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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
… | |
… | |
36 | */ |
36 | */ |
37 | object * |
37 | object * |
38 | find_random_spell_in_ob (object *ob, const char *skill) |
38 | find_random_spell_in_ob (object *ob, const char *skill) |
39 | { |
39 | { |
40 | int k = 0, s; |
40 | int k = 0, s; |
41 | object *tmp; |
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42 | |
41 | |
43 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
42 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
43 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
45 | k++; |
44 | k++; |
46 | |
45 | |
47 | /* No spells, no need to progess further */ |
46 | /* No spells, no need to progess further */ |
48 | if (!k) |
47 | if (!k) |
49 | return NULL; |
48 | return NULL; |
50 | |
49 | |
51 | s = RANDOM () % k; |
50 | s = RANDOM () % k; |
52 | |
51 | |
53 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
52 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
53 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
55 | { |
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56 | if (!s) |
54 | if (!s) |
57 | return tmp; |
55 | return tmp; |
58 | else |
56 | else |
59 | s--; |
57 | s--; |
60 | } |
58 | |
61 | /* Should never get here, but just in case */ |
59 | /* Should never get here, but just in case */ |
62 | return NULL; |
60 | return 0; |
63 | } |
61 | } |
64 | |
62 | |
65 | /* Relatively simple function that gets used a lot. |
63 | /* Relatively simple function that gets used a lot. |
66 | * Basically, it sets up the skill pointer for the spell being |
64 | * Basically, it sets up the skill pointer for the spell being |
67 | * cast. If op is really casting the spell, then the skill |
65 | * cast. If op is really casting the spell, then the skill |
… | |
… | |
77 | dest->skill = spob->skill; |
75 | dest->skill = spob->skill; |
78 | else |
76 | else |
79 | dest->skill = caster->skill; |
77 | dest->skill = caster->skill; |
80 | } |
78 | } |
81 | |
79 | |
82 | /* init_spells: This should really be called check_spells, as that |
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83 | * is what it does. It goes through the spells looking for any |
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84 | * obvious errors. This was most useful in debugging when re-doing |
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85 | * all the spells to catch simple errors. To use it all the time |
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86 | * will result in it spitting out messages that aren't really errors. |
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87 | */ |
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88 | void |
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89 | init_spells (void) |
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90 | { |
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91 | #ifdef SPELL_DEBUG |
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92 | static int init_spells_done = 0; |
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93 | int i; |
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94 | archetype *at; |
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95 | |
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96 | if (init_spells_done) |
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97 | return; |
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98 | LOG (llevDebug, "Checking spells...\n"); |
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99 | |
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100 | for_all_archetypes (at) |
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101 | { |
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102 | if (at->type == SPELL) |
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103 | { |
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104 | if (at->skill) |
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105 | { |
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106 | for (i = 1; i < NUM_SKILLS; i++) |
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107 | if (!strcmp (skill_names[i], at->skill)) |
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108 | break; |
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109 | if (i == NUM_SKILLS) |
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110 | { |
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111 | LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill); |
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112 | } |
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113 | } |
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114 | /* other_arch is already checked for in the loader */ |
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115 | } |
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116 | } |
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117 | |
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118 | i = 0; |
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119 | while (spell_mapping[i]) |
