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 it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
… | |
… | |
33 | /* This returns a random spell from 'ob'. If skill is set, then |
34 | /* 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 |
35 | * the spell must be of this skill, it can be NULL in which case all |
35 | * matching spells are used. |
36 | * matching spells are used. |
36 | */ |
37 | */ |
37 | object * |
38 | object * |
38 | find_random_spell_in_ob (object *ob, const char *skill) |
39 | find_random_spell_in_ob (object *ob, shstr_cmp skill) |
39 | { |
40 | { |
40 | int k = 0, s; |
41 | int k = 0, s; |
41 | |
42 | |
42 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
43 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
43 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
… | |
… | |
45 | |
46 | |
46 | /* No spells, no need to progess further */ |
47 | /* No spells, no need to progess further */ |
47 | if (!k) |
48 | if (!k) |
48 | return NULL; |
49 | return NULL; |
49 | |
50 | |
50 | s = RANDOM () % k; |
51 | s = rndm (k); |
51 | |
52 | |
52 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
53 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
53 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
54 | if (!s) |
55 | if (!s) |
55 | return tmp; |
56 | return tmp; |
… | |
… | |
126 | level = lerp (level, (int)spell->level, 100, 1, 100); |
127 | level = lerp (level, (int)spell->level, 100, 1, 100); |
127 | |
128 | |
128 | /* Always make this at least 1. If this is zero, we get divide by zero |
129 | /* Always make this at least 1. If this is zero, we get divide by zero |
129 | * errors in various places. |
130 | * errors in various places. |
130 | */ |
131 | */ |
131 | return max (level, 1); |
132 | return clamp (level, 1, settings.max_level); |
132 | } |
133 | } |
133 | |
134 | |
134 | /* The following function scales the spellpoint cost of |
135 | /* The following function scales the spellpoint cost of |
135 | * a spell by it's increased effectiveness. Some of the |
136 | * a spell by it's increased effectiveness. Some of the |
136 | * lower level spells become incredibly vicious at high |
137 | * lower level spells become incredibly vicious at high |
… | |
… | |
148 | int sp, grace, level = casting_level (caster, spell); |
149 | int sp, grace, level = casting_level (caster, spell); |
149 | |
150 | |
150 | if (settings.spellpoint_level_depend == TRUE) |
151 | if (settings.spellpoint_level_depend == TRUE) |
151 | { |
152 | { |
152 | if (spell->stats.sp && spell->stats.maxsp) |
153 | if (spell->stats.sp && spell->stats.maxsp) |
153 | { |
|
|
154 | sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); |
154 | sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp)); |
155 | } |
|
|
156 | else |
155 | else |
157 | sp = spell->stats.sp; |
156 | sp = spell->stats.sp; |
158 | |
157 | |
159 | sp *= (int) PATH_SP_MULT (caster, spell); |
158 | sp *= (int) PATH_SP_MULT (caster, spell); |
160 | if (!sp && spell->stats.sp) |
159 | if (!sp && spell->stats.sp) |
161 | sp = 1; |
160 | sp = 1; |
162 | |
161 | |
163 | if (spell->stats.grace && spell->stats.maxgrace) |
162 | if (spell->stats.grace && spell->stats.maxgrace) |
164 | { |
|
|
165 | grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); |
163 | grace = spell->stats.grace * (1.0 + max (0, float (level - spell->level) / spell->stats.maxgrace)); |
166 | } |
|
|
167 | else |
164 | else |
168 | grace = spell->stats.grace; |
165 | grace = spell->stats.grace; |
169 | |
166 | |
170 | grace *= (int) PATH_SP_MULT (caster, spell); |
167 | grace *= PATH_SP_MULT (caster, spell); |
171 | if (spell->stats.grace && !grace) |
168 | if (spell->stats.grace && !grace) |
172 | grace = 1; |
169 | grace = 1; |
173 | } |
170 | } |
174 | else |
171 | else |
175 | { |
172 | { |
… | |
… | |
181 | if (spell->stats.grace && !grace) |
178 | if (spell->stats.grace && !grace) |
182 | grace = 1; |
179 | grace = 1; |
183 | } |
180 | } |
184 | |
181 | |
185 | if (flags == SPELL_HIGHEST) |
182 | if (flags == SPELL_HIGHEST) |
186 | return MAX (sp, grace); |
183 | return max (sp, grace); |
187 | else if (flags == SPELL_GRACE) |
184 | else if (flags == SPELL_GRACE) |
188 | return grace; |
