1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
21 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
|
|
23 | */ |
22 | */ |
24 | |
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25 | |
23 | |
26 | #include <global.h> |
24 | #include <global.h> |
27 | #include <spells.h> |
25 | #include <spells.h> |
28 | #include <object.h> |
26 | #include <object.h> |
29 | #include <errno.h> |
27 | #include <errno.h> |
… | |
… | |
38 | */ |
36 | */ |
39 | object * |
37 | object * |
40 | find_random_spell_in_ob (object *ob, const char *skill) |
38 | find_random_spell_in_ob (object *ob, const char *skill) |
41 | { |
39 | { |
42 | int k = 0, s; |
40 | int k = 0, s; |
43 | object *tmp; |
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|
44 | |
41 | |
45 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
42 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
46 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
43 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
47 | k++; |
44 | k++; |
48 | |
45 | |
49 | /* No spells, no need to progess further */ |
46 | /* No spells, no need to progess further */ |
50 | if (!k) |
47 | if (!k) |
51 | return NULL; |
48 | return NULL; |
52 | |
49 | |
53 | s = RANDOM () % k; |
50 | s = RANDOM () % k; |
54 | |
51 | |
55 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
52 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
56 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
53 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
57 | { |
|
|
58 | if (!s) |
54 | if (!s) |
59 | return tmp; |
55 | return tmp; |
60 | else |
56 | else |
61 | s--; |
57 | s--; |
62 | } |
58 | |
63 | /* Should never get here, but just in case */ |
59 | /* Should never get here, but just in case */ |
64 | return NULL; |
60 | return 0; |
65 | } |
61 | } |
66 | |
62 | |
67 | /* Relatively simple function that gets used a lot. |
63 | /* Relatively simple function that gets used a lot. |
68 | * Basically, it sets up the skill pointer for the spell being |
64 | * Basically, it sets up the skill pointer for the spell being |
69 | * cast. If op is really casting the spell, then the skill |
65 | * cast. If op is really casting the spell, then the skill |
… | |
… | |
79 | dest->skill = spob->skill; |
75 | dest->skill = spob->skill; |
80 | else |
76 | else |
81 | dest->skill = caster->skill; |
77 | dest->skill = caster->skill; |
82 | } |
78 | } |
83 | |
79 | |
84 | /* init_spells: This should really be called check_spells, as that |
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|
85 | * is what it does. It goes through the spells looking for any |
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86 | * obvious errors. This was most useful in debugging when re-doing |
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87 | * all the spells to catch simple errors. To use it all the time |
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88 | * will result in it spitting out messages that aren't really errors. |
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89 | */ |
|
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90 | void |
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91 | init_spells (void) |
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92 | { |
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93 | #ifdef SPELL_DEBUG |
|
|
94 | static int init_spells_done = 0; |
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95 | int i; |
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96 | archetype *at; |
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97 | |
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98 | if (init_spells_done) |
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99 | return; |
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100 | LOG (llevDebug, "Checking spells...\n"); |
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101 | |
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102 | for (at = first_archetype; at; at = at->next) |
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103 | { |
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104 | if (at->clone.type == SPELL) |
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105 | { |
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106 | if (at->clone.skill) |
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107 | { |
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108 | for (i = 1; i < NUM_SKILLS; i++) |
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109 | if (!strcmp (skill_names[i], at->clone.skill)) |
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110 | break; |
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111 | if (i == NUM_SKILLS) |
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112 | { |
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113 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); |
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114 | } |
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115 | } |
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116 | /* other_arch is already checked for in the loader */ |
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117 | } |
|
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118 | } |
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119 | |
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120 | i = 0; |
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121 | while (spell_mapping[i]) |
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122 | { |
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123 | if (!archetype::find (spell_mapping[i])) |
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124 | { |
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125 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
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126 | } |
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127 | i++; |
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128 | } |
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129 | LOG (llevDebug, "Checking spells completed.\n"); |
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130 | #endif |
|
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131 | } |
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132 | |
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133 | /* Dumps all the spells - now also dumps skill associated with the spell. |
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134 | * not sure what this would be used for, as the data seems pretty |
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135 | * minimal, but easy enough to keep around. |
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136 | */ |
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137 | void |
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138 | dump_spells (void) |
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139 | { |
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140 | archetype *at; |
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141 | |
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142 | for (at = first_archetype; at; at = at->next) |
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143 | { |
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144 | if (at->clone.type == SPELL) |
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145 | { |
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146 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, |
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147 | &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); |
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148 | } |
|
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149 | } |
|
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150 | } |
|
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151 | |
|
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152 | /* pretty basic function - basically just takes |
80 | /* pretty basic function - basically just takes |
153 | * 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 |
154 | */ |
82 | */ |
155 | void |
83 | void |
156 | 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) |
157 | { |
85 | { |
158 | if (spob->other_arch) |
86 | if (spob->other_arch) |
159 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
87 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
