1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 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 | * Deliantra 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 |
… | |
… | |
33 | /* This returns a random spell from 'ob'. If skill is set, then |
33 | /* This returns a random spell from 'ob'. If skill is set, then |
34 | * the spell must be of this skill, it can be NULL in which case all |
34 | * the spell must be of this skill, it can be NULL in which case all |
35 | * matching spells are used. |
35 | * matching spells are used. |
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, shstr_cmp skill) |
39 | { |
39 | { |
40 | int k = 0, s; |
40 | int k = 0, s; |
41 | |
41 | |
42 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
42 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
43 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
43 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
… | |
… | |
45 | |
45 | |
46 | /* No spells, no need to progess further */ |
46 | /* No spells, no need to progess further */ |
47 | if (!k) |
47 | if (!k) |
48 | return NULL; |
48 | return NULL; |
49 | |
49 | |
50 | s = RANDOM () % k; |
50 | s = rndm (k); |
51 | |
51 | |
52 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
52 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
53 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
53 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
54 | if (!s) |
54 | if (!s) |
55 | return tmp; |
55 | return tmp; |
… | |
… | |
95 | // repell has no such quarrels |
95 | // repell has no such quarrels |
96 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
96 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
97 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
97 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
98 | } |
98 | } |
99 | |
99 | |
100 | /* |
|
|
101 | * This function takes a caster and spell and presents the |
|
|
102 | * effective level the caster needs to be to cast the spell. |
|
|
103 | * basically, it just adjusts the spell->level with attuned/repelled |
|
|
104 | * spellpaths. Was called path_level_mod. |
|
|
105 | * |
|
|
106 | * caster is person casting the spell. |
|
|
107 | * spell is the spell object. |
|
|
108 | * Returns modified level. |
|
|
109 | */ |
|
|
110 | int |
|
|
111 | min_casting_level (object *caster, object *spell) |
|
|
112 | { |
|
|
113 | if (caster->path_denied & spell->path_attuned) |
|
|
114 | return 500; |
|
|
115 | |
|
|
116 | return max (1, spell->level + attuned_bonus (caster, spell, spell->level)); |
|
|
117 | } |
|
|
118 | |
|
|
119 | /* This function returns the effective level the spell |
100 | /* This function returns the effective level the spell |
120 | * is being cast at. |
101 | * is being cast at. |
121 | */ |
102 | */ |
122 | int |
103 | int |
123 | casting_level (object *caster, object *spell) |
104 | casting_level (object *caster, object *spell) |
… | |
… | |
145 | level = lerp (level, (int)spell->level, 100, 1, 100); |
126 | level = lerp (level, (int)spell->level, 100, 1, 100); |
146 | |
127 | |
147 | /* Always make this at least 1. If this is zero, we get divide by zero |
128 | /* Always make this at least 1. If this is zero, we get divide by zero |
148 | * errors in various places. |
129 | * errors in various places. |
149 | */ |
130 | */ |
150 | return max (level, 1); |
131 | return clamp (level, 1, settings.max_level); |
151 | } |
132 | } |
152 | |
133 | |
153 | /* The following function scales the spellpoint cost of |
134 | /* The following function scales the spellpoint cost of |
154 | * a spell by it's increased effectiveness. Some of the |
135 | * a spell by it's increased effectiveness. Some of the |
155 | * lower level spells become incredibly vicious at high |
136 | * lower level spells become incredibly vicious at high |