185 | return grace; |
189 | else if (flags == SPELL_MANA) |
186 | else if (flags == SPELL_MANA) |
190 | return sp; |
187 | return sp; |
191 | else |
188 | else |
… | |
… | |
247 | /* Checks to see if player knows the spell. If the name is the same |
244 | /* Checks to see if player knows the spell. If the name is the same |
248 | * as an existing spell, we presume they know it. |
245 | * as an existing spell, we presume they know it. |
249 | * returns 1 if they know the spell, 0 if they don't. |
246 | * returns 1 if they know the spell, 0 if they don't. |
250 | */ |
247 | */ |
251 | object * |
248 | object * |
252 | check_spell_known (object *op, const char *name) |
249 | check_spell_known (object *op, shstr_cmp name) |
253 | { |
250 | { |
254 | object *spop; |
251 | object *spop; |
255 | shstr_cmp name_ (name); |
|
|
256 | |
252 | |
257 | for (spop = op->inv; spop; spop = spop->below) |
253 | for (spop = op->inv; spop; spop = spop->below) |
258 | if (spop->type == SPELL && spop->name == name) |
254 | if (spop->type == SPELL && spop->name == name) |
259 | return spop; |
255 | return spop; |
260 | |
256 | |
… | |
… | |
270 | * exact match, we also return NULL. |
266 | * exact match, we also return NULL. |
271 | */ |
267 | */ |
272 | object * |
268 | object * |
273 | lookup_spell_by_name (object *op, const char *spname) |
269 | lookup_spell_by_name (object *op, const char *spname) |
274 | { |
270 | { |
275 | object *spob1 = NULL, *spob2 = NULL, *spob; |
271 | object *spob1 = 0, *spob2 = 0; |
276 | int nummatch = 0; |
272 | int nummatch = 0; |
277 | |
273 | |
278 | if (spname == NULL) |
274 | if (!spname) |
279 | return NULL; |
275 | return 0; |
280 | |
276 | |
281 | /* Try to find the spell. We store the results in spob1 |
277 | /* Try to find the spell. We store the results in spob1 |
282 | * and spob2 - spob1 is only taking the length of |
278 | * and spob2 - spob1 is only taking the length of |
283 | * the past spname, spob2 uses the length of the spell name. |
279 | * the past spname, spob2 uses the length of the spell name. |
284 | */ |
280 | */ |
285 | for (spob = op->inv; spob; spob = spob->below) |
281 | for (object *spob = op->inv; spob; spob = spob->below) |
286 | { |
282 | { |
287 | if (spob->type == SPELL) |
283 | if (spob->type == SPELL) |
288 | { |
284 | { |
|
|
285 | // TODO: WTF? |
289 | if (!strncmp (spob->name, spname, strlen (spname))) |
286 | if (!strncmp (spob->name, spname, strlen (spname))) |
290 | { |
287 | { |
291 | nummatch++; |
288 | nummatch++; |
292 | spob1 = spob; |
289 | spob1 = spob; |
293 | } |
290 | } |
… | |
… | |
298 | * fall into this category). It shouldn't be hard to |
295 | * fall into this category). It shouldn't be hard to |
299 | * make sure spell names don't overlap in that fashion. |
296 | * make sure spell names don't overlap in that fashion. |
300 | */ |
297 | */ |
301 | if (spob2) |
298 | if (spob2) |
302 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
299 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
|
|
300 | |
303 | spob2 = spob; |
301 | spob2 = spob; |
304 | } |
302 | } |
305 | } |
303 | } |
306 | } |
304 | } |
307 | /* if we have best match, return it. Otherwise, if we have one match |
305 | /* if we have best match, return it. Otherwise, if we have one match |
308 | * on the loser match, return that, otehrwise null |
306 | * on the loser match, return that, otehrwise null |
309 | */ |
307 | */ |
310 | if (spob2) |
308 | if (spob2) |
311 | return spob2; |
309 | return spob2; |
|
|
310 | |
312 | if (spob1 && nummatch == 1) |
311 | if (spob1 && nummatch == 1) |
313 | return spob1; |
312 | return spob1; |
|
|
313 | |
314 | return NULL; |
314 | return NULL; |
315 | } |
315 | } |
316 | |
316 | |
317 | /* reflwall - decides weither the (spell-)object sp_op will |
317 | /* reflwall - decides weither the (spell-)object sp_op will |
318 | * be reflected from the given mapsquare. Returns 1 if true. |
318 | * be reflected from the given mapsquare. Returns 1 if true. |
… | |
… | |
365 | dir ? 0 : INS_BELOW_ORIGINATOR); |
365 | dir ? 0 : INS_BELOW_ORIGINATOR); |
366 | |
366 | |
367 | return dir; |
367 | return dir; |
368 | } |
368 | } |
369 | |
369 | |
|
|
370 | static bool |
|
|
