1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
… | |
… | |
33 | /* This returns a random spell from 'ob'. If skill is set, then |
34 | /* This returns a random spell from 'ob'. If skill is set, then |
34 | * the spell must be of this skill, it can be NULL in which case all |
35 | * the spell must be of this skill, it can be NULL in which case all |
35 | * matching spells are used. |
36 | * matching spells are used. |
36 | */ |
37 | */ |
37 | object * |
38 | object * |
38 | find_random_spell_in_ob (object *ob, const char *skill) |
39 | find_random_spell_in_ob (object *ob, shstr_cmp skill) |
39 | { |
40 | { |
40 | int k = 0, s; |
41 | int k = 0, s; |
41 | object *tmp; |
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42 | |
42 | |
43 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
43 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
44 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
45 | k++; |
45 | k++; |
46 | |
46 | |
47 | /* No spells, no need to progess further */ |
47 | /* No spells, no need to progess further */ |
48 | if (!k) |
48 | if (!k) |
49 | return NULL; |
49 | return NULL; |
50 | |
50 | |
51 | s = RANDOM () % k; |
51 | s = rndm (k); |
52 | |
52 | |
53 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
53 | for (object *tmp = ob->inv; tmp; tmp = tmp->below) |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
54 | if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
55 | { |
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56 | if (!s) |
55 | if (!s) |
57 | return tmp; |
56 | return tmp; |
58 | else |
57 | else |
59 | s--; |
58 | s--; |
60 | } |
59 | |
61 | /* Should never get here, but just in case */ |
60 | /* Should never get here, but just in case */ |
62 | return NULL; |
61 | return 0; |
63 | } |
62 | } |
64 | |
63 | |
65 | /* Relatively simple function that gets used a lot. |
64 | /* Relatively simple function that gets used a lot. |
66 | * Basically, it sets up the skill pointer for the spell being |
65 | * Basically, it sets up the skill pointer for the spell being |
67 | * cast. If op is really casting the spell, then the skill |
66 | * cast. If op is really casting the spell, then the skill |
… | |
… | |
87 | { |
86 | { |
88 | if (spob->other_arch) |
87 | if (spob->other_arch) |
89 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
88 | map->insert (arch_to_object (spob->other_arch), x, y, originator); |
90 | } |
89 | } |
91 | |
90 | |
92 | /* |
91 | static int |
93 | * This function takes a caster and spell and presents the |
92 | attuned_bonus (object *caster, object *spell, int level) |
94 | * effective level the caster needs to be to cast the spell. |
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95 | * basically, it just adjusts the spell->level with attuned/repelled |
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96 | * spellpaths. Was called path_level_mod. |
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97 | * |
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98 | * caster is person casting the spell. |
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99 | * spell is the spell object. |
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100 | * Returns modified level. |
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101 | */ |
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102 | int |
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103 | min_casting_level (object *caster, object *spell) |
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104 | { |
93 | { |
105 | if (caster->path_denied & spell->path_attuned) |
94 | // compute the attuned/repelled bonus |
106 | return 1; |
95 | // attuned only increases up to 2 times the original level (i.e. bonus <= level) */ |
107 | |
96 | // repell has no such quarrels |
108 | int new_level = spell->level |
97 | return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) |
109 | + (caster->path_repelled & spell->path_attuned ? +ATTUNE_REPELL : 0) |
98 | + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); |
110 | + (caster->path_attuned & spell->path_attuned ? -ATTUNE_REPELL : 0); |
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111 | |
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112 | return max (1, new_level); |
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113 | } |
99 | } |
114 | |
100 | |
115 | /* This function returns the effective level the spell |
101 | /* This function returns the effective level the spell |
116 | * is being cast at. |
102 | * is being cast at. |
117 | * Note that I changed the repelled/attuned bonus to 2 from 5. |
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118 | * This is because the new code compares casting_level against |
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119 | * min_caster_level, so the difference is effectively 4 |
