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; |
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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 |
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83 | * is what it does. It goes through the spells looking for any |
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84 | * obvious errors. This was most useful in debugging when re-doing |
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85 | * all the spells to catch simple errors. To use it all the time |
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86 | * will result in it spitting out messages that aren't really errors. |
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87 | */ |
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88 | void |
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89 | init_spells (void) |
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90 | { |
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91 | #ifdef SPELL_DEBUG |
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92 | static int init_spells_done = 0; |
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93 | int i; |
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94 | archetype *at; |
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95 | |
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96 | if (init_spells_done) |
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97 | return; |
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98 | LOG (llevDebug, "Checking spells...\n"); |
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99 | |
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100 | for_all_archetypes (at) |
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101 | { |
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102 | if (at->type == SPELL) |
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103 | { |
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104 | if (at->skill) |
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105 | { |
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106 | for (i = 1; i < NUM_SKILLS; i++) |
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107 | if (!strcmp (skill_names[i], at->skill)) |
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108 | break; |
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109 | if (i == NUM_SKILLS) |
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110 | { |
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111 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill); |
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112 | } |
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113 | } |
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114 | /* other_arch is already checked for in the loader */ |
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115 | } |
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116 | } |
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117 | |
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118 | i = 0; |
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119 | while (spell_mapping[i]) |
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120 | { |
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121 | if (!archetype::find (spell_mapping[i])) |
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122 | { |
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123 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
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124 | } |
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125 | i++; |
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126 | } |
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127 | LOG (llevDebug, "Checking spells completed.\n"); |
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128 | #endif |
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129 | } |
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130 | |
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131 | /* Dumps all the spells - now also dumps skill associated with the spell. |
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132 | * not sure what this would be used for, as the data seems pretty |
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133 | * minimal, but easy enough to keep around. |
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134 | */ |
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135 | void |
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136 | dump_spells () |
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137 | { |
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138 | for_all_archetypes (at) |
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139 | if (at->type == SPELL) |
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140 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name, |
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141 | &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level); |
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142 | } |
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143 | |
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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); |
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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); |
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; |
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168 | |
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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) |
