1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
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. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
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> |
… | |
… | |
37 | */ |
36 | */ |
38 | object * |
37 | object * |
39 | find_random_spell_in_ob (object *ob, const char *skill) |
38 | find_random_spell_in_ob (object *ob, const char *skill) |
40 | { |
39 | { |
41 | int k = 0, s; |
40 | int k = 0, s; |
42 | object *tmp; |
|
|
43 | |
41 | |
44 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
42 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
45 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
43 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
46 | k++; |
44 | k++; |
47 | |
45 | |
48 | /* No spells, no need to progess further */ |
46 | /* No spells, no need to progess further */ |
49 | if (!k) |
47 | if (!k) |
50 | return NULL; |
48 | return NULL; |
51 | |
49 | |
52 | s = RANDOM () % k; |
50 | s = RANDOM () % k; |
53 | |
51 | |
54 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
52 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
55 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
53 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
56 | { |
|
|
57 | if (!s) |
54 | if (!s) |
58 | return tmp; |
55 | return tmp; |
59 | else |
56 | else |
60 | s--; |
57 | s--; |
61 | } |
58 | |
62 | /* Should never get here, but just in case */ |
59 | /* Should never get here, but just in case */ |
63 | return NULL; |
60 | return 0; |
64 | } |
61 | } |
65 | |
62 | |
66 | /* Relatively simple function that gets used a lot. |
63 | /* Relatively simple function that gets used a lot. |
67 | * Basically, it sets up the skill pointer for the spell being |
64 | * Basically, it sets up the skill pointer for the spell being |
68 | * cast. If op is really casting the spell, then the skill |
65 | * cast. If op is really casting the spell, then the skill |
… | |
… | |
78 | dest->skill = spob->skill; |
75 | dest->skill = spob->skill; |
79 | else |
76 | else |
80 | dest->skill = caster->skill; |
77 | dest->skill = caster->skill; |
81 | } |
78 | } |
82 | |
79 | |
83 | /* init_spells: This should really be called check_spells, as that |
|
|
84 | * is what it does. It goes through the spells looking for any |
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85 | * obvious errors. This was most useful in debugging when re-doing |
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|
86 | * all the spells to catch simple errors. To use it all the time |
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87 | * will result in it spitting out messages that aren't really errors. |
|
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88 | */ |
|
|
89 | void |
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90 | init_spells (void) |
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91 | { |
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92 | #ifdef SPELL_DEBUG |
|
|
93 | static int init_spells_done = 0; |
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94 | int i; |
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95 | archetype *at; |
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96 | |
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97 | if (init_spells_done) |
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98 | return; |
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99 | LOG (llevDebug, "Checking spells...\n"); |
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100 | |
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101 | for (at = first_archetype; at; at = at->next) |
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102 | { |
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103 | if (at->clone.type == SPELL) |
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104 | { |
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105 | if (at->clone.skill) |
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106 | { |
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107 | for (i = 1; i < NUM_SKILLS; i++) |
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108 | if (!strcmp (skill_names[i], at->clone.skill)) |
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109 | break; |
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110 | if (i == NUM_SKILLS) |
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111 | { |
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112 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
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113 | } |
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114 | } |
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115 | /* other_arch is already checked for in the loader */ |
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116 | } |
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117 | } |
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118 | |
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119 | i = 0; |
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120 | while (spell_mapping[i]) |
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121 | { |
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122 | if (!archetype::find (spell_mapping[i])) |
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123 | { |
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124 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
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125 | } |
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126 | i++; |
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127 | } |
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128 | LOG (llevDebug, "Checking spells completed.\n"); |
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129 | #endif |
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130 | } |
