here, but just in case */ |
59 | /* Should never get here, but just in case */ |
65 | return NULL; |
60 | return 0; |
66 | } |
61 | } |
67 | |
62 | |
68 | /* Relatively simple function that gets used a lot. |
63 | /* Relatively simple function that gets used a lot. |
69 | * Basically, it sets up the skill pointer for the spell being |
64 | * Basically, it sets up the skill pointer for the spell being |
70 | * cast. If op is really casting the spell, then the skill |
65 | * cast. If op is really casting the spell, then the skill |
… | |
… | |
80 | dest->skill = spob->skill; |
75 | dest->skill = spob->skill; |
81 | else |
76 | else |
82 | dest->skill = caster->skill; |
77 | dest->skill = caster->skill; |
83 | } |
78 | } |
84 | |
79 | |
85 | /* init_spells: This should really be called check_spells, as that |
|
|
86 | * is what it does. It goes through the spells looking for any |
|
|
87 | * obvious errors. This was most useful in debugging when re-doing |
|
|
88 | * all the spells to catch simple errors. To use it all the time |
|
|
89 | * will result in it spitting out messages that aren't really errors. |
|
|
90 | */ |
|
|
91 | void |
|
|
92 | init_spells (void) |
|
|
93 | { |
|
|
94 | #ifdef SPELL_DEBUG |
|
|
95 | static int init_spells_done = 0; |
|
|
96 | int i; |
|
|
97 | archetype *at; |
|
|
98 | |
|
|
99 | if (init_spells_done) |
|
|
100 | return; |
|
|
101 | LOG (llevDebug, "Checking spells...\n"); |
|
|
102 | |
|
|
103 | for (at = first_archetype; at; at = at->next) |
|
|
104 | { |
|
|
105 | if (at->clone.type == SPELL) |
|
|
106 | { |
|
|
107 | if (at->clone.skill) |
|
|
108 | { |
|
|
109 | for (i = 1; i < NUM_SKILLS; i++) |
|
|
110 | if (!strcmp (skill_names[i], at->clone.skill)) |
|
|
111 | break; |
|
|
112 | if (i == NUM_SKILLS) |
|
|
113 | { |
|
|
114 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
|
|
115 | } |
|
|
116 | } |
|
|
117 | /* other_arch is already checked for in the loader */ |
|
|
118 | } |
|
|
119 | } |
|
|
120 | |
|
|
121 | i = 0; |
|
|
122 | while (spell_mapping[i]) |
|
|
123 | { |
|
|
124 | if (!archetype::find (spell_mapping[i])) |
|
|
125 | { |
|
|
126 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
|
|
127 | } |
|
|
128 | i++; |
|
|
129 | } |
|
|
130 | LOG (llevDebug, "Checking spells completed.\n"); |
|
|
131 | #endif |
|
|
132 | } |
|
|
133 | |
|
|
134 | /* Dumps all the spells - now also dumps skill associated with the spell. |
|
|
135 | * not sure what this would be used for, as the data seems pretty |
|
|
136 | * minimal, but easy enough to keep around. |
|
|
137 | */ |
|
|
138 | void |
|
|
139 | dump_spells (void) |
|
|
140 | { |
|
|
141 | archetype *at; |
|
|
142 | |
|
|
143 | for (at = first_archetype; at; at = at->next) |
|
|
144 | { |
|
|
145 | if (at->clone.type == SPELL) |
|
|
146 | { |
|
|
147 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
|
|
148 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
|
|
149 | } |
|
|
150 | } |
|
|
151 | } |
|
|
152 | |
|
|
153 | /* pretty basic function - basically just takes |
80 | /* pretty basic function - basically just takes |
154 | * an object, sets the x,y, and calls insert_ob_in_map |
81 | * an object, sets the x,y, and calls insert_ob_in_map |
155 | */ |
82 | */ |
156 | |
|
|
157 | void |
83 | void |
158 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
84 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
159 | { |
85 | { |
160 | |
|
|
161 | if (spob->other_arch != NULL) |
86 | if (spob->other_arch) |
162 | { |
87 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
163 | object *effect = arch_to_object (spob->other_arch); |
88 | } |
164 | |
89 | |
165 | effect->x = x; |
90 | static int |
166 | effect->y = y; |
91 | attuned_bonus (object *caster, object *spell, int level) |
167 | |
92 | { |
168 | insert_ob_in_map (effect, map, originator, 0); |
93 | // compute the attuned/repelled bonus |
169 | } |
94 | // attuned only increases up to 2 times the original level (i.e. bonus <= level) */ |
|
|
95 | // repell has no such quarrels |
|
|
96 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
|
|
97 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
170 | } |
98 | } |
171 | |
99 | |
172 | /* |
100 | /* |
173 | * This function takes a caster and spell and presents the |
101 | * This function takes a caster and spell and presents the |
174 | * effective level the caster needs to be to cast the spell. |
102 | * effective level the caster needs to be to cast the spell. |
175 | * basically, it just adjusts the spell->level with attuned/repelled |
103 | * basically, it just adjusts the spell->level with attuned/repelled |
176 | * spellpaths. Was called path_level_mod |
104 | * spellpaths. Was called path_level_mod. |
177 | * |
105 | * |
178 | * caster is person casting hte spell. |
106 | * caster is person casting the spell. |
179 | * spell is the spell object. |
107 | * spell is the spell object. |
180 | * Returns modified level. |
108 | * Returns modified level. |
181 | */ |
109 | */ |
182 | int |
110 | int |
183 | min_casting_level (object *caster, object *spell) |
111 | min_casting_level (object *caster, object *spell) |
184 | { |
112 | { |
185 | int new_level; |
|
|
186 | |
|
|
187 | if (caster->path_denied & spell->path_attuned) |
113 | if (caster->path_denied & spell->path_attuned) |
188 | return 1; |
114 | return 500; |
189 | |
115 | |
190 | new_level = spell->level |
116 | return max (1, spell->level + attuned_bonus (caster, spell, spell->level)); |
191 | + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); |
|
|
192 | |
|
|
193 | return (new_level < 1) ? 1 : new_level; |
|
|
194 | } |
117 | } |
195 | |
|
|
196 | |
118 | |
197 | /* This function returns the effective level the spell |
119 | /* This function returns the effective level the spell |
198 | * is being cast at. |
120 | * is being cast at. |
199 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
|
|
200 | * This is because the new code compares casting_level against |
|
|
201 | * min_caster_level, so the difference is effectively 4 |
|
|
202 | */ |
121 | */ |
203 | |
|
|
204 | int |
122 | int |
205 | caster_level (object *caster, object *spell) |
123 | casting_level (object *caster, object *spell) |
206 | { |
124 | { |
207 | int level = caster->level; |
125 | int level = caster->level; |
208 | |
|
|
209 | /* If this is a player, try to find the matching skill */ |
|
|
210 | if (caster->type == PLAYER && spell->skill) |
|
|
211 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
212 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
|
|
213 | { |
|
|
214 | level = caster->contr->last_skill_ob[i]->level; |
|
|
215 | break; |
|
|
216 | } |
|
|
217 | |
126 | |
218 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
127 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
219 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
128 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
220 | { |
129 | { |
221 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
130 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
222 | int sk_level = skill ? skill->level : 1; |
131 | int sk_level = skill ? skill->level : 1; |
223 | |
132 | |
224 | level = MIN (level, sk_level + level / 10 + 1); |
133 | level = min (level, sk_level + level / 10 + 1); |
225 | } |
134 | } |
|
|
135 | else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */ |
|
|
136 | if (object *skill = caster->contr->find_skill (spell->skill)) |
|
|
137 | level = skill->level; |
226 | |
138 | |
227 | /* Got valid caster level. Now adjust for attunement */ |
139 | int bonus = attuned_bonus (caster, spell, level); |
228 | level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); |
140 | |
|
|
141 | level += bonus; |
|
|
142 | |
|
|
143 | // now scale the effective level from the startinglevel..100 range to 1..100 |
|
|
144 | if (level < 100) |
|
|
145 | level = lerp (level, (int)spell->level, 100, 1, 100); |
229 | |
146 | |
230 | /* Always make this at least 1. If this is zero, we get divide by zero |
147 | /* Always make this at least 1. If this is zero, we get divide by zero |
231 | * errors in various places. |
148 | * errors in various places. |
232 | */ |
149 | */ |
233 | if (level < 1) |
|
|
234 | level = 1; |
|
|
235 | |
|
|
236 | return level; |
150 | return max (level, 1); |
237 | } |
151 | } |
238 | |
152 | |
239 | /* The following function scales the spellpoint cost of |