… | |
… | |
266 | /* Checks to see if player knows the spell. If the name is the same |
247 | /* Checks to see if player knows the spell. If the name is the same |
267 | * as an existing spell, we presume they know it. |
248 | * as an existing spell, we presume they know it. |
268 | * returns 1 if they know the spell, 0 if they don't. |
249 | * returns 1 if they know the spell, 0 if they don't. |
269 | */ |
250 | */ |
270 | object * |
251 | object * |
271 | check_spell_known (object *op, const char *name) |
252 | check_spell_known (object *op, shstr_cmp name) |
272 | { |
253 | { |
273 | object *spop; |
254 | object *spop; |
274 | shstr_cmp name_ (name); |
|
|
275 | |
255 | |
276 | for (spop = op->inv; spop; spop = spop->below) |
256 | for (spop = op->inv; spop; spop = spop->below) |
277 | if (spop->type == SPELL && spop->name == name) |
257 | if (spop->type == SPELL && spop->name == name) |
278 | return spop; |
258 | return spop; |
279 | |
259 | |
… | |
… | |
289 | * exact match, we also return NULL. |
269 | * exact match, we also return NULL. |
290 | */ |
270 | */ |
291 | object * |
271 | object * |
292 | lookup_spell_by_name (object *op, const char *spname) |
272 | lookup_spell_by_name (object *op, const char *spname) |
293 | { |
273 | { |
294 | object *spob1 = NULL, *spob2 = NULL, *spob; |
274 | object *spob1 = 0, *spob2 = 0; |
295 | int nummatch = 0; |
275 | int nummatch = 0; |
296 | |
276 | |
297 | if (spname == NULL) |
277 | if (!spname) |
298 | return NULL; |
278 | return 0; |
299 | |
279 | |
300 | /* Try to find the spell. We store the results in spob1 |
280 | /* Try to find the spell. We store the results in spob1 |
301 | * and spob2 - spob1 is only taking the length of |
281 | * and spob2 - spob1 is only taking the length of |
302 | * the past spname, spob2 uses the length of the spell name. |
282 | * the past spname, spob2 uses the length of the spell name. |
303 | */ |
283 | */ |
304 | for (spob = op->inv; spob; spob = spob->below) |
284 | for (object *spob = op->inv; spob; spob = spob->below) |
305 | { |
285 | { |
306 | if (spob->type == SPELL) |
286 | if (spob->type == SPELL) |
307 | { |
287 | { |
|
|
288 | // TODO: WTF? |
308 | if (!strncmp (spob->name, spname, strlen (spname))) |
289 | if (!strncmp (spob->name, spname, strlen (spname))) |
309 | { |
290 | { |
310 | nummatch++; |
291 | nummatch++; |
311 | spob1 = spob; |
292 | spob1 = spob; |
312 | } |
293 | } |
… | |
… | |
317 | * fall into this category). It shouldn't be hard to |
298 | * fall into this category). It shouldn't be hard to |
318 | * make sure spell names don't overlap in that fashion. |
299 | * make sure spell names don't overlap in that fashion. |
319 | */ |
300 | */ |
320 | if (spob2) |
301 | if (spob2) |
321 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
302 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
|
|
303 | |
322 | spob2 = spob; |
304 | spob2 = spob; |
323 | } |
305 | } |
324 | } |
306 | } |
325 | } |
307 | } |
326 | /* if we have best match, return it. Otherwise, if we have one match |
308 | /* if we have best match, return it. Otherwise, if we have one match |
327 | * on the loser match, return that, otehrwise null |
309 | * on the loser match, return that, otehrwise null |
328 | */ |
310 | */ |
329 | if (spob2) |
311 | if (spob2) |
330 | return spob2; |
312 | return spob2; |
|
|
313 | |
331 | if (spob1 && nummatch == 1) |
314 | if (spob1 && nummatch == 1) |
332 | return spob1; |
315 | return spob1; |
|
|
316 | |
333 | return NULL; |
317 | return NULL; |
334 | } |
318 | } |
335 | |
319 | |
336 | /* reflwall - decides weither the (spell-)object sp_op will |
320 | /* reflwall - decides weither the (spell-)object sp_op will |
337 | * be reflected from the given mapsquare. Returns 1 if true. |