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131 | |
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132 | /* Dumps all the spells - now also dumps skill associated with the spell. |
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133 | * not sure what this would be used for, as the data seems pretty |
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134 | * minimal, but easy enough to keep around. |
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135 | */ |
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136 | void |
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137 | dump_spells (void) |
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138 | { |
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139 | archetype *at; |
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140 | |
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141 | for (at = first_archetype; at; at = at->next) |
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142 | { |
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143 | if (at->clone.type == SPELL) |
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144 | { |
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145 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
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146 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
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147 | } |
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148 | } |
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149 | } |
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150 | |
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151 | /* pretty basic function - basically just takes |
80 | /* pretty basic function - basically just takes |
152 | * 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 |
153 | */ |
82 | */ |
154 | void |
83 | void |
155 | 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) |
156 | { |
85 | { |
157 | if (spob->other_arch) |
86 | if (spob->other_arch) |
158 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
87 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
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88 | } |
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89 | |
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90 | static int |
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91 | attuned_bonus (object *caster, object *spell, int level) |
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92 | { |
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93 | // compute the attuned/repelled bonus |
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94 | // attuned only increases up to 2 times the original level (i.e. bonus <= level) */ |
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95 | // repell has no such quarrels |
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96 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
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97 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
159 | } |
98 | } |
160 | |
99 | |
161 | /* |
100 | /* |
162 | * This function takes a caster and spell and presents the |
101 | * This function takes a caster and spell and presents the |
163 | * effective level the caster needs to be to cast the spell. |
102 | * effective level the caster needs to be to cast the spell. |
… | |
… | |
169 | * Returns modified level. |
108 | * Returns modified level. |
170 | */ |
109 | */ |
171 | int |
110 | int |
172 | min_casting_level (object *caster, object *spell) |
111 | min_casting_level (object *caster, object *spell) |
173 | { |
112 | { |
174 | int new_level; |
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175 | |
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176 | if (caster->path_denied & spell->path_attuned) |
113 | if (caster->path_denied & spell->path_attuned) |
177 | return 1; |
114 | return 500; |
178 | |
115 | |
179 | new_level = spell->level |
116 | return max (1, spell->level + attuned_bonus (caster, spell, spell->level)); |
180 | + (caster->path_repelled & spell->path_attuned ? +2 : 0) |
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181 | + (caster->path_attuned & spell->path_attuned ? -2 : 0); |
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182 | |
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183 | return max (1, new_level); |
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184 | } |
117 | } |
185 | |
118 | |
186 | /* This function returns the effective level the spell |
119 | /* This function returns the effective level the spell |
187 | * is being cast at. |
120 | * is being cast at. |
188 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
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189 | * This is because the new code compares casting_level against |
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190 | * min_caster_level, so the difference is effectively 4 |
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191 | */ |
121 | */ |
192 | int |
122 | int |
193 | caster_level (object *caster, object *spell) |
123 | casting_level (object *caster, object *spell) |
194 | { |
124 | { |
195 | int level = caster->level; |
125 | int level = caster->level; |
196 | |
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197 | /* If this is a player, try to find the matching skill */ |
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198 | if (caster->type == PLAYER && spell->skill) |
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199 | for (int i = 0; i < NUM_SKILLS; i++) |
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200 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
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201 | { |
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202 | level = caster->contr->last_skill_ob[i]->level; |