153 | /* The following function scales the spellpoint cost of |
240 | * a spell by it's increased effectiveness. Some of the |
154 | * a spell by it's increased effectiveness. Some of the |
241 | * lower level spells become incredibly vicious at high |
155 | * lower level spells become incredibly vicious at high |
… | |
… | |
245 | * caster is what is casting the spell, can be op. |
159 | * caster is what is casting the spell, can be op. |
246 | * spell is the spell object. |
160 | * spell is the spell object. |
247 | * Note that it is now possible for a spell to cost both grace and |
161 | * Note that it is now possible for a spell to cost both grace and |
248 | * mana. In that case, we return which ever value is higher. |
162 | * mana. In that case, we return which ever value is higher. |
249 | */ |
163 | */ |
250 | |
|
|
251 | sint16 |
164 | sint16 |
252 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
165 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
253 | { |
166 | { |
254 | int sp, grace, level = caster_level (caster, spell); |
167 | int sp, grace, level = casting_level (caster, spell); |
255 | |
168 | |
256 | if (settings.spellpoint_level_depend == TRUE) |
169 | if (settings.spellpoint_level_depend == TRUE) |
257 | { |
170 | { |
258 | if (spell->stats.sp && spell->stats.maxsp) |
171 | if (spell->stats.sp && spell->stats.maxsp) |
259 | { |
172 | { |
… | |
… | |
280 | else |
193 | else |
281 | { |
194 | { |
282 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
195 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
283 | if (spell->stats.sp && !sp) |
196 | if (spell->stats.sp && !sp) |
284 | sp = 1; |
197 | sp = 1; |
|
|
198 | |
285 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
199 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
286 | if (spell->stats.grace && !grace) |
200 | if (spell->stats.grace && !grace) |
287 | grace = 1; |
201 | grace = 1; |
288 | } |
202 | } |
|
|
203 | |
289 | if (flags == SPELL_HIGHEST) |
204 | if (flags == SPELL_HIGHEST) |
290 | return MAX (sp, grace); |
205 | return MAX (sp, grace); |
291 | else if (flags == SPELL_GRACE) |
206 | else if (flags == SPELL_GRACE) |
292 | return grace; |
207 | return grace; |
293 | else if (flags == SPELL_MANA) |
208 | else if (flags == SPELL_MANA) |
… | |
… | |
297 | 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); |
298 | return 0; |
213 | return 0; |
299 | } |
214 | } |
300 | } |
215 | } |
301 | |
216 | |
|
|
217 | /* |
|
|
218 | * Return the effective casting level of the spell. |
|
|
219 | * To make spells independent of their starting level, this function |
|
|
220 | * scales the range spellstartlevel .. 100 into the range 1..100 |
|
|
221 | */ |
|
|
222 | static int |
|
|
223 | SP_casting_level (object *caster, object *spell) |
|
|
224 | { |
|
|
225 | return casting_level (caster, spell); |
|
|
226 | } |
302 | |
227 | |
303 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
228 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
304 | * spob is the spell we are adjusting. |
229 | * spob is the spell we are adjusting. |
305 | */ |
230 | */ |
306 | int |
231 | int |
307 | SP_level_dam_adjust (object *caster, object *spob) |
232 | SP_level_dam_adjust (object *caster, object *spob) |
308 | { |
233 | { |
309 | int level = caster_level (caster, spob); |
|
|
310 | int adj = level - min_casting_level (caster, spob); |
|
|
311 | |
|
|
312 | if (adj < 0) |
|
|
313 | adj = 0; |
|
|
314 | if (spob->dam_modifier) |
234 | if (!spob->dam_modifier) |
315 | adj /= spob->dam_modifier; |
|
|
316 | else |
|
|
317 | adj = 0; |
|
|
318 | return adj; |
235 | return 0; |
|
|
236 | |
|
|
237 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
319 | } |
238 | } |
320 | |
239 | |
321 | /* Adjust the strength of the spell based on level. |
240 | /* Adjust the strength of the spell based on level. |
322 | * This is basically the same as SP_level_dam_adjust above, |
241 | * This is basically the same as SP_level_dam_adjust above, |
323 | * but instead looks at the level_modifier value. |
242 | * but instead looks at the level_modifier value. |
324 | */ |
243 | */ |
325 | int |
244 | int |
326 | SP_level_duration_adjust (object *caster, object *spob) |
245 | SP_level_duration_adjust (object *caster, object *spob) |
327 | { |
246 | { |
328 | int level = caster_level (caster, spob); |
|
|
329 | int adj = level - min_casting_level (caster, spob); |
|
|
330 | |
|
|
331 | if (adj < 0) |
|
|
332 | adj = 0; |
|
|
333 | if (spob->duration_modifier) |
247 | if (!spob->duration_modifier) |
334 | adj /= spob->duration_modifier; |
|
|
335 | else |
|
|
336 | adj = 0; |
|
|
337 | |
|
|
338 | return adj; |
248 | return 0; |
|
|
249 | |
|
|
250 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
339 | } |
251 | } |
340 | |
252 | |
341 | /* Adjust the strength of the spell based on level. |
253 | /* Adjust the strength of the spell based on level. |
342 | * This is basically the same as SP_level_dam_adjust above, |
254 | * This is basically the same as SP_level_dam_adjust above, |
343 | * but instead looks at the level_modifier value. |
255 | * but instead looks at the level_modifier value. |
344 | */ |
256 | */ |
345 | int |
257 | int |
346 | SP_level_range_adjust (object *caster, object *spob) |
258 | SP_level_range_adjust (object *caster, object *spob) |
347 | { |
259 | { |
348 | int level = caster_level (caster, spob); |
|
|
349 | int adj = level - min_casting_level (caster, spob); |
|
|
350 | |
|
|
351 | if (adj < 0) |
|
|
352 | adj = 0; |
|
|
353 | if (spob->range_modifier) |
260 | if (!spob->range_modifier) |
354 | adj /= spob->range_modifier; |
|
|
355 | else |
|
|
356 | adj = 0; |
|
|
357 | |
|
|
358 | return adj; |
261 | return 0; |
|
|
262 | |
|
|
263 | return SP_casting_level (caster, spob) / spob->range_modifier; |
359 | } |
264 | } |
360 | |
265 | |
361 | /* Checks to see if player knows the spell. If the name is the same |
266 | /* Checks to see if player knows the spell. If the name is the same |
362 | * as an existing spell, we presume they know it. |
267 | * as an existing spell, we presume they know it. |
363 | * returns 1 if they know the spell, 0 if they don't. |
268 | * returns 1 if they know the spell, 0 if they don't. |
364 | */ |
269 | */ |
365 | object * |
270 | object * |
366 | check_spell_known (object *op, const char *name) |
271 | check_spell_known (object *op, const char *name) |
367 | { |
272 | { |
368 | object *spop; |
273 | object *spop; |
|
|
274 | shstr_cmp name_ (name); |
369 | |
275 | |
370 | for (spop = op->inv; spop; spop = spop->below) |
276 | for (spop = op->inv; spop; spop = spop->below) |
371 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
277 | if (spop->type == SPELL && spop->name == name) |
372 | return spop; |
278 | return spop; |
373 | |
279 | |
374 | return NULL; |
280 | return 0; |
375 | } |
281 | } |
376 | |
|
|
377 | |
282 | |
378 | /* |
283 | /* |
379 | * Look at object 'op' and see if they know the spell |
284 | * Look at object 'op' and see if they know the spell |
380 | * spname. This is pretty close to check_spell_known |
285 | * spname. This is pretty close to check_spell_known |
381 | * above, but it uses a looser matching mechanism. |
286 | * above, but it uses a looser matching mechanism. |
382 | * returns the matching spell object, or NULL. |
287 | * returns the matching spell object, or NULL. |
383 | * If we match multiple spells but don't get an |
288 | * If we match multiple spells but don't get an |
384 | * exact match, we also return NULL. |
289 | * exact match, we also return NULL. |
385 | */ |
290 | */ |
386 | |
|
|
387 | object * |
291 | object * |
388 | lookup_spell_by_name (object *op, const char *spname) |
292 | lookup_spell_by_name (object *op, const char *spname) |
389 | { |
293 | { |
390 | object *spob1 = NULL, *spob2 = NULL, *spob; |
294 | object *spob1 = NULL, *spob2 = NULL, *spob; |
391 | int nummatch = 0; |
295 | int nummatch = 0; |
… | |
… | |
437 | * eg, updated for tiled maps. |
341 | * eg, updated for tiled maps. |
438 | */ |
342 | */ |
439 | int |
343 | int |
440 | reflwall (maptile *m, int x, int y, object *sp_op) |
344 | reflwall (maptile *m, int x, int y, object *sp_op) |
441 | { |
345 | { |
442 | object *op; |
|
|
443 | |
|
|
444 | if (OUT_OF_REAL_MAP (m, x, y)) |
346 | if (OUT_OF_REAL_MAP (m, x, y)) |
