… | |
… | |
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; |
|
|
42 | |
41 | |
43 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
42 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
43 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
45 | k++; |
44 | k++; |
46 | |
45 | |
47 | /* No spells, no need to progess further */ |
46 | /* No spells, no need to progess further */ |
48 | if (!k) |
47 | if (!k) |
49 | return NULL; |
48 | return NULL; |
50 | |
49 | |
51 | s = RANDOM () % k; |
50 | s = RANDOM () % k; |
52 | |
51 | |
53 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
52 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
53 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
55 | { |
|
|
56 | if (!s) |
54 | if (!s) |
57 | return tmp; |
55 | return tmp; |
58 | else |
56 | else |
59 | s--; |
57 | s--; |
60 | } |
58 | |
61 | /* Should never get here, but just in case */ |
59 | /* Should never get here, but just in case */ |
62 | return NULL; |
60 | return 0; |
63 | } |
61 | } |
64 | |
62 | |
65 | /* Relatively simple function that gets used a lot. |
63 | /* Relatively simple function that gets used a lot. |
66 | * Basically, it sets up the skill pointer for the spell being |
64 | * Basically, it sets up the skill pointer for the spell being |
67 | * cast. If op is really casting the spell, then the skill |
65 | * cast. If op is really casting the spell, then the skill |
… | |
… | |
87 | { |
85 | { |
88 | if (spob->other_arch) |
86 | if (spob->other_arch) |
89 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
87 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
90 | } |
88 | } |
91 | |
89 | |
92 | /* |
90 | static int |
93 | * This function takes a caster and spell and presents the |
91 | attuned_bonus (object *caster, object *spell, int level) |
94 | * effective level the caster needs to be to cast the spell. |
|
|
95 | * basically, it just adjusts the spell->level with attuned/repelled |
|
|
96 | * spellpaths. Was called path_level_mod. |
|
|
97 | * |
|
|
98 | * caster is person casting the spell. |
|
|
99 | * spell is the spell object. |
|
|
100 | * Returns modified level. |
|
|
101 | */ |
|
|
102 | int |
|
|
103 | min_casting_level (object *caster, object *spell) |
|
|
104 | { |
92 | { |
105 | if (caster->path_denied & spell->path_attuned) |
93 | // compute the attuned/repelled bonus |
106 | return 1; |
94 | // attuned only increases up to 2 times the original level (i.e. bonus <= level) */ |
107 | |
95 | // repell has no such quarrels |
108 | int new_level = spell->level |
96 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
109 | + (caster->path_repelled & spell->path_attuned ? +8 : 0) |
97 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
110 | + (caster->path_attuned & spell->path_attuned ? -8 : 0); |
|
|
111 | |
|
|
112 | return max (1, new_level); |
|
|
113 | } |
98 | } |
114 | |
99 | |
115 | /* This function returns the effective level the spell |
100 | /* This function returns the effective level the spell |
116 | * is being cast at. |
101 | * is being cast at. |
117 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
|
|
118 | * This is because the new code compares casting_level against |
|
|
119 | * min_caster_level, so the difference is effectively 4 |
|
|
120 | */ |
102 | */ |
121 | int |
103 | int |
122 | caster_level (object *caster, object *spell) |
104 | casting_level (object *caster, object *spell) |
123 | { |
105 | { |
124 | int level = caster->level; |
106 | int level = caster->level; |
125 | |
107 | |
126 | /* 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. */ |
127 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
109 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
… | |
… | |
129 | 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); |
130 | int sk_level = skill ? skill->level : 1; |
112 | int sk_level = skill ? skill->level : 1; |
131 | |
113 | |
132 | level = min (level, sk_level + level / 10 + 1); |
114 | level = min (level, sk_level + level / 10 + 1); |
133 | } |
115 | } |
134 | 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 */ |
135 | for (int i = 0; i < NUM_SKILLS; i++) |
117 | if (object *skill = caster->contr->find_skill (spell->skill)) |
136 | if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
118 | level = skill->level; |
137 | { |
|
|
138 | level = caster->contr->last_skill_ob[i]->level; |
|
|
139 | break; |
|
|
140 | } |
|
|
141 | |
119 | |
142 | /* Got valid caster level. Now adjust for attunement */ |
120 | int bonus = attuned_bonus (caster, spell, level); |
143 | level += caster->path_repelled & spell->path_attuned ? -8 : 0; |
121 | |
144 | level += caster->path_attuned & spell->path_attuned ? +8 : 0; |
122 | level += bonus; |
|
|
123 | |
|
|
124 | // now scale the effective level from the startinglevel..100 range to 1..100 |