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174 | + (caster->path_attuned & spell->path_attuned ? -2 : 0); |
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175 | |
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176 | return max (1, new_level); |
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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. |
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182 | * This is because the new code compares casting_level against |
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183 | * min_caster_level, so the difference is effectively 4 |
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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 | |
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190 | /* If this is a player, try to find the matching skill */ |
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191 | if (caster->type == PLAYER && spell->skill) |
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192 | for (int i = 0; i < NUM_SKILLS; i++) |
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193 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
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194 | { |
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195 | level = caster->contr->last_skill_ob[i]->level; |
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196 | break; |
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197 | } |
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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 | } |
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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; |
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; |
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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); |
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 | |
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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; |
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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 | } |
268 | |
203 | |
… | |
… | |
277 | 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); |
278 | return 0; |
213 | return 0; |
279 | } |
214 | } |
280 | } |
215 | } |
281 | |
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 | } |
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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 | if (!spob->dam_modifier) |
234 | if (!spob->dam_modifier) |
289 | return 0; |
235 | return 0; |
290 | |
236 | |
291 | int level = caster_level (caster, spob); |
|
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292 | return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; |
237 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
293 | } |
238 | } |
294 | |
239 | |
295 | /* Adjust the strength of the spell based on level. |
240 | /* Adjust the strength of the spell based on level. |
296 | * This is basically the same as SP_level_dam_adjust above, |
241 | * This is basically the same as SP_level_dam_adjust above, |
297 | * but instead looks at the level_modifier value. |
242 | * but instead looks at the level_modifier value. |
… | |
… | |
300 | SP_level_duration_adjust (object *caster, object *spob) |
245 | SP_level_duration_adjust (object *caster, object *spob) |
301 | { |
246 | { |
302 | if (!spob->duration_modifier) |
247 | if (!spob->duration_modifier) |
303 | return 0; |
248 | return 0; |
304 | |
249 | |
305 | int level = caster_level (caster, spob); |
|
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306 | return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; |
250 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
307 | } |
251 | } |
308 | |
252 | |
309 | /* Adjust the strength of the spell based on level. |
253 | /* Adjust the strength of the spell based on level. |
310 | * This is basically the same as SP_level_dam_adjust above, |
254 | * This is basically the same as SP_level_dam_adjust above, |
311 | * but instead looks at the level_modifier value. |
255 | * but instead looks at the level_modifier value. |
… | |
… | |
314 | SP_level_range_adjust (object *caster, object *spob) |
258 | SP_level_range_adjust (object *caster, object *spob) |
315 | { |
259 | { |
316 | if (!spob->range_modifier) |
260 | if (!spob->range_modifier) |
317 | return 0; |
261 | return 0; |
318 | |
262 | |
319 | int level = caster_level (caster, spob); |
|
|
320 | return (level - min_casting_level (caster, spob)) / spob->range_modifier; |
263 | return SP_casting_level (caster, spob) / spob->range_modifier; |
321 | } |
264 | } |
322 | |
265 | |
323 | /* 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 |
324 | * as an existing spell, we presume they know it. |
267 | * as an existing spell, we presume they know it. |
325 | * 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. |
326 | */ |
269 | */ |
327 | object * |
270 | object * |
328 | check_spell_known (object *op, const char *name) |
271 | check_spell_known (object *op, const char *name) |
329 | { |
272 | { |
330 | object *spop; |
273 | object *spop; |
|
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274 | shstr_cmp name_ (name); |
331 | |
275 | |
332 | for (spop = op->inv; spop; spop = spop->below) |
276 | for (spop = op->inv; spop; spop = spop->below) |
333 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
277 | if (spop->type == SPELL && spop->name == name) |
334 | return spop; |
278 | return spop; |
335 | |
279 | |
336 | return NULL; |
280 | return 0; |
337 | } |
281 | } |
338 | |
|
|
339 | |
282 | |
340 | /* |
283 | /* |
341 | * Look at object 'op' and see if they know the spell |