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120 | */ |
103 | */ |
121 | int |
104 | int |
122 | caster_level (object *caster, object *spell) |
105 | casting_level (object *caster, object *spell) |
123 | { |
106 | { |
124 | int level = caster->level; |
107 | int level = caster->level; |
125 | |
108 | |
126 | /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
109 | /* 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) |
110 | if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
… | |
… | |
129 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
112 | object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
130 | int sk_level = skill ? skill->level : 1; |
113 | int sk_level = skill ? skill->level : 1; |
131 | |
114 | |
132 | level = min (level, sk_level + level / 10 + 1); |
115 | level = min (level, sk_level + level / 10 + 1); |
133 | } |
116 | } |
134 | else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ |
117 | 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++) |
118 | 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) |
119 | level = skill->level; |
137 | { |
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138 | level = caster->contr->last_skill_ob[i]->level; |
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139 | break; |
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140 | } |
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141 | |
120 | |
142 | /* Got valid caster level. Now adjust for attunement */ |
121 | int bonus = attuned_bonus (caster, spell, level); |
143 | level += caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0; |
122 | |
144 | level += caster->path_attuned & spell->path_attuned ? +ATTUNE_REPELL : 0; |
123 | level += bonus; |
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124 | |
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125 | // now scale the effective level from the startinglevel..100 range to 1..100 |
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126 | if (level < 100) |
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127 | level = lerp (level, (int)spell->level, 100, 1, 100); |
145 | |
128 | |
146 | /* Always make this at least 1. If this is zero, we get divide by zero |
129 | /* Always make this at least 1. If this is zero, we get divide by zero |
147 | * errors in various places. |
130 | * errors in various places. |
148 | */ |
131 | */ |
149 | return max (level, 1); |
132 | return clamp (level, 1, settings.max_level); |
150 | } |
133 | } |
151 | |
134 | |
152 | /* The following function scales the spellpoint cost of |
135 | /* The following function scales the spellpoint cost of |
153 | * a spell by it's increased effectiveness. Some of the |
136 | * a spell by it's increased effectiveness. Some of the |
154 | * lower level spells become incredibly vicious at high |
137 | * lower level spells become incredibly vicious at high |
… | |
… | |
158 | * caster is what is casting the spell, can be op. |
141 | * caster is what is casting the spell, can be op. |
159 | * spell is the spell object. |
142 | * spell is the spell object. |
160 | * Note that it is now possible for a spell to cost both grace and |
143 | * 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. |
144 | * mana. In that case, we return which ever value is higher. |
162 | */ |
145 | */ |
163 | |
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164 | sint16 |
146 | sint16 |
165 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
147 | SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
166 | { |
148 | { |
167 | int sp, grace, level = caster_level (caster, spell); |
149 | int sp, grace, level = casting_level (caster, spell); |
168 | |
150 | |
169 | if (settings.spellpoint_level_depend == TRUE) |
151 | if (settings.spellpoint_level_depend == TRUE) |
170 | { |
152 | { |
171 | if (spell->stats.sp && spell->stats.maxsp) |
153 | if (spell->stats.sp && spell->stats.maxsp) |
172 | { |
154 | { |
… | |
… | |
214 | } |
196 | } |
215 | } |
197 | } |
216 | |
198 | |
217 | /* |
199 | /* |
218 | * Return the effective casting level of the spell. |
200 | * Return the effective casting level of the spell. |
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201 | * To make spells independent of their starting level, this function |
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202 | * scales the range spellstartlevel .. 100 into the range 1..100 |
219 | */ |
203 | */ |
220 | static int |
204 | static int |
221 | SP_casting_level (object *caster, object *spell) |
205 | SP_casting_level (object *caster, object *spell) |
222 | { |
206 | { |
223 | int level = caster_level (caster, spell); |
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224 | return max (0, level - min_casting_level (caster, spell)); |
207 | return casting_level (caster, spell); |
