1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT 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 3 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, |
… | |
… | |
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, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <spells.h> |
25 | #include <spells.h> |
26 | #include <object.h> |
26 | #include <object.h> |
… | |
… | |
36 | */ |
36 | */ |
37 | object * |
37 | object * |
38 | find_random_spell_in_ob (object *ob, const char *skill) |
38 | find_random_spell_in_ob (object *ob, const char *skill) |
39 | { |
39 | { |
40 | int k = 0, s; |
40 | int k = 0, s; |
41 | object *tmp; |
|
|
42 | |
41 | |
43 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
42 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
43 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
45 | k++; |
44 | k++; |
46 | |
45 | |
47 | /* No spells, no need to progess further */ |
46 | /* No spells, no need to progess further */ |
48 | if (!k) |
47 | if (!k) |
49 | return NULL; |
48 | return NULL; |
50 | |
49 | |
51 | s = RANDOM () % k; |
50 | s = RANDOM () % k; |
52 | |
51 | |
53 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
52 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
53 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
55 | { |
|
|
56 | if (!s) |
54 | if (!s) |
57 | return tmp; |
55 | return tmp; |
58 | else |
56 | else |
59 | s--; |
57 | s--; |
60 | } |
58 | |
61 | /* Should never get here, but just in case */ |
59 | /* Should never get here, but just in case */ |
62 | return NULL; |
60 | return 0; |
63 | } |
61 | } |
64 | |
62 | |
65 | /* Relatively simple function that gets used a lot. |
63 | /* Relatively simple function that gets used a lot. |
66 | * Basically, it sets up the skill pointer for the spell being |
64 | * Basically, it sets up the skill pointer for the spell being |
67 | * cast. If op is really casting the spell, then the skill |
65 | * cast. If op is really casting the spell, then the skill |
… | |
… | |
77 | dest->skill = spob->skill; |
75 | dest->skill = spob->skill; |
78 | else |
76 | else |
79 | dest->skill = caster->skill; |
77 | dest->skill = caster->skill; |
80 | } |
78 | } |
81 | |
79 | |
82 | /* init_spells: This should really be called check_spells, as that |
|
|
83 | * is what it does. It goes through the spells looking for any |
|
|
84 | * obvious errors. This was most useful in debugging when re-doing |
|
|
85 | * all the spells to catch simple errors. To use it all the time |
|
|
86 | * will result in it spitting out messages that aren't really errors. |
|
|
87 | */ |
|
|
88 | void |
|
|
89 | init_spells (void) |
|
|
90 | { |
|
|
91 | #ifdef SPELL_DEBUG |
|
|
92 | static int init_spells_done = 0; |
|
|
93 | int i; |
|
|
94 | archetype *at; |
|
|
95 | |
|
|
96 | if (init_spells_done) |
|
|
97 | return; |
|
|
98 | LOG (llevDebug, "Checking spells...\n"); |
|
|
99 | |
|
|
100 | for_all_archetypes (at) |
|
|
101 | { |
|
|
102 | if (at->type == SPELL) |
|
|
103 | { |
|
|
104 | if (at->skill) |
|
|
105 | { |
|
|
106 | for (i = 1; i < NUM_SKILLS; i++) |
|
|
107 | if (!strcmp (skill_names[i], at->skill)) |
|
|
108 | break; |
|
|
109 | if (i == NUM_SKILLS) |
|
|
110 | { |
|
|
111 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill); |
|
|
112 | } |
|
|
113 | } |
|
|
114 | /* other_arch is already checked for in the loader */ |
|
|
115 | } |
|
|
116 | } |
|
|
117 | |
|
|
118 | i = 0; |
|
|
119 | while (spell_mapping[i]) |
|
|
120 | { |
|
|
121 | if (!archetype::find (spell_mapping[i])) |
|
|
122 | { |
|
|
123 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
|
|
124 | } |
|
|
125 | i++; |
|
|
126 | } |
|
|
127 | LOG (llevDebug, "Checking spells completed.\n"); |
|
|
128 | #endif |
|
|
129 | } |
|
|
130 | |
|
|
131 | /* Dumps all the spells - now also dumps skill associated with the spell. |
|
|
132 | * not sure what this would be used for, as the data seems pretty |
|
|
133 | * minimal, but easy enough to keep around. |
|
|
134 | */ |
|
|
135 | void |
|
|
136 | dump_spells () |
|
|
137 | { |
|
|
138 | for_all_archetypes (at) |
|
|
139 | if (at->type == SPELL) |
|
|
140 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name, |
|
|
141 | &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level); |
|