371 | mergable_owner (object *o1, object *o2) |
|
|
372 | { |
|
|
373 | if (o1 == o2) |
|
|
374 | return 1; |
|
|
375 | |
|
|
376 | if (!o1 || !o2) |
|
|
377 | return 0; |
|
|
378 | |
|
|
379 | if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY]) |
|
|
380 | return 0; |
|
|
381 | |
|
|
382 | if (o1->is_player () || o2->is_player ()) |
|
|
383 | return 0; |
|
|
384 | |
|
|
385 | return 1; |
|
|
386 | } |
|
|
387 | |
370 | /* Returns true if it is ok to put spell *op on the space/may provided. |
388 | /* Returns true if it is ok to put spell *op on the space/may provided. |
371 | * immune_stop is basically the attacktype of the spell (why |
389 | * immune_stop is basically the attacktype of the spell (why |
372 | * passed as a different value, not sure of). If immune_stop |
390 | * passed as a different value, not sure of). If immune_stop |
373 | * has the AT_MAGIC bit set, and there is a counterwall |
391 | * has the AT_MAGIC bit set, and there is a counterwall |
374 | * on the space, the object doesn't get placed. if immune stop |
392 | * on the space, the object doesn't get placed. if immune stop |
375 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
393 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
376 | * |
|
|
377 | */ |
394 | */ |
378 | int |
395 | int |
379 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
396 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
380 | { |
397 | { |
381 | if (!xy_normalise (m, x, y)) |
398 | if (!xy_normalise (m, x, y)) |
… | |
… | |
384 | mapspace &ms = m->at (x, y); |
401 | mapspace &ms = m->at (x, y); |
385 | ms.update (); |
402 | ms.update (); |
386 | |
403 | |
387 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
404 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
388 | return 0; |
405 | return 0; |
|
|
406 | |
|
|
407 | int max_effects = 5; // max. number of similar spells per mapspace |
389 | |
408 | |
390 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
409 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
391 | { |
410 | { |
392 | /* If there is a counterspell on the space, and this |
411 | /* If there is a counterspell on the space, and this |
393 | * object is using magic, don't progress. I believe we could |
412 | * object is using magic, don't progress. I believe we could |
… | |
… | |
412 | // (and those shouldn't go away from |
431 | // (and those shouldn't go away from |
413 | // sanctuary) see also: permanent lava |
432 | // sanctuary) see also: permanent lava |
414 | && (immune_stop & AT_MAGIC)) |
433 | && (immune_stop & AT_MAGIC)) |
415 | return 0; |
434 | return 0; |
416 | |
435 | |
417 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
418 | * limits one spell effect per space per spell. This is definately |
|
|
419 | * needed for performance reasons, and just for playability I believe. |
|
|
420 | * there are no such things as multispaced spells right now, so |
|
|
421 | * we don't need to worry about the head. |
|
|
422 | */ |
|
|
423 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
|
|
424 | return 0; |
|
|
425 | |
|
|
426 | /* |
|
|
427 | * Combine similar spell effects into one spell effect. Needed for |
|
|
428 | * performance reasons with meteor swarm and the like, but also for |
|
|
429 | * playability reasons. |
|
|
430 | */ |
|
|
431 | if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
|
|
432 | && tmp->type == op->type |
436 | if (tmp->type == op->type) |
433 | && tmp->subtype == op->subtype |
|
|
434 | && tmp->owner == op->owner |
|
|
435 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
436 | { |
437 | { |
437 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
438 | if (tmp->subtype == op->subtype |
438 | tmp->range = MAX (tmp->range, op->range); |
439 | && tmp->arch == op->arch /* no harm if not comparing by name here */) |
439 | tmp->duration = MAX (tmp->duration, op->duration); |
440 | { |
|
|
441 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
442 | * limits one spell effect per space per spell. This is definately |
|
|
443 | * needed for performance reasons, and just for playability I believe. |
|
|
444 | * there are no such things as multispaced spells right now, so |
|
|
445 | * we don't need to worry about the head. |