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203 | break; |
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204 | } |
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205 | |
126 | |
206 | /* 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. */ |
207 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
128 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
208 | { |
129 | { |
209 | 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); |
210 | int sk_level = skill ? skill->level : 1; |
131 | int sk_level = skill ? skill->level : 1; |
211 | |
132 | |
212 | level = MIN (level, sk_level + level / 10 + 1); |
133 | level = min (level, sk_level + level / 10 + 1); |
213 | } |
134 | } |
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135 | else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */ |
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136 | if (object *skill = caster->contr->find_skill (spell->skill)) |
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137 | level = skill->level; |
214 | |
138 | |
215 | /* Got valid caster level. Now adjust for attunement */ |
139 | int bonus = attuned_bonus (caster, spell, level); |
216 | level += caster->path_repelled & spell->path_attuned ? -2 : 0; |
140 | |
217 | level += caster->path_attuned & spell->path_attuned ? +2 : 0; |
141 | level += bonus; |
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142 | |
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143 | // now scale the effective level from the startinglevel..100 range to 1..100 |
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144 | if (level < 100) |
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145 | level = lerp (level, (int)spell->level, 100, 1, 100); |
218 | |
146 | |
219 | /* 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 |
220 | * errors in various places. |
148 | * errors in various places. |
221 | */ |
149 | */ |
222 | return max (level, 1); |
150 | return max (level, 1); |
… | |
… | |
231 | * caster is what is casting the spell, can be op. |
159 | * caster is what is casting the spell, can be op. |
232 | * spell is the spell object. |
160 | * spell is the spell object. |
233 | * 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 |
234 | * mana. In that case, we return which ever value is higher. |
162 | * mana. In that case, we return which ever value is higher. |
235 | */ |
163 | */ |
236 | |
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237 | sint16 |
164 | sint16 |
238 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
165 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
239 | { |
166 | { |
240 | int sp, grace, level = caster_level (caster, spell); |
167 | int sp, grace, level = casting_level (caster, spell); |
241 | |
168 | |
242 | if (settings.spellpoint_level_depend == TRUE) |
169 | if (settings.spellpoint_level_depend == TRUE) |
243 | { |
170 | { |
244 | if (spell->stats.sp && spell->stats.maxsp) |
171 | if (spell->stats.sp && spell->stats.maxsp) |
245 | { |
172 | { |
… | |
… | |
266 | else |
193 | else |
267 | { |
194 | { |
268 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
195 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
269 | if (spell->stats.sp && !sp) |
196 | if (spell->stats.sp && !sp) |
270 | sp = 1; |
197 | sp = 1; |
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198 | |
271 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
199 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
272 | if (spell->stats.grace && !grace) |
200 | if (spell->stats.grace && !grace) |
273 | grace = 1; |
201 | grace = 1; |
274 | } |
202 | } |
|
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203 | |
275 | if (flags == SPELL_HIGHEST) |
204 | if (flags == SPELL_HIGHEST) |
276 | return MAX (sp, grace); |
205 | return MAX (sp, grace); |
277 | else if (flags == SPELL_GRACE) |
206 | else if (flags == SPELL_GRACE) |
278 | return grace; |
207 | return grace; |
279 | else if (flags == SPELL_MANA) |
208 | else if (flags == SPELL_MANA) |
… | |
… | |
283 | 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); |
284 | return 0; |
213 | return 0; |
285 | } |
214 | } |
286 | } |
215 | } |
287 | |
216 | |
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217 | /* |
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218 | * Return the effective casting level of the spell. |
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219 | * To make spells independent of their starting level, this function |
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220 | * scales the range spellstartlevel .. 100 into the range 1..100 |
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221 | */ |
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222 | static int |
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223 | SP_casting_level (object *caster, object *spell) |
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224 | { |
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225 | return casting_level (caster, spell); |
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226 | } |
288 | |
227 | |
289 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
228 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
290 | * spob is the spell we are adjusting. |
229 | * spob is the spell we are adjusting. |
291 | */ |
230 | */ |
292 | int |
231 | int |
293 | SP_level_dam_adjust (object *caster, object *spob) |
232 | SP_level_dam_adjust (object *caster, object *spob) |
294 | { |
233 | { |
295 | int level = caster_level (caster, spob); |
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296 | int adj = level - min_casting_level (caster, spob); |
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297 | |
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298 | if (adj < 0) |
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299 | adj = 0; |
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300 | if (spob->dam_modifier) |