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120 | { |
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121 | if (!archetype::find (spell_mapping[i])) |
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122 | { |
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123 | LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
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124 | } |
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125 | i++; |
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126 | } |
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127 | LOG (llevDebug, "Checking spells completed.\n"); |
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128 | #endif |
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129 | } |
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130 | |
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131 | /* Dumps all the spells - now also dumps skill associated with the spell. |
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132 | * not sure what this would be used for, as the data seems pretty |
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133 | * minimal, but easy enough to keep around. |
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134 | */ |
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135 | void |
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136 | dump_spells () |
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137 | { |
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138 | for_all_archetypes (at) |
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139 | if (at->type == SPELL) |
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140 | fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name, |
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141 | &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level); |
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142 | } |
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143 | |
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144 | /* pretty basic function - basically just takes |
80 | /* pretty basic function - basically just takes |
145 | * an object, sets the x,y, and calls insert_ob_in_map |
81 | * an object, sets the x,y, and calls insert_ob_in_map |
146 | */ |
82 | */ |
147 | void |
83 | void |
148 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
84 | spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
149 | { |
85 | { |
150 | if (spob->other_arch) |
86 | if (spob->other_arch) |
151 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
87 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
152 | } |
88 | } |
153 | |
89 | |
154 | /* |
90 | static int |
155 | * This function takes a caster and spell and presents the |
91 | attuned_bonus (object *caster, object *spell, int level) |
156 | * effective level the caster needs to be to cast the spell. |
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157 | * basically, it just adjusts the spell->level with attuned/repelled |
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158 | * spellpaths. Was called path_level_mod. |
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159 | * |
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160 | * caster is person casting the spell. |
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161 | * spell is the spell object. |
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162 | * Returns modified level. |
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163 | */ |
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164 | int |
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165 | min_casting_level (object *caster, object *spell) |
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166 | { |
92 | { |
167 | if (caster->path_denied & spell->path_attuned) |
93 | // compute the attuned/repelled bonus |
168 | return 1; |
94 | // attuned only increases up to 2 times the original level (i.e. bonus <= level) */ |
169 | |
95 | // repell has no such quarrels |
170 | int new_level = spell->level |
96 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
171 | + (caster->path_repelled & spell->path_attuned ? +8 : 0) |
97 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
172 | + (caster->path_attuned & spell->path_attuned ? -8 : 0); |
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173 | |
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174 | return max (1, new_level); |
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175 | } |
98 | } |
176 | |
99 | |
177 | /* This function returns the effective level the spell |
100 | /* This function returns the effective level the spell |
178 | * is being cast at. |
101 | * is being cast at. |
179 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
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180 | * This is because the new code compares casting_level against |
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181 | * min_caster_level, so the difference is effectively 4 |
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182 | */ |