|
142 | } |
|
|
143 | |
|
|
144 | /* pretty basic function - basically just takes |
80 | /* pretty basic function - basically just takes |
145 | * 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 |
146 | */ |
82 | */ |
147 | void |
83 | void |
148 | 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) |
149 | { |
85 | { |
150 | if (spob->other_arch) |
86 | if (spob->other_arch) |
151 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
87 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
|
|
88 | } |
|
|
89 | |
|
|
90 | static int |
|
|
91 | attuned_bonus (object *caster, object *spell, int level) |
|
|
92 | { |
|
|
93 | // compute the attuned/repelled bonus |
|
|
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); |
152 | } |
98 | } |
153 | |
99 | |
154 | /* |
100 | /* |
155 | * This function takes a caster and spell and presents the |
101 | * This function takes a caster and spell and presents the |
156 | * effective level the caster needs to be to cast the spell. |
102 | * effective level the caster needs to be to cast the spell. |
… | |
… | |
162 | * Returns modified level. |
108 | * Returns modified level. |
163 | */ |
109 | */ |
164 | int |
110 | int |
165 | min_casting_level (object *caster, object *spell) |
111 | min_casting_level (object *caster, object *spell) |
166 | { |
112 | { |
167 | int new_level; |
|
|
168 | |
|
|
169 | if (caster->path_denied & spell->path_attuned) |
113 | if (caster->path_denied & spell->path_attuned) |
170 | return 1; |
114 | return 500; |
171 | |
115 | |
172 | new_level = spell->level |
116 | return max (1, spell->level + attuned_bonus (caster, spell, spell->level)); |
173 | + (caster->path_repelled & spell->path_attuned ? +2 : 0) |
|
|
174 | + (caster->path_attuned & spell->path_attuned ? -2 : 0); |
|
|
175 | |
|
|
176 | return max (1, new_level); |
|
|
177 | } |
117 | } |
178 | |
118 | |
179 | /* This function returns the effective level the spell |
119 | /* This function returns the effective level the spell |
180 | * is being cast at. |
120 | * is being cast at. |
181 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
|
|
182 | * This is because the new code compares casting_level against |
|
|
183 | * min_caster_level, so the difference is effectively 4 |
|
|
184 | */ |
121 | */ |
185 | int |
122 | int |
186 | caster_level (object *caster, object *spell) |
123 | casting_level (object *caster, object *spell) |
187 | { |
124 | { |
188 | int level = caster->level; |
125 | int level = caster->level; |
189 | |
|
|
190 | /* If this is a player, try to find the matching skill */ |
|
|
191 | if (caster->type == PLAYER && spell->skill) |
|
|
192 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
193 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
|
|
194 | { |
|
|
195 | level = caster->contr->last_skill_ob[i]->level; |
|
|
196 | break; |
|
|
197 | } |
|
|
198 | |
126 | |
199 | /* 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. */ |
200 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
128 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
201 | { |
129 | { |
202 | 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); |
203 | int sk_level = skill ? skill->level : 1; |
131 | int sk_level = skill ? skill->level : 1; |
204 | |
132 | |
205 | level = MIN (level, sk_level + level / 10 + 1); |
133 | level = min (level, sk_level + level / 10 + 1); |
206 | } |
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; |
207 | |
138 | |
208 | /* Got valid caster level. Now adjust for attunement */ |
139 | int bonus = attuned_bonus (caster, spell, level); |
209 | level += caster->path_repelled & spell->path_attuned ? -2 : 0; |
140 | |
210 | level += caster->path_attuned & spell->path_attuned ? +2 : 0; |
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); |
211 | |
146 | |
212 | /* 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 |
213 | * errors in various places. |
148 | * errors in various places. |
214 | */ |
149 | */ |
215 | return max (level, 1); |
150 | return max (level, 1); |
… | |
… | |
224 | * caster is what is casting the spell, can be op. |
159 | * caster is what is casting the spell, can be op. |
225 | * spell is the spell object. |
160 | * spell is the spell object. |
226 | * 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 |