160 | } |
88 | } |
161 | |
89 | |
162 | /* |
90 | static int |
163 | * This function takes a caster and spell and presents the |
91 | attuned_bonus (object *caster, object *spell, int level) |
164 | * effective level the caster needs to be to cast the spell. |
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165 | * basically, it just adjusts the spell->level with attuned/repelled |
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166 | * spellpaths. Was called path_level_mod. |
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167 | * |
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168 | * caster is person casting the spell. |
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169 | * spell is the spell object. |
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170 | * Returns modified level. |
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171 | */ |
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172 | int |
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173 | min_casting_level (object *caster, object *spell) |
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174 | { |
92 | { |
175 | int new_level; |
93 | // compute the attuned/repelled bonus |
176 | |
94 | // attuned only increases up to 2 times the original level (i.e. bonus <= level) */ |
177 | if (caster->path_denied & spell->path_attuned) |
95 | // repell has no such quarrels |
178 | return 1; |
96 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
179 | |
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180 | new_level = spell->level |
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181 | + (caster->path_repelled & spell->path_attuned ? +2 : 0) |
97 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
182 | + (caster->path_attuned & spell->path_attuned ? -2 : 0); |
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183 | |
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184 | return max (1, new_level); |
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185 | } |
98 | } |
186 | |
99 | |
187 | /* This function returns the effective level the spell |
100 | /* This function returns the effective level the spell |
188 | * is being cast at. |
101 | * is being cast at. |
189 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
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190 | * This is because the new code compares casting_level against |
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191 | * min_caster_level, so the difference is effectively 4 |
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192 | */ |
102 | */ |
193 | |
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194 | int |
103 | int |
195 | caster_level (object *caster, object *spell) |
104 | casting_level (object *caster, object *spell) |
196 | { |
105 | { |
197 | int level = caster->level; |
106 | int level = caster->level; |
198 | |
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199 | /* If this is a player, try to find the matching skill */ |
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200 | if (caster->type == PLAYER && spell->skill) |
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201 | for (int i = 0; i < NUM_SKILLS; i++) |
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202 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
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203 | { |
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204 | level = caster->contr->last_skill_ob[i]->level; |
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205 | break; |
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206 | } |
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207 | |
107 | |
208 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
108 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
209 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
109 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
210 | { |
110 | { |
211 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
111 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
212 | int sk_level = skill ? skill->level : 1; |
112 | int sk_level = skill ? skill->level : 1; |
213 | |
113 | |
214 | level = MIN (level, sk_level + level / 10 + 1); |
114 | level = min (level, sk_level + level / 10 + 1); |
215 | } |
115 | } |
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116 | else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */ |
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117 | if (object *skill = caster->contr->find_skill (spell->skill)) |
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118 | level = skill->level; |
216 | |
119 | |
217 | /* Got valid caster level. Now adjust for attunement */ |
120 | int bonus = attuned_bonus (caster, spell, level); |
218 | level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); |
121 | |
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122 | level += bonus; |
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123 | |
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124 | // now scale the effective level from the startinglevel..100 range to 1..100 |
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125 | if (level < 100) |
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126 | level = lerp (level, (int)spell->level, 100, 1, 100); |
219 | |
127 | |
220 | /* 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 |
221 | * errors in various places. |
129 | * errors in various places. |
222 | */ |
130 | */ |
223 | if (level < 1) |
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224 | level = 1; |
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225 | |
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226 | return level; |
131 | return max (level, 1); |
227 | } |
132 | } |
228 | |
133 | |
229 | /* The following function scales the spellpoint cost of |
134 | /* The following function scales the spellpoint cost of |
230 | * a spell by it's increased effectiveness. Some of the |
135 | * a spell by it's increased effectiveness. Some of the |
231 | * lower level spells become incredibly vicious at high |
136 | * lower level spells become incredibly vicious at high |
… | |
… | |
235 | * caster is what is casting the spell, can be op. |
140 | * caster is what is casting the spell, can be op. |
236 | * spell is the spell object. |
141 | * spell is the spell object. |
237 | * Note that it is now possible for a spell to cost both grace and |
142 | * Note that it is now possible for a spell to cost both grace and |
238 | * mana. In that case, we return which ever value is higher. |
143 | * mana. In that case, we return which ever value is higher. |
239 | */ |
144 | */ |
240 | |
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241 | sint16 |
145 | sint16 |
242 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
146 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
243 | { |
147 | { |
244 | int sp, grace, level = caster_level (caster, spell); |
148 | int sp, grace, level = casting_level (caster, spell); |
245 | |
149 | |
246 | if (settings.spellpoint_level_depend == TRUE) |
150 | if (settings.spellpoint_level_depend == TRUE) |
247 | { |
151 | { |
248 | if (spell->stats.sp && spell->stats.maxsp) |
152 | if (spell->stats.sp && spell->stats.maxsp) |
249 | { |
153 | { |
… | |
… | |
270 | else |
174 | else |
271 | { |
175 | { |
272 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
176 | sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
273 | if (spell->stats.sp && !sp) |
177 | if (spell->stats.sp && !sp) |
274 | sp = 1; |
178 | sp = 1; |
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179 | |
275 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
180 | grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
276 | if (spell->stats.grace && !grace) |
181 | if (spell->stats.grace && !grace) |
277 | grace = 1; |
182 | grace = 1; |
278 | } |
183 | } |
|
|
184 | |
279 | if (flags == SPELL_HIGHEST) |
185 | if (flags == SPELL_HIGHEST) |
280 | return MAX (sp, grace); |
186 | return MAX (sp, grace); |
281 | else if (flags == SPELL_GRACE) |
187 | else if (flags == SPELL_GRACE) |
282 | return grace; |
188 | return grace; |
283 | else if (flags == SPELL_MANA) |
189 | else if (flags == SPELL_MANA) |
… | |
… | |
287 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
193 | LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
288 | return 0; |