102 | */ |
183 | int |
103 | int |
184 | caster_level (object *caster, object *spell) |
104 | casting_level (object *caster, object *spell) |
185 | { |
105 | { |
186 | int level = caster->level; |
106 | int level = caster->level; |
187 | |
107 | |
188 | /* 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. */ |
189 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
109 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
… | |
… | |
191 | 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); |
192 | int sk_level = skill ? skill->level : 1; |
112 | int sk_level = skill ? skill->level : 1; |
193 | |
113 | |
194 | level = min (level, sk_level + level / 10 + 1); |
114 | level = min (level, sk_level + level / 10 + 1); |
195 | } |
115 | } |
196 | else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ |
116 | else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */ |
197 | for (int i = 0; i < NUM_SKILLS; i++) |
117 | if (object *skill = caster->contr->find_skill (spell->skill)) |
198 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
118 | level = skill->level; |
199 | { |
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200 | level = caster->contr->last_skill_ob[i]->level; |
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201 | break; |
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202 | } |
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203 | |
119 | |
204 | /* Got valid caster level. Now adjust for attunement */ |
120 | int bonus = attuned_bonus (caster, spell, level); |
205 | level += caster->path_repelled & spell->path_attuned ? -8 : 0; |
121 | |
206 | level += caster->path_attuned & spell->path_attuned ? +8 : 0; |
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); |
207 | |
127 | |
208 | /* 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 |
209 | * errors in various places. |
129 | * errors in various places. |
210 | */ |
130 | */ |
211 | return max (level, 1); |
131 | return max (level, 1); |
… | |
… | |
220 | * caster is what is casting the spell, can be op. |
140 | * caster is what is casting the spell, can be op. |
221 | * spell is the spell object. |
141 | * spell is the spell object. |
222 | * 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 |
223 | * mana. In that case, we return which ever value is higher. |
143 | * mana. In that case, we return which ever value is higher. |
224 | */ |
144 | */ |
225 | |
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226 | sint16 |
145 | sint16 |
227 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
146 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
228 | { |
147 | { |
229 | int sp, grace, level = caster_level (caster, spell); |
148 | int sp, grace, level = casting_level (caster, spell); |
230 | |
149 | |
231 | if (settings.spellpoint_level_depend == TRUE) |
150 | if (settings.spellpoint_level_depend == TRUE) |
232 | { |
151 | { |
233 | if (spell->stats.sp && spell->stats.maxsp) |
152 | if (spell->stats.sp && spell->stats.maxsp) |
234 | { |
153 | { |
… | |
… | |
274 | 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); |
275 | return 0; |
194 | return 0; |
276 | } |
195 | } |
277 | } |
196 | } |
278 | |
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 | } |
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208 | |
279 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
209 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
280 | * spob is the spell we are adjusting. |
210 | * spob is the spell we are adjusting. |
281 | */ |
211 | */ |
282 | int |
212 | int |
283 | SP_level_dam_adjust (object *caster, object *spob) |
213 | SP_level_dam_adjust (object *caster, object *spob) |
284 | { |
214 | { |
285 | if (!spob->dam_modifier) |
215 | if (!spob->dam_modifier) |
286 | return 0; |
216 | return 0; |
287 | |
217 | |
288 | int level = caster_level (caster, spob); |
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289 | return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; |
218 | return SP_casting_level (caster, spob) / spob->dam_modifier; |
290 | } |
219 | } |
291 | |
220 | |
292 | /* Adjust the strength of the spell based on level. |
221 | /* Adjust the strength of the spell based on level. |
293 | * This is basically the same as SP_level_dam_adjust above, |
222 | * This is basically the same as SP_level_dam_adjust above, |
294 | * but instead looks at the level_modifier value. |
223 | * but instead looks at the level_modifier value. |
… | |
… | |
297 | SP_level_duration_adjust (object *caster, object *spob) |
226 | SP_level_duration_adjust (object *caster, object *spob) |
298 | { |
227 | { |
299 | if (!spob->duration_modifier) |
228 | if (!spob->duration_modifier) |
300 | return 0; |
229 | return 0; |
301 | |
230 | |
302 | int level = caster_level (caster, spob); |
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303 | return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; |
231 | return SP_casting_level (caster, spob) / spob->duration_modifier; |
304 | } |
232 | } |
305 | |
233 | |
306 | /* Adjust the strength of the spell based on level. |