225 | } |
208 | } |
226 | |
209 | |
227 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
210 | /* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
228 | * spob is the spell we are adjusting. |
211 | * spob is the spell we are adjusting. |
229 | */ |
212 | */ |
… | |
… | |
257 | SP_level_range_adjust (object *caster, object *spob) |
240 | SP_level_range_adjust (object *caster, object *spob) |
258 | { |
241 | { |
259 | if (!spob->range_modifier) |
242 | if (!spob->range_modifier) |
260 | return 0; |
243 | return 0; |
261 | |
244 | |
262 | int level = caster_level (caster, spob); |
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263 | return SP_casting_level (caster, spob) / spob->range_modifier; |
245 | return SP_casting_level (caster, spob) / spob->range_modifier; |
264 | } |
246 | } |
265 | |
247 | |
266 | /* Checks to see if player knows the spell. If the name is the same |
248 | /* Checks to see if player knows the spell. If the name is the same |
267 | * as an existing spell, we presume they know it. |
249 | * as an existing spell, we presume they know it. |
268 | * returns 1 if they know the spell, 0 if they don't. |
250 | * returns 1 if they know the spell, 0 if they don't. |
269 | */ |
251 | */ |
270 | object * |
252 | object * |
271 | check_spell_known (object *op, const char *name) |
253 | check_spell_known (object *op, shstr_cmp name) |
272 | { |
254 | { |
273 | object *spop; |
255 | object *spop; |
274 | shstr_cmp name_ (name); |
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275 | |
256 | |
276 | for (spop = op->inv; spop; spop = spop->below) |
257 | for (spop = op->inv; spop; spop = spop->below) |
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 | |
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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 | |
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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 = 0, *spob2 = 0; |
297 | int nummatch = 0; |
276 | int nummatch = 0; |
298 | |
277 | |
299 | if (spname == NULL) |
278 | if (!spname) |
300 | return NULL; |
279 | return 0; |
301 | |
280 | |
302 | /* Try to find the spell. We store the results in spob1 |
281 | /* Try to find the spell. We store the results in spob1 |
303 | * and spob2 - spob1 is only taking the length of |
282 | * and spob2 - spob1 is only taking the length of |
304 | * the past spname, spob2 uses the length of the spell name. |
283 | * the past spname, spob2 uses the length of the spell name. |
305 | */ |
284 | */ |
306 | for (spob = op->inv; spob; spob = spob->below) |
285 | for (object *spob = op->inv; spob; spob = spob->below) |
307 | { |
286 | { |
308 | if (spob->type == SPELL) |
287 | if (spob->type == SPELL) |
309 | { |
288 | { |
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289 | // TODO: WTF? |
310 | if (!strncmp (spob->name, spname, strlen (spname))) |
290 | if (!strncmp (spob->name, spname, strlen (spname))) |
311 | { |
291 | { |
312 | nummatch++; |
292 | nummatch++; |
313 | spob1 = spob; |
293 | spob1 = spob; |
314 | } |
294 | } |
… | |
… | |
319 | * fall into this category). It shouldn't be hard to |
299 | * fall into this category). It shouldn't be hard to |
320 | * make sure spell names don't overlap in that fashion. |
300 | * make sure spell names don't overlap in that fashion. |
321 | */ |
301 | */ |
322 | if (spob2) |
302 | if (spob2) |
323 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
303 | LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
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304 | |
324 | spob2 = spob; |
305 | spob2 = spob; |
325 | } |
306 | } |
326 | } |
307 | } |
327 | } |
308 | } |
328 | /* if we have best match, return it. Otherwise, if we have one match |
309 | /* if we have best match, return it. Otherwise, if we have one match |
329 | * on the loser match, return that, otehrwise null |
310 | * on the loser match, return that, otehrwise null |
330 | */ |
311 | */ |
331 | if (spob2) |
312 | if (spob2) |
332 | return spob2; |
313 | return spob2; |
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314 | |
333 | if (spob1 && nummatch == 1) |
315 | if (spob1 && nummatch == 1) |
334 | return spob1; |
316 | return spob1; |
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317 | |
335 | return NULL; |
318 | return NULL; |
336 | } |
319 | } |
337 | |
320 | |
338 | /* reflwall - decides weither the (spell-)object sp_op will |
321 | /* reflwall - decides weither the (spell-)object sp_op will |
339 | * be reflected from the given mapsquare. Returns 1 if true. |
322 | * be reflected from the given mapsquare. Returns 1 if true. |
… | |
… | |
343 | * eg, updated for tiled maps. |
326 | * eg, updated for tiled maps. |
344 | */ |
327 | */ |
345 | int |
328 | int |
346 | reflwall (maptile *m, int x, int y, object *sp_op) |