227 | * mana. In that case, we return which ever value is higher. |
162 | * mana. In that case, we return which ever value is higher. |
228 | */ |
163 | */ |
229 | |
|
|
230 | sint16 |
164 | sint16 |
231 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
165 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
232 | { |
166 | { |
233 | int sp, grace, level = caster_level (caster, spell); |
167 | int sp, grace, level = casting_level (caster, spell); |
234 | |
168 | |
235 | if (settings.spellpoint_level_depend == TRUE) |
169 | if (settings.spellpoint_level_depend == TRUE) |
236 | { |
170 | { |
237 | if (spell->stats.sp && spell->stats.maxsp) |
171 | if (spell->stats.sp && spell->stats.maxsp) |
238 | { |
172 | { |
… | |
… | |
259 | else |
193 | else |
260 | { |
194 | { |
261 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
195 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
262 | if (spell->stats.sp && !sp) |
196 | if (spell->stats.sp && !sp) |
263 | sp = 1; |
197 | sp = 1; |
|
|
198 | |
264 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
199 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
265 | if (spell->stats.grace && !grace) |
200 | if (spell->stats.grace && !grace) |
266 | grace = 1; |
201 | grace = 1; |
267 | } |
202 | } |
|
|
203 | |
268 | if (flags == SPELL_HIGHEST) |
204 | if (flags == SPELL_HIGHEST) |
269 | return MAX (sp, grace); |
205 | return MAX (sp, grace); |
270 | else if (flags == SPELL_GRACE) |
206 | else if (flags == SPELL_GRACE) |
271 | return grace; |
207 | return grace; |
272 | else if (flags == SPELL_MANA) |
208 | else if (flags == SPELL_MANA) |
… | |
… | |
276 | 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); |
277 | return 0; |
213 | return 0; |
278 | } |
214 | } |
279 | } |
215 | } |
280 | |
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 | } |
281 | |
227 | |
282 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
228 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
283 | * spob is the spell we are adjusting. |
229 | * spob is the spell we are adjusting. |
284 | */ |
230 | */ |
285 | int |
231 | int |
286 | SP_level_dam_adjust (object *caster, object *spob) |
232 | SP_level_dam_adjust (object *caster, object *spob) |
287 | { |
233 | { |
288 | int level = caster_level (caster, spob); |
|
|
289 | int adj = level - min_casting_level (caster, spob); |
|
|
290 | |
|
|
291 | if (adj < 0) |
|
|
292 | adj = 0; |
|
|
293 | if (spob->dam_modifier) |
234 | if (!spob->dam_modifier) |
294 | adj /= spob->dam_modifier; |
|
|
295 | else |
|
|
296 | adj = 0; |
|
|
297 | return adj; |
235 | return 0; |
|
|
236 | |
|
|
237 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
298 | } |
238 | } |
299 | |
239 | |
300 | /* Adjust the strength of the spell based on level. |
240 | /* Adjust the strength of the spell based on level. |
301 | * This is basically the same as SP_level_dam_adjust above, |
241 | * This is basically the same as SP_level_dam_adjust above, |
302 | * but instead looks at the level_modifier value. |
242 | * but instead looks at the level_modifier value. |
303 | */ |
243 | */ |
304 | int |
244 | int |
305 | SP_level_duration_adjust (object *caster, object *spob) |
245 | SP_level_duration_adjust (object *caster, object *spob) |
306 | { |
246 | { |
307 | int level = caster_level (caster, spob); |
|
|
308 | int adj = level - min_casting_level (caster, spob); |
|
|
309 | |
|
|
310 | if (adj < 0) |
|
|
311 | adj = 0; |
|
|
312 | if (spob->duration_modifier) |
247 | if (!spob->duration_modifier) |
313 | adj /= spob->duration_modifier; |
|
|
314 | else |
|
|
315 | adj = 0; |
|
|
316 | |
|
|
317 | return adj; |
248 | return 0; |
|
|
249 | |
|
|
250 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
318 | } |
251 | } |
319 | |
252 | |
320 | /* Adjust the strength of the spell based on level. |
253 | /* Adjust the strength of the spell based on level. |
321 | * This is basically the same as SP_level_dam_adjust above, |
254 | * This is basically the same as SP_level_dam_adjust above, |
322 | * but instead looks at the level_modifier value. |
255 | * but instead looks at the level_modifier value. |
323 | */ |
256 | */ |
324 | int |
257 | int |
325 | SP_level_range_adjust (object *caster, object *spob) |