234 | if (!spob->dam_modifier) |
301 | adj /= spob->dam_modifier; |
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302 | else |
|
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303 | adj = 0; |
|
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304 | return adj; |
235 | return 0; |
|
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236 | |
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237 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
305 | } |
238 | } |
306 | |
239 | |
307 | /* Adjust the strength of the spell based on level. |
240 | /* Adjust the strength of the spell based on level. |
308 | * This is basically the same as SP_level_dam_adjust above, |
241 | * This is basically the same as SP_level_dam_adjust above, |
309 | * but instead looks at the level_modifier value. |
242 | * but instead looks at the level_modifier value. |
310 | */ |
243 | */ |
311 | int |
244 | int |
312 | SP_level_duration_adjust (object *caster, object *spob) |
245 | SP_level_duration_adjust (object *caster, object *spob) |
313 | { |
246 | { |
314 | int level = caster_level (caster, spob); |
|
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315 | int adj = level - min_casting_level (caster, spob); |
|
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316 | |
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317 | if (adj < 0) |
|
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318 | adj = 0; |
|
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319 | if (spob->duration_modifier) |
247 | if (!spob->duration_modifier) |
320 | adj /= spob->duration_modifier; |
|
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321 | else |
|
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322 | adj = 0; |
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323 | |
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324 | return adj; |
248 | return 0; |
|
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249 | |
|
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250 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
325 | } |
251 | } |
326 | |
252 | |
327 | /* Adjust the strength of the spell based on level. |
253 | /* Adjust the strength of the spell based on level. |
328 | * This is basically the same as SP_level_dam_adjust above, |
254 | * This is basically the same as SP_level_dam_adjust above, |
329 | * but instead looks at the level_modifier value. |
255 | * but instead looks at the level_modifier value. |
330 | */ |
256 | */ |
331 | int |
257 | int |
332 | SP_level_range_adjust (object *caster, object *spob) |
258 | SP_level_range_adjust (object *caster, object *spob) |
333 | { |
259 | { |
334 | int level = caster_level (caster, spob); |
|
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335 | int adj = level - min_casting_level (caster, spob); |
|
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336 | |
|
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337 | if (adj < 0) |
|
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338 | adj = 0; |
|
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339 | if (spob->range_modifier) |
260 | if (!spob->range_modifier) |
340 | adj /= spob->range_modifier; |
|
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341 | else |
|
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342 | adj = 0; |
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343 | |
|
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344 | return adj; |
261 | return 0; |
|
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262 | |
|
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263 | return SP_casting_level (caster, spob) / spob->range_modifier; |
345 | } |
264 | } |
346 | |
265 | |
347 | /* 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 |
348 | * as an existing spell, we presume they know it. |
267 | * as an existing spell, we presume they know it. |
349 | * 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. |
350 | */ |
269 | */ |
351 | object * |
270 | object * |
352 | check_spell_known (object *op, const char *name) |
271 | check_spell_known (object *op, const char *name) |
353 | { |
272 | { |
354 | object *spop; |
273 | object *spop; |
|
|
274 | shstr_cmp name_ (name); |
355 | |
275 | |
356 | for (spop = op->inv; spop; spop = spop->below) |
276 | for (spop = op->inv; spop; spop = spop->below) |
357 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
277 | if (spop->type == SPELL && spop->name == name) |
358 | return spop; |
278 | return spop; |
359 | |
279 | |
360 | return NULL; |
280 | return 0; |
361 | } |
281 | } |
362 | |
|
|
363 | |
282 | |
364 | /* |
283 | /* |
365 | * Look at object 'op' and see if they know the spell |
284 | * Look at object 'op' and see if they know the spell |
366 | * spname. This is pretty close to check_spell_known |
285 | * spname. This is pretty close to check_spell_known |
367 | * above, but it uses a looser matching mechanism. |
286 | * above, but it uses a looser matching mechanism. |
368 | * returns the matching spell object, or NULL. |
287 | * returns the matching spell object, or NULL. |
369 | * If we match multiple spells but don't get an |
288 | * If we match multiple spells but don't get an |
370 | * exact match, we also return NULL. |
289 | * exact match, we also return NULL. |
371 | */ |
290 | */ |
372 | |
|
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373 | object * |
291 | object * |
374 | lookup_spell_by_name (object *op, const char *spname) |
292 | lookup_spell_by_name (object *op, const char *spname) |
375 | { |
293 | { |
376 | object *spob1 = NULL, *spob2 = NULL, *spob; |
294 | object *spob1 = NULL, *spob2 = NULL, *spob; |
377 | int nummatch = 0; |
295 | int nummatch = 0; |
… | |
… | |
423 | * eg, updated for tiled maps. |
341 | * eg, updated for tiled maps. |
424 | */ |
342 | */ |
425 | int |
343 | int |
426 | reflwall (maptile *m, int x, int y, object *sp_op) |