|
|
446 | */ |
|
|
447 | if (tmp->stats.maxhp == op->stats.maxhp) |
|
|
448 | return 0; |
|
|
449 | |
|
|
450 | /* |
|
|
451 | * Combine similar spell effects into one spell effect. Needed for |
|
|
452 | * performance reasons with meteor swarm and the like, but also for |
|
|
453 | * playability reasons. |
|
|
454 | */ |
|
|
455 | if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
456 | if (mergable_owner (tmp, op)) |
|
|
457 | { |
|
|
458 | // if same owner, then combine, but reduce advantage of multiple spells |
|
|
459 | max_it (tmp->stats.dam, op->stats.dam); |
|
|
460 | max_it (tmp->range , op->range); |
|
|
461 | max_it (tmp->duration , op->duration); |
|
|
462 | return 0; |
|
|
463 | } |
|
|
464 | } |
|
|
465 | |
|
|
466 | // if there are too many spell effects on this space, |
|
|
467 | // then don't allow more of them, for performance reasons. |
|
|
468 | if (tmp->type == SPELL_EFFECT |
|
|
469 | && !--max_effects) |
440 | return 0; |
470 | return 0; |
441 | } |
471 | } |
442 | |
472 | |
443 | /* Perhaps we should also put checks in for no magic and unholy |
473 | /* Perhaps we should also put checks in for no magic and unholy |
444 | * ground to prevent it from moving along? |
474 | * ground to prevent it from moving along? |
445 | */ |
475 | */ |
… | |
… | |
502 | ****************************************************************************/ |
532 | ****************************************************************************/ |
503 | void |
533 | void |
504 | regenerate_rod (object *rod) |
534 | regenerate_rod (object *rod) |
505 | { |
535 | { |
506 | if (rod->stats.hp < rod->stats.maxhp) |
536 | if (rod->stats.hp < rod->stats.maxhp) |
507 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
537 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20); |
508 | } |
538 | } |
509 | |
539 | |
510 | void |
540 | void |
511 | drain_rod_charge (object *rod) |
541 | drain_rod_charge (object *rod) |
512 | { |
542 | { |
… | |
… | |
604 | |
634 | |
605 | /* put_a_monster: puts a monster named monstername near by |
635 | /* put_a_monster: puts a monster named monstername near by |
606 | * op. This creates the treasures for the monsters, and |
636 | * op. This creates the treasures for the monsters, and |
607 | * also deals with multipart monsters properly. |
637 | * also deals with multipart monsters properly. |
608 | */ |
638 | */ |
609 | void |
639 | static void |
610 | put_a_monster (object *op, const char *monstername) |
640 | put_a_monster (object *op, const char *monstername) |
611 | { |
641 | { |
612 | object *tmp, *head = NULL, *prev = NULL; |
642 | object *tmp, *head = NULL, *prev = NULL; |
613 | archetype *at; |
643 | archetype *at; |
614 | int dir; |
644 | int dir; |
… | |
… | |
670 | * Note that this is not used by any spells (summon evil monsters |
700 | * Note that this is not used by any spells (summon evil monsters |
671 | * use to call this, but best I can tell, that spell/ability was |
701 | * use to call this, but best I can tell, that spell/ability was |
672 | * never used. This is however used by various failures on the |
702 | * never used. This is however used by various failures on the |
673 | * players part (alchemy, reincarnation, etc) |
703 | * players part (alchemy, reincarnation, etc) |
674 | */ |
704 | */ |
675 | |
|
|
676 | int |
705 | int |
677 | summon_hostile_monsters (object *op, int n, const char *monstername) |
706 | summon_hostile_monsters (object *op, int n, const char *monstername) |
678 | { |
707 | { |
679 | int i; |
708 | int i; |
680 | |
709 | |
… | |
… | |
745 | { |
774 | { |
746 | SET_ANIMATION (op, ATTACKS[i].face); |
775 | SET_ANIMATION (op, ATTACKS[i].face); |
747 | } |
776 | } |
748 | } |
777 | } |
749 | |
778 | |
750 | |
|
|
751 | /* prayer_failure: This is called when a player fails |
779 | /* prayer_failure: This is called when a player fails |
752 | * at casting a prayer. |
780 | * at casting a prayer. |
753 | * op is the player. |
781 | * op is the player. |
754 | * failure is basically how much grace they had. |
782 | * failure is basically how much grace they had. |
755 | * power is how much grace the spell would normally take to cast. |