|
|
125 | if (level < 100) |
|
|
126 | level = lerp (level, (int)spell->level, 100, 1, 100); |
145 | |
127 | |
146 | /* 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 |
147 | * errors in various places. |
129 | * errors in various places. |
148 | */ |
130 | */ |
149 | return max (level, 1); |
131 | return max (level, 1); |
… | |
… | |
158 | * caster is what is casting the spell, can be op. |
140 | * caster is what is casting the spell, can be op. |
159 | * spell is the spell object. |
141 | * spell is the spell object. |
160 | * 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 |
161 | * mana. In that case, we return which ever value is higher. |
143 | * mana. In that case, we return which ever value is higher. |
162 | */ |
144 | */ |
163 | |
|
|
164 | sint16 |
145 | sint16 |
165 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
146 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
166 | { |
147 | { |
167 | int sp, grace, level = caster_level (caster, spell); |
148 | int sp, grace, level = casting_level (caster, spell); |
168 | |
149 | |
169 | if (settings.spellpoint_level_depend == TRUE) |
150 | if (settings.spellpoint_level_depend == TRUE) |
170 | { |
151 | { |
171 | if (spell->stats.sp && spell->stats.maxsp) |
152 | if (spell->stats.sp && spell->stats.maxsp) |
172 | { |
153 | { |
… | |
… | |
214 | } |
195 | } |
215 | } |
196 | } |
216 | |
197 | |
217 | /* |
198 | /* |
218 | * Return the effective casting level of the spell. |
199 | * Return the effective casting level of the spell. |
|
|
200 | * To make spells independent of their starting level, this function |
|
|
201 | * scales the range spellstartlevel .. 100 into the range 1..100 |
219 | */ |
202 | */ |
220 | static int |
203 | static int |
221 | SP_casting_level (object *caster, object *spell) |
204 | SP_casting_level (object *caster, object *spell) |
222 | { |
205 | { |
223 | int level = caster_level (caster, spell); |
|
|
224 | return max (0, level - min_casting_level (caster, spell)); |
206 | return casting_level (caster, spell); |
225 | } |
207 | } |
226 | |
208 | |
227 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
209 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
228 | * spob is the spell we are adjusting. |
210 | * spob is the spell we are adjusting. |
229 | */ |
211 | */ |
… | |
… | |
257 | SP_level_range_adjust (object *caster, object *spob) |
239 | SP_level_range_adjust (object *caster, object *spob) |
258 | { |
240 | { |
259 | if (!spob->range_modifier) |
241 | if (!spob->range_modifier) |
260 | return 0; |
242 | return 0; |
261 | |
243 | |
262 | int level = caster_level (caster, spob); |
|
|
263 | return SP_casting_level (caster, spob) / spob->range_modifier; |
244 | return SP_casting_level (caster, spob) / spob->range_modifier; |
264 | } |
245 | } |
265 | |
246 | |
266 | /* Checks to see if player knows the spell. If the name is the same |
247 | /* Checks to see if player knows the spell. If the name is the same |
267 | * as an existing spell, we presume they know it. |
248 | * as an existing spell, we presume they know it. |
… | |
… | |
277 | if (spop->type == SPELL && spop->name == name) |
258 | if (spop->type == SPELL && spop->name == name) |
278 | return spop; |
259 | return spop; |
279 | |
260 | |
280 | return 0; |
261 | return 0; |
281 | } |
262 | } |
282 | |
|
|
283 | |
263 | |
284 | /* |
264 | /* |
285 | * Look at object 'op' and see if they know the spell |
265 | * Look at object 'op' and see if they know the spell |
286 | * spname. This is pretty close to check_spell_known |
266 | * spname. This is pretty close to check_spell_known |
287 | * above, but it uses a looser matching mechanism. |
267 | * above, but it uses a looser matching mechanism. |
288 | * returns the matching spell object, or NULL. |
268 | * returns the matching spell object, or NULL. |
289 | * If we match multiple spells but don't get an |
269 | * If we match multiple spells but don't get an |
290 | * exact match, we also return NULL. |
270 | * exact match, we also return NULL. |
291 | */ |
271 | */ |
292 | |
|
|
293 | object * |
272 | object * |
294 | lookup_spell_by_name (object *op, const char *spname) |
273 | lookup_spell_by_name (object *op, const char *spname) |
295 | { |
274 | { |
296 | object *spob1 = NULL, *spob2 = NULL, *spob; |
275 | object *spob1 = NULL, *spob2 = NULL, *spob; |
297 | int nummatch = 0; |
276 | int nummatch = 0; |
… | |
… | |
343 | * eg, updated for tiled maps. |
322 | * eg, updated for tiled maps. |
344 | */ |
323 | */ |
345 | int |
324 | int |
346 | reflwall (maptile *m, int x, int y, object *sp_op) |
325 | reflwall (maptile *m, int x, int y, object *sp_op) |
347 | { |
326 | { |
348 | object *op; |
|
|
349 | |
|
|
350 | if (OUT_OF_REAL_MAP (m, x, y)) |
327 | if (OUT_OF_REAL_MAP (m, x, y)) |