344 | reflwall (maptile *m, int x, int y, object *sp_op) |
427 | { |
345 | { |
428 | object *op; |
|
|
429 | |
|
|
430 | if (OUT_OF_REAL_MAP (m, x, y)) |
346 | if (OUT_OF_REAL_MAP (m, x, y)) |
431 | return 0; |
347 | return 0; |
|
|
348 | |
432 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
349 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
433 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
350 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
434 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
351 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
435 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
352 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
436 | return 1; |
353 | return 1; |
437 | |
354 | |
… | |
… | |
458 | 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."); |
459 | 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."); |
460 | dir = 0; |
377 | dir = 0; |
461 | } |
378 | } |
462 | |
379 | |
|
|
380 | SET_FLAG (new_op, FLAG_IDENTIFIED); |
463 | op->map->insert (new_op, |
381 | op->map->insert (new_op, |
464 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
382 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
465 | op, |
383 | op, |
466 | dir ? 0 : INS_BELOW_ORIGINATOR); |
384 | dir ? 0 : INS_BELOW_ORIGINATOR); |
467 | |
385 | |
… | |
… | |
481 | { |
399 | { |
482 | if (!xy_normalise (m, x, y)) |
400 | if (!xy_normalise (m, x, y)) |
483 | return 0; |
401 | return 0; |
484 | |
402 | |
485 | mapspace &ms = m->at (x, y); |
403 | mapspace &ms = m->at (x, y); |
|
|
404 | ms.update (); |
486 | |
405 | |
487 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
406 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
488 | return 0; |
407 | return 0; |
489 | |
408 | |
490 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
409 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
… | |
… | |
526 | /* |
445 | /* |
527 | * Combine similar spell effects into one spell effect. Needed for |
446 | * Combine similar spell effects into one spell effect. Needed for |
528 | * performance reasons with meteor swarm and the like, but also for |
447 | * performance reasons with meteor swarm and the like, but also for |
529 | * playability reasons. |
448 | * playability reasons. |
530 | */ |
449 | */ |
531 | if (tmp->arch == op->arch |
450 | if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
532 | && tmp->type == op->type |
451 | && tmp->type == op->type |
533 | && tmp->subtype == op->subtype |
452 | && tmp->subtype == op->subtype |
534 | && tmp->owner == op->owner |
453 | && tmp->owner == op->owner |
535 | && ((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))) |
536 | { |
455 | { |
… | |
… | |
557 | * dir: direction to fire in. |
476 | * dir: direction to fire in. |
558 | * 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 |
559 | * to fire. |
478 | * to fire. |
560 | * returns 0 on failure, 1 on success. |
479 | * returns 0 on failure, 1 on success. |
561 | */ |
480 | */ |
562 | |
|
|
563 | int |
481 | int |
564 | 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) |
565 | { |
483 | { |
566 | object *tmp; |
|
|
567 | int mflags; |
|
|
568 | maptile *m; |
|
|
569 | |
|
|
570 | if (spell->other_arch == NULL) |
484 | if (!spell->other_arch) |
571 | return 0; |
485 | return 0; |
572 | |
486 | |
573 | m = op->map; |
487 | object *tmp = spell->other_arch->instance (); |
574 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
575 | if (mflags & P_OUT_OF_MAP) |
|
|
576 | { |
|
|
577 | return 0; |
|
|
578 | } |
|
|
579 | |
488 | |
580 | tmp = arch_to_object (spell->other_arch); |
489 | if (!tmp) |
581 | |
|
|
582 | if (tmp == NULL) |
|
|
583 | return 0; |
490 | return 0; |
584 | |
|
|
585 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
586 | { |
|
|
587 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
588 | tmp->destroy (); |
|
|
589 | return 0; |
|
|
590 | } |
|
|
591 | |
491 | |
592 | 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); |
593 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
493 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
594 | /* 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 */ |
595 | tmp->stats.food = tmp->duration; |
495 | tmp->stats.food = tmp->duration; |
596 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
496 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
597 | tmp->attacktype = spell->attacktype; |
497 | tmp->attacktype = spell->attacktype; |
598 | tmp->x = x; |
|
|
599 | tmp->y = y; |
|
|
600 | tmp->direction = dir; |
498 | tmp->direction = dir; |
601 | if (op->owner != NULL) |
|
|
602 | tmp->set_owner (op); |
499 | tmp->set_owner (op); |
603 | else |
|
|
604 | tmp->set_owner (op); |
|
|
605 | tmp->level = caster_level (caster, spell); |
500 | tmp->level = casting_level (caster, spell); |
606 | set_spell_skill (op, caster, spell, tmp); |
501 | set_spell_skill (op, caster, spell, tmp); |
607 | |
502 | |
608 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
503 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
609 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
504 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
610 | { |
|
|
611 | if (!tailor_god_spell (tmp, op)) |
505 | if (!tailor_god_spell (tmp, op)) |
612 | return 0; |
506 | return 0; |
613 | } |
507 | |
614 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
508 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
615 | SET_ANIMATION (tmp, dir); |
509 | SET_ANIMATION (tmp, dir); |
616 | |
510 | |
617 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
511 | if ((tmp = op->map->insert (tmp, x, y, op))) |
618 | move_spell_effect (tmp); |
512 | move_spell_effect (tmp); |
619 | |
513 | |
620 | return 1; |
514 | return 1; |
621 | } |
515 | } |
622 | |
516 | |
… | |
… | |
677 | if (!tmp) |
571 | if (!tmp) |
678 | tmp = op->ms ().player (); |
572 | tmp = op->ms ().player (); |