783 | * power is how much grace the spell would normally take to cast. |
756 | */ |
784 | */ |
757 | |
785 | static void |
758 | void |
|
|
759 | prayer_failure (object *op, int failure, int power) |
786 | prayer_failure (object *op, int failure, int power) |
760 | { |
787 | { |
761 | const char *godname; |
788 | const char *godname; |
762 | object *tmp; |
789 | object *tmp; |
763 | |
790 | |
… | |
… | |
856 | tmp->insert_at (op); |
883 | tmp->insert_at (op); |
857 | } |
884 | } |
858 | } |
885 | } |
859 | } |
886 | } |
860 | |
887 | |
861 | int |
888 | static int |
862 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
889 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
863 | { |
890 | { |
864 | int success; |
|
|
865 | object *spell; |
|
|
866 | |
|
|
867 | if (!spell_ob->other_arch) |
891 | if (!spell_ob->other_arch) |
868 | { |
892 | { |
869 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
893 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
870 | return 0; |
894 | return 0; |
871 | } |
895 | } |
872 | |
896 | |
873 | spell = arch_to_object (spell_ob->other_arch); |
897 | object *spell = arch_to_object (spell_ob->other_arch); |
874 | |
898 | |
875 | /* Always cast spell on caster */ |
899 | /* Always cast spell on caster */ |
876 | success = cast_spell (op, caster, dir, spell, stringarg); |
900 | int success = cast_spell (op, caster, dir, spell, spellparam); |
877 | |
901 | |
878 | if (caster->contr->party == NULL) |
902 | if (!op->contr || !op->contr->party) |
879 | { |
903 | { |
880 | spell->remove (); |
904 | spell->remove (); |
881 | return success; |
905 | return success; |
882 | } |
906 | } |
883 | |
907 | |
884 | for_all_players (pl) |
908 | for_all_players (pl) |
885 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
909 | if ((pl->ob->contr->party == op->contr->party) |
|
|
910 | && on_same_map (pl->ob, op) |
|
|
911 | && pl->ob != op) |
886 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
912 | cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam); |
887 | |
913 | |
888 | spell->remove (); |
914 | spell->remove (); |
889 | return success; |
915 | return success; |
890 | } |
916 | } |
891 | |
917 | |
… | |
… | |
897 | * same as op. |
923 | * same as op. |
898 | * dir is the direction to cast in. Note in some cases, if the spell |
924 | * dir is the direction to cast in. Note in some cases, if the spell |
899 | * is self only, dir really doesn't make a difference. |
925 | * is self only, dir really doesn't make a difference. |
900 | * spell_ob is the spell object that is being cast. From that, |
926 | * spell_ob is the spell object that is being cast. From that, |
901 | * we can determine what to do. |
927 | * we can determine what to do. |
902 | * stringarg is any options that are being used. It can be NULL. Almost |
928 | * spellparam is any options that are being used. It can be NULL. Almost |
903 | * certainly, only players will set it. It is basically used as optional |
929 | * certainly, only players will set it. It is basically used as optional |
904 | * parameters to a spell (eg, item to create, information for marking runes, |
930 | * parameters to a spell (eg, item to create, information for marking runes, |
905 | * etc. |
931 | * etc. |
906 | * returns 1 on successful cast, or 0 on error. These values should really |
932 | * returns 1 on successful cast, or 0 on error. These values should really |
907 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
933 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
… | |
… | |
915 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
941 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
916 | * this function will decrease the mana/grace appropriately. For other |
942 | * this function will decrease the mana/grace appropriately. For other |
917 | * objects, the caller should do what it considers appropriate. |
943 | * objects, the caller should do what it considers appropriate. |
918 | */ |
944 | */ |
919 | int |
945 | int |
920 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
946 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
921 | { |
947 | { |
922 | const char *godname; |
948 | const char *godname; |
923 | int success = 0, cast_level = 0; |
949 | int success = 0; |