234 | /* Adjust the strength of the spell based on level. |
307 | * This is basically the same as SP_level_dam_adjust above, |
235 | * This is basically the same as SP_level_dam_adjust above, |
308 | * but instead looks at the level_modifier value. |
236 | * but instead looks at the level_modifier value. |
… | |
… | |
311 | SP_level_range_adjust (object *caster, object *spob) |
239 | SP_level_range_adjust (object *caster, object *spob) |
312 | { |
240 | { |
313 | if (!spob->range_modifier) |
241 | if (!spob->range_modifier) |
314 | return 0; |
242 | return 0; |
315 | |
243 | |
316 | int level = caster_level (caster, spob); |
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317 | return (level - min_casting_level (caster, spob)) / spob->range_modifier; |
244 | return SP_casting_level (caster, spob) / spob->range_modifier; |
318 | } |
245 | } |
319 | |
246 | |
320 | /* 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 |
321 | * as an existing spell, we presume they know it. |
248 | * as an existing spell, we presume they know it. |
322 | * 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. |
323 | */ |
250 | */ |
324 | object * |
251 | object * |
325 | check_spell_known (object *op, const char *name) |
252 | check_spell_known (object *op, const char *name) |
326 | { |
253 | { |
327 | object *spop; |
254 | object *spop; |
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255 | shstr_cmp name_ (name); |
328 | |
256 | |
329 | for (spop = op->inv; spop; spop = spop->below) |
257 | for (spop = op->inv; spop; spop = spop->below) |
330 | if (spop->type == SPELL && !strcmp (spop->name, name)) |
258 | if (spop->type == SPELL && spop->name == name) |
331 | return spop; |
259 | return spop; |
332 | |
260 | |
333 | return NULL; |
261 | return 0; |
334 | } |
262 | } |
335 | |
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336 | |
263 | |
337 | /* |
264 | /* |
338 | * Look at object 'op' and see if they know the spell |
265 | * Look at object 'op' and see if they know the spell |
339 | * spname. This is pretty close to check_spell_known |
266 | * spname. This is pretty close to check_spell_known |
340 | * above, but it uses a looser matching mechanism. |
267 | * above, but it uses a looser matching mechanism. |
341 | * returns the matching spell object, or NULL. |
268 | * returns the matching spell object, or NULL. |
342 | * If we match multiple spells but don't get an |
269 | * If we match multiple spells but don't get an |
343 | * exact match, we also return NULL. |
270 | * exact match, we also return NULL. |
344 | */ |
271 | */ |
345 | |
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346 | object * |
272 | object * |
347 | lookup_spell_by_name (object *op, const char *spname) |
273 | lookup_spell_by_name (object *op, const char *spname) |
348 | { |
274 | { |
349 | object *spob1 = NULL, *spob2 = NULL, *spob; |
275 | object *spob1 = NULL, *spob2 = NULL, *spob; |
350 | int nummatch = 0; |
276 | int nummatch = 0; |
… | |
… | |
396 | * eg, updated for tiled maps. |
322 | * eg, updated for tiled maps. |
397 | */ |
323 | */ |
398 | int |
324 | int |
399 | reflwall (maptile *m, int x, int y, object *sp_op) |
325 | reflwall (maptile *m, int x, int y, object *sp_op) |
400 | { |
326 | { |
401 | object *op; |
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402 | |
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403 | if (OUT_OF_REAL_MAP (m, x, y)) |
327 | if (OUT_OF_REAL_MAP (m, x, y)) |
404 | return 0; |
328 | return 0; |
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329 | |
405 | 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) |
406 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
331 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
407 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
332 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
408 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
333 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
409 | return 1; |
334 | return 1; |
410 | |
335 | |
… | |
… | |
455 | { |
380 | { |
456 | if (!xy_normalise (m, x, y)) |
381 | if (!xy_normalise (m, x, y)) |
457 | return 0; |
382 | return 0; |
458 | |
383 | |
459 | mapspace &ms = m->at (x, y); |
384 | mapspace &ms = m->at (x, y); |
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385 | ms.update (); |
460 | |
386 | |
461 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
387 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
462 | return 0; |
388 | return 0; |
463 | |
389 | |
464 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
390 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
… | |
… | |
500 | /* |
426 | /* |
501 | * Combine similar spell effects into one spell effect. Needed for |
427 | * Combine similar spell effects into one spell effect. Needed for |
502 | * performance reasons with meteor swarm and the like, but also for |
428 | * performance reasons with meteor swarm and the like, but also for |
503 | * playability reasons. |
429 | * playability reasons. |
504 | */ |
430 | */ |
505 | if (tmp->arch == op->arch |