351 | return 0; |
328 | return 0; |
|
|
329 | |
352 | 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) |
353 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
331 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
354 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
332 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
355 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
333 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
356 | return 1; |
334 | return 1; |
357 | |
335 | |
… | |
… | |
498 | tmp->stats.food = tmp->duration; |
476 | tmp->stats.food = tmp->duration; |
499 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
477 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
500 | tmp->attacktype = spell->attacktype; |
478 | tmp->attacktype = spell->attacktype; |
501 | tmp->direction = dir; |
479 | tmp->direction = dir; |
502 | tmp->set_owner (op); |
480 | tmp->set_owner (op); |
503 | tmp->level = caster_level (caster, spell); |
481 | tmp->level = casting_level (caster, spell); |
504 | set_spell_skill (op, caster, spell, tmp); |
482 | set_spell_skill (op, caster, spell, tmp); |
505 | |
483 | |
506 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
484 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
507 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
485 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
508 | if (!tailor_god_spell (tmp, op)) |
486 | if (!tailor_god_spell (tmp, op)) |
… | |
… | |
979 | * 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 |
980 | * at least process that code. |
958 | * at least process that code. |
981 | */ |
959 | */ |
982 | if (op->type == PLAYER && op == caster) |
960 | if (op->type == PLAYER && op == caster) |
983 | { |
961 | { |
984 | cast_level = caster_level (caster, spell_ob); |
|
|
985 | |
|
|
986 | if (spell_ob->skill) |
962 | if (spell_ob->skill) |
987 | { |
963 | { |
988 | skill = find_skill_by_name (op, spell_ob->skill); |
964 | skill = find_skill_by_name (op, spell_ob->skill); |
989 | |
965 | |
990 | if (!skill) |
966 | if (!skill) |
991 | { |
967 | { |
992 | op->failmsg (format ("You need the skill %s to cast %s! " |
968 | op->failmsg (format ("You need the skill %s to cast %s! " |
993 | "H<You either need to learn the skill via a skill scroll " |
969 | "H<You either need to learn the skill via a skill scroll " |
994 | "or you need to wear a talisman or holy symbol.>", |
970 | "or you need to wear a talisman or holy symbol.>", |
995 | &spell_ob->skill, &spell_ob->name)); |
971 | &spell_ob->skill, &spell_ob->name)); |
996 | return 0; |
972 | return 0; |
997 | } |
973 | } |
998 | |
974 | |
999 | int casting_level = min_casting_level (op, spell_ob); |
975 | const char *msg = ""; |
1000 | |
976 | |
1001 | if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
977 | int caster_level = skill->level; |
|
|
978 | |
|
|
979 | if (op->path_attuned & spell_ob->path_attuned) |
|
|
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) |
1002 | { |
992 | { |
1003 | op->failmsg (format ("You lack enough skill to cast that spell! " |
993 | op->failmsg (format ("You lack enough skill to cast that spell! " |
1004 | "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>", |
994 | "H<Your effective cast level is %d%s, but level %d is required.>", |
1005 | cast_level, casting_level)); |
995 | caster_level, msg, spell_ob->level)); |
|
|
996 | if (!op->is_wiz ()) |
1006 | return 0; |
997 | return 0; |
1007 | } |
998 | } |
1008 | } |
999 | } |
1009 | |
1000 | |
1010 | /* 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 |
1011 | * to have sufficient grace/mana. |
1002 | * to have sufficient grace/mana. |
… | |
… | |
1462 | |
1453 | |
1463 | case SP_MAGIC_MISSILE: |
1454 | case SP_MAGIC_MISSILE: |
1464 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1455 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1465 | { |
1456 | { |
1466 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1457 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1467 | |
|
|
1468 | if (!spell->destroyed ()) |
|
|
1469 | spell->destroy (); |
1458 | spell->destroy (); |
1470 | } |
1459 | } |
1471 | break; |
1460 | break; |
1472 | |
1461 | |
1473 | case SP_MOVING_BALL: |
1462 | case SP_MOVING_BALL: |
1474 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1463 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1475 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1464 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1476 | else if (victim->materialname) |
1465 | else if (victim->materialname) |
1477 | save_throw_object (victim, spell->attacktype, spell); |
1466 | save_throw_object (victim, spell->attacktype, spell); |
1478 | break; |
|
|
1479 | } |
|
|
1480 | } |
|
|
1481 | |
1467 | |
|
|
1468 | break; |
|
|
1469 | } |
|
|
1470 | } |
|
|
1471 | |