194 | return 0; |
289 | } |
195 | } |
290 | } |
196 | } |
291 | |
197 | |
|
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198 | /* |
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199 | * Return the effective casting level of the spell. |
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200 | * To make spells independent of their starting level, this function |
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201 | * scales the range spellstartlevel .. 100 into the range 1..100 |
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202 | */ |
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203 | static int |
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204 | SP_casting_level (object *caster, object *spell) |
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205 | { |
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206 | return casting_level (caster, spell); |
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207 | } |
292 | |
208 | |
293 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
209 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
294 | * spob is the spell we are adjusting. |
210 | * spob is the spell we are adjusting. |
295 | */ |
211 | */ |
296 | int |
212 | int |
297 | SP_level_dam_adjust (object *caster, object *spob) |
213 | SP_level_dam_adjust (object *caster, object *spob) |
298 | { |
214 | { |
299 | int level = caster_level (caster, spob); |
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300 | int adj = level - min_casting_level (caster, spob); |
|
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301 | |
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302 | if (adj < 0) |
|
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303 | adj = 0; |
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304 | if (spob->dam_modifier) |
215 | if (!spob->dam_modifier) |
305 | adj /= spob->dam_modifier; |
|
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306 | else |
|
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307 | adj = 0; |
|
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308 | return adj; |
216 | return 0; |
|
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217 | |
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218 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
309 | } |
219 | } |
310 | |
220 | |
311 | /* Adjust the strength of the spell based on level. |
221 | /* Adjust the strength of the spell based on level. |
312 | * This is basically the same as SP_level_dam_adjust above, |
222 | * This is basically the same as SP_level_dam_adjust above, |
313 | * but instead looks at the level_modifier value. |
223 | * but instead looks at the level_modifier value. |
314 | */ |
224 | */ |
315 | int |
225 | int |
316 | SP_level_duration_adjust (object *caster, object *spob) |
226 | SP_level_duration_adjust (object *caster, object *spob) |
317 | { |
227 | { |
318 | int level = caster_level (caster, spob); |
|
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319 | int adj = level - min_casting_level (caster, spob); |
|
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320 | |
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321 | if (adj < 0) |
|
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322 | adj = 0; |
|
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323 | if (spob->duration_modifier) |
228 | if (!spob->duration_modifier) |
324 | adj /= spob->duration_modifier; |
|
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325 | else |
|
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326 | adj = 0; |
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327 | |
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328 | return adj; |
229 | return 0; |
|
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230 | |
|
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231 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
329 | } |
232 | } |
330 | |
233 | |
331 | /* Adjust the strength of the spell based on level. |
234 | /* Adjust the strength of the spell based on level. |
332 | * This is basically the same as SP_level_dam_adjust above, |
235 | * This is basically the same as SP_level_dam_adjust above, |
333 | * but instead looks at the level_modifier value. |
236 | * but instead looks at the level_modifier value. |
334 | */ |
237 | */ |
335 | int |
238 | int |
336 | SP_level_range_adjust (object *caster, object *spob) |
239 | SP_level_range_adjust (object *caster, object *spob) |
337 | { |
240 | { |
338 | int level = caster_level (caster, spob); |
|
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339 | int adj = level - min_casting_level (caster, spob); |
|
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340 | |
|
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341 | if (adj < 0) |
|
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342 | adj = 0; |
|
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343 | if (spob->range_modifier) |
241 | if (!spob->range_modifier) |
344 | adj /= spob->range_modifier; |
|
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345 | else |
|
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346 | adj = 0; |
|
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347 | |
|
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348 | return adj; |
242 | return 0; |
|
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243 | |
|
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244 | return SP_casting_level (caster, spob) / spob->range_modifier; |
349 | } |
245 | } |
350 | |
246 | |
351 | /* 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 |
352 | * as an existing spell, we presume they know it. |
248 | * as an existing spell, we presume they know it. |
353 | * 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. |
354 | */ |
250 | */ |
355 | object * |
251 | object * |
356 | check_spell_known (object *op, const char *name) |
252 | check_spell_known (object *op, const char *name) |
357 | { |
253 | { |
358 | object *spop; |
254 | object *spop; |
|
|
255 | shstr_cmp name_ (name); |
359 | |
256 | |
360 | for (spop = op->inv; spop; spop = spop->below) |
257 | for (spop = op->inv; spop; spop = spop->below) |
361 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
258 | if (spop->type == SPELL && spop->name == name) |
362 | return spop; |
259 | return spop; |
363 | |
260 | |
364 | return NULL; |
261 | return 0; |
365 | } |
262 | } |
366 | |
|
|
367 | |
263 | |
368 | /* |
264 | /* |
369 | * Look at object 'op' and see if they know the spell |
265 | * Look at object 'op' and see if they know the spell |
370 | * spname. This is pretty close to check_spell_known |
266 | * spname. This is pretty close to check_spell_known |
371 | * above, but it uses a looser matching mechanism. |
267 | * above, but it uses a looser matching mechanism. |
372 | * returns the matching spell object, or NULL. |
268 | * returns the matching spell object, or NULL. |
373 | * If we match multiple spells but don't get an |
269 | * If we match multiple spells but don't get an |
374 | * exact match, we also return NULL. |
270 | * exact match, we also return NULL. |
375 | */ |
271 | */ |
376 | |
|
|
377 | object * |
272 | object * |
378 | lookup_spell_by_name (object *op, const char *spname) |
273 | lookup_spell_by_name (object *op, const char *spname) |
379 | { |
274 | { |
380 | object *spob1 = NULL, *spob2 = NULL, *spob; |
275 | object *spob1 = NULL, *spob2 = NULL, *spob; |
381 | int nummatch = 0; |
276 | int nummatch = 0; |
… | |
… | |
427 | * eg, updated for tiled maps. |
322 | * eg, updated for tiled maps. |
428 | */ |
323 | */ |
429 | int |
324 | int |
430 | reflwall (maptile *m, int x, int y, object *sp_op) |
325 | reflwall (maptile *m, int x, int y, object *sp_op) |
431 | { |
326 | { |
432 | object *op; |
|
|
433 | |
|
|
434 | if (OUT_OF_REAL_MAP (m, x, y)) |
327 | if (OUT_OF_REAL_MAP (m, x, y)) |
435 | return 0; |
328 | return 0; |
|
|
329 | |
436 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
330 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
437 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
331 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
438 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
332 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
439 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
333 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
440 | return 1; |