329 | reflwall (maptile *m, int x, int y, object *sp_op) |
347 | { |
330 | { |
348 | object *op; |
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349 | |
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350 | if (OUT_OF_REAL_MAP (m, x, y)) |
331 | if (OUT_OF_REAL_MAP (m, x, y)) |
351 | return 0; |
332 | return 0; |
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333 | |
352 | for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
334 | for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) |
353 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
335 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
354 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
336 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
355 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
337 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
356 | return 1; |
338 | return 1; |
357 | |
339 | |
… | |
… | |
387 | dir ? 0 : INS_BELOW_ORIGINATOR); |
369 | dir ? 0 : INS_BELOW_ORIGINATOR); |
388 | |
370 | |
389 | return dir; |
371 | return dir; |
390 | } |
372 | } |
391 | |
373 | |
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374 | static bool |
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375 | mergable_owner (object *o1, object *o2) |
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376 | { |
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377 | if (o1 == o2) |
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378 | return 1; |
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379 | |
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380 | if (!o1 || !o2) |
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381 | return 0; |
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382 | |
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383 | if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY]) |
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384 | return 0; |
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385 | |
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386 | if (o1->is_player () || o2->is_player ()) |
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387 | return 0; |
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388 | |
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389 | return 1; |
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390 | } |
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391 | |
392 | /* Returns true if it is ok to put spell *op on the space/may provided. |
392 | /* Returns true if it is ok to put spell *op on the space/may provided. |
393 | * immune_stop is basically the attacktype of the spell (why |
393 | * immune_stop is basically the attacktype of the spell (why |
394 | * passed as a different value, not sure of). If immune_stop |
394 | * passed as a different value, not sure of). If immune_stop |
395 | * has the AT_MAGIC bit set, and there is a counterwall |
395 | * has the AT_MAGIC bit set, and there is a counterwall |
396 | * on the space, the object doesn't get placed. if immune stop |
396 | * on the space, the object doesn't get placed. if immune stop |
397 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
397 | * does not have AT_MAGIC, then counterwalls do not effect the spell. |
398 | * |
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399 | */ |
398 | */ |
400 | int |
399 | int |
401 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
400 | ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
402 | { |
401 | { |
403 | if (!xy_normalise (m, x, y)) |
402 | if (!xy_normalise (m, x, y)) |
… | |
… | |
406 | mapspace &ms = m->at (x, y); |
405 | mapspace &ms = m->at (x, y); |
407 | ms.update (); |
406 | ms.update (); |
408 | |
407 | |
409 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
408 | if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
410 | return 0; |
409 | return 0; |
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410 | |
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411 | int max_effects = 5; // max. number of similar spells per mapspace |
411 | |
412 | |
412 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
413 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
413 | { |
414 | { |
414 | /* If there is a counterspell on the space, and this |
415 | /* If there is a counterspell on the space, and this |
415 | * object is using magic, don't progress. I believe we could |
416 | * object is using magic, don't progress. I believe we could |
… | |
… | |
434 | // (and those shouldn't go away from |
435 | // (and those shouldn't go away from |
435 | // sanctuary) see also: permanent lava |
436 | // sanctuary) see also: permanent lava |
436 | && (immune_stop & AT_MAGIC)) |
437 | && (immune_stop & AT_MAGIC)) |
437 | return 0; |
438 | return 0; |
438 | |
439 | |