445 | return 0; |
347 | return 0; |
446 | for (op = get_map_ob (m, x, y); op != NULL; op = op->above) |
348 | |
447 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) || |
349 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
448 | sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
350 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
|
|
351 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
|
|
352 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
449 | return 1; |
353 | return 1; |
450 | |
354 | |
451 | return 0; |
355 | return 0; |
452 | } |
356 | } |
453 | |
357 | |
… | |
… | |
470 | { |
374 | { |
471 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
375 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
472 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
376 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
473 | dir = 0; |
377 | dir = 0; |
474 | } |
378 | } |
475 | new_op->x = op->x + freearr_x[dir]; |
379 | |
476 | new_op->y = op->y + freearr_y[dir]; |
380 | SET_FLAG (new_op, FLAG_IDENTIFIED); |
477 | if (dir == 0) |
381 | op->map->insert (new_op, |
478 | insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); |
382 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
479 | else |
383 | op, |
480 | insert_ob_in_map (new_op, op->map, op, 0); |
384 | dir ? 0 : INS_BELOW_ORIGINATOR); |
|
|
385 | |
481 | return dir; |
386 | return dir; |
482 | } |
387 | } |
483 | |
388 | |
484 | /* Returns true if it is ok to put spell *op on the space/may provided. |
389 | /* Returns true if it is ok to put spell *op on the space/may provided. |
485 | * immune_stop is basically the attacktype of the spell (why |
390 | * immune_stop is basically the attacktype of the spell (why |
… | |
… | |
487 | * has the AT_MAGIC bit set, and there is a counterwall |
392 | * has the AT_MAGIC bit set, and there is a counterwall |
488 | * on the space, the object doesn't get placed. if immune stop |
393 | * on the space, the object doesn't get placed. if immune stop |
489 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
394 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
490 | * |
395 | * |
491 | */ |
396 | */ |
492 | |
|
|
493 | int |
397 | int |
494 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
398 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
495 | { |
399 | { |
496 | object *tmp; |
400 | if (!xy_normalise (m, x, y)) |
497 | int mflags; |
|
|
498 | maptile *mp; |
|
|
499 | |
|
|
500 | mp = m; |
|
|
501 | mflags = get_map_flags (m, &mp, x, y, &x, &y); |
|
|
502 | |
|
|
503 | if (mflags & P_OUT_OF_MAP) |
|
|
504 | return 0; |
401 | return 0; |
505 | |
402 | |
506 | if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) |
403 | mapspace &ms = m->at (x, y); |
|
|
404 | ms.update (); |
|
|
405 | |
|
|
406 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
507 | return 0; |
407 | return 0; |
508 | |
408 | |
509 | for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above) |
409 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
510 | { |
410 | { |
511 | /* If there is a counterspell on the space, and this |
411 | /* If there is a counterspell on the space, and this |
512 | * object is using magic, don't progress. I believe we could |
412 | * object is using magic, don't progress. I believe we could |
513 | * leave this out and let in progress, and other areas of the code |
413 | * leave this out and let in progress, and other areas of the code |
514 | * will then remove it, but that would seem to to use more |
414 | * will then remove it, but that would seem to to use more |
515 | * resources, and may not work as well if a player is standing |
415 | * resources, and may not work as well if a player is standing |
516 | * on top of a counterwall spell (may hit the player before being |
416 | * on top of a counterwall spell (may hit the player before being |
517 | * removed.) On the other hand, it may be more dramatic for the |
417 | * removed.) On the other hand, it may be more dramatic for the |
518 | * spell to actually hit the counterwall and be sucked up. |
418 | * spell to actually hit the counterwall and be sucked up. |
519 | */ |
419 | */ |
520 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
420 | if ((tmp->attacktype & AT_COUNTERSPELL) |
521 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
421 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
522 | (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) |
422 | && (tmp->type != PLAYER) |
|
|
423 | && (tmp->type != WEAPON) |
|
|
424 | && (tmp->type != BOW) |
|
|
425 | && (tmp->type != ARROW) |
|
|
426 | && (tmp->type != GOLEM) |
|
|
427 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
|
|
428 | // we special case floor here because there |
|
|
429 | // are sometimes spell effect floors |
|
|
430 | // which are used to inflict damage |
|
|
431 | // (and those shouldn't go away from |
|
|
432 | // sanctuary) see also: permanent lava |
|
|
433 | && (immune_stop & AT_MAGIC)) |
523 | return 0; |
434 | return 0; |
524 | |
435 | |
525 | /* This is to prevent 'out of control' spells. Basically, this |
436 | /* This is to prevent 'out of control' spells. Basically, this |
526 | * limits one spell effect per space per spell. This is definately |
437 | * limits one spell effect per space per spell. This is definately |
527 | * needed for performance reasons, and just for playability I believe. |
438 | * needed for performance reasons, and just for playability I believe. |
… | |
… | |
534 | /* |
445 | /* |
535 | * Combine similar spell effects into one spell effect. Needed for |
446 | * Combine similar spell effects into one spell effect. Needed for |
536 | * performance reasons with meteor swarm and the like, but also for |
447 | * performance reasons with meteor swarm and the like, but also for |
537 | * playability reasons. |
448 | * playability reasons. |
538 | */ |
449 | */ |
539 | if (tmp->arch == op->arch |
450 | if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
540 | && tmp->type == op->type |
451 | && tmp->type == op->type |
541 | && tmp->subtype == op->subtype |
452 | && tmp->subtype == op->subtype |
|
|
453 | && tmp->owner == op->owner |
542 | && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
454 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
543 | { |
455 | { |
544 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
456 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
545 | tmp->range = MAX (tmp->range, op->range); |
457 | tmp->range = MAX (tmp->range, op->range); |
546 | tmp->duration = MAX (tmp->duration, op->duration); |
458 | tmp->duration = MAX (tmp->duration, op->duration); |
547 | return 0; |
459 | return 0; |
… | |
… | |
549 | |
461 | |
550 | /* Perhaps we should also put checks in for no magic and unholy |
462 | /* Perhaps we should also put checks in for no magic and unholy |
551 | * ground to prevent it from moving along? |
463 | * ground to prevent it from moving along? |
552 | */ |
464 | */ |
553 | } |
465 | } |
|
|
466 | |
554 | /* If it passes the above tests, it must be OK */ |
467 | /* If it passes the above tests, it must be OK */ |
555 | return 1; |
468 | return 1; |
556 | } |
469 | } |
557 | |
470 | |
558 | /* fire_arch_from_position: fires an archetype. |
471 | /* fire_arch_from_position: fires an archetype. |
… | |
… | |
563 | * dir: direction to fire in. |
476 | * dir: direction to fire in. |
564 | * spell: spell that is being fired. It uses other_arch for the archetype |
477 | * spell: spell that is being fired. It uses other_arch for the archetype |
565 | * to fire. |
478 | * to fire. |
566 | * returns 0 on failure, 1 on success. |
479 | * returns 0 on failure, 1 on success. |
567 | */ |
480 | */ |
568 | |
|
|
569 | int |
481 | int |
570 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
482 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
571 | { |
483 | { |
572 | object *tmp; |
|
|
573 | int mflags; |
|
|
574 | maptile *m; |
|
|
575 | |
|
|
576 | if (spell->other_arch == NULL) |
484 | if (!spell->other_arch) |
577 | return 0; |
485 | return 0; |
578 | |
486 | |
579 | m = op->map; |
487 | object *tmp = spell->other_arch->instance (); |
580 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
581 | if (mflags & P_OUT_OF_MAP) |
|
|
582 | { |
|
|
583 | return 0; |
|
|
584 | } |
|
|
585 | |
488 | |