679 | |
573 | |
680 | return tmp; |
574 | return tmp; |
681 | } |
575 | } |
682 | |
|
|
683 | |
|
|
684 | |
576 | |
685 | /* raytrace: |
577 | /* raytrace: |
686 | * 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 |
687 | * 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 |
688 | * live objects. |
580 | * live objects. |
… | |
… | |
691 | * monsters/generators only. If not, the spell will hunt players only. |
583 | * monsters/generators only. If not, the spell will hunt players only. |
692 | * 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 |
693 | * any, otherwise -1. |
585 | * any, otherwise -1. |
694 | * 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. |
695 | */ |
587 | */ |
696 | |
|
|
697 | int |
588 | int |
698 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
589 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
699 | { |
590 | { |
700 | int i, max = SIZEOFFREE; |
591 | int i, max = SIZEOFFREE; |
701 | sint16 nx, ny; |
592 | sint16 nx, ny; |
… | |
… | |
748 | |
639 | |
749 | /* find a free square nearby |
640 | /* find a free square nearby |
750 | * first we check the closest square for free squares |
641 | * first we check the closest square for free squares |
751 | */ |
642 | */ |
752 | |
643 | |
753 | 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); |
754 | if (dir != -1) |
645 | if (dir != -1) |
755 | { |
646 | { |
756 | /* This is basically grabbed for generate monster. Fixed 971225 to |
647 | /* This is basically grabbed for generate monster. Fixed 971225 to |
757 | * insert multipart monsters properly |
648 | * insert multipart monsters properly |
758 | */ |
649 | */ |
|
|
650 | //TODO: use expand_tail + ... |
759 | while (at != NULL) |
651 | while (at != NULL) |
760 | { |
652 | { |
761 | tmp = arch_to_object (at); |
653 | tmp = arch_to_object (at); |
762 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
654 | tmp->x = op->x + freearr_x[dir] + at->x; |
763 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
655 | tmp->y = op->y + freearr_y[dir] + at->y; |
764 | tmp->map = op->map; |
656 | tmp->map = op->map; |
765 | if (head) |
657 | if (head) |
766 | { |
658 | { |
767 | tmp->head = head; |
659 | tmp->head = head; |
768 | prev->more = tmp; |
660 | prev->more = tmp; |
769 | } |
661 | } |
|
|
662 | |
770 | if (!head) |
663 | if (!head) |
771 | head = tmp; |
664 | head = tmp; |
|
|
665 | |
772 | prev = tmp; |
666 | prev = tmp; |
|
|
667 | |
773 | at = at->more; |
668 | at = (archetype *)at->more; |
774 | } |
669 | } |
775 | |
670 | |
776 | if (head->randomitems) |
671 | if (head->randomitems) |
777 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
672 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
778 | |
673 | |
779 | insert_ob_in_map (head, op->map, op, 0); |
674 | insert_ob_in_map (head, op->map, op, 0); |
780 | |
675 | |
781 | /* thought it'd be cool to insert a burnout, too. */ |
676 | /* thought it'd be cool to insert a burnout, too. */ |
782 | op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
677 | op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
783 | } |
678 | } |
784 | } |
679 | } |
785 | |
680 | |
786 | /* peterm: function which summons hostile monsters and |
681 | /* peterm: function which summons hostile monsters and |
787 | * places them in nearby squares. |
682 | * places them in nearby squares. |
… | |
… | |
991 | if (!spell_ob->other_arch) |
886 | if (!spell_ob->other_arch) |
992 | { |
887 | { |
993 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
888 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
994 | return 0; |
889 | return 0; |
995 | } |
890 | } |
|
|
891 | |
996 | spell = arch_to_object (spell_ob->other_arch); |
892 | spell = arch_to_object (spell_ob->other_arch); |
997 | |
893 | |
998 | /* Always cast spell on caster */ |
894 | /* Always cast spell on caster */ |
999 | success = cast_spell (op, caster, dir, spell, stringarg); |
895 | success = cast_spell (op, caster, dir, spell, stringarg); |
1000 | |
896 | |
1001 | if (caster->contr->party == NULL) |
897 | if (caster->contr->party == NULL) |
1002 | { |
898 | { |
1003 | spell->remove (); |
899 | spell->remove (); |
1004 | return success; |
900 | return success; |
1005 | } |
901 | } |
|
|
902 | |
1006 | for_all_players (pl) |
903 | for_all_players (pl) |
1007 | 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))) |
1008 | { |
|
|
1009 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
905 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
1010 | } |
906 | |
1011 | spell->remove (); |
907 | spell->remove (); |
1012 | return success; |
908 | return success; |
1013 | } |
909 | } |
1014 | |
910 | |
1015 | /* This is where the main dispatch when someone casts a spell. |
911 | /* This is where the main dispatch when someone casts a spell. |
… | |
… | |
1041 | */ |
937 | */ |
1042 | int |
938 | int |
1043 | 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) |
1044 | { |
940 | { |
1045 | const char *godname; |
941 | const char *godname; |
1046 | int success = 0, mflags, cast_level = 0; |
942 | int success = 0, cast_level = 0; |
1047 | object *skill = NULL; |
943 | object *skill = NULL; |
1048 | |
944 | |
1049 | if (!spell_ob) |
945 | if (!spell_ob) |
1050 | { |
946 | { |
1051 | LOG (llevError, "cast_spell: null spell object passed\n"); |
947 | LOG (llevError, "cast_spell: null spell object passed\n"); |
… | |
… | |
1080 | * 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 |
1081 | * at least process that code. |
977 | * at least process that code. |
1082 | */ |
978 | */ |
1083 | if (op->type == PLAYER && op == caster) |
979 | if (op->type == PLAYER && op == caster) |
1084 | { |
980 | { |
1085 | cast_level = caster_level (caster, spell_ob); |
|
|
1086 | |
|
|
1087 | if (spell_ob->skill) |
981 | if (spell_ob->skill) |
1088 | { |
982 | { |
1089 | skill = find_skill_by_name (op, spell_ob->skill); |
983 | skill = find_skill_by_name (op, spell_ob->skill); |