321 | * be reflected from the given mapsquare. Returns 1 if true. |
… | |
… | |
437 | * limits one spell effect per space per spell. This is definately |
421 | * limits one spell effect per space per spell. This is definately |
438 | * needed for performance reasons, and just for playability I believe. |
422 | * needed for performance reasons, and just for playability I believe. |
439 | * there are no such things as multispaced spells right now, so |
423 | * there are no such things as multispaced spells right now, so |
440 | * we don't need to worry about the head. |
424 | * we don't need to worry about the head. |
441 | */ |
425 | */ |
442 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
426 | if (tmp->stats.maxhp == op->stats.maxhp |
|
|
427 | && tmp->type == op->type |
|
|
428 | && tmp->subtype == op->subtype) |
443 | return 0; |
429 | return 0; |
444 | |
430 | |
445 | /* |
431 | /* |
446 | * Combine similar spell effects into one spell effect. Needed for |
432 | * Combine similar spell effects into one spell effect. Needed for |
447 | * performance reasons with meteor swarm and the like, but also for |
433 | * performance reasons with meteor swarm and the like, but also for |
… | |
… | |
689 | * Note that this is not used by any spells (summon evil monsters |
675 | * Note that this is not used by any spells (summon evil monsters |
690 | * use to call this, but best I can tell, that spell/ability was |
676 | * use to call this, but best I can tell, that spell/ability was |
691 | * never used. This is however used by various failures on the |
677 | * never used. This is however used by various failures on the |
692 | * players part (alchemy, reincarnation, etc) |
678 | * players part (alchemy, reincarnation, etc) |
693 | */ |
679 | */ |
694 | |
|
|
695 | int |
680 | int |
696 | summon_hostile_monsters (object *op, int n, const char *monstername) |
681 | summon_hostile_monsters (object *op, int n, const char *monstername) |
697 | { |
682 | { |
698 | int i; |
683 | int i; |
699 | |
684 | |
… | |
… | |
764 | { |
749 | { |
765 | SET_ANIMATION (op, ATTACKS[i].face); |
750 | SET_ANIMATION (op, ATTACKS[i].face); |
766 | } |
751 | } |
767 | } |
752 | } |
768 | |
753 | |
769 | |
|
|
770 | /* prayer_failure: This is called when a player fails |
754 | /* prayer_failure: This is called when a player fails |
771 | * at casting a prayer. |
755 | * at casting a prayer. |
772 | * op is the player. |
756 | * op is the player. |
773 | * failure is basically how much grace they had. |
757 | * failure is basically how much grace they had. |
774 | * power is how much grace the spell would normally take to cast. |
758 | * power is how much grace the spell would normally take to cast. |
775 | */ |
759 | */ |
776 | |
|
|
777 | void |
760 | void |
778 | prayer_failure (object *op, int failure, int power) |
761 | prayer_failure (object *op, int failure, int power) |
779 | { |
762 | { |
780 | const char *godname; |
763 | const char *godname; |
781 | object *tmp; |
764 | object *tmp; |
… | |
… | |
937 | */ |
920 | */ |
938 | int |
921 | int |
939 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
922 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
940 | { |
923 | { |
941 | const char *godname; |
924 | const char *godname; |
942 | int success = 0, cast_level = 0; |
925 | int success = 0; |
943 | object *skill = NULL; |
926 | object *skill = NULL; |
944 | |
927 | |
945 | if (!spell_ob) |
928 | if (!spell_ob) |
946 | { |
929 | { |
947 | LOG (llevError, "cast_spell: null spell object passed\n"); |
930 | LOG (llevError, "cast_spell: null spell object passed\n"); |
… | |
… | |
995 | |
978 | |
996 | int caster_level = skill->level; |
979 | int caster_level = skill->level; |
997 | |
980 | |
998 | if (op->path_attuned & spell_ob->path_attuned) |
981 | if (op->path_attuned & spell_ob->path_attuned) |