334 | return 1; |
441 | |
335 | |
… | |
… | |
462 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
356 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
463 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
357 | new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
464 | dir = 0; |
358 | dir = 0; |
465 | } |
359 | } |
466 | |
360 | |
|
|
361 | SET_FLAG (new_op, FLAG_IDENTIFIED); |
467 | op->map->insert (new_op, |
362 | op->map->insert (new_op, |
468 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
363 | op->x + freearr_x[dir], op->y + freearr_y[dir], |
469 | op, |
364 | op, |
470 | dir ? 0 : INS_BELOW_ORIGINATOR); |
365 | dir ? 0 : INS_BELOW_ORIGINATOR); |
471 | |
366 | |
… | |
… | |
485 | { |
380 | { |
486 | if (!xy_normalise (m, x, y)) |
381 | if (!xy_normalise (m, x, y)) |
487 | return 0; |
382 | return 0; |
488 | |
383 | |
489 | mapspace &ms = m->at (x, y); |
384 | mapspace &ms = m->at (x, y); |
|
|
385 | ms.update (); |
490 | |
386 | |
491 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
387 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
492 | return 0; |
388 | return 0; |
493 | |
389 | |
494 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
390 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
… | |
… | |
500 | * resources, and may not work as well if a player is standing |
396 | * resources, and may not work as well if a player is standing |
501 | * on top of a counterwall spell (may hit the player before being |
397 | * on top of a counterwall spell (may hit the player before being |
502 | * removed.) On the other hand, it may be more dramatic for the |
398 | * removed.) On the other hand, it may be more dramatic for the |
503 | * spell to actually hit the counterwall and be sucked up. |
399 | * spell to actually hit the counterwall and be sucked up. |
504 | */ |
400 | */ |
505 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
401 | if ((tmp->attacktype & AT_COUNTERSPELL) |
506 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
402 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
507 | (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) |
403 | && (tmp->type != PLAYER) |
|
|
404 | && (tmp->type != WEAPON) |
|
|
405 | && (tmp->type != BOW) |
|
|
406 | && (tmp->type != ARROW) |
|
|
407 | && (tmp->type != GOLEM) |
|
|
408 | && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
|
|
409 | // we special case floor here because there |
|
|
410 | // are sometimes spell effect floors |
|
|
411 | // which are used to inflict damage |
|
|
412 | // (and those shouldn't go away from |
|
|
413 | // sanctuary) see also: permanent lava |
|
|
414 | && (immune_stop & AT_MAGIC)) |
508 | return 0; |
415 | return 0; |
509 | |
416 | |
510 | /* This is to prevent 'out of control' spells. Basically, this |
417 | /* This is to prevent 'out of control' spells. Basically, this |
511 | * limits one spell effect per space per spell. This is definately |
418 | * limits one spell effect per space per spell. This is definately |
512 | * needed for performance reasons, and just for playability I believe. |
419 | * needed for performance reasons, and just for playability I believe. |
… | |
… | |
519 | /* |
426 | /* |
520 | * Combine similar spell effects into one spell effect. Needed for |
427 | * Combine similar spell effects into one spell effect. Needed for |
521 | * performance reasons with meteor swarm and the like, but also for |
428 | * performance reasons with meteor swarm and the like, but also for |
522 | * playability reasons. |
429 | * playability reasons. |
523 | */ |
430 | */ |
524 | if (tmp->arch == op->arch |
431 | if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
525 | && tmp->type == op->type |
432 | && tmp->type == op->type |
526 | && tmp->subtype == op->subtype |
433 | && tmp->subtype == op->subtype |
527 | && tmp->owner == op->owner |
434 | && tmp->owner == op->owner |
528 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
435 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
529 | { |
436 | { |
… | |
… | |
550 | * dir: direction to fire in. |
457 | * dir: direction to fire in. |
551 | * spell: spell that is being fired. It uses other_arch for the archetype |
458 | * spell: spell that is being fired. It uses other_arch for the archetype |
552 | * to fire. |
459 | * to fire. |
553 | * returns 0 on failure, 1 on success. |
460 | * returns 0 on failure, 1 on success. |
554 | */ |
461 | */ |
555 | |
|
|
556 | int |
462 | int |
557 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
463 | fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
558 | { |
464 | { |
559 | object *tmp; |
|
|
560 | int mflags; |
|
|
561 | maptile *m; |
|
|
562 | |
|
|
563 | if (spell->other_arch == NULL) |
465 | if (!spell->other_arch) |
564 | return 0; |
466 | return 0; |
565 | |
467 | |
566 | m = op->map; |
468 | object *tmp = spell->other_arch->instance (); |
567 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
568 | if (mflags & P_OUT_OF_MAP) |
|
|
569 | { |
|
|
570 | return 0; |
|
|
571 | } |
|
|
572 | |
469 | |
573 | tmp = arch_to_object (spell->other_arch); |
470 | if (!tmp) |
574 | |
|
|
575 | if (tmp == NULL) |
|
|
576 | return 0; |
471 | return 0; |
577 | |
|
|
578 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
579 | { |
|
|
580 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
581 | tmp->destroy (); |
|
|
582 | return 0; |
|
|
583 | } |
|
|
584 | |
472 | |
585 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
473 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
586 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
474 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
587 | /* code in time.c uses food for some things, duration for others */ |
475 | /* code in time.c uses food for some things, duration for others */ |
588 | tmp->stats.food = tmp->duration; |
476 | tmp->stats.food = tmp->duration; |
589 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
477 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
590 | tmp->attacktype = spell->attacktype; |
478 | tmp->attacktype = spell->attacktype; |
591 | tmp->x = x; |
|
|
592 | tmp->y = y; |
|
|
593 | tmp->direction = dir; |
479 | tmp->direction = dir; |
594 | if (op->owner != NULL) |
|
|
595 | tmp->set_owner (op); |
480 | tmp->set_owner (op); |
596 | else |
|
|
597 | tmp->set_owner (op); |
|
|
598 | tmp->level = caster_level (caster, spell); |
481 | tmp->level = casting_level (caster, spell); |
599 | set_spell_skill (op, caster, spell, tmp); |
482 | set_spell_skill (op, caster, spell, tmp); |
600 | |
483 | |
601 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
484 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
602 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
485 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
603 | { |
|
|
604 | if (!tailor_god_spell (tmp, op)) |
486 | if (!tailor_god_spell (tmp, op)) |
605 | return 0; |
487 | return 0; |
606 | } |
488 | |
607 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
489 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
608 | SET_ANIMATION (tmp, dir); |
490 | SET_ANIMATION (tmp, dir); |
609 | |
491 | |
610 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
492 | if ((tmp = op->map->insert (tmp, x, y, op))) |
611 | move_spell_effect (tmp); |
493 | move_spell_effect (tmp); |
612 | |
494 | |
613 | return 1; |
495 | return 1; |
614 | } |
496 | } |
615 | |
497 | |
… | |
… | |
620 | ****************************************************************************/ |
502 | ****************************************************************************/ |
621 | void |
503 | void |
622 | regenerate_rod (object *rod) |
504 | regenerate_rod (object *rod) |
623 | { |
505 | { |
624 | if (rod->stats.hp < rod->stats.maxhp) |
506 | if (rod->stats.hp < rod->stats.maxhp) |
625 | { |
507 | rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
626 | rod->stats.hp += 1 + rod->stats.maxhp / 10; |
|
|
627 | |
|
|
628 | if (rod->stats.hp > rod->stats.maxhp) |
|
|
629 | rod->stats.hp = rod->stats.maxhp; |
|
|
630 | } |
|
|
631 | } |
508 | } |
632 | |
|
|
633 | |
509 | |
634 | void |
510 | void |
635 | drain_rod_charge (object *rod) |
511 | drain_rod_charge (object *rod) |
636 | { |
512 | { |
637 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
513 | rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
638 | } |
514 | } |
639 | |
|
|
640 | |
|
|
641 | |
|
|
642 | |