586 | tmp = arch_to_object (spell->other_arch); |
489 | if (!tmp) |
587 | |
|
|
588 | if (tmp == NULL) |
|
|
589 | return 0; |
490 | return 0; |
590 | |
|
|
591 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
592 | { |
|
|
593 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
594 | tmp->destroy (0); |
|
|
595 | return 0; |
|
|
596 | } |
|
|
597 | |
|
|
598 | |
|
|
599 | |
491 | |
600 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
492 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
601 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
493 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
602 | /* code in time.c uses food for some things, duration for others */ |
494 | /* code in time.c uses food for some things, duration for others */ |
603 | tmp->stats.food = tmp->duration; |
495 | tmp->stats.food = tmp->duration; |
604 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
496 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
605 | tmp->attacktype = spell->attacktype; |
497 | tmp->attacktype = spell->attacktype; |
606 | tmp->x = x; |
|
|
607 | tmp->y = y; |
|
|
608 | tmp->direction = dir; |
498 | tmp->direction = dir; |
609 | if (get_owner (op) != NULL) |
499 | tmp->set_owner (op); |
610 | copy_owner (tmp, op); |
|
|
611 | else |
|
|
612 | set_owner (tmp, op); |
|
|
613 | tmp->level = caster_level (caster, spell); |
500 | tmp->level = casting_level (caster, spell); |
614 | set_spell_skill (op, caster, spell, tmp); |
501 | set_spell_skill (op, caster, spell, tmp); |
615 | |
502 | |
616 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
503 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
617 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
504 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
618 | { |
|
|
619 | if (!tailor_god_spell (tmp, op)) |
505 | if (!tailor_god_spell (tmp, op)) |
620 | return 0; |
506 | return 0; |
621 | } |
507 | |
622 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
508 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
623 | SET_ANIMATION (tmp, dir); |
509 | SET_ANIMATION (tmp, dir); |
624 | |
510 | |
625 | if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) |
511 | if ((tmp = op->map->insert (tmp, x, y, op))) |
626 | return 1; |
|
|
627 | |
|
|
628 | move_spell_effect (tmp); |
512 | move_spell_effect (tmp); |
629 | |
513 | |
630 | return 1; |
514 | return 1; |
631 | } |
515 | } |
632 | |
|
|
633 | |
|
|
634 | |
516 | |
635 | /***************************************************************************** |
517 | /***************************************************************************** |
636 | * |
518 | * |
637 | * Code related to rods - perhaps better located in another file? |
519 | * Code related to rods - perhaps better located in another file? |
638 | * |
520 | * |
639 | ****************************************************************************/ |
521 | ****************************************************************************/ |
640 | |
|
|
641 | void |
522 | void |
642 | regenerate_rod (object *rod) |
523 | regenerate_rod (object *rod) |
643 | { |
524 | { |
644 | if (rod->stats.hp < rod->stats.maxhp) |
525 | if (rod->stats.hp < rod->stats.maxhp) |
645 | { |
526 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
646 | rod->stats.hp += 1 + rod->stats.maxhp / 10; |
|
|
647 | |
|
|
648 | if (rod->stats.hp > rod->stats.maxhp) |
|
|
649 | rod->stats.hp = rod->stats.maxhp; |
|
|
650 | } |
|
|
651 | } |
527 | } |
652 | |
|
|
653 | |
528 | |
654 | void |
529 | void |
655 | drain_rod_charge (object *rod) |
530 | drain_rod_charge (object *rod) |
656 | { |
531 | { |
657 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
532 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
658 | } |
533 | } |
659 | |
|
|
660 | |
|
|
661 | |
|
|
662 | |
534 | |
663 | /* this function is commonly used to find a friendly target for |
535 | /* this function is commonly used to find a friendly target for |
664 | * spells such as heal or protection or armour |
536 | * spells such as heal or protection or armour |
665 | * op is what is looking for the target (which can be a player), |
537 | * op is what is looking for the target (which can be a player), |
666 | * dir is the direction we are looking in. Return object found, or |
538 | * dir is the direction we are looking in. Return object found, or |
667 | * NULL if no good object. |
539 | * NULL if no good object. |
668 | */ |
540 | */ |
669 | |
|
|
670 | object * |
541 | object * |
671 | find_target_for_friendly_spell (object *op, int dir) |
542 | find_target_for_friendly_spell (object *op, int dir) |
672 | { |
543 | { |
673 | object *tmp; |
544 | object *tmp; |
674 | maptile *m; |
|
|
675 | sint16 x, y; |
|
|
676 | int mflags; |
|
|
677 | |
545 | |
678 | /* I don't really get this block - if op isn't a player or rune, |
546 | /* I don't really get this block - if op isn't a player or rune, |
679 | * we then make the owner of this object the target. |
547 | * we then make the owner of this object the target. |
680 | * The owner could very well be no where near op. |
548 | * The owner could very well be no where near op. |
681 | */ |
549 | */ |
682 | if (op->type != PLAYER && op->type != RUNE) |
550 | if (op->type != PLAYER && op->type != RUNE) |
683 | { |
551 | { |
684 | tmp = get_owner (op); |
552 | tmp = op->owner; |
685 | /* If the owner does not exist, or is not a monster, than apply the spell |
553 | /* If the owner does not exist, or is not a monster, than apply the spell |
686 | * to the caster. |
554 | * to the caster. |
687 | */ |
555 | */ |
688 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
556 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
689 | tmp = op; |
557 | tmp = op; |
690 | } |
558 | } |
691 | else |
559 | else |
692 | { |
560 | { |
693 | m = op->map; |
561 | maptile *m = op->map; |
694 | x = op->x + freearr_x[dir]; |
562 | sint16 x = op->x + freearr_x[dir]; |
695 | y = op->y + freearr_y[dir]; |
563 | sint16 y = op->y + freearr_y[dir]; |
696 | |
|
|
697 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
698 | |
|
|
699 | if (mflags & P_OUT_OF_MAP) |
|
|
700 | tmp = NULL; |
|
|
701 | else |
|
|
702 | { |
564 | |
703 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
565 | tmp = xy_normalise (m, x, y) |
704 | if (tmp->type == PLAYER) |
566 | ? m->at (x, y).player () |
705 | break; |
567 | : 0; |
706 | } |
|
|
707 | } |
568 | } |
|
|
569 | |
708 | /* didn't find a player there, look in current square for a player */ |
570 | /* didn't find a player there, look in current square for a player */ |
709 | if (tmp == NULL) |
571 | if (!tmp) |
710 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
572 | tmp = op->ms ().player (); |
711 | { |
|
|
712 | if (tmp->type == PLAYER) |
|
|
713 | break; |
|
|
714 | } |
|
|
715 | |
573 | |
716 | return tmp; |
574 | return tmp; |
717 | } |
575 | } |
718 | |
|
|
719 | |
|
|
720 | |
576 | |
721 | /* raytrace: |
577 | /* raytrace: |
722 | * spell_find_dir(map, x, y, exclude) will search first the center square |
578 | * spell_find_dir(map, x, y, exclude) will search first the center square |
723 | * then some close squares in the given map at the given coordinates for |
579 | * then some close squares in the given map at the given coordinates for |
724 | * live objects. |
580 | * live objects. |
… | |
… | |
727 | * monsters/generators only. If not, the spell will hunt players only. |
583 | * monsters/generators only. If not, the spell will hunt players only. |
728 | * It returns the direction toward the first/closest live object if it finds |
584 | * It returns the direction toward the first/closest live object if it finds |
729 | * any, otherwise -1. |
585 | * any, otherwise -1. |
730 | * note that exclude can be NULL, in which case all bets are off. |
586 | * note that exclude can be NULL, in which case all bets are off. |
731 | */ |
587 | */ |
732 | |
|
|
733 | int |
588 | int |
734 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
589 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
735 | { |
590 | { |
736 | int i, max = SIZEOFFREE; |
591 | int i, max = SIZEOFFREE; |
737 | sint16 nx, ny; |
592 | sint16 nx, ny; |
… | |
… | |
751 | mp = m; |
606 | mp = m; |
752 | mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
607 | mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
753 | if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