999 | { |
982 | { |
1000 | caster_level += min (cast_level * 2, ATTUNE_REPELL); |
983 | caster_level += min (caster_level, ATTUNE_REPELL); |
1001 | msg = " (attuned)"; |
984 | msg = " (attuned)"; |
1002 | } |
985 | } |
1003 | |
986 | |
1004 | if (op->path_repelled & spell_ob->path_attuned) |
987 | if (op->path_repelled & spell_ob->path_attuned) |
1005 | { |
988 | { |
1006 | caster_level = ATTUNE_REPELL; // negative is ok |
989 | caster_level -= ATTUNE_REPELL; // negative is ok |
1007 | msg = " (repelled)"; |
990 | msg = " (repelled)"; |
1008 | } |
991 | } |
1009 | |
992 | |
1010 | if (spell_ob->level > caster_level) |
993 | if (spell_ob->level > caster_level) |
1011 | { |
994 | { |
… | |
… | |
1018 | } |
1001 | } |
1019 | |
1002 | |
1020 | /* If the caster is the wiz, they don't ever fail, and don't have |
1003 | /* If the caster is the wiz, they don't ever fail, and don't have |
1021 | * to have sufficient grace/mana. |
1004 | * to have sufficient grace/mana. |
1022 | */ |
1005 | */ |
1023 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1006 | if (!QUERY_FLAG (op, FLAG_WIZCAST)) |
1024 | { |
1007 | { |
1025 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1008 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1026 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1009 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1027 | { |
1010 | { |
1028 | op->failmsg ("You don't have enough mana!"); |
1011 | op->failmsg ("You don't have enough mana!"); |
… | |
… | |
1157 | return RESULT_INT (0); |
1140 | return RESULT_INT (0); |
1158 | |
1141 | |
1159 | switch (spell_ob->subtype) |
1142 | switch (spell_ob->subtype) |
1160 | { |
1143 | { |
1161 | /* The order of case statements is same as the order they show up |
1144 | /* The order of case statements is same as the order they show up |
1162 | * in in spells.h. |
1145 | * in spells.h. |
1163 | */ |
1146 | */ |
1164 | case SP_RAISE_DEAD: |
1147 | case SP_RAISE_DEAD: |
1165 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1148 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1166 | break; |
1149 | break; |
1167 | |
1150 | |
… | |
… | |
1472 | |
1455 | |
1473 | case SP_MAGIC_MISSILE: |
1456 | case SP_MAGIC_MISSILE: |
1474 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1457 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1475 | { |
1458 | { |
1476 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1459 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1477 | |
|
|
1478 | if (!spell->destroyed ()) |
|
|
1479 | spell->destroy (); |
1460 | spell->destroy (); |
1480 | } |
1461 | } |
1481 | break; |
1462 | break; |
1482 | |
1463 | |
1483 | case SP_MOVING_BALL: |
1464 | case SP_MOVING_BALL: |
1484 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1465 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1485 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1466 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1486 | else if (victim->materialname) |
1467 | else if (victim->materialname) |
1487 | save_throw_object (victim, spell->attacktype, spell); |
1468 | save_throw_object (victim, spell->attacktype, spell); |
1488 | break; |
|
|
1489 | } |
|
|
1490 | } |
|
|
1491 | |
1469 | |
|
|
1470 | break; |
|
|
1471 | } |
|
|
1472 | } |
|
|
1473 | |
|
|
1474 | /** |
|
|
1475 | * This function will let a fireball explode at the position of |
|
|
1476 | * the victim with a specific maximum level. |
|
|
1477 | */ |
|
|
1478 | void |
|
|
1479 | create_exploding_ball_at (object *victim, int level) |
|
|
1480 | { |
|
|
1481 | object *ball = get_archetype (EXPLODING_FIREBALL); |
|
|
1482 | ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; |
|
|
1483 | ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2; |
|
|
1484 | ball->insert_at (victim); |
|
|
1485 | } |