258 | SP_level_range_adjust (object *caster, object *spob) |
326 | { |
259 | { |
327 | int level = caster_level (caster, spob); |
|
|
328 | int adj = level - min_casting_level (caster, spob); |
|
|
329 | |
|
|
330 | if (adj < 0) |
|
|
331 | adj = 0; |
|
|
332 | if (spob->range_modifier) |
260 | if (!spob->range_modifier) |
333 | adj /= spob->range_modifier; |
|
|
334 | else |
|
|
335 | adj = 0; |
|
|
336 | |
|
|
337 | return adj; |
261 | return 0; |
|
|
262 | |
|
|
263 | return SP_casting_level (caster, spob) / spob->range_modifier; |
338 | } |
264 | } |
339 | |
265 | |
340 | /* 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 |
341 | * as an existing spell, we presume they know it. |
267 | * as an existing spell, we presume they know it. |
342 | * 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. |
343 | */ |
269 | */ |
344 | object * |
270 | object * |
345 | check_spell_known (object *op, const char *name) |
271 | check_spell_known (object *op, const char *name) |
346 | { |
272 | { |
347 | object *spop; |
273 | object *spop; |
|
|
274 | shstr_cmp name_ (name); |
348 | |
275 | |
349 | for (spop = op->inv; spop; spop = spop->below) |
276 | for (spop = op->inv; spop; spop = spop->below) |
350 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
277 | if (spop->type == SPELL && spop->name == name) |
351 | return spop; |
278 | return spop; |
352 | |
279 | |
353 | return NULL; |
280 | return 0; |
354 | } |
281 | } |
355 | |
|
|
356 | |
282 | |
357 | /* |
283 | /* |
358 | * Look at object 'op' and see if they know the spell |
284 | * Look at object 'op' and see if they know the spell |
359 | * spname. This is pretty close to check_spell_known |
285 | * spname. This is pretty close to check_spell_known |
360 | * above, but it uses a looser matching mechanism. |
286 | * above, but it uses a looser matching mechanism. |
361 | * returns the matching spell object, or NULL. |
287 | * returns the matching spell object, or NULL. |
362 | * If we match multiple spells but don't get an |
288 | * If we match multiple spells but don't get an |
363 | * exact match, we also return NULL. |
289 | * exact match, we also return NULL. |
364 | */ |
290 | */ |
365 | |
|
|
366 | object * |
291 | object * |
367 | lookup_spell_by_name (object *op, const char *spname) |
292 | lookup_spell_by_name (object *op, const char *spname) |
368 | { |
293 | { |
369 | object *spob1 = NULL, *spob2 = NULL, *spob; |
294 | object *spob1 = NULL, *spob2 = NULL, *spob; |
370 | int nummatch = 0; |
295 | int nummatch = 0; |
… | |
… | |
416 | * eg, updated for tiled maps. |
341 | * eg, updated for tiled maps. |
417 | */ |
342 | */ |
418 | int |
343 | int |
419 | reflwall (maptile *m, int x, int y, object *sp_op) |
344 | reflwall (maptile *m, int x, int y, object *sp_op) |
420 | { |
345 | { |
421 | object *op; |
|
|
422 | |
|
|
423 | if (OUT_OF_REAL_MAP (m, x, y)) |
346 | if (OUT_OF_REAL_MAP (m, x, y)) |
424 | return 0; |
347 | return 0; |
|
|
348 | |
425 | 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) |
426 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
350 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
427 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
351 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
428 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
352 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
429 | return 1; |
353 | return 1; |
430 | |
354 | |
… | |
… | |
475 | { |
399 | { |
476 | if (!xy_normalise (m, x, y)) |
400 | if (!xy_normalise (m, x, y)) |
477 | return 0; |
401 | return 0; |
478 | |
402 | |
479 | mapspace &ms = m->at (x, y); |
403 | mapspace &ms = m->at (x, y); |
|
|
404 | ms.update (); |
480 | |
405 | |
481 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
406 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
482 | return 0; |
407 | return 0; |
483 | |
408 | |
484 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
409 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
… | |
… | |
520 | /* |
445 | /* |
521 | * Combine similar spell effects into one spell effect. Needed for |
446 | * Combine similar spell effects into one spell effect. Needed for |
522 | * performance reasons with meteor swarm and the like, but also for |
447 | * performance reasons with meteor swarm and the like, but also for |