515 | |
643 | /* this function is commonly used to find a friendly target for |
516 | /* this function is commonly used to find a friendly target for |
644 | * spells such as heal or protection or armour |
517 | * spells such as heal or protection or armour |
645 | * op is what is looking for the target (which can be a player), |
518 | * op is what is looking for the target (which can be a player), |
646 | * dir is the direction we are looking in. Return object found, or |
519 | * dir is the direction we are looking in. Return object found, or |
647 | * NULL if no good object. |
520 | * NULL if no good object. |
648 | */ |
521 | */ |
649 | |
|
|
650 | object * |
522 | object * |
651 | find_target_for_friendly_spell (object *op, int dir) |
523 | find_target_for_friendly_spell (object *op, int dir) |
652 | { |
524 | { |
653 | object *tmp; |
525 | object *tmp; |
654 | maptile *m; |
|
|
655 | sint16 x, y; |
|
|
656 | int mflags; |
|
|
657 | |
526 | |
658 | /* I don't really get this block - if op isn't a player or rune, |
527 | /* I don't really get this block - if op isn't a player or rune, |
659 | * we then make the owner of this object the target. |
528 | * we then make the owner of this object the target. |
660 | * The owner could very well be no where near op. |
529 | * The owner could very well be no where near op. |
661 | */ |
530 | */ |
… | |
… | |
668 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
537 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
669 | tmp = op; |
538 | tmp = op; |
670 | } |
539 | } |
671 | else |
540 | else |
672 | { |
541 | { |
673 | m = op->map; |
542 | maptile *m = op->map; |
674 | x = op->x + freearr_x[dir]; |
543 | sint16 x = op->x + freearr_x[dir]; |
675 | y = op->y + freearr_y[dir]; |
544 | sint16 y = op->y + freearr_y[dir]; |
676 | |
|
|
677 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
678 | |
|
|
679 | if (mflags & P_OUT_OF_MAP) |
|
|
680 | tmp = 0; |
|
|
681 | else |
545 | |
|
|
546 | tmp = xy_normalise (m, x, y) |
682 | tmp = m->at (x, y).player (); |
547 | ? m->at (x, y).player () |
|
|
548 | : 0; |
683 | } |
549 | } |
684 | |
550 | |
685 | /* didn't find a player there, look in current square for a player */ |
551 | /* didn't find a player there, look in current square for a player */ |
686 | if (!tmp) |
552 | if (!tmp) |
687 | tmp = op->ms ().player (); |
553 | tmp = op->ms ().player (); |
688 | |
554 | |
689 | return tmp; |
555 | return tmp; |
690 | } |
556 | } |
691 | |
|
|
692 | |
|
|
693 | |
557 | |
694 | /* raytrace: |
558 | /* raytrace: |
695 | * spell_find_dir(map, x, y, exclude) will search first the center square |
559 | * spell_find_dir(map, x, y, exclude) will search first the center square |
696 | * then some close squares in the given map at the given coordinates for |
560 | * then some close squares in the given map at the given coordinates for |
697 | * live objects. |
561 | * live objects. |
… | |
… | |
700 | * monsters/generators only. If not, the spell will hunt players only. |
564 | * monsters/generators only. If not, the spell will hunt players only. |
701 | * It returns the direction toward the first/closest live object if it finds |
565 | * It returns the direction toward the first/closest live object if it finds |
702 | * any, otherwise -1. |
566 | * any, otherwise -1. |
703 | * note that exclude can be NULL, in which case all bets are off. |
567 | * note that exclude can be NULL, in which case all bets are off. |
704 | */ |
568 | */ |
705 | |
|
|
706 | int |
569 | int |
707 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
570 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
708 | { |
571 | { |
709 | int i, max = SIZEOFFREE; |
572 | int i, max = SIZEOFFREE; |
710 | sint16 nx, ny; |
573 | sint16 nx, ny; |
… | |
… | |
737 | return freedir[i]; |
600 | return freedir[i]; |
738 | } |
601 | } |
739 | return -1; /* flag for "keep going the way you were" */ |
602 | return -1; /* flag for "keep going the way you were" */ |
740 | } |
603 | } |
741 | |
604 | |
742 | |
|
|
743 | |
|
|
744 | /* put_a_monster: puts a monster named monstername near by |
605 | /* put_a_monster: puts a monster named monstername near by |
745 | * op. This creates the treasures for the monsters, and |
606 | * op. This creates the treasures for the monsters, and |
746 | * also deals with multipart monsters properly. |
607 | * also deals with multipart monsters properly. |
747 | */ |
608 | */ |
748 | |
|
|
749 | void |
609 | void |
750 | put_a_monster (object *op, const char *monstername) |
610 | put_a_monster (object *op, const char *monstername) |
751 | { |
611 | { |
752 | object *tmp, *head = NULL, *prev = NULL; |
612 | object *tmp, *head = NULL, *prev = NULL; |
753 | archetype *at; |
613 | archetype *at; |
… | |
… | |
760 | |
620 | |
761 | /* find a free square nearby |
621 | /* find a free square nearby |
762 | * first we check the closest square for free squares |
622 | * first we check the closest square for free squares |
763 | */ |
623 | */ |
764 | |
624 | |
765 | dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); |
625 | dir = find_first_free_spot (at, op->map, op->x, op->y); |
766 | if (dir != -1) |
626 | if (dir != -1) |
767 | { |
627 | { |
768 | /* This is basically grabbed for generate monster. Fixed 971225 to |
628 | /* This is basically grabbed for generate monster. Fixed 971225 to |
769 | * insert multipart monsters properly |
629 | * insert multipart monsters properly |
770 | */ |
630 | */ |
|
|
631 | //TODO: use expand_tail + ... |
771 | while (at != NULL) |
632 | while (at != NULL) |
772 | { |
633 | { |
773 | tmp = arch_to_object (at); |
634 | tmp = arch_to_object (at); |
774 | tmp->x = op->x + freearr_x[dir] + at->clone.x; |
635 | tmp->x = op->x + freearr_x[dir] + at->x; |
775 | tmp->y = op->y + freearr_y[dir] + at->clone.y; |
636 | tmp->y = op->y + freearr_y[dir] + at->y; |
776 | tmp->map = op->map; |
637 | tmp->map = op->map; |
777 | if (head) |
638 | if (head) |
778 | { |
639 | { |
779 | tmp->head = head; |
640 | tmp->head = head; |
780 | prev->more = tmp; |
641 | prev->more = tmp; |
781 | } |
642 | } |
|
|
643 | |
782 | if (!head) |
644 | if (!head) |
783 | head = tmp; |
645 | head = tmp; |
|
|
646 | |
784 | prev = tmp; |
647 | prev = tmp; |
|
|
648 | |
785 | at = at->more; |
649 | at = (archetype *)at->more; |
786 | } |
650 | } |
787 | |
651 | |
788 | if (head->randomitems) |
652 | if (head->randomitems) |
789 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
653 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
790 | |
654 | |
791 | insert_ob_in_map (head, op->map, op, 0); |
655 | insert_ob_in_map (head, op->map, op, 0); |
792 | |
656 | |
793 | /* thought it'd be cool to insert a burnout, too. */ |
657 | /* thought it'd be cool to insert a burnout, too. */ |
794 | op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
658 | op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
795 | } |
659 | } |
796 | } |
660 | } |
797 | |
661 | |
798 | /* peterm: function which summons hostile monsters and |
662 | /* peterm: function which summons hostile monsters and |
799 | * places them in nearby squares. |
663 | * places them in nearby squares. |
… | |
… | |
826 | { |
690 | { |
827 | int attacktype; |
691 | int attacktype; |
828 | int face; |
692 | int face; |
829 | } ATTACKS[22] = |
693 | } ATTACKS[22] = |
830 | { |
694 | { |
831 | { |
|
|
832 | AT_PHYSICAL, 0}, |
695 | { AT_PHYSICAL, 0}, |
833 | { |
|
|
834 | AT_PHYSICAL, 0}, /*face = explosion */ |
696 | { AT_PHYSICAL, 0}, /*face = explosion */ |
835 | { |
|
|
836 | AT_PHYSICAL, 0}, |
697 | { AT_PHYSICAL, 0}, |
837 | { |
|
|
838 | AT_MAGIC, 1}, |
698 | { AT_MAGIC, 1}, |
839 | { |
|
|
840 | AT_MAGIC, 1}, /* face = last-burnout */ |
699 | { AT_MAGIC, 1}, /* face = last-burnout */ |
841 | { |
|
|
842 | AT_MAGIC, 1}, |
700 | { AT_MAGIC, 1}, |
843 | { |
|
|
844 | AT_FIRE, 2}, |
701 | { AT_FIRE, 2}, |
845 | { |
|
|
846 | AT_FIRE, 2}, /* face = fire.... */ |
702 | { AT_FIRE, 2}, /* face = fire.... */ |
847 | { |
|
|
848 | AT_FIRE, 2}, |
703 | { AT_FIRE, 2}, |
849 | { |
|
|
850 | AT_ELECTRICITY, 3}, |
704 | { AT_ELECTRICITY, 3}, |
851 | { |
|
|
852 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
705 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
853 | { |
|
|
854 | AT_ELECTRICITY, 3}, |
706 | { AT_ELECTRICITY, 3}, |
855 | { |
|
|
856 | AT_COLD, 4}, |
707 | { AT_COLD, 4}, |
857 | { |
|
|
858 | AT_COLD, 4}, /* face=icestorm */ |