924 | object *skill = NULL; |
950 | object *skill = NULL; |
925 | |
951 | |
926 | if (!spell_ob) |
952 | if (!spell_ob) |
927 | { |
953 | { |
928 | LOG (llevError, "cast_spell: null spell object passed\n"); |
954 | LOG (llevError, "cast_spell: null spell object passed\n"); |
… | |
… | |
976 | |
1002 | |
977 | int caster_level = skill->level; |
1003 | int caster_level = skill->level; |
978 | |
1004 | |
979 | if (op->path_attuned & spell_ob->path_attuned) |
1005 | if (op->path_attuned & spell_ob->path_attuned) |
980 | { |
1006 | { |
981 | caster_level += min (cast_level * 2, ATTUNE_REPELL); |
1007 | caster_level += min (caster_level, ATTUNE_REPELL); |
982 | msg = " (attuned)"; |
1008 | msg = " (attuned)"; |
983 | } |
1009 | } |
984 | |
1010 | |
985 | if (op->path_repelled & spell_ob->path_attuned) |
1011 | if (op->path_repelled & spell_ob->path_attuned) |
986 | { |
1012 | { |
987 | caster_level = ATTUNE_REPELL; // negative is ok |
1013 | caster_level -= ATTUNE_REPELL; // negative is ok |
988 | msg = " (repelled)"; |
1014 | msg = " (repelled)"; |
989 | } |
1015 | } |
990 | |
1016 | |
991 | if (spell_ob->level > caster_level) |
1017 | if (spell_ob->level > caster_level) |
992 | { |
1018 | { |
… | |
… | |
999 | } |
1025 | } |
1000 | |
1026 | |
1001 | /* If the caster is the wiz, they don't ever fail, and don't have |
1027 | /* If the caster is the wiz, they don't ever fail, and don't have |
1002 | * to have sufficient grace/mana. |
1028 | * to have sufficient grace/mana. |
1003 | */ |
1029 | */ |
1004 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1030 | if (!QUERY_FLAG (op, FLAG_WIZCAST)) |
1005 | { |
1031 | { |
1006 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1032 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1007 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1033 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1008 | { |
1034 | { |
1009 | op->failmsg ("You don't have enough mana!"); |
1035 | op->failmsg ("You don't have enough mana!"); |
… | |
… | |
1024 | } |
1050 | } |
1025 | } |
1051 | } |
1026 | |
1052 | |
1027 | /* player/monster is trying to cast the spell. might fumble it */ |
1053 | /* player/monster is trying to cast the spell. might fumble it */ |
1028 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1054 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1029 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1055 | (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis])) |
1030 | { |
1056 | { |
1031 | op->contr->play_sound (sound_find ("fumble_spell")); |
1057 | op->contr->play_sound (sound_find ("fumble_spell")); |
1032 | op->failmsg ("You fumble the prayer."); |
1058 | op->failmsg ("You fumble the prayer."); |
1033 | |
1059 | |
1034 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1060 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
… | |
… | |
1100 | * the player any time. |
1126 | * the player any time. |
1101 | * Ignore casting time for firewalls |
1127 | * Ignore casting time for firewalls |
1102 | */ |
1128 | */ |
1103 | if (caster == op && caster->type != FIREWALL) |
1129 | if (caster == op && caster->type != FIREWALL) |
1104 | { |
1130 | { |
1105 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1131 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * fabs (op->speed); |
1106 | /* Other portions of the code may also decrement the speed of the player, so |
1132 | /* Other portions of the code may also decrement the speed of the player, so |
1107 | * put a lower limit so that the player isn't stuck here too long |
1133 | * put a lower limit so that the player isn't stuck here too long |
1108 | */ |
1134 | */ |
1109 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1135 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * fabs (op->speed)) |
1110 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1136 | op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * fabs (op->speed); |
1111 | } |
1137 | } |
1112 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1138 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1113 | op->speed_left -= 2 * FABS (op->speed); |
1139 | op->speed_left -= 2 * fabs (op->speed); |
1114 | |
1140 | |