608 | if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
754 | continue; |
609 | continue; |
755 | |
610 | |
756 | tmp = get_map_ob (mp, nx, ny); |
611 | tmp = GET_MAP_OB (mp, nx, ny); |
757 | |
612 | |
758 | while (tmp != NULL && (((owner_type == PLAYER && |
613 | while (tmp != NULL && (((owner_type == PLAYER && |
759 | !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
614 | !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
760 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
615 | (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
761 | tmp = tmp->above; |
616 | tmp = tmp->above; |
… | |
… | |
764 | return freedir[i]; |
619 | return freedir[i]; |
765 | } |
620 | } |
766 | return -1; /* flag for "keep going the way you were" */ |
621 | return -1; /* flag for "keep going the way you were" */ |
767 | } |
622 | } |
768 | |
623 | |
769 | |
|
|
770 | |
|
|
771 | /* put_a_monster: puts a monster named monstername near by |
624 | /* put_a_monster: puts a monster named monstername near by |
772 | * op. This creates the treasures for the monsters, and |
625 | * op. This creates the treasures for the monsters, and |
773 | * also deals with multipart monsters properly. |
626 | * also deals with multipart monsters properly. |
774 | */ |
627 | */ |
775 | |
|
|
776 | void |
628 | void |
777 | put_a_monster (object *op, const char *monstername) |
629 | put_a_monster (object *op, const char *monstername) |
778 | { |
630 | { |
779 | object *tmp, *head = NULL, *prev = NULL; |
631 | object *tmp, *head = NULL, *prev = NULL; |
780 | archetype *at; |
632 | archetype *at; |
… | |
… | |
787 | |
639 | |
788 | /* find a free square nearby |
640 | /* find a free square nearby |
789 | * first we check the closest square for free squares |
641 | * first we check the closest square for free squares |
790 | */ |
642 | */ |
791 | |
643 | |
792 | dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); |
644 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
793 | if (dir != -1) |
645 | if (dir != -1) |
794 | { |
646 | { |
795 | /* This is basically grabbed for generate monster. Fixed 971225 to |
647 | /* This is basically grabbed for generate monster. Fixed 971225 to |
796 | * insert multipart monsters properly |
648 | * insert multipart monsters properly |
797 | */ |
649 | */ |
|
|
650 | //TODO: use expand_tail + ... |
798 | while (at != NULL) |
651 | while (at != NULL) |
799 | { |
652 | { |
800 | tmp = arch_to_object (at); |
653 | tmp = arch_to_object (at); |
801 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
654 | tmp->x = op->x + freearr_x[dir] + at->x; |
802 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
655 | tmp->y = op->y + freearr_y[dir] + at->y; |
803 | tmp->map = op->map; |
656 | tmp->map = op->map; |
804 | if (head) |
657 | if (head) |
805 | { |
658 | { |
806 | tmp->head = head; |
659 | tmp->head = head; |
807 | prev->more = tmp; |
660 | prev->more = tmp; |
808 | } |
661 | } |
|
|
662 | |
809 | if (!head) |
663 | if (!head) |
810 | head = tmp; |
664 | head = tmp; |
|
|
665 | |
811 | prev = tmp; |
666 | prev = tmp; |
|
|
667 | |
812 | at = at->more; |
668 | at = (archetype *)at->more; |
813 | } |
669 | } |
814 | |
670 | |
815 | if (head->randomitems) |
671 | if (head->randomitems) |
816 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
672 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
817 | |
673 | |
818 | insert_ob_in_map (head, op->map, op, 0); |
674 | insert_ob_in_map (head, op->map, op, 0); |
819 | |
675 | |
820 | /* thought it'd be cool to insert a burnout, too. */ |
676 | /* thought it'd be cool to insert a burnout, too. */ |
821 | tmp = get_archetype ("burnout"); |
677 | op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
822 | tmp->map = op->map; |
|
|
823 | tmp->x = op->x + freearr_x[dir]; |
|
|
824 | tmp->y = op->y + freearr_y[dir]; |
|
|
825 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
826 | } |
678 | } |
827 | } |
679 | } |
828 | |
680 | |
829 | /* peterm: function which summons hostile monsters and |
681 | /* peterm: function which summons hostile monsters and |
830 | * places them in nearby squares. |
682 | * places them in nearby squares. |
… | |
… | |
857 | { |
709 | { |
858 | int attacktype; |
710 | int attacktype; |
859 | int face; |
711 | int face; |
860 | } ATTACKS[22] = |
712 | } ATTACKS[22] = |
861 | { |
713 | { |
862 | { |
|
|
863 | AT_PHYSICAL, 0}, |
714 | { AT_PHYSICAL, 0}, |
864 | { |
|
|
865 | AT_PHYSICAL, 0}, /*face = explosion */ |
715 | { AT_PHYSICAL, 0}, /*face = explosion */ |
866 | { |
|
|
867 | AT_PHYSICAL, 0}, |
716 | { AT_PHYSICAL, 0}, |
868 | { |
|
|
869 | AT_MAGIC, 1}, |
717 | { AT_MAGIC, 1}, |
870 | { |
|
|
871 | AT_MAGIC, 1}, /* face = last-burnout */ |
718 | { AT_MAGIC, 1}, /* face = last-burnout */ |
872 | { |
|
|
873 | AT_MAGIC, 1}, |
719 | { AT_MAGIC, 1}, |
874 | { |
|
|
875 | AT_FIRE, 2}, |
720 | { AT_FIRE, 2}, |
876 | { |
|
|
877 | AT_FIRE, 2}, /* face = fire.... */ |
721 | { AT_FIRE, 2}, /* face = fire.... */ |
878 | { |
|
|
879 | AT_FIRE, 2}, |
722 | { AT_FIRE, 2}, |
880 | { |
|
|
881 | AT_ELECTRICITY, 3}, |
723 | { AT_ELECTRICITY, 3}, |
882 | { |
|
|
883 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
724 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
884 | { |
|
|
885 | AT_ELECTRICITY, 3}, |
725 | { AT_ELECTRICITY, 3}, |
886 | { |
|
|
887 | AT_COLD, 4}, |
726 | { AT_COLD, 4}, |
888 | { |
|
|
889 | AT_COLD, 4}, /* face=icestorm */ |
727 | { AT_COLD, 4}, /* face=icestorm */ |
890 | { |
|
|
891 | AT_COLD, 4}, |
728 | { AT_COLD, 4}, |
892 | { |
|
|
893 | AT_CONFUSION, 5}, |
729 | { AT_CONFUSION, 5}, |
894 | { |
|
|
895 | AT_POISON, 7}, |
730 | { AT_POISON, 7}, |
896 | { |
|
|
897 | AT_POISON, 7}, /* face = acid sphere. generator */ |
731 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
898 | { |
|
|
899 | AT_POISON, 7}, /* poisoncloud face */ |
732 | { AT_POISON, 7}, /* poisoncloud face */ |
900 | { |
|
|
901 | AT_SLOW, 8}, |
733 | { AT_SLOW, 8}, |
902 | { |
|
|
903 | AT_PARALYZE, 9}, |
734 | { AT_PARALYZE, 9}, |
904 | { |
|
|
905 | AT_FEAR, 10}}; |
735 | { AT_FEAR, 10}, |
906 | |
736 | }; |
907 | |
|
|
908 | |
737 | |
909 | /* shuffle_attack: peterm |
738 | /* shuffle_attack: peterm |
910 | * This routine shuffles the attack of op to one of the |
739 | * This routine shuffles the attack of op to one of the |
911 | * ones in the list. It does this at random. It also |
740 | * ones in the list. It does this at random. It also |
912 | * chooses a face appropriate to the attack that is |
741 | * chooses a face appropriate to the attack that is |
… | |
… | |
957 | if (failure <= -20 && failure > -40) /* wonder */ |
786 | if (failure <= -20 && failure > -40) /* wonder */ |
958 | { |
787 | { |
959 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); |
788 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); |
960 | tmp = get_archetype (SPELL_WONDER); |
789 | tmp = get_archetype (SPELL_WONDER); |
961 | cast_cone (op, op, 0, tmp); |
790 | cast_cone (op, op, 0, tmp); |
962 | tmp->destroy (0); |
791 | tmp->destroy (); |
963 | } |
792 | } |
964 | |
793 | |
965 | else if (failure <= -40 && failure > -60) /* confusion */ |
794 | else if (failure <= -40 && failure > -60) /* confusion */ |
966 | { |
795 | { |
967 | new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); |
796 | new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); |
… | |
… | |
1001 | if (failure <= -20 && failure > -40) /* wonder */ |
830 | if (failure <= -20 && failure > -40) /* wonder */ |
1002 | { |
831 | { |
1003 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); |
832 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); |
1004 | tmp = get_archetype (SPELL_WONDER); |
833 | tmp = get_archetype (SPELL_WONDER); |
1005 | cast_cone (op, op, 0, tmp); |
834 | cast_cone (op, op, 0, tmp); |
1006 | tmp->destroy (0); |
835 | tmp->destroy (); |
1007 | } |
836 | } |
1008 | |
837 | |
1009 | else if (failure <= -40 && failure > -60) /* confusion */ |
838 | else if (failure <= -40 && failure > -60) /* confusion */ |
1010 | { |
839 | { |
1011 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); |
840 | new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); |
… | |
… | |
1030 | else |
859 | else |
1031 | { |
860 | { |
1032 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