431 | if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
506 | && tmp->type == op->type |
432 | && tmp->type == op->type |
507 | && tmp->subtype == op->subtype |
433 | && tmp->subtype == op->subtype |
508 | && tmp->owner == op->owner |
434 | && tmp->owner == op->owner |
509 | && ((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))) |
510 | { |
436 | { |
… | |
… | |
534 | * returns 0 on failure, 1 on success. |
460 | * returns 0 on failure, 1 on success. |
535 | */ |
461 | */ |
536 | int |
462 | int |
537 | 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) |
538 | { |
464 | { |
539 | object *tmp; |
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540 | int mflags; |
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541 | maptile *m; |
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542 | |
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543 | if (spell->other_arch == NULL) |
465 | if (!spell->other_arch) |
544 | return 0; |
466 | return 0; |
545 | |
467 | |
546 | m = op->map; |
468 | object *tmp = spell->other_arch->instance (); |
547 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
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548 | if (mflags & P_OUT_OF_MAP) |
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549 | { |
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550 | return 0; |
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551 | } |
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552 | |
469 | |
553 | tmp = arch_to_object (spell->other_arch); |
470 | if (!tmp) |
554 | |
|
|
555 | if (tmp == NULL) |
|
|
556 | return 0; |
471 | return 0; |
557 | |
|
|
558 | if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
|
|
559 | { |
|
|
560 | new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
|
|
561 | tmp->destroy (); |
|
|
562 | return 0; |
|
|
563 | } |
|
|
564 | |
472 | |
565 | 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); |
566 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
474 | tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
567 | /* 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 */ |
568 | tmp->stats.food = tmp->duration; |
476 | tmp->stats.food = tmp->duration; |
569 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
477 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
570 | tmp->attacktype = spell->attacktype; |
478 | tmp->attacktype = spell->attacktype; |
571 | tmp->x = x; |
|
|
572 | tmp->y = y; |
|
|
573 | tmp->direction = dir; |
479 | tmp->direction = dir; |
574 | if (op->owner != NULL) |
|
|
575 | tmp->set_owner (op); |
480 | tmp->set_owner (op); |
576 | else |
|
|
577 | tmp->set_owner (op); |
|
|
578 | tmp->level = caster_level (caster, spell); |
481 | tmp->level = casting_level (caster, spell); |
579 | set_spell_skill (op, caster, spell, tmp); |
482 | set_spell_skill (op, caster, spell, tmp); |
580 | |
483 | |
581 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
484 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
582 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
485 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
583 | { |
|
|
584 | if (!tailor_god_spell (tmp, op)) |
486 | if (!tailor_god_spell (tmp, op)) |
585 | return 0; |
487 | return 0; |
586 | } |
488 | |
587 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
489 | if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
588 | SET_ANIMATION (tmp, dir); |
490 | SET_ANIMATION (tmp, dir); |
589 | |
491 | |
590 | if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
492 | if ((tmp = op->map->insert (tmp, x, y, op))) |
591 | move_spell_effect (tmp); |
493 | move_spell_effect (tmp); |
592 | |
494 | |
593 | return 1; |
495 | return 1; |
594 | } |
496 | } |
595 | |
497 | |
… | |
… | |
650 | if (!tmp) |
552 | if (!tmp) |
651 | tmp = op->ms ().player (); |
553 | tmp = op->ms ().player (); |
652 | |
554 | |
653 | return tmp; |
555 | return tmp; |
654 | } |
556 | } |
655 | |
|
|
656 | |
|
|
657 | |
557 | |
658 | /* raytrace: |
558 | /* raytrace: |
659 | * 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 |
660 | * 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 |
661 | * live objects. |
561 | * live objects. |
… | |
… | |
664 | * monsters/generators only. If not, the spell will hunt players only. |
564 | * monsters/generators only. If not, the spell will hunt players only. |
665 | * 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 |
666 | * any, otherwise -1. |
566 | * any, otherwise -1. |
667 | * 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. |
668 | */ |
568 | */ |
669 | |
|
|
670 | int |
569 | int |
671 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
570 | spell_find_dir (maptile *m, int x, int y, object *exclude) |
672 | { |
571 | { |
673 | int i, max = SIZEOFFREE; |
572 | int i, max = SIZEOFFREE; |
674 | sint16 nx, ny; |
573 | sint16 nx, ny; |
… | |
… | |
754 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
653 | create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
755 | |
654 | |
756 | insert_ob_in_map (head, op->map, op, 0); |
655 | insert_ob_in_map (head, op->map, op, 0); |
757 | |