708 | { AT_COLD, 4}, /* face=icestorm */ |
859 | { |
|
|
860 | AT_COLD, 4}, |
709 | { AT_COLD, 4}, |
861 | { |
|
|
862 | AT_CONFUSION, 5}, |
710 | { AT_CONFUSION, 5}, |
863 | { |
|
|
864 | AT_POISON, 7}, |
711 | { AT_POISON, 7}, |
865 | { |
|
|
866 | AT_POISON, 7}, /* face = acid sphere. generator */ |
712 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
867 | { |
|
|
868 | AT_POISON, 7}, /* poisoncloud face */ |
713 | { AT_POISON, 7}, /* poisoncloud face */ |
869 | { |
|
|
870 | AT_SLOW, 8}, |
714 | { AT_SLOW, 8}, |
871 | { |
|
|
872 | AT_PARALYZE, 9}, |
715 | { AT_PARALYZE, 9}, |
873 | { |
|
|
874 | AT_FEAR, 10}}; |
716 | { AT_FEAR, 10}, |
875 | |
717 | }; |
876 | |
|
|
877 | |
718 | |
878 | /* shuffle_attack: peterm |
719 | /* shuffle_attack: peterm |
879 | * This routine shuffles the attack of op to one of the |
720 | * This routine shuffles the attack of op to one of the |
880 | * ones in the list. It does this at random. It also |
721 | * ones in the list. It does this at random. It also |
881 | * chooses a face appropriate to the attack that is |
722 | * chooses a face appropriate to the attack that is |
… | |
… | |
1019 | |
860 | |
1020 | int |
861 | int |
1021 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
862 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1022 | { |
863 | { |
1023 | int success; |
864 | int success; |
1024 | player *pl; |
|
|
1025 | object *spell; |
865 | object *spell; |
1026 | |
866 | |
1027 | if (!spell_ob->other_arch) |
867 | if (!spell_ob->other_arch) |
1028 | { |
868 | { |
1029 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
869 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
1030 | return 0; |
870 | return 0; |
1031 | } |
871 | } |
|
|
872 | |
1032 | spell = arch_to_object (spell_ob->other_arch); |
873 | spell = arch_to_object (spell_ob->other_arch); |
1033 | |
874 | |
1034 | /* Always cast spell on caster */ |
875 | /* Always cast spell on caster */ |
1035 | success = cast_spell (op, caster, dir, spell, stringarg); |
876 | success = cast_spell (op, caster, dir, spell, stringarg); |
1036 | |
877 | |
1037 | if (caster->contr->party == NULL) |
878 | if (caster->contr->party == NULL) |
1038 | { |
879 | { |
1039 | spell->remove (); |
880 | spell->remove (); |
1040 | return success; |
881 | return success; |
1041 | } |
882 | } |
|
|
883 | |
1042 | for_all_players (pl) |
884 | for_all_players (pl) |
1043 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
885 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
1044 | { |
|
|
1045 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
886 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
1046 | } |
887 | |
1047 | spell->remove (); |
888 | spell->remove (); |
1048 | return success; |
889 | return success; |
1049 | } |
890 | } |
1050 | |
891 | |
1051 | /* This is where the main dispatch when someone casts a spell. |
892 | /* This is where the main dispatch when someone casts a spell. |
… | |
… | |
1073 | * |
914 | * |
1074 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
915 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
1075 | * this function will decrease the mana/grace appropriately. For other |
916 | * this function will decrease the mana/grace appropriately. For other |
1076 | * objects, the caller should do what it considers appropriate. |
917 | * objects, the caller should do what it considers appropriate. |
1077 | */ |
918 | */ |
1078 | |
|
|
1079 | int |
919 | int |
1080 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
920 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1081 | { |
921 | { |
1082 | const char *godname; |
922 | const char *godname; |
1083 | int success = 0, mflags, cast_level = 0, old_shoottype; |
923 | int success = 0, cast_level = 0; |
1084 | object *skill = NULL; |
924 | object *skill = NULL; |
1085 | |
|
|
1086 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
|
|
1087 | |
925 | |
1088 | if (!spell_ob) |
926 | if (!spell_ob) |
1089 | { |
927 | { |
1090 | LOG (llevError, "cast_spell: null spell object passed\n"); |
928 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1091 | return 0; |
929 | return 0; |
… | |
… | |
1119 | * need to have the right skill pointer passed, so we need to |
957 | * need to have the right skill pointer passed, so we need to |
1120 | * at least process that code. |
958 | * at least process that code. |
1121 | */ |
959 | */ |
1122 | if (op->type == PLAYER && op == caster) |
960 | if (op->type == PLAYER && op == caster) |
1123 | { |
961 | { |
1124 | cast_level = caster_level (caster, spell_ob); |
|
|
1125 | if (spell_ob->skill) |
962 | if (spell_ob->skill) |
1126 | { |
963 | { |
1127 | skill = find_skill_by_name (op, spell_ob->skill); |
964 | skill = find_skill_by_name (op, spell_ob->skill); |
|
|
965 | |
1128 | if (!skill) |
966 | if (!skill) |
1129 | { |
967 | { |
1130 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); |
968 | op->failmsg (format ("You need the skill %s to cast %s! " |
|
|
969 | "H<You either need to learn the skill via a skill scroll " |
|
|
970 | "or you need to wear a talisman or holy symbol.>", |
|
|
971 | &spell_ob->skill, &spell_ob->name)); |
1131 | return 0; |
972 | return 0; |
1132 | } |
973 | } |
1133 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
974 | |
|
|
975 | const char *msg = ""; |
|
|
976 | |
|
|
977 | int caster_level = skill->level; |
|
|
978 | |
|
|
979 | if (op->path_attuned & spell_ob->path_attuned) |
1134 | { |
980 | { |
1135 | new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); |
981 | caster_level += min (cast_level * 2, ATTUNE_REPELL); |
|
|
982 | msg = " (attuned)"; |
|
|
983 | } |
|
|
984 | |
|
|
985 | if (op->path_repelled & spell_ob->path_attuned) |
|
|
986 | { |
|
|
987 | caster_level = ATTUNE_REPELL; // negative is ok |
|
|
988 | msg = " (repelled)"; |
|
|
989 | } |
|
|
990 | |
|
|
991 | if (spell_ob->level > caster_level) |
|
|
992 | { |
|
|
993 | op->failmsg (format ("You lack enough skill to cast that spell! " |
|
|
994 | "H<Your effective cast level is %d%s, but level %d is required.>", |
|
|
995 | caster_level, msg, spell_ob->level)); |
|
|
996 | if (!op->is_wiz ()) |
1136 | return 0; |
997 | return 0; |
1137 | } |
998 | } |
1138 | } |
999 | } |
|
|
1000 | |
1139 | /* If the caster is the wiz, they don't ever fail, and don't have |
1001 | /* If the caster is the wiz, they don't ever fail, and don't have |
1140 | * to have sufficient grace/mana. |
1002 | * to have sufficient grace/mana. |
1141 | */ |
1003 | */ |
1142 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1004 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1143 | { |
1005 | { |
1144 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1006 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1145 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1007 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1146 | { |
1008 | { |
1147 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
1009 | op->failmsg ("You don't have enough mana!"); |
1148 | return 0; |
1010 | return 0; |
1149 | } |
1011 | } |
1150 | |
1012 | |
1151 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1013 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1152 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1014 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1153 | { |
1015 | { |
1154 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1016 | if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1155 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1017 | 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1156 | { |
|
|
1157 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); |
1018 | op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1158 | } |
|
|
1159 | else |
1019 | else |
1160 | { |
1020 | { |
1161 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1021 | prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1162 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); |
1022 | op->failmsg (format ("%s ignores your prayer.", godname)); |
1163 | return 0; |
1023 | return 0; |
1164 | } |
1024 | } |
1165 | } |
1025 | } |
1166 | |
1026 | |
1167 | /* player/monster is trying to cast the spell. might fumble it */ |
1027 | /* player/monster is trying to cast the spell. might fumble it */ |
1168 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1028 | if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1169 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1029 | (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1170 | { |