439 | /* This is to prevent 'out of control' spells. Basically, this |
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440 | * limits one spell effect per space per spell. This is definately |
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441 | * needed for performance reasons, and just for playability I believe. |
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442 | * there are no such things as multispaced spells right now, so |
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443 | * we don't need to worry about the head. |
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444 | */ |
|
|
445 | if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
|
|
446 | return 0; |
|
|
447 | |
|
|
448 | /* |
|
|
449 | * Combine similar spell effects into one spell effect. Needed for |
|
|
450 | * performance reasons with meteor swarm and the like, but also for |
|
|
451 | * playability reasons. |
|
|
452 | */ |
|
|
453 | if (tmp->arch == op->arch /* no harm if not comparing by name here */ |
|
|
454 | && tmp->type == op->type |
440 | if (tmp->type == op->type) |
455 | && tmp->subtype == op->subtype |
|
|
456 | && tmp->owner == op->owner |
|
|
457 | && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
458 | { |
441 | { |
459 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
442 | if (tmp->subtype == op->subtype |
460 | tmp->range = MAX (tmp->range, op->range); |
443 | && tmp->arch == op->arch /* no harm if not comparing by name here */) |
461 | tmp->duration = MAX (tmp->duration, op->duration); |
444 | { |
|
|
445 | /* This is to prevent 'out of control' spells. Basically, this |
|
|
446 | * limits one spell effect per space per spell. This is definately |
|
|
447 | * needed for performance reasons, and just for playability I believe. |
|
|
448 | * there are no such things as multispaced spells right now, so |
|
|
449 | * we don't need to worry about the head. |
|
|
450 | */ |
|
|
451 | if (tmp->stats.maxhp == op->stats.maxhp) |
|
|
452 | return 0; |
|
|
453 | |
|
|
454 | /* |
|
|
455 | * Combine similar spell effects into one spell effect. Needed for |
|
|
456 | * performance reasons with meteor swarm and the like, but also for |
|
|
457 | * playability reasons. |
|
|
458 | */ |
|
|
459 | if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
|
|
460 | if (mergable_owner (tmp, op)) |
|
|
461 | { |
|
|
462 | // if same owner, then combine, but reduce advantage of multiple spells |
|
|
463 | max_it (tmp->stats.dam, op->stats.dam); |
|
|
464 | max_it (tmp->range , op->range); |
|
|
465 | max_it (tmp->duration , op->duration); |
|
|
466 | return 0; |
|
|
467 | } |
|
|
468 | } |
|
|
469 | |
|
|
470 | // if there are too many spell effects on this space, |
|
|
471 | // then don't allow more of them, for performance reasons. |
|
|
472 | if (tmp->type == SPELL_EFFECT |
|
|
473 | && !--max_effects) |
462 | return 0; |
474 | return 0; |
463 | } |
475 | } |
464 | |
476 | |
465 | /* Perhaps we should also put checks in for no magic and unholy |
477 | /* Perhaps we should also put checks in for no magic and unholy |
466 | * ground to prevent it from moving along? |
478 | * ground to prevent it from moving along? |
467 | */ |
479 | */ |
… | |
… | |
498 | tmp->stats.food = tmp->duration; |
510 | tmp->stats.food = tmp->duration; |
499 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
511 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
500 | tmp->attacktype = spell->attacktype; |
512 | tmp->attacktype = spell->attacktype; |
501 | tmp->direction = dir; |
513 | tmp->direction = dir; |
502 | tmp->set_owner (op); |
514 | tmp->set_owner (op); |
503 | tmp->level = caster_level (caster, spell); |
515 | tmp->level = casting_level (caster, spell); |
504 | set_spell_skill (op, caster, spell, tmp); |
516 | set_spell_skill (op, caster, spell, tmp); |
505 | |
517 | |
506 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
518 | /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
507 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
519 | if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
508 | if (!tailor_god_spell (tmp, op)) |
520 | if (!tailor_god_spell (tmp, op)) |
… | |
… | |
692 | * Note that this is not used by any spells (summon evil monsters |
704 | * Note that this is not used by any spells (summon evil monsters |
693 | * use to call this, but best I can tell, that spell/ability was |
705 | * use to call this, but best I can tell, that spell/ability was |
694 | * never used. This is however used by various failures on the |
706 | * never used. This is however used by various failures on the |
695 | * players part (alchemy, reincarnation, etc) |
707 | * players part (alchemy, reincarnation, etc) |
696 | */ |
708 | */ |
697 | |
|
|
698 | int |
709 | int |
699 | summon_hostile_monsters (object *op, int n, const char *monstername) |