284 | * Look at object 'op' and see if they know the spell |
342 | * spname. This is pretty close to check_spell_known |
285 | * spname. This is pretty close to check_spell_known |
343 | * above, but it uses a looser matching mechanism. |
286 | * above, but it uses a looser matching mechanism. |
344 | * returns the matching spell object, or NULL. |
287 | * returns the matching spell object, or NULL. |
345 | * If we match multiple spells but don't get an |
288 | * If we match multiple spells but don't get an |
346 | * exact match, we also return NULL. |
289 | * exact match, we also return NULL. |
347 | */ |
290 | */ |
348 | |
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349 | object * |
291 | object * |
350 | lookup_spell_by_name (object *op, const char *spname) |
292 | lookup_spell_by_name (object *op, const char *spname) |
351 | { |
293 | { |
352 | object *spob1 = NULL, *spob2 = NULL, *spob; |
294 | object *spob1 = NULL, *spob2 = NULL, *spob; |
353 | int nummatch = 0; |
295 | int nummatch = 0; |
… | |
… | |
399 | * eg, updated for tiled maps. |
341 | * eg, updated for tiled maps. |
400 | */ |
342 | */ |
401 | int |
343 | int |
402 | reflwall (maptile *m, int x, int y, object *sp_op) |
344 | reflwall (maptile *m, int x, int y, object *sp_op) |
403 | { |
345 | { |
404 | object *op; |
|
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405 | |
|
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406 | if (OUT_OF_REAL_MAP (m, x, y)) |
346 | if (OUT_OF_REAL_MAP (m, x, y)) |
407 | return 0; |
347 | return 0; |
|
|
348 | |
408 | 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) |
409 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
350 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
410 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
351 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
411 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
352 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
412 | return 1; |
353 | return 1; |
413 | |
354 | |
… | |
… | |
458 | { |
399 | { |
459 | if (!xy_normalise (m, x, y)) |
400 | if (!xy_normalise (m, x, y)) |
460 | return 0; |
401 | return 0; |
461 | |
402 | |
462 | mapspace &ms = m->at (x, y); |
403 | mapspace &ms = m->at (x, y); |
|
|
404 | ms.update (); |
463 | |
405 | |
464 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
406 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
465 | return 0; |
407 | return 0; |
466 | |
408 | |
467 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
409 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
… | |
… | |
503 | /* |
445 | /* |
504 | * Combine similar spell effects into one spell effect. Needed for |
446 | * Combine similar spell effects into one spell effect. Needed for |
505 | * performance reasons with meteor swarm and the like, but also for |
447 | * performance reasons with meteor swarm and the like, but also for |
506 | * playability reasons. |
448 | * playability reasons. |
507 | */ |
449 | */ |
508 | if (tmp->arch == op->arch |
450 | if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
509 | && tmp->type == op->type |
451 | && tmp->type == op->type |
510 | && tmp->subtype == op->subtype |
452 | && tmp->subtype == op->subtype |
511 | && tmp->owner == op->owner |
453 | && tmp->owner == op->owner |
512 | && ((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))) |
513 | { |
455 | { |
… | |
… | |
537 | * returns 0 on failure, 1 on success. |
479 | * returns 0 on failure, 1 on success. |
538 | */ |
480 | */ |
539 | int |
481 | int |
540 | 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) |
541 | { |
483 | { |
542 | object *tmp; |
|
|
543 | int mflags; |
|
|
544 | maptile *m; |
|
|
545 | |
|
|
546 | if (spell->other_arch == NULL) |
484 | if (!spell->other_arch) |
547 | return 0; |
485 | return 0; |
548 | |
486 | |
549 | m = op->map; |
487 | object *tmp = spell->other_arch->instance (); |
550 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
551 | if (mflags & P_OUT_OF_MAP) |
|
|
552 | { |
|
|
553 | return 0; |
|
|
554 | } |
|
|
555 | |
488 | |
556 | tmp = arch_to_object (spell->other_arch); |
489 | if (!tmp) |
557 | |
|
|
558 | if (tmp == NULL) |
|
|
559 | return 0; |
490 | return 0; |
560 | |
|
|
561 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
562 | { |
|
|
563 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
564 | tmp->destroy (); |
|
|
565 | return 0; |
|
|
566 | } |
|
|
567 | |
491 | |
568 | 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); |
569 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
493 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
570 | /* 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 */ |
571 | tmp->stats.food = tmp->duration; |
495 | tmp->stats.food = tmp->duration; |
572 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
496 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
573 | tmp->attacktype = spell->attacktype; |
497 | tmp->attacktype = spell->attacktype; |
574 | tmp->x = x; |
|
|
575 | tmp->y = y; |
|
|
576 | tmp->direction = dir; |
498 | tmp->direction = dir; |
577 | if (op->owner != NULL) |
|
|
578 | tmp->set_owner (op); |
499 | tmp->set_owner (op); |
579 | else |
|
|
580 | tmp->set_owner (op); |
|
|
581 | tmp->level = caster_level (caster, spell); |
500 | tmp->level = casting_level (caster, spell); |
582 | set_spell_skill (op, caster, spell, tmp); |
501 | set_spell_skill (op, caster, spell, tmp); |
583 | |
502 | |
584 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
503 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
585 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
504 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