656 | |
758 | /* thought it'd be cool to insert a burnout, too. */ |
657 | /* thought it'd be cool to insert a burnout, too. */ |
759 | 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); |
760 | } |
659 | } |
761 | } |
660 | } |
762 | |
661 | |
763 | /* peterm: function which summons hostile monsters and |
662 | /* peterm: function which summons hostile monsters and |
764 | * places them in nearby squares. |
663 | * places them in nearby squares. |
… | |
… | |
1058 | * 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 |
1059 | * at least process that code. |
958 | * at least process that code. |
1060 | */ |
959 | */ |
1061 | if (op->type == PLAYER && op == caster) |
960 | if (op->type == PLAYER && op == caster) |
1062 | { |
961 | { |
1063 | cast_level = caster_level (caster, spell_ob); |
|
|
1064 | |
|
|
1065 | if (spell_ob->skill) |
962 | if (spell_ob->skill) |
1066 | { |
963 | { |
1067 | skill = find_skill_by_name (op, spell_ob->skill); |
964 | skill = find_skill_by_name (op, spell_ob->skill); |
1068 | |
965 | |
1069 | if (!skill) |
966 | if (!skill) |
1070 | { |
967 | { |
1071 | op->failmsg (format ("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)); |
1072 | return 0; |
972 | return 0; |
1073 | } |
973 | } |
1074 | |
974 | |
1075 | if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
975 | const char *msg = ""; |
|
|
976 | |
|
|
977 | int caster_level = skill->level; |
|
|
978 | |
|
|
979 | if (op->path_attuned & spell_ob->path_attuned) |
1076 | { |
980 | { |
|
|
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 | { |
1077 | op->failmsg ("You lack enough skill to cast that spell!"); |
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 ()) |
1078 | return 0; |
997 | return 0; |
1079 | } |
998 | } |
1080 | } |
999 | } |
1081 | |
1000 | |
1082 | /* 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 |
1083 | * to have sufficient grace/mana. |
1002 | * to have sufficient grace/mana. |
… | |
… | |
1258 | case SP_SMITE: |
1177 | case SP_SMITE: |
1259 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1178 | success = cast_smite_spell (op, caster, dir, spell_ob); |
1260 | break; |
1179 | break; |
1261 | |
1180 | |
1262 | case SP_MAGIC_MISSILE: |
1181 | case SP_MAGIC_MISSILE: |
1263 | 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); |
1264 | break; |
1183 | break; |
1265 | |
1184 | |
1266 | case SP_SUMMON_GOLEM: |
1185 | case SP_SUMMON_GOLEM: |
1267 | success = summon_golem (op, caster, dir, spell_ob); |
1186 | success = summon_golem (op, caster, dir, spell_ob); |
1268 | break; |
1187 | break; |
… | |
… | |
1379 | { |
1298 | { |
1380 | op->failmsg (format ("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)); |
1381 | success = 0; |
1300 | success = 0; |
1382 | } |
1301 | } |
1383 | else |
1302 | else |
1384 | 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); |
1385 | break; |
1304 | break; |
1386 | |
1305 | |
1387 | case SP_SWARM: |
1306 | case SP_SWARM: |
1388 | success = fire_swarm (op, caster, spell_ob, dir); |
1307 | success = fire_swarm (op, caster, spell_ob, dir); |
1389 | break; |
1308 | break; |
… | |
… | |
1515 | check_bullet (op); |
1434 | check_bullet (op); |
1516 | return; |
1435 | return; |
1517 | } |
1436 | } |
1518 | } |
1437 | } |
1519 | |
1438 | |
1520 | /* This is called by move_apply. Basically, if someone |
1439 | /* This is called by move_apply. Basically, if someone |
1521 | * 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 |
1522 | * are set, this is called. This should only be called for |
1441 | * are set, this is called. This should only be called for |
1523 | * objects of the appropraite type. |
1442 | * objects of the appropriate type. |
1524 | */ |
1443 | */ |
1525 | void |
1444 | void |
1526 | apply_spell_effect (object *spell, object *victim) |
1445 | apply_spell_effect (object *spell, object *victim) |
1527 | { |
1446 | { |
1528 | switch (spell->subtype) |
1447 | switch (spell->subtype) |
… | |
… | |
1534 | |
1453 | |
1535 | case SP_MAGIC_MISSILE: |
1454 | case SP_MAGIC_MISSILE: |
1536 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1455 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1537 | { |
1456 | { |
1538 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1457 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1539 | |
|
|
1540 | if (!spell->destroyed ()) |
|
|
1541 | spell->destroy (); |
1458 | spell->destroy (); |
1542 | } |
1459 | } |
1543 | break; |
1460 | break; |
1544 | |
1461 | |
1545 | case SP_MOVING_BALL: |
1462 | case SP_MOVING_BALL: |
1546 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1463 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1547 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1464 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1548 | else if (victim->materialname) |
1465 | else if (victim->materialname) |
1549 | save_throw_object (victim, spell->attacktype, spell); |
1466 | save_throw_object (victim, spell->attacktype, spell); |
1550 | break; |
|
|
1551 | } |
|
|
1552 | } |
|
|
1553 | |
1467 | |
|
|
1468 | break; |
|
|
1469 | } |
|
|
1470 | } |
|
|
1471 | |