710 | summon_hostile_monsters (object *op, int n, const char *monstername) |
700 | { |
711 | { |
701 | int i; |
712 | int i; |
702 | |
713 | |
… | |
… | |
767 | { |
778 | { |
768 | SET_ANIMATION (op, ATTACKS[i].face); |
779 | SET_ANIMATION (op, ATTACKS[i].face); |
769 | } |
780 | } |
770 | } |
781 | } |
771 | |
782 | |
772 | |
|
|
773 | /* prayer_failure: This is called when a player fails |
783 | /* prayer_failure: This is called when a player fails |
774 | * at casting a prayer. |
784 | * at casting a prayer. |
775 | * op is the player. |
785 | * op is the player. |
776 | * failure is basically how much grace they had. |
786 | * failure is basically how much grace they had. |
777 | * power is how much grace the spell would normally take to cast. |
787 | * power is how much grace the spell would normally take to cast. |
778 | */ |
788 | */ |
779 | |
|
|
780 | void |
789 | void |
781 | prayer_failure (object *op, int failure, int power) |
790 | prayer_failure (object *op, int failure, int power) |
782 | { |
791 | { |
783 | const char *godname; |
792 | const char *godname; |
784 | object *tmp; |
793 | object *tmp; |
… | |
… | |
879 | } |
888 | } |
880 | } |
889 | } |
881 | } |
890 | } |
882 | |
891 | |
883 | int |
892 | int |
884 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
893 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
885 | { |
894 | { |
886 | int success; |
|
|
887 | object *spell; |
|
|
888 | |
|
|
889 | if (!spell_ob->other_arch) |
895 | if (!spell_ob->other_arch) |
890 | { |
896 | { |
891 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
897 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
892 | return 0; |
898 | return 0; |
893 | } |
899 | } |
894 | |
900 | |
895 | spell = arch_to_object (spell_ob->other_arch); |
901 | object *spell = arch_to_object (spell_ob->other_arch); |
896 | |
902 | |
897 | /* Always cast spell on caster */ |
903 | /* Always cast spell on caster */ |
898 | success = cast_spell (op, caster, dir, spell, stringarg); |
904 | int success = cast_spell (op, caster, dir, spell, spellparam); |
899 | |
905 | |
900 | if (caster->contr->party == NULL) |
906 | if (!op->contr || !op->contr->party) |
901 | { |
907 | { |
902 | spell->remove (); |
908 | spell->remove (); |
903 | return success; |
909 | return success; |
904 | } |
910 | } |
905 | |
911 | |
906 | for_all_players (pl) |
912 | for_all_players (pl) |
907 | if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
913 | if ((pl->ob->contr->party == op->contr->party) |
|
|
914 | && on_same_map (pl->ob, op) |
|
|
915 | && pl->ob != op) |
908 | cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
916 | cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam); |
909 | |
917 | |
910 | spell->remove (); |
918 | spell->remove (); |
911 | return success; |
919 | return success; |
912 | } |
920 | } |
913 | |
921 | |
… | |
… | |
919 | * same as op. |
927 | * same as op. |
920 | * dir is the direction to cast in. Note in some cases, if the spell |
928 | * dir is the direction to cast in. Note in some cases, if the spell |
921 | * is self only, dir really doesn't make a difference. |
929 | * is self only, dir really doesn't make a difference. |
922 | * spell_ob is the spell object that is being cast. From that, |
930 | * spell_ob is the spell object that is being cast. From that, |
923 | * we can determine what to do. |
931 | * we can determine what to do. |
924 | * stringarg is any options that are being used. It can be NULL. Almost |
932 | * spellparam is any options that are being used. It can be NULL. Almost |
925 | * certainly, only players will set it. It is basically used as optional |
933 | * certainly, only players will set it. It is basically used as optional |
926 | * parameters to a spell (eg, item to create, information for marking runes, |
934 | * parameters to a spell (eg, item to create, information for marking runes, |
927 | * etc. |
935 | * etc. |
928 | * returns 1 on successful cast, or 0 on error. These values should really |
936 | * returns 1 on successful cast, or 0 on error. These values should really |
929 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
937 | * be swapped, so that 0 is successful, and non zero is failure, with a code |
… | |
… | |
937 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
945 | * if it is a player casting the spell (op->type == PLAYER, op == caster), |
938 | * this function will decrease the mana/grace appropriately. For other |
946 | * this function will decrease the mana/grace appropriately. For other |
939 | * objects, the caller should do what it considers appropriate. |
947 | * objects, the caller should do what it considers appropriate. |
940 | */ |
948 | */ |
941 | int |
949 | int |
942 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