861 | new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
1033 | tmp = get_archetype (LOOSE_MANA); |
862 | tmp = get_archetype (LOOSE_MANA); |
1034 | tmp->level = skill->level; |
863 | tmp->level = skill->level; |
1035 | tmp->x = op->x; |
|
|
1036 | tmp->y = op->y; |
|
|
1037 | |
864 | |
1038 | /* increase the area of destruction a little for more powerful spells */ |
865 | /* increase the area of destruction a little for more powerful spells */ |
1039 | tmp->range += isqrt (power); |
866 | tmp->range += isqrt (power); |
1040 | |
867 | |
1041 | if (power > 25) |
868 | if (power > 25) |
1042 | tmp->stats.dam = 25 + isqrt (power); |
869 | tmp->stats.dam = 25 + isqrt (power); |
1043 | else |
870 | else |
1044 | tmp->stats.dam = power; /* nasty recoils! */ |
871 | tmp->stats.dam = power; /* nasty recoils! */ |
1045 | |
872 | |
1046 | tmp->stats.maxhp = tmp->count; |
873 | tmp->stats.maxhp = tmp->count; |
1047 | insert_ob_in_map (tmp, op->map, NULL, 0); |
874 | |
|
|
875 | tmp->insert_at (op); |
1048 | } |
876 | } |
1049 | } |
877 | } |
1050 | } |
878 | } |
1051 | |
879 | |
1052 | int |
880 | int |
1053 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
881 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1054 | { |
882 | { |
1055 | int success; |
883 | int success; |
1056 | player *pl; |
|
|
1057 | object *spell; |
884 | object *spell; |
1058 | |
885 | |
1059 | if (!spell_ob->other_arch) |
886 | if (!spell_ob->other_arch) |
1060 | { |
887 | { |
1061 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
888 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
1062 | return 0; |
889 | return 0; |
1063 | } |
890 | } |
|
|
891 | |
1064 | spell = arch_to_object (spell_ob->other_arch); |
892 | spell = arch_to_object (spell_ob->other_arch); |
1065 | |
893 | |
1066 | /* Always cast spell on caster */ |
894 | /* Always cast spell on caster */ |
1067 | success = cast_spell (op, caster, dir, spell, stringarg); |
895 | success = cast_spell (op, caster, dir, spell, stringarg); |
1068 | |
896 | |
1069 | if (caster->contr->party == NULL) |
897 | if (caster->contr->party == NULL) |
1070 | { |
898 | { |
1071 | spell->remove (); |
899 | spell->remove (); |
1072 | return success; |
900 | return success; |
1073 | } |
901 | } |
1074 | for (pl = first_player; pl != NULL; pl = pl->next) |
902 | |
|
|
903 | for_all_players (pl) |
1075 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
904 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
1076 | { |
|
|
1077 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
905 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
1078 | } |
906 | |
1079 | spell->remove (); |
907 | spell->remove (); |
1080 | return success; |
908 | return success; |
1081 | } |
909 | } |
1082 | |
910 | |
1083 | /* This is where the main dispatch when someone casts a spell. |
911 | /* This is where the main dispatch when someone casts a spell. |
… | |
… | |
1105 | * |
933 | * |
1106 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
934 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1107 | * this function will decrease the mana/grace appropriately. For other |
935 | * this function will decrease the mana/grace appropriately. For other |
1108 | * objects, the caller should do what it considers appropriate. |
936 | * objects, the caller should do what it considers appropriate. |
1109 | */ |
937 | */ |
1110 | |
|
|
1111 | int |
938 | int |
1112 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
939 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1113 | { |
940 | { |
1114 | const char *godname; |
941 | const char *godname; |
1115 | int success = 0, mflags, cast_level = 0, old_shoottype; |
942 | int success = 0, cast_level = 0; |
1116 | object *skill = NULL; |
943 | object *skill = NULL; |
1117 | |
|
|
1118 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
|
|
1119 | |
944 | |
1120 | if (!spell_ob) |
945 | if (!spell_ob) |
1121 | { |
946 | { |
1122 | LOG (llevError, "cast_spell: null spell object passed\n"); |
947 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1123 | return 0; |
948 | return 0; |
… | |
… | |
1151 | * need to have the right skill pointer passed, so we need to |
976 | * need to have the right skill pointer passed, so we need to |
1152 | * at least process that code. |
977 | * at least process that code. |
1153 | */ |
978 | */ |
1154 | if (op->type == PLAYER && op == caster) |
979 | if (op->type == PLAYER && op == caster) |
1155 | { |
980 | { |
1156 | cast_level = caster_level (caster, spell_ob); |
|
|
1157 | if (spell_ob->skill) |
981 | if (spell_ob->skill) |
1158 | { |
982 | { |
1159 | skill = find_skill_by_name (op, spell_ob->skill); |
983 | skill = find_skill_by_name (op, spell_ob->skill); |
|
|
984 | |
1160 | if (!skill) |
985 | if (!skill) |
1161 | { |
986 | { |
1162 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
987 | op->failmsg (format ("You need the skill %s to cast %s! " |
|
|
988 | "H<You either need to learn the skill via a skill scroll " |
|
|
989 | "or you need to wear a talisman or holy symbol.>", |
|
|
990 | &spell_ob->skill, &spell_ob->name)); |
1163 | return 0; |
991 | return 0; |
1164 | } |
992 | } |
1165 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
993 | |
|
|
994 | const char *msg = ""; |
|
|
995 | |
|
|
996 | int caster_level = skill->level; |
|
|
997 | |
|
|
998 | if (op->path_attuned & spell_ob->path_attuned) |
1166 | { |
999 | { |
1167 | new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); |
1000 | caster_level += min (cast_level * 2, ATTUNE_REPELL); |
|
|
1001 | msg = " (attuned)"; |
|
|
1002 | } |
|
|
1003 | |
|
|
1004 | if (op->path_repelled & spell_ob->path_attuned) |
|
|
1005 | { |
|
|
1006 | caster_level = ATTUNE_REPELL; // negative is ok |
|
|
1007 | msg = " (repelled)"; |
|
|
1008 | } |
|
|
1009 | |
|
|
1010 | if (spell_ob->level > caster_level) |
|
|
1011 | { |
|
|
1012 | op->failmsg (format ("You lack enough skill to cast that spell! " |
|
|
1013 | "H<Your effective cast level is %d%s, but level %d is required.>", |
|
|
1014 | caster_level, msg, spell_ob->level)); |
|
|
1015 | if (!op->is_wiz ()) |
1168 | return 0; |
1016 | return 0; |
1169 | } |
1017 | } |
1170 | } |
1018 | } |
|
|
1019 | |
1171 | /* If the caster is the wiz, they don't ever fail, and don't have |
1020 | /* If the caster is the wiz, they don't ever fail, and don't have |
1172 | * to have sufficient grace/mana. |
1021 | * to have sufficient grace/mana. |
1173 | */ |
1022 | */ |
1174 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1023 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1175 | { |
1024 | { |
1176 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1025 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1177 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1026 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1178 | { |
1027 | { |
1179 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1028 | op->failmsg ("You don't have enough mana!"); |
1180 | return 0; |
1029 | return 0; |
1181 | } |
1030 | } |
|
|
1031 | |
1182 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1032 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1183 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1033 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1184 | { |
1034 | { |
1185 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1035 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1186 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1036 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1187 | { |
|
|
1188 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); |
1037 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1189 | } |
|
|
1190 | else |
1038 | else |
1191 | { |
1039 | { |
1192 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1040 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1193 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1041 | op->failmsg (format ("%s ignores your prayer.", godname)); |
1194 | return 0; |
1042 | return 0; |
1195 | } |
1043 | } |
1196 | } |
1044 | } |
1197 | |
1045 | |
1198 | /* player/monster is trying to cast the spell. might fumble it */ |
1046 | /* player/monster is trying to cast the spell. might fumble it */ |
1199 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1047 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1200 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1048 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1201 | { |