523 | * playability reasons. |
448 | * playability reasons. |
524 | */ |
449 | */ |
525 | if (tmp->arch == op->arch |
450 | if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
526 | && tmp->type == op->type |
451 | && tmp->type == op->type |
527 | && tmp->subtype == op->subtype |
452 | && tmp->subtype == op->subtype |
528 | && tmp->owner == op->owner |
453 | && tmp->owner == op->owner |
529 | && ((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))) |
530 | { |
455 | { |
… | |
… | |
554 | * returns 0 on failure, 1 on success. |
479 | * returns 0 on failure, 1 on success. |
555 | */ |
480 | */ |
556 | int |
481 | int |
557 | 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) |
558 | { |
483 | { |
559 | object *tmp; |
|
|
560 | int mflags; |
|
|
561 | maptile *m; |
|
|
562 | |
|
|
563 | if (spell->other_arch == NULL) |
484 | if (!spell->other_arch) |
564 | return 0; |
485 | return 0; |
565 | |
486 | |
566 | m = op->map; |
487 | object *tmp = spell->other_arch->instance (); |
567 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
568 | if (mflags & P_OUT_OF_MAP) |
|
|
569 | { |
|
|
570 | return 0; |
|
|
571 | } |
|
|
572 | |
488 | |
573 | tmp = arch_to_object (spell->other_arch); |
489 | if (!tmp) |
574 | |
|
|
575 | if (tmp == NULL) |
|
|
576 | return 0; |
490 | return 0; |
577 | |
|
|
578 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
579 | { |
|
|
580 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
581 | tmp->destroy (); |
|
|
582 | return 0; |
|
|
583 | } |
|
|
584 | |
491 | |
585 | 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); |
586 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
493 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
587 | /* 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 */ |
588 | tmp->stats.food = tmp->duration; |
495 | tmp->stats.food = tmp->duration; |
589 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
496 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
590 | tmp->attacktype = spell->attacktype; |
497 | tmp->attacktype = spell->attacktype; |
591 | tmp->x = x; |
|
|
592 | tmp->y = y; |
|
|
593 | tmp->direction = dir; |
498 | tmp->direction = dir; |
594 | if (op->owner != NULL) |
|
|
595 | tmp->set_owner (op); |
499 | tmp->set_owner (op); |
596 | else |
|
|
597 | tmp->set_owner (op); |
|
|
598 | tmp->level = caster_level (caster, spell); |
500 | tmp->level = casting_level (caster, spell); |
599 | set_spell_skill (op, caster, spell, tmp); |
501 | set_spell_skill (op, caster, spell, tmp); |
600 | |
502 | |
601 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
503 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
602 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
504 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
603 | { |
|
|
604 | if (!tailor_god_spell (tmp, op)) |
505 | if (!tailor_god_spell (tmp, op)) |
605 | return 0; |
506 | return 0; |
606 | } |
507 | |
607 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
508 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
608 | SET_ANIMATION (tmp, dir); |
509 | SET_ANIMATION (tmp, dir); |
609 | |
510 | |
610 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
511 | if ((tmp = op->map->insert (tmp, x, y, op))) |
611 | move_spell_effect (tmp); |
512 | move_spell_effect (tmp); |
612 | |
513 | |
613 | return 1; |
514 | return 1; |
614 | } |
515 | } |
615 | |
516 | |
… | |
… | |
670 | if (!tmp) |
571 | if (!tmp) |
671 | tmp = op->ms ().player (); |
572 | tmp = op->ms ().player (); |
672 | |
573 | |
673 | return tmp; |
574 | return tmp; |
674 | } |
575 | } |
675 | |
|
|
676 | |
|
|
677 | |
576 | |
678 | /* raytrace: |
577 | /* raytrace: |
679 | * 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 |
680 | * 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 |
681 | * live objects. |
580 | * live objects. |
… | |
… | |
684 | * monsters/generators only. If not, the spell will hunt players only. |
583 | * monsters/generators only. If not, the spell will hunt players only. |
685 | * 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 |
686 | * any, otherwise -1. |
585 | * any, otherwise -1. |
687 | * 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. |
688 | */ |
587 | */ |
689 | |
|
|
690 | int |
588 | int |