1030 | { |
1171 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1031 | op->contr->play_sound (sound_find ("fumble_spell")); |
1172 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1032 | op->failmsg ("You fumble the prayer."); |
1173 | if (settings.casting_time == TRUE) |
1033 | |
1174 | { |
|
|
1175 | op->casting_time = -1; |
|
|
1176 | } |
|
|
1177 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1034 | op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1178 | return 0; |
1035 | return 0; |
1179 | } |
1036 | } |
1180 | else if (spell_ob->stats.sp) |
1037 | else if (spell_ob->stats.sp) |
1181 | { |
1038 | { |
1182 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1039 | int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1183 | |
1040 | |
1184 | if (failure < 0) |
1041 | if (failure < 0) |
1185 | { |
1042 | { |
1186 | new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); |
1043 | op->failmsg ("You bungle the spell because you have too much heavy equipment in use."); |
1187 | if (settings.spell_failure_effects == TRUE) |
1044 | if (settings.spell_failure_effects == TRUE) |
1188 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1045 | spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1189 | op->contr->shoottype = (rangetype) old_shoottype; |
1046 | |
1190 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1047 | op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1191 | return 0; |
1048 | return 0; |
1192 | } |
1049 | } |
1193 | } |
1050 | } |
1194 | } |
1051 | } |
1195 | } |
1052 | } |
1196 | |
1053 | |
1197 | mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); |
1054 | int mflags = op->ms ().flags (); |
1198 | |
1055 | |
1199 | /* See if we can cast a spell here. If the caster and op are |
1056 | /* See if we can cast a spell here. If the caster and op are |
1200 | * not alive, then this would mean that the mapmaker put the |
1057 | * not alive, then this would mean that the mapmaker put the |
1201 | * objects on the space - presume that they know what they are |
1058 | * objects on the space - presume that they know what they are |
1202 | * doing. |
1059 | * doing. |
1203 | */ |
1060 | */ |
1204 | |
1061 | |
1205 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1062 | if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1206 | { |
1063 | { |
1207 | new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); |
1064 | op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1208 | return 0; |
1065 | return 0; |
1209 | } |
1066 | } |
1210 | |
1067 | |
1211 | if ((spell_ob->type == SPELL) |
1068 | if ((spell_ob->type == SPELL) |
1212 | && (caster->type != POTION) |
1069 | && (caster->type != POTION) |
… | |
… | |
1217 | { |
1074 | { |
1218 | if (op->type != PLAYER) |
1075 | if (op->type != PLAYER) |
1219 | return 0; |
1076 | return 0; |
1220 | |
1077 | |
1221 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1078 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1222 | new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); |
1079 | op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); |
1223 | else |
1080 | else if (object *item = op->contr->ranged_ob) |
1224 | switch (op->contr->shoottype) |
|
|
1225 | { |
1081 | { |
1226 | case range_magic: |
1082 | if (item->type == SPELL) |
1227 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1083 | op->failmsg ("Something blocks your spellcasting."); |
1228 | break; |
1084 | else if (item->type == SCROLL) |
1229 | case range_misc: |
1085 | op->failmsg ("Something blocks the magic of your scroll."); |
1230 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1231 | break; |
|
|
1232 | case range_golem: |
|
|
1233 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
|
|
1234 | break; |
|
|
1235 | default: |
|
|
1236 | break; |
|
|
1237 | } |
|
|
1238 | return 0; |
|
|
1239 | } |
|
|
1240 | |
|
|
1241 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
|
|
1242 | { |
|
|
1243 | if (op->casting_time == -1) |
|
|
1244 | { /* begin the casting */ |
|
|
1245 | op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob)); |
|
|
1246 | op->spell = spell_ob; |
|
|
1247 | /* put the stringarg into the object struct so that when the |
|
|
1248 | * spell is actually cast, it knows about the stringarg. |
|
|
1249 | * necessary for the invoke command spells. |
|
|
1250 | */ |
|
|
1251 | if (stringarg) |
|
|
1252 | { |
|
|
1253 | op->spellarg = strdup (stringarg); |
|
|
1254 | } |
|
|
1255 | else |
1086 | else |
1256 | op->spellarg = NULL; |
1087 | op->failmsg ("Something blocks the magic of your item."); |
1257 | return 0; |
|
|
1258 | } |
|
|
1259 | else if (op->casting_time != 0) |
|
|
1260 | { |
|
|
1261 | if (op->type == PLAYER) |
|
|
1262 | new_draw_info (NDI_UNIQUE, 0, op, "You are casting!"); |
|
|
1263 | return 0; |
|
|
1264 | } |
1088 | } |
1265 | else |
1089 | else |
1266 | { /* casting_time == 0 */ |
1090 | op->failmsg ("Something blocks the spell!"); |
1267 | op->casting_time = -1; |
1091 | |
1268 | spell_ob = op->spell; |
1092 | return 0; |
1269 | stringarg = op->spellarg; |
|
|
1270 | } |
|
|
1271 | } |
|
|
1272 | else |
|
|
1273 | { |
1093 | } |
|
|
1094 | |
1274 | /* Take into account how long it takes to cast the spell. |
1095 | /* Take into account how long it takes to cast the spell. |
1275 | * if the player is casting it, then we use the time in |
1096 | * if the player is casting it, then we use the time in |
1276 | * the spell object. If it is a spell object, have it |
1097 | * the spell object. If it is a spell object, have it |
1277 | * take two ticks. Things that cast spells on the players |
1098 | * take two ticks. Things that cast spells on the players |
1278 | * behalf (eg, altars, and whatever else) shouldn't cost |
1099 | * behalf (eg, altars, and whatever else) shouldn't cost |
1279 | * the player any time. |
1100 | * the player any time. |
1280 | * Ignore casting time for firewalls |
1101 | * Ignore casting time for firewalls |
|
|
1102 | */ |
|
|
1103 | if (caster == op && caster->type != FIREWALL) |
|
|
1104 | { |
|
|
1105 | 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 |
|
|
1107 | * put a lower limit so that the player isn't stuck here too long |
1281 | */ |
1108 | */ |
1282 | if (caster == op && caster->type != FIREWALL) |
|
|
1283 | { |
|
|
1284 | op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
|
|
1285 | /* Other portions of the code may also decrement the speed of the player, so |
|
|
1286 | * put a lower limit so that the player isn't stuck here too long |
|
|
1287 | */ |
|
|
1288 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1109 | if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1289 | 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); |
1290 | } |
1111 | } |
1291 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1112 | else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1292 | { |
|
|
1293 | op->speed_left -= 2 * FABS (op->speed); |
1113 | op->speed_left -= 2 * FABS (op->speed); |
1294 | } |
|
|
1295 | } |
|
|
1296 | |
1114 | |
1297 | if (op->type == PLAYER && op == caster) |
1115 | if (op->type == PLAYER && op == caster) |
1298 | { |
1116 | { |
1299 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1117 | op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1300 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1118 | op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
… | |
… | |
1307 | if (op != caster && !skill && caster->skill) |
1125 | if (op != caster && !skill && caster->skill) |
1308 | { |
1126 | { |
1309 | skill = find_skill_by_name (op, caster->skill); |
1127 | skill = find_skill_by_name (op, caster->skill); |
1310 | if (!skill) |
1128 | if (!skill) |
1311 | { |
1129 | { |
1312 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); |
1130 | op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); |
1313 | return 0; |
1131 | return 0; |
1314 | } |
1132 | } |
|
|
1133 | |
1315 | change_skill (op, skill, 0); /* needed for proper exp credit */ |
1134 | op->change_skill (skill); /* needed for proper exp credit */ |
1316 | } |
1135 | } |
|
|
1136 | |
|
|
1137 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1138 | return RESULT_INT (0); |
1317 | |
1139 | |
1318 | switch (spell_ob->subtype) |
1140 | switch (spell_ob->subtype) |
1319 | { |
1141 | { |