1115 | if (op->type == PLAYER && op == caster) |
1141 | if (op->type == PLAYER && op == caster) |
1116 | { |
1142 | { |
1117 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1143 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1118 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1144 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1132 | } |
1158 | } |
1133 | |
1159 | |
1134 | op->change_skill (skill); /* needed for proper exp credit */ |
1160 | op->change_skill (skill); /* needed for proper exp credit */ |
1135 | } |
1161 | } |
1136 | |
1162 | |
1137 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
1163 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) |
1138 | return RESULT_INT (0); |
1164 | return RESULT_INT (0); |
1139 | |
1165 | |
1140 | switch (spell_ob->subtype) |
1166 | switch (spell_ob->subtype) |
1141 | { |
1167 | { |
1142 | /* The order of case statements is same as the order they show up |
1168 | /* The order of case statements is same as the order they show up |
1143 | * in in spells.h. |
1169 | * in spells.h. |
1144 | */ |
1170 | */ |
1145 | case SP_RAISE_DEAD: |
1171 | case SP_RAISE_DEAD: |
1146 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1172 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam); |
1147 | break; |
1173 | break; |
1148 | |
1174 | |
1149 | case SP_RUNE: |
1175 | case SP_RUNE: |
1150 | success = write_rune (op, caster, spell_ob, dir, stringarg); |
1176 | success = write_rune (op, caster, spell_ob, dir, spellparam); |
1151 | break; |
1177 | break; |
1152 | |
1178 | |
1153 | case SP_MAKE_MARK: |
1179 | case SP_MAKE_MARK: |
1154 | success = write_mark (op, spell_ob, stringarg); |
1180 | success = write_mark (op, spell_ob, spellparam); |
1155 | break; |
1181 | break; |
1156 | |
1182 | |
1157 | case SP_BOLT: |
1183 | case SP_BOLT: |
1158 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1184 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1159 | break; |
1185 | break; |
… | |
… | |
1188 | |
1214 | |
1189 | case SP_DIMENSION_DOOR: |
1215 | case SP_DIMENSION_DOOR: |
1190 | /* dimension door needs the actual caster, because that is what is |
1216 | /* dimension door needs the actual caster, because that is what is |
1191 | * moved. |
1217 | * moved. |
1192 | */ |
1218 | */ |
1193 | success = dimension_door (op, caster, spell_ob, dir); |
1219 | success = dimension_door (op, caster, spell_ob, dir, spellparam); |
1194 | break; |
1220 | break; |
1195 | |
1221 | |
1196 | case SP_MAGIC_MAPPING: |
1222 | case SP_MAGIC_MAPPING: |
1197 | if (op->type == PLAYER) |
1223 | if (op->type == PLAYER) |
1198 | { |
1224 | { |
… | |
… | |
1231 | case SP_HEALING: |
1257 | case SP_HEALING: |
1232 | success = cast_heal (op, caster, spell_ob, dir); |
1258 | success = cast_heal (op, caster, spell_ob, dir); |
1233 | break; |
1259 | break; |
1234 | |
1260 | |
1235 | case SP_CREATE_FOOD: |
1261 | case SP_CREATE_FOOD: |
1236 | success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1262 | success = cast_create_food (op, caster, spell_ob, dir, spellparam); |
1237 | break; |
1263 | break; |
1238 | |
1264 | |
1239 | case SP_EARTH_TO_DUST: |
1265 | case SP_EARTH_TO_DUST: |
1240 | success = cast_earth_to_dust (op, caster, spell_ob); |
1266 | success = cast_earth_to_dust (op, caster, spell_ob); |
1241 | break; |
1267 | break; |
… | |
… | |
1251 | case SP_CURSE: |
1277 | case SP_CURSE: |
1252 | success = cast_curse (op, caster, spell_ob, dir); |
1278 | success = cast_curse (op, caster, spell_ob, dir); |
1253 | break; |
1279 | break; |
1254 | |
1280 | |
1255 | case SP_SUMMON_MONSTER: |
1281 | case SP_SUMMON_MONSTER: |
1256 | success = summon_object (op, caster, spell_ob, dir, stringarg); |
1282 | success = summon_object (op, caster, spell_ob, dir, spellparam); |
1257 | break; |
1283 | break; |
1258 | |
1284 | |
1259 | case SP_CHARGING: |
1285 | case SP_CHARGING: |
1260 | success = recharge (op, caster, spell_ob); |
1286 | success = recharge (op, caster, spell_ob); |
1261 | break; |
1287 | break; |
… | |
… | |
1315 | /* in rune.c */ |
1341 | /* in rune.c */ |
1316 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1342 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1317 | break; |
1343 | break; |
1318 | |
1344 | |