691 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
589 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
692 | { |
590 | { |
693 | int i, max = SIZEOFFREE; |
591 | int i, max = SIZEOFFREE; |
694 | sint16 nx, ny; |
592 | sint16 nx, ny; |
… | |
… | |
774 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
672 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
775 | |
673 | |
776 | insert_ob_in_map (head, op->map, op, 0); |
674 | insert_ob_in_map (head, op->map, op, 0); |
777 | |
675 | |
778 | /* thought it'd be cool to insert a burnout, too. */ |
676 | /* thought it'd be cool to insert a burnout, too. */ |
779 | 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); |
780 | } |
678 | } |
781 | } |
679 | } |
782 | |
680 | |
783 | /* peterm: function which summons hostile monsters and |
681 | /* peterm: function which summons hostile monsters and |
784 | * places them in nearby squares. |
682 | * places them in nearby squares. |
… | |
… | |
1078 | * 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 |
1079 | * at least process that code. |
977 | * at least process that code. |
1080 | */ |
978 | */ |
1081 | if (op->type == PLAYER && op == caster) |
979 | if (op->type == PLAYER && op == caster) |
1082 | { |
980 | { |
1083 | cast_level = caster_level (caster, spell_ob); |
|
|
1084 | |
|
|
1085 | if (spell_ob->skill) |
981 | if (spell_ob->skill) |
1086 | { |
982 | { |
1087 | skill = find_skill_by_name (op, spell_ob->skill); |
983 | skill = find_skill_by_name (op, spell_ob->skill); |
1088 | |
984 | |
1089 | if (!skill) |
985 | if (!skill) |
1090 | { |
986 | { |
1091 | op->failmsg (format ("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)); |
1092 | return 0; |
991 | return 0; |
1093 | } |
992 | } |
1094 | |
993 | |
1095 | 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) |
1096 | { |
999 | { |
|
|
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 | { |
1097 | op->failmsg ("You lack enough skill to cast that spell!"); |
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 ()) |
1098 | return 0; |
1016 | return 0; |
1099 | } |
1017 | } |
1100 | } |
1018 | } |
1101 | |
1019 | |
1102 | /* 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 |
1103 | * to have sufficient grace/mana. |
1021 | * to have sufficient grace/mana. |
… | |
… | |
1278 | case SP_SMITE: |
1196 | case SP_SMITE: |
1279 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1197 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1280 | break; |
1198 | break; |
1281 | |
1199 | |
1282 | case SP_MAGIC_MISSILE: |
1200 | case SP_MAGIC_MISSILE: |
1283 | 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); |
1284 | break; |
1202 | break; |
1285 | |
1203 | |
1286 | case SP_SUMMON_GOLEM: |
1204 | case SP_SUMMON_GOLEM: |
1287 | success = summon_golem (op, caster, dir, spell_ob); |
1205 | success = summon_golem (op, caster, dir, spell_ob); |
1288 | break; |
1206 | break; |
… | |
… | |
1399 | { |
1317 | { |
1400 | op->failmsg (format ("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)); |
1401 | success = 0; |
1319 | success = 0; |
1402 | } |
1320 | } |
1403 | else |
1321 | else |
1404 | 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); |
1405 | break; |
1323 | break; |
1406 | |
1324 | |
1407 | case SP_SWARM: |
1325 | case SP_SWARM: |
1408 | success = fire_swarm (op, caster, spell_ob, dir); |
1326 | success = fire_swarm (op, caster, spell_ob, dir); |
1409 | break; |
1327 | break; |
… | |
… | |
1535 | check_bullet (op); |
1453 | check_bullet (op); |
1536 | return; |
1454 | return; |
1537 | } |
1455 | } |
1538 | } |
1456 | } |
1539 | |
1457 | |
1540 | /* This is called by move_apply. Basically, if someone |
1458 | /* This is called by move_apply. Basically, if someone |
1541 | * 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 |
1542 | * are set, this is called. This should only be called for |
1460 | * are set, this is called. This should only be called for |
1543 | * objects of the appropraite type. |
1461 | * objects of the appropriate type. |
1544 | */ |
1462 | */ |
1545 | void |
1463 | void |
1546 | apply_spell_effect (object *spell, object *victim) |
1464 | apply_spell_effect (object *spell, object *victim) |
1547 | { |
1465 | { |
1548 | switch (spell->subtype) |
1466 | switch (spell->subtype) |