1090 | |
984 | |
1091 | if (!skill) |
985 | if (!skill) |
1092 | { |
986 | { |
1093 | 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)); |
1094 | return 0; |
991 | return 0; |
1095 | } |
992 | } |
1096 | |
993 | |
1097 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
994 | const char *msg = ""; |
|
|
995 | |
|
|
996 | int caster_level = skill->level; |
|
|
997 | |
|
|
998 | if (op->path_attuned & spell_ob->path_attuned) |
1098 | { |
999 | { |
1099 | 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 ()) |
1100 | return 0; |
1016 | return 0; |
1101 | } |
1017 | } |
1102 | } |
1018 | } |
1103 | |
1019 | |
1104 | /* 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 |
1105 | * to have sufficient grace/mana. |
1021 | * to have sufficient grace/mana. |
… | |
… | |
1107 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1023 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1108 | { |
1024 | { |
1109 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1025 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1110 | 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) |
1111 | { |
1027 | { |
1112 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1028 | op->failmsg ("You don't have enough mana!"); |
1113 | return 0; |
1029 | return 0; |
1114 | } |
1030 | } |
1115 | |
1031 | |
1116 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1032 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1117 | 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) |
1118 | { |
1034 | { |
1119 | 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 - |
1120 | 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) |
1121 | { |
|
|
1122 | 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)); |
1123 | } |
|
|
1124 | else |
1038 | else |
1125 | { |
1039 | { |
1126 | 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); |
1127 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1041 | op->failmsg (format ("%s ignores your prayer.", godname)); |
1128 | return 0; |
1042 | return 0; |
1129 | } |
1043 | } |
1130 | } |
1044 | } |
1131 | |
1045 | |
1132 | /* player/monster is trying to cast the spell. might fumble it */ |
1046 | /* player/monster is trying to cast the spell. might fumble it */ |
1133 | 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) < |
1134 | (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])) |
1135 | { |
1049 | { |
1136 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1050 | op->contr->play_sound (sound_find ("fumble_spell")); |
1137 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1051 | op->failmsg ("You fumble the prayer."); |
1138 | |
1052 | |
1139 | 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); |
1140 | return 0; |
1054 | return 0; |
1141 | } |
1055 | } |
1142 | else if (spell_ob->stats.sp) |
1056 | else if (spell_ob->stats.sp) |
1143 | { |
1057 | { |
1144 | 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; |
1145 | |
1059 | |
1146 | if (failure < 0) |
1060 | if (failure < 0) |
1147 | { |
1061 | { |
1148 | 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."); |
1149 | if (settings.spell_failure_effects == TRUE) |
1063 | if (settings.spell_failure_effects == TRUE) |
1150 | 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); |
1151 | |
1065 | |
1152 | 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); |
1153 | return 0; |
1067 | return 0; |
1154 | } |
1068 | } |
1155 | } |
1069 | } |
1156 | } |
1070 | } |
1157 | } |
1071 | } |
1158 | |
1072 | |
1159 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1073 | int mflags = op->ms ().flags (); |
1160 | |
1074 | |
1161 | /* 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 |
1162 | * not alive, then this would mean that the mapmaker put the |
1076 | * not alive, then this would mean that the mapmaker put the |
1163 | * objects on the space - presume that they know what they are |
1077 | * objects on the space - presume that they know what they are |
1164 | * doing. |
1078 | * doing. |
1165 | */ |
1079 | */ |
1166 | |
1080 | |
1167 | 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 :-)! |
1168 | { |
1082 | { |
1169 | 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!"); |
1170 | return 0; |
1084 | return 0; |
1171 | } |
1085 | } |
1172 | |
1086 | |
1173 | if ((spell_ob->type == SPELL) |
1087 | if ((spell_ob->type == SPELL) |
1174 | && (caster->type != POTION) |
1088 | && (caster->type != POTION) |
… | |
… | |
1179 | { |
1093 | { |
1180 | if (op->type != PLAYER) |
1094 | if (op->type != PLAYER) |
1181 | return 0; |
1095 | return 0; |
1182 | |
1096 | |
1183 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1097 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1184 | 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)); |
1185 | else if (object *item = op->contr->ranged_ob) |
1099 | else if (object *item = op->contr->ranged_ob) |
1186 | { |
1100 | { |
1187 | if (item->type == SPELL) |
1101 | if (item->type == SPELL) |
1188 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1102 | op->failmsg ("Something blocks your spellcasting."); |
1189 | else if (item->type == SCROLL) |
1103 | else if (item->type == SCROLL) |
1190 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
1104 | op->failmsg ("Something blocks the magic of your scroll."); |
1191 | else |
1105 | else |
1192 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
1106 | op->failmsg ("Something blocks the magic of your item."); |
1193 | } |
1107 | } |
1194 | else |
1108 | else |
1195 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); |
1109 | op->failmsg ("Something blocks the spell!"); |
1196 | |
1110 | |
1197 | return 0; |
1111 | return 0; |
1198 | } |
1112 | } |
1199 | |
1113 | |
1200 | /* Take into account how long it takes to cast the spell. |
1114 | /* Take into account how long it takes to cast the spell. |
… | |
… | |
1230 | if (op != caster && !skill && caster->skill) |