586 | { |
|
|
587 | if (!tailor_god_spell (tmp, op)) |
505 | if (!tailor_god_spell (tmp, op)) |
588 | return 0; |
506 | return 0; |
589 | } |
507 | |
590 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
508 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
591 | SET_ANIMATION (tmp, dir); |
509 | SET_ANIMATION (tmp, dir); |
592 | |
510 | |
593 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
511 | if ((tmp = op->map->insert (tmp, x, y, op))) |
594 | move_spell_effect (tmp); |
512 | move_spell_effect (tmp); |
595 | |
513 | |
596 | return 1; |
514 | return 1; |
597 | } |
515 | } |
598 | |
516 | |
… | |
… | |
653 | if (!tmp) |
571 | if (!tmp) |
654 | tmp = op->ms ().player (); |
572 | tmp = op->ms ().player (); |
655 | |
573 | |
656 | return tmp; |
574 | return tmp; |
657 | } |
575 | } |
658 | |
|
|
659 | |
|
|
660 | |
576 | |
661 | /* raytrace: |
577 | /* raytrace: |
662 | * 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 |
663 | * 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 |
664 | * live objects. |
580 | * live objects. |
… | |
… | |
667 | * monsters/generators only. If not, the spell will hunt players only. |
583 | * monsters/generators only. If not, the spell will hunt players only. |
668 | * 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 |
669 | * any, otherwise -1. |
585 | * any, otherwise -1. |
670 | * 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. |
671 | */ |
587 | */ |
672 | |
|
|
673 | int |
588 | int |
674 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
589 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
675 | { |
590 | { |
676 | int i, max = SIZEOFFREE; |
591 | int i, max = SIZEOFFREE; |
677 | sint16 nx, ny; |
592 | sint16 nx, ny; |
… | |
… | |
757 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
672 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
758 | |
673 | |
759 | insert_ob_in_map (head, op->map, op, 0); |
674 | insert_ob_in_map (head, op->map, op, 0); |
760 | |
675 | |
761 | /* thought it'd be cool to insert a burnout, too. */ |
676 | /* thought it'd be cool to insert a burnout, too. */ |
762 | 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); |
763 | } |
678 | } |
764 | } |
679 | } |
765 | |
680 | |
766 | /* peterm: function which summons hostile monsters and |
681 | /* peterm: function which summons hostile monsters and |
767 | * places them in nearby squares. |
682 | * places them in nearby squares. |
… | |
… | |
1061 | * 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 |
1062 | * at least process that code. |
977 | * at least process that code. |
1063 | */ |
978 | */ |
1064 | if (op->type == PLAYER && op == caster) |
979 | if (op->type == PLAYER && op == caster) |
1065 | { |
980 | { |
1066 | cast_level = caster_level (caster, spell_ob); |
|
|
1067 | |
|
|
1068 | if (spell_ob->skill) |
981 | if (spell_ob->skill) |
1069 | { |
982 | { |
1070 | skill = find_skill_by_name (op, spell_ob->skill); |
983 | skill = find_skill_by_name (op, spell_ob->skill); |
1071 | |
984 | |
1072 | if (!skill) |
985 | if (!skill) |
1073 | { |
986 | { |
1074 | 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)); |
1075 | return 0; |
991 | return 0; |
1076 | } |
992 | } |
1077 | |
993 | |
1078 | 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) |
1079 | { |
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 | { |
1080 | 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 ()) |
1081 | return 0; |
1016 | return 0; |
1082 | } |
1017 | } |
1083 | } |
1018 | } |
1084 | |
1019 | |
1085 | /* 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 |
1086 | * to have sufficient grace/mana. |
1021 | * to have sufficient grace/mana. |
… | |
… | |
1261 | case SP_SMITE: |
1196 | case SP_SMITE: |
1262 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1197 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1263 | break; |
1198 | break; |
1264 | |
1199 | |
1265 | case SP_MAGIC_MISSILE: |
1200 | case SP_MAGIC_MISSILE: |
1266 | 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); |
1267 | break; |
1202 | break; |
1268 | |
1203 | |
1269 | case SP_SUMMON_GOLEM: |
1204 | case SP_SUMMON_GOLEM: |
1270 | success = summon_golem (op, caster, dir, spell_ob); |
1205 | success = summon_golem (op, caster, dir, spell_ob); |
1271 | break; |
1206 | break; |
… | |
… | |
1382 | { |
1317 | { |
1383 | 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)); |
1384 | success = 0; |
1319 | success = 0; |
1385 | } |
1320 | } |
1386 | else |
1321 | else |
1387 | 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); |
1388 | break; |
1323 | break; |
1389 | |
1324 | |
1390 | case SP_SWARM: |
1325 | case SP_SWARM: |
1391 | success = fire_swarm (op, caster, spell_ob, dir); |
1326 | success = fire_swarm (op, caster, spell_ob, dir); |
1392 | break; |
1327 | break; |
… | |
… | |
1518 | check_bullet (op); |
1453 | check_bullet (op); |
1519 | return; |
1454 | return; |
1520 | } |
1455 | } |
1521 | } |
1456 | } |
1522 | |
1457 | |
1523 | /* This is called by move_apply. Basically, if someone |
1458 | /* This is called by move_apply. Basically, if someone |
1524 | * 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 |
1525 | * are set, this is called. This should only be called for |
1460 | * are set, this is called. This should only be called for |
1526 | * objects of the appropraite type. |
1461 | * objects of the appropriate type. |
1527 | */ |
1462 | */ |
1528 | void |
1463 | void |
1529 | apply_spell_effect (object *spell, object *victim) |
1464 | apply_spell_effect (object *spell, object *victim) |
1530 | { |
1465 | { |
1531 | switch (spell->subtype) |
1466 | switch (spell->subtype) |