1049 | { |
1202 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1050 | op->contr->play_sound (sound_find ("fumble_spell")); |
1203 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1051 | op->failmsg ("You fumble the prayer."); |
1204 | if (settings.casting_time == TRUE) |
1052 | |
1205 | { |
|
|
1206 | op->casting_time = -1; |
|
|
1207 | } |
|
|
1208 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1053 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1209 | return 0; |
1054 | return 0; |
1210 | } |
1055 | } |
1211 | else if (spell_ob->stats.sp) |
1056 | else if (spell_ob->stats.sp) |
1212 | { |
1057 | { |
1213 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1058 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1214 | |
1059 | |
1215 | if (failure < 0) |
1060 | if (failure < 0) |
1216 | { |
1061 | { |
1217 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1062 | op->failmsg ("You bungle the spell because you have too much heavy equipment in use."); |
1218 | if (settings.spell_failure_effects == TRUE) |
1063 | if (settings.spell_failure_effects == TRUE) |
1219 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1064 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1220 | op->contr->shoottype = (rangetype) old_shoottype; |
1065 | |
1221 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1066 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1222 | return 0; |
1067 | return 0; |
1223 | } |
1068 | } |
1224 | } |
1069 | } |
1225 | } |
1070 | } |
1226 | } |
1071 | } |
1227 | |
1072 | |
1228 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1073 | int mflags = op->ms ().flags (); |
1229 | |
1074 | |
1230 | /* See if we can cast a spell here. If the caster and op are |
1075 | /* See if we can cast a spell here. If the caster and op are |
1231 | * not alive, then this would mean that the mapmaker put the |
1076 | * not alive, then this would mean that the mapmaker put the |
1232 | * objects on the space - presume that they know what they are |
1077 | * objects on the space - presume that they know what they are |
1233 | * doing. |
1078 | * doing. |
1234 | */ |
1079 | */ |
1235 | |
1080 | |
1236 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1081 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1237 | { |
1082 | { |
1238 | new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); |
1083 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1239 | return 0; |
1084 | return 0; |
1240 | } |
1085 | } |
1241 | |
1086 | |
1242 | if ((spell_ob->type == SPELL) |
1087 | if ((spell_ob->type == SPELL) |
1243 | && (caster->type != POTION) |
1088 | && (caster->type != POTION) |
… | |
… | |
1248 | { |
1093 | { |
1249 | if (op->type != PLAYER) |
1094 | if (op->type != PLAYER) |
1250 | return 0; |
1095 | return 0; |
1251 | |
1096 | |
1252 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1097 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1253 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1098 | op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); |
1254 | else |
1099 | else if (object *item = op->contr->ranged_ob) |
1255 | switch (op->contr->shoottype) |
|
|
1256 | { |
1100 | { |
1257 | case range_magic: |
1101 | if (item->type == SPELL) |
1258 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1102 | op->failmsg ("Something blocks your spellcasting."); |
1259 | break; |
1103 | else if (item->type == SCROLL) |
1260 | case range_misc: |
1104 | op->failmsg ("Something blocks the magic of your scroll."); |
1261 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1262 | break; |
|
|
1263 | case range_golem: |
|
|
1264 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
|
|
1265 | break; |
|
|
1266 | default: |
|
|
1267 | break; |
|
|
1268 | } |
|
|
1269 | return 0; |
|
|
1270 | } |
|
|
1271 | |
|
|
1272 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
|
|
1273 | { |
|
|
1274 | if (op->casting_time == -1) |
|
|
1275 | { /* begin the casting */ |
|
|
1276 | op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
|
|
1277 | op->spell = spell_ob; |
|
|
1278 | /* put the stringarg into the object struct so that when the |
|
|
1279 | * spell is actually cast, it knows about the stringarg. |
|
|
1280 | * necessary for the invoke command spells. |
|
|
1281 | */ |
|
|
1282 | if (stringarg) |
|
|
1283 | { |
|
|
1284 | op->spellarg = strdup_local (stringarg); |
|
|
1285 | } |
|
|
1286 | else |
1105 | else |
1287 | op->spellarg = NULL; |
1106 | op->failmsg ("Something blocks the magic of your item."); |
1288 | return 0; |
|
|
1289 | } |
|
|
1290 | else if (op->casting_time != 0) |
|
|
1291 | { |
|
|
1292 | if (op->type == PLAYER) |
|
|
1293 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
|
|
1294 | return 0; |
|
|
1295 | } |
1107 | } |
1296 | else |
1108 | else |
1297 | { /* casting_time == 0 */ |
1109 | op->failmsg ("Something blocks the spell!"); |
1298 | op->casting_time = -1; |
1110 | |
1299 | spell_ob = op->spell; |
1111 | return 0; |
1300 | stringarg = op->spellarg; |
|
|
1301 | } |
|
|
1302 | } |
|
|
1303 | else |
|
|
1304 | { |
1112 | } |
|
|
1113 | |
1305 | /* Take into account how long it takes to cast the spell. |
1114 | /* Take into account how long it takes to cast the spell. |
1306 | * if the player is casting it, then we use the time in |
1115 | * if the player is casting it, then we use the time in |
1307 | * the spell object. If it is a spell object, have it |
1116 | * the spell object. If it is a spell object, have it |
1308 | * take two ticks. Things that cast spells on the players |
1117 | * take two ticks. Things that cast spells on the players |
1309 | * behalf (eg, altars, and whatever else) shouldn't cost |
1118 | * behalf (eg, altars, and whatever else) shouldn't cost |
1310 | * the player any time. |
1119 | * the player any time. |
1311 | * Ignore casting time for firewalls |
1120 | * Ignore casting time for firewalls |
|
|
1121 | */ |
|
|
1122 | if (caster == op && caster->type != FIREWALL) |
|
|
1123 | { |
|
|
1124 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1125 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1126 | * put a lower limit so that the player isn't stuck here too long |
1312 | */ |
1127 | */ |
1313 | if (caster == op && caster->type != FIREWALL) |
|
|
1314 | { |
|
|
1315 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1316 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1317 | * put a lower limit so that the player isn't stuck here too long |
|
|
1318 | */ |
|
|
1319 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1128 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1320 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1129 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1321 | } |
1130 | } |
1322 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1131 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1323 | { |
|
|
1324 | op->speed_left -= 2 * FABS (op->speed); |
1132 | op->speed_left -= 2 * FABS (op->speed); |
1325 | } |
|
|
1326 | } |
|
|
1327 | |
1133 | |
1328 | if (op->type == PLAYER && op == caster) |
1134 | if (op->type == PLAYER && op == caster) |
1329 | { |
1135 | { |
1330 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1136 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1331 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1137 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1338 | if (op != caster && !skill && caster->skill) |
1144 | if (op != caster && !skill && caster->skill) |
1339 | { |
1145 | { |
1340 | skill = find_skill_by_name (op, caster->skill); |
1146 | skill = find_skill_by_name (op, caster->skill); |
1341 | if (!skill) |
1147 | if (!skill) |
1342 | { |
1148 | { |
1343 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1149 | op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); |
1344 | return 0; |
1150 | return 0; |
1345 | } |
1151 | } |
|
|
1152 | |
1346 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
1153 | op->change_skill (skill); /* needed for proper exp credit */ |
1347 | } |
1154 | } |
|
|
1155 | |
|
|
1156 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1157 | return RESULT_INT (0); |
1348 | |
1158 | |
1349 | switch (spell_ob->subtype) |
1159 | switch (spell_ob->subtype) |
1350 | { |
1160 | { |