1320 | /* The order of case statements is same as the order they show up |
1142 | /* The order of case statements is same as the order they show up |
1321 | * in in spells.h. |
1143 | * in in spells.h. |
1322 | */ |
1144 | */ |
1323 | case SP_RAISE_DEAD: |
1145 | case SP_RAISE_DEAD: |
1324 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1146 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1325 | break; |
1147 | break; |
1326 | |
1148 | |
1327 | case SP_RUNE: |
1149 | case SP_RUNE: |
… | |
… | |
1355 | case SP_SMITE: |
1177 | case SP_SMITE: |
1356 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1178 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1357 | break; |
1179 | break; |
1358 | |
1180 | |
1359 | case SP_MAGIC_MISSILE: |
1181 | case SP_MAGIC_MISSILE: |
1360 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1182 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1361 | break; |
1183 | break; |
1362 | |
1184 | |
1363 | case SP_SUMMON_GOLEM: |
1185 | case SP_SUMMON_GOLEM: |
1364 | success = summon_golem (op, caster, dir, spell_ob); |
1186 | success = summon_golem (op, caster, dir, spell_ob); |
1365 | old_shoottype = range_golem; |
|
|
1366 | break; |
1187 | break; |
1367 | |
1188 | |
1368 | case SP_DIMENSION_DOOR: |
1189 | case SP_DIMENSION_DOOR: |
1369 | /* dimension door needs the actual caster, because that is what is |
1190 | /* dimension door needs the actual caster, because that is what is |
1370 | * moved. |
1191 | * moved. |
… | |
… | |
1443 | #ifdef NO_POLYMORPH |
1264 | #ifdef NO_POLYMORPH |
1444 | /* Not great, but at least provide feedback so if players do have |
1265 | /* Not great, but at least provide feedback so if players do have |
1445 | * polymorph (ie, find it as a preset item or left over from before |
1266 | * polymorph (ie, find it as a preset item or left over from before |
1446 | * it was disabled), they get some feedback. |
1267 | * it was disabled), they get some feedback. |
1447 | */ |
1268 | */ |
1448 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); |
1269 | op->failmsg ("The spell fizzles!"); |
1449 | success = 0; |
1270 | success = 0; |
1450 | #else |
1271 | #else |
1451 | success = cast_polymorph (op, caster, spell_ob, dir); |
1272 | success = cast_polymorph (op, caster, spell_ob, dir); |
1452 | #endif |
1273 | #endif |
1453 | break; |
1274 | break; |
… | |
… | |
1473 | break; |
1294 | break; |
1474 | |
1295 | |
1475 | case SP_MOVING_BALL: |
1296 | case SP_MOVING_BALL: |
1476 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1297 | if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1477 | { |
1298 | { |
1478 | new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); |
1299 | op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); |
1479 | success = 0; |
1300 | success = 0; |
1480 | } |
1301 | } |
1481 | else |
1302 | else |
1482 | success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1303 | success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); |
1483 | break; |
1304 | break; |
1484 | |
1305 | |
1485 | case SP_SWARM: |
1306 | case SP_SWARM: |
1486 | success = fire_swarm (op, caster, spell_ob, dir); |
1307 | success = fire_swarm (op, caster, spell_ob, dir); |
1487 | break; |
1308 | break; |
… | |
… | |
1503 | success = cast_consecrate (op, caster, spell_ob); |
1324 | success = cast_consecrate (op, caster, spell_ob); |
1504 | break; |
1325 | break; |
1505 | |
1326 | |
1506 | case SP_ANIMATE_WEAPON: |
1327 | case SP_ANIMATE_WEAPON: |
1507 | success = animate_weapon (op, caster, spell_ob, dir); |
1328 | success = animate_weapon (op, caster, spell_ob, dir); |
1508 | old_shoottype = range_golem; |
|
|
1509 | break; |
1329 | break; |
1510 | |
1330 | |
1511 | case SP_LIGHT: |
1331 | case SP_LIGHT: |
1512 | success = cast_light (op, caster, spell_ob, dir); |
1332 | success = cast_light (op, caster, spell_ob, dir); |
1513 | break; |
1333 | break; |
… | |
… | |
1526 | |
1346 | |
1527 | case SP_AURA: |
1347 | case SP_AURA: |
1528 | success = create_aura (op, caster, spell_ob); |
1348 | success = create_aura (op, caster, spell_ob); |
1529 | break; |
1349 | break; |
1530 | |
1350 | |
1531 | case SP_TOWN_PORTAL: |
|
|
1532 | success = cast_create_town_portal (op, caster, spell_ob, dir); |
|
|
1533 | break; |
|
|
1534 | |
|
|
1535 | case SP_PARTY_SPELL: |
1351 | case SP_PARTY_SPELL: |
1536 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1352 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1537 | break; |
1353 | break; |
1538 | |
1354 | |
1539 | default: |
1355 | default: |
1540 | if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
|
|
1541 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1356 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1542 | } |
|
|
1543 | |
|
|
1544 | /* FIXME - we need some better sound suppport */ |
|
|
1545 | // yes, for example, augment map info with the spell effect |
|
|
1546 | // so clients can calculate the sounds themselves |
|
|
1547 | //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); |
|
|
1548 | |
|
|
1549 | /* free the spell arg */ |
|
|
1550 | if (settings.casting_time == TRUE && stringarg) |
|
|
1551 | { |
1357 | } |
1552 | free (stringarg); |
1358 | |
1553 | stringarg = NULL; |
1359 | op->play_sound ( |
1554 | } |
1360 | success |
1555 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
1361 | ? spell_ob->sound |
1556 | * to something like use_magic_item, but you really want to be able to fire |
1362 | ? spell_ob->sound |
1557 | * it again. |
1363 | : sound_find ("spell_success") |
1558 | */ |
1364 | : sound_find ("fumble_spell") |
1559 | if (op->contr) |
1365 | ); |
1560 | op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1561 | |
1366 | |
1562 | return success; |
1367 | return success; |
1563 | } |
1368 | } |
1564 | |
1369 | |
1565 | |
|
|
1566 | /* This is called from time.c/process_object(). That function |
1370 | /* This is called from time.c/process_object(). That function |
1567 | * calls this for any SPELL_EFFECT type objects. This function |
1371 | * calls this for any SPELL_EFFECT type objects. This function |
1568 | * then dispatches them to the appropriate specific routines. |
1372 | * then dispatches them to the appropriate specific routines. |
1569 | */ |
1373 | */ |
1570 | void |
1374 | void |
1571 | move_spell_effect (object *op) |
1375 | move_spell_effect (object *op) |
1572 | { |
1376 | { |
… | |
… | |
1630 | check_bullet (op); |
1434 | check_bullet (op); |
1631 | return; |
1435 | return; |
1632 | } |
1436 | } |
1633 | } |
1437 | } |
1634 | |
1438 | |
1635 | /* This is called by move_apply. Basically, if someone |
1439 | /* This is called by move_apply. Basically, if someone |
1636 | * moves onto a spell effect and the walk_on or fly_on flags |
1440 | * moves onto a spell effect and the walk_on or fly_on flags |
1637 | * are set, this is called. This should only be called for |
1441 | * are set, this is called. This should only be called for |
1638 | * objects of the appropraite type. |
1442 | * objects of the appropriate type. |
1639 | */ |
1443 | */ |
1640 | void |
1444 | void |
1641 | apply_spell_effect (object *spell, object *victim) |
1445 | apply_spell_effect (object *spell, object *victim) |
1642 | { |
1446 | { |
1643 | switch (spell->subtype) |
1447 | switch (spell->subtype) |
… | |
… | |
1649 | |
1453 | |
1650 | case SP_MAGIC_MISSILE: |
1454 | case SP_MAGIC_MISSILE: |
1651 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1455 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1652 | { |
1456 | { |
1653 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1457 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1654 | |
|
|
1655 | if (!spell->destroyed ()) |
|
|
1656 | spell->destroy (); |
1458 | spell->destroy (); |
1657 | } |
1459 | } |
1658 | break; |
1460 | break; |
1659 | |
1461 | |
1660 | case SP_MOVING_BALL: |
1462 | case SP_MOVING_BALL: |
1661 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1463 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1662 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1464 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1663 | else if (victim->material || victim->materialname) |
1465 | else if (victim->materialname) |
1664 | save_throw_object (victim, spell->attacktype, spell); |
1466 | save_throw_object (victim, spell->attacktype, spell); |
|
|
1467 | |
1665 | break; |
1468 | break; |
1666 | } |
1469 | } |
1667 | } |
1470 | } |
|
|
1471 | |