1319 | case SP_CREATE_MISSILE: |
1345 | case SP_CREATE_MISSILE: |
1320 | success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1346 | success = cast_create_missile (op, caster, spell_ob, dir, spellparam); |
1321 | break; |
1347 | break; |
1322 | |
1348 | |
1323 | case SP_CONSECRATE: |
1349 | case SP_CONSECRATE: |
1324 | success = cast_consecrate (op, caster, spell_ob); |
1350 | success = cast_consecrate (op, caster, spell_ob); |
1325 | break; |
1351 | break; |
… | |
… | |
1347 | case SP_AURA: |
1373 | case SP_AURA: |
1348 | success = create_aura (op, caster, spell_ob); |
1374 | success = create_aura (op, caster, spell_ob); |
1349 | break; |
1375 | break; |
1350 | |
1376 | |
1351 | case SP_PARTY_SPELL: |
1377 | case SP_PARTY_SPELL: |
1352 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1378 | success = cast_party_spell (op, caster, dir, spell_ob, spellparam); |
1353 | break; |
1379 | break; |
1354 | |
1380 | |
1355 | default: |
1381 | default: |
1356 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1382 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1357 | } |
1383 | } |
… | |
… | |
1416 | move_aura (op); |
1442 | move_aura (op); |
1417 | break; |
1443 | break; |
1418 | } |
1444 | } |
1419 | } |
1445 | } |
1420 | |
1446 | |
1421 | /* this checks to see if something special should happen if |
|
|
1422 | * something runs into the object. |
|
|
1423 | */ |
|
|
1424 | void |
|
|
1425 | check_spell_effect (object *op) |
|
|
1426 | { |
|
|
1427 | switch (op->subtype) |
|
|
1428 | { |
|
|
1429 | case SP_BOLT: |
|
|
1430 | move_bolt (op); |
|
|
1431 | return; |
|
|
1432 | |
|
|
1433 | case SP_BULLET: |
|
|
1434 | check_bullet (op); |
|
|
1435 | return; |
|
|
1436 | } |
|
|
1437 | } |
|
|
1438 | |
|
|
1439 | /* This is called by move_apply. Basically, if someone |
1447 | /* This is called by move_apply. Basically, if someone |
1440 | * moves onto a spell effect and the walk_on or fly_on flags |
1448 | * moves onto a spell effect and the walk_on or fly_on flags |
1441 | * are set, this is called. This should only be called for |
1449 | * are set, this is called. This should only be called for |
1442 | * objects of the appropriate type. |
1450 | * objects of the appropriate type. |
1443 | */ |
1451 | */ |
… | |
… | |
1445 | apply_spell_effect (object *spell, object *victim) |
1453 | apply_spell_effect (object *spell, object *victim) |
1446 | { |
1454 | { |
1447 | switch (spell->subtype) |
1455 | switch (spell->subtype) |
1448 | { |
1456 | { |
1449 | case SP_CONE: |
1457 | case SP_CONE: |
1450 | if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1458 | if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype) |
1451 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1459 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1452 | break; |
1460 | break; |
1453 | |
1461 | |
1454 | case SP_MAGIC_MISSILE: |
1462 | case SP_MAGIC_MISSILE: |
1455 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1463 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
… | |
… | |
1460 | break; |
1468 | break; |
1461 | |
1469 | |
1462 | case SP_MOVING_BALL: |
1470 | case SP_MOVING_BALL: |
1463 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1471 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1464 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1472 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1465 | else if (victim->materialname) |
1473 | else if (victim->material != &material_null) |
1466 | save_throw_object (victim, spell->attacktype, spell); |
1474 | save_throw_object (victim, spell->attacktype, spell); |
1467 | |
1475 | |
1468 | break; |
1476 | break; |
1469 | } |
1477 | } |
1470 | } |
1478 | } |
1471 | |
1479 | |
|
|
1480 | /** |
|
|
1481 | * This function will let a fireball explode at the position of |
|
|
1482 | * the victim with a specific maximum level. |
|
|
1483 | */ |
|
|
1484 | void |
|
|
1485 | create_exploding_ball_at (object *victim, int level) |
|
|
1486 | { |
|
|
1487 | object *ball = get_archetype (EXPLODING_FIREBALL); |
|
|
1488 | ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; |
|
|
1489 | ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2; |
|
|
1490 | ball->insert_at (victim); |
|
|
1491 | } |