1351 | /* The order of case statements is same as the order they show up |
1161 | /* The order of case statements is same as the order they show up |
1352 | * in in spells.h. |
1162 | * in in spells.h. |
1353 | */ |
1163 | */ |
1354 | case SP_RAISE_DEAD: |
1164 | case SP_RAISE_DEAD: |
1355 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1165 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1356 | break; |
1166 | break; |
1357 | |
1167 | |
1358 | case SP_RUNE: |
1168 | case SP_RUNE: |
… | |
… | |
1386 | case SP_SMITE: |
1196 | case SP_SMITE: |
1387 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1197 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1388 | break; |
1198 | break; |
1389 | |
1199 | |
1390 | case SP_MAGIC_MISSILE: |
1200 | case SP_MAGIC_MISSILE: |
1391 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1201 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1392 | break; |
1202 | break; |
1393 | |
1203 | |
1394 | case SP_SUMMON_GOLEM: |
1204 | case SP_SUMMON_GOLEM: |
1395 | success = summon_golem (op, caster, dir, spell_ob); |
1205 | success = summon_golem (op, caster, dir, spell_ob); |
1396 | old_shoottype = range_golem; |
|
|
1397 | break; |
1206 | break; |
1398 | |
1207 | |
1399 | case SP_DIMENSION_DOOR: |
1208 | case SP_DIMENSION_DOOR: |
1400 | /* dimension door needs the actual caster, because that is what is |
1209 | /* dimension door needs the actual caster, because that is what is |
1401 | * moved. |
1210 | * moved. |
… | |
… | |
1474 | #ifdef NO_POLYMORPH |
1283 | #ifdef NO_POLYMORPH |
1475 | /* Not great, but at least provide feedback so if players do have |
1284 | /* Not great, but at least provide feedback so if players do have |
1476 | * polymorph (ie, find it as a preset item or left over from before |
1285 | * polymorph (ie, find it as a preset item or left over from before |
1477 | * it was disabled), they get some feedback. |
1286 | * it was disabled), they get some feedback. |
1478 | */ |
1287 | */ |
1479 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1288 | op->failmsg ("The spell fizzles!"); |
1480 | success = 0; |
1289 | success = 0; |
1481 | #else |
1290 | #else |
1482 | success = cast_polymorph (op, caster, spell_ob, dir); |
1291 | success = cast_polymorph (op, caster, spell_ob, dir); |
1483 | #endif |
1292 | #endif |
1484 | break; |
1293 | break; |
… | |
… | |
1504 | break; |
1313 | break; |
1505 | |
1314 | |
1506 | case SP_MOVING_BALL: |
1315 | case SP_MOVING_BALL: |
1507 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1316 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1508 | { |
1317 | { |
1509 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); |
1318 | op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); |
1510 | success = 0; |
1319 | success = 0; |
1511 | } |
1320 | } |
1512 | else |
1321 | else |
1513 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1322 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1514 | break; |
1323 | break; |
1515 | |
1324 | |
1516 | case SP_SWARM: |
1325 | case SP_SWARM: |
1517 | success = fire_swarm (op, caster, spell_ob, dir); |
1326 | success = fire_swarm (op, caster, spell_ob, dir); |
1518 | break; |
1327 | break; |
… | |
… | |
1534 | success = cast_consecrate (op, caster, spell_ob); |
1343 | success = cast_consecrate (op, caster, spell_ob); |
1535 | break; |
1344 | break; |
1536 | |
1345 | |
1537 | case SP_ANIMATE_WEAPON: |
1346 | case SP_ANIMATE_WEAPON: |
1538 | success = animate_weapon (op, caster, spell_ob, dir); |
1347 | success = animate_weapon (op, caster, spell_ob, dir); |
1539 | old_shoottype = range_golem; |
|
|
1540 | break; |
1348 | break; |
1541 | |
1349 | |
1542 | case SP_LIGHT: |
1350 | case SP_LIGHT: |
1543 | success = cast_light (op, caster, spell_ob, dir); |
1351 | success = cast_light (op, caster, spell_ob, dir); |
1544 | break; |
1352 | break; |
… | |
… | |
1557 | |
1365 | |
1558 | case SP_AURA: |
1366 | case SP_AURA: |
1559 | success = create_aura (op, caster, spell_ob); |
1367 | success = create_aura (op, caster, spell_ob); |
1560 | break; |
1368 | break; |
1561 | |
1369 | |
1562 | case SP_TOWN_PORTAL: |
|
|
1563 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1564 | break; |
|
|
1565 | |
|
|
1566 | case SP_PARTY_SPELL: |
1370 | case SP_PARTY_SPELL: |
1567 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1371 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1568 | break; |
1372 | break; |
1569 | |
1373 | |
1570 | default: |
1374 | default: |
1571 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1572 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1375 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1573 | } |
|
|
1574 | |
|
|
1575 | /* FIXME - we need some better sound suppport */ |
|
|
1576 | // yes, for example, augment map info with the spell effect |
|
|
1577 | // so clients can calculate the sounds themselves |
|
|
1578 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
|
|
1579 | |
|
|
1580 | /* free the spell arg */ |
|
|
1581 | if (settings.casting_time == TRUE && stringarg) |
|
|
1582 | { |
1376 | } |
1583 | free (stringarg); |
1377 | |
1584 | stringarg = NULL; |
1378 | op->play_sound ( |
1585 | } |
1379 | success |
1586 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
1380 | ? spell_ob->sound |
1587 | * to something like use_magic_item, but you really want to be able to fire |
1381 | ? spell_ob->sound |
1588 | * it again. |
1382 | : sound_find ("spell_success") |
1589 | */ |
1383 | : sound_find ("fumble_spell") |
1590 | if (op->contr) |
1384 | ); |
1591 | op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1592 | |
1385 | |
1593 | return success; |
1386 | return success; |
1594 | } |
1387 | } |
1595 | |
1388 | |
1596 | |
|
|
1597 | /* This is called from time.c/process_object(). That function |
1389 | /* This is called from time.c/process_object(). That function |
1598 | * calls this for any SPELL_EFFECT type objects. This function |
1390 | * calls this for any SPELL_EFFECT type objects. This function |
1599 | * then dispatches them to the appropriate specific routines. |
1391 | * then dispatches them to the appropriate specific routines. |
1600 | */ |
1392 | */ |
1601 | void |
1393 | void |
1602 | move_spell_effect (object *op) |
1394 | move_spell_effect (object *op) |
1603 | { |
1395 | { |
… | |
… | |
1661 | check_bullet (op); |
1453 | check_bullet (op); |
1662 | return; |
1454 | return; |
1663 | } |
1455 | } |
1664 | } |
1456 | } |
1665 | |
1457 | |
1666 | /* This is called by move_apply. Basically, if someone |
1458 | /* This is called by move_apply. Basically, if someone |
1667 | * moves onto a spell effect and the walk_on or fly_on flags |
1459 | * moves onto a spell effect and the walk_on or fly_on flags |
1668 | * are set, this is called. This should only be called for |
1460 | * are set, this is called. This should only be called for |
1669 | * objects of the appropraite type. |
1461 | * objects of the appropriate type. |
1670 | */ |
1462 | */ |
1671 | void |
1463 | void |
1672 | apply_spell_effect (object *spell, object *victim) |
1464 | apply_spell_effect (object *spell, object *victim) |
1673 | { |
1465 | { |
1674 | switch (spell->subtype) |
1466 | switch (spell->subtype) |
… | |
… | |
1682 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1474 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1683 | { |
1475 | { |
1684 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1476 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1685 | |
1477 | |
1686 | if (!spell->destroyed ()) |
1478 | if (!spell->destroyed ()) |
1687 | { |
|
|
1688 | spell->remove (); |
|
|
1689 | spell->destroy (0); |
1479 | spell->destroy (); |
1690 | } |
|
|
1691 | } |
1480 | } |
1692 | break; |
1481 | break; |
1693 | |
1482 | |
1694 | case SP_MOVING_BALL: |
1483 | case SP_MOVING_BALL: |
1695 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1484 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1696 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1485 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1697 | else if (victim->material || victim->materialname) |
1486 | else if (victim->materialname) |
1698 | save_throw_object (victim, spell->attacktype, spell); |
1487 | save_throw_object (victim, spell->attacktype, spell); |
1699 | break; |
1488 | break; |
1700 | } |
1489 | } |
1701 | } |
1490 | } |
|
|
1491 | |