1144 | if (op != caster && !skill && caster->skill) |
1231 | { |
1145 | { |
1232 | skill = find_skill_by_name (op, caster->skill); |
1146 | skill = find_skill_by_name (op, caster->skill); |
1233 | if (!skill) |
1147 | if (!skill) |
1234 | { |
1148 | { |
1235 | 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))); |
1236 | return 0; |
1150 | return 0; |
1237 | } |
1151 | } |
1238 | |
1152 | |
1239 | op->change_skill (skill); /* needed for proper exp credit */ |
1153 | op->change_skill (skill); /* needed for proper exp credit */ |
1240 | } |
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); |
1241 | |
1158 | |
1242 | switch (spell_ob->subtype) |
1159 | switch (spell_ob->subtype) |
1243 | { |
1160 | { |
1244 | /* 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 |
1245 | * in in spells.h. |
1162 | * in in spells.h. |
… | |
… | |
1279 | case SP_SMITE: |
1196 | case SP_SMITE: |
1280 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1197 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1281 | break; |
1198 | break; |
1282 | |
1199 | |
1283 | case SP_MAGIC_MISSILE: |
1200 | case SP_MAGIC_MISSILE: |
1284 | 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); |
1285 | break; |
1202 | break; |
1286 | |
1203 | |
1287 | case SP_SUMMON_GOLEM: |
1204 | case SP_SUMMON_GOLEM: |
1288 | success = summon_golem (op, caster, dir, spell_ob); |
1205 | success = summon_golem (op, caster, dir, spell_ob); |
1289 | break; |
1206 | break; |
… | |
… | |
1366 | #ifdef NO_POLYMORPH |
1283 | #ifdef NO_POLYMORPH |
1367 | /* 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 |
1368 | * 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 |
1369 | * it was disabled), they get some feedback. |
1286 | * it was disabled), they get some feedback. |
1370 | */ |
1287 | */ |
1371 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1288 | op->failmsg ("The spell fizzles!"); |
1372 | success = 0; |
1289 | success = 0; |
1373 | #else |
1290 | #else |
1374 | success = cast_polymorph (op, caster, spell_ob, dir); |
1291 | success = cast_polymorph (op, caster, spell_ob, dir); |
1375 | #endif |
1292 | #endif |
1376 | break; |
1293 | break; |
… | |
… | |
1396 | break; |
1313 | break; |
1397 | |
1314 | |
1398 | case SP_MOVING_BALL: |
1315 | case SP_MOVING_BALL: |
1399 | 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) |
1400 | { |
1317 | { |
1401 | 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)); |
1402 | success = 0; |
1319 | success = 0; |
1403 | } |
1320 | } |
1404 | else |
1321 | else |
1405 | 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); |
1406 | break; |
1323 | break; |
1407 | |
1324 | |
1408 | case SP_SWARM: |
1325 | case SP_SWARM: |
1409 | success = fire_swarm (op, caster, spell_ob, dir); |
1326 | success = fire_swarm (op, caster, spell_ob, dir); |
1410 | break; |
1327 | break; |
… | |
… | |
1448 | |
1365 | |
1449 | case SP_AURA: |
1366 | case SP_AURA: |
1450 | success = create_aura (op, caster, spell_ob); |
1367 | success = create_aura (op, caster, spell_ob); |
1451 | break; |
1368 | break; |
1452 | |
1369 | |
1453 | case SP_TOWN_PORTAL: |
|
|
1454 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1455 | break; |
|
|
1456 | |
|
|
1457 | case SP_PARTY_SPELL: |
1370 | case SP_PARTY_SPELL: |
1458 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1371 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1459 | break; |
1372 | break; |
1460 | |
1373 | |
1461 | default: |
1374 | default: |
1462 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1463 | 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); |
1464 | } |
1376 | } |
1465 | |
1377 | |
1466 | /* FIXME - we need some better sound suppport */ |
1378 | op->play_sound ( |
1467 | // yes, for example, augment map info with the spell effect |
1379 | success |
1468 | // so clients can calculate the sounds themselves |
1380 | ? spell_ob->sound |
1469 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
1381 | ? spell_ob->sound |
|
|
1382 | : sound_find ("spell_success") |
|
|
1383 | : sound_find ("fumble_spell") |
|
|
1384 | ); |
1470 | |
1385 | |
1471 | return success; |
1386 | return success; |
1472 | } |
1387 | } |
1473 | |
1388 | |
1474 | |
|
|
1475 | /* This is called from time.c/process_object(). That function |
1389 | /* This is called from time.c/process_object(). That function |
1476 | * calls this for any SPELL_EFFECT type objects. This function |
1390 | * calls this for any SPELL_EFFECT type objects. This function |
1477 | * then dispatches them to the appropriate specific routines. |
1391 | * then dispatches them to the appropriate specific routines. |
1478 | */ |
1392 | */ |
1479 | void |
1393 | void |
1480 | move_spell_effect (object *op) |
1394 | move_spell_effect (object *op) |
1481 | { |
1395 | { |
… | |
… | |
1539 | check_bullet (op); |
1453 | check_bullet (op); |
1540 | return; |
1454 | return; |
1541 | } |
1455 | } |
1542 | } |
1456 | } |
1543 | |
1457 | |
1544 | /* This is called by move_apply. Basically, if someone |
1458 | /* This is called by move_apply. Basically, if someone |
1545 | * 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 |
1546 | * are set, this is called. This should only be called for |
1460 | * are set, this is called. This should only be called for |
1547 | * objects of the appropraite type. |
1461 | * objects of the appropriate type. |
1548 | */ |
1462 | */ |
1549 | void |
1463 | void |
1550 | apply_spell_effect (object *spell, object *victim) |
1464 | apply_spell_effect (object *spell, object *victim) |
1551 | { |
1465 | { |
1552 | switch (spell->subtype) |
1466 | switch (spell->subtype) |
… | |
… | |
1572 | else if (victim->materialname) |
1486 | else if (victim->materialname) |
1573 | save_throw_object (victim, spell->attacktype, spell); |
1487 | save_throw_object (victim, spell->attacktype, spell); |
1574 | break; |
1488 | break; |
1575 | } |
1489 | } |
1576 | } |
1490 | } |
|
|
1491 | |