950 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) |
943 | { |
951 | { |
944 | const char *godname; |
952 | const char *godname; |
945 | int success = 0, cast_level = 0; |
953 | int success = 0; |
946 | object *skill = NULL; |
954 | object *skill = NULL; |
947 | |
955 | |
948 | if (!spell_ob) |
956 | if (!spell_ob) |
949 | { |
957 | { |
950 | LOG (llevError, "cast_spell: null spell object passed\n"); |
958 | LOG (llevError, "cast_spell: null spell object passed\n"); |
… | |
… | |
979 | * need to have the right skill pointer passed, so we need to |
987 | * need to have the right skill pointer passed, so we need to |
980 | * at least process that code. |
988 | * at least process that code. |
981 | */ |
989 | */ |
982 | if (op->type == PLAYER && op == caster) |
990 | if (op->type == PLAYER && op == caster) |
983 | { |
991 | { |
984 | cast_level = caster_level (caster, spell_ob); |
|
|
985 | |
|
|
986 | if (spell_ob->skill) |
992 | if (spell_ob->skill) |
987 | { |
993 | { |
988 | skill = find_skill_by_name (op, spell_ob->skill); |
994 | skill = find_skill_by_name (op, spell_ob->skill); |
989 | |
995 | |
990 | if (!skill) |
996 | if (!skill) |
991 | { |
997 | { |
992 | op->failmsg (format ("You need the skill %s to cast %s! " |
998 | op->failmsg (format ("You need the skill %s to cast %s! " |
993 | "H<You either need to learn the skill via a skill scroll " |
999 | "H<You either need to learn the skill via a skill scroll " |
994 | "or you need to wear a talisman or holy symbol.>", |
1000 | "or you need to wear a talisman or holy symbol.>", |
995 | &spell_ob->skill, &spell_ob->name)); |
1001 | &spell_ob->skill, &spell_ob->name)); |
996 | return 0; |
1002 | return 0; |
997 | } |
1003 | } |
998 | |
1004 | |
999 | int casting_level = min_casting_level (op, spell_ob); |
1005 | const char *msg = ""; |
1000 | |
1006 | |
1001 | if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1007 | int caster_level = skill->level; |
|
|
1008 | |
|
|
1009 | if (op->path_attuned & spell_ob->path_attuned) |
|
|
1010 | { |
|
|
1011 | caster_level += min (caster_level, ATTUNE_REPELL); |
|
|
1012 | msg = " (attuned)"; |
|
|
1013 | } |
|
|
1014 | |
|
|
1015 | if (op->path_repelled & spell_ob->path_attuned) |
|
|
1016 | { |
|
|
1017 | caster_level -= ATTUNE_REPELL; // negative is ok |
|
|
1018 | msg = " (repelled)"; |
|
|
1019 | } |
|
|
1020 | |
|
|
1021 | if (spell_ob->level > caster_level) |
1002 | { |
1022 | { |
1003 | op->failmsg (format ("You lack enough skill to cast that spell! " |
1023 | 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?>", |
1024 | "H<Your effective cast level is %d%s, but level %d is required.>", |
1005 | cast_level, casting_level)); |
1025 | caster_level, msg, spell_ob->level)); |
|
|
1026 | if (!op->is_wiz ()) |
1006 | return 0; |
1027 | return 0; |
1007 | } |
1028 | } |
1008 | } |
1029 | } |
1009 | |
1030 | |
1010 | /* If the caster is the wiz, they don't ever fail, and don't have |
1031 | /* If the caster is the wiz, they don't ever fail, and don't have |
1011 | * to have sufficient grace/mana. |
1032 | * to have sufficient grace/mana. |
1012 | */ |
1033 | */ |
1013 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
1034 | if (!QUERY_FLAG (op, FLAG_WIZCAST)) |
1014 | { |
1035 | { |
1015 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1036 | if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1016 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1037 | SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1017 | { |
1038 | { |
1018 | op->failmsg ("You don't have enough mana!"); |
1039 | op->failmsg ("You don't have enough mana!"); |
… | |
… | |
1141 | } |
1162 | } |
1142 | |
1163 | |
1143 | op->change_skill (skill); /* needed for proper exp credit */ |
1164 | op->change_skill (skill); /* needed for proper exp credit */ |
1144 | } |
1165 | } |
1145 | |
1166 | |
1146 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
1167 | if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) |
1147 | return RESULT_INT (0); |
1168 | return RESULT_INT (0); |
1148 | |
1169 | |
1149 | switch (spell_ob->subtype) |
1170 | switch (spell_ob->subtype) |
1150 | { |
1171 | { |
1151 | /* The order of case statements is same as the order they show up |
1172 | /* The order of case statements is same as the order they show up |
1152 | * in in spells.h. |
1173 | * in spells.h. |
1153 | */ |
1174 | */ |
1154 | case SP_RAISE_DEAD: |
1175 | case SP_RAISE_DEAD: |
1155 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1176 | success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam); |
1156 | break; |
1177 | break; |
1157 | |
1178 | |
1158 | case SP_RUNE: |
1179 | case SP_RUNE: |
1159 | success = write_rune (op, caster, spell_ob, dir, stringarg); |
1180 | success = write_rune (op, caster, spell_ob, dir, spellparam); |
1160 | break; |
1181 | break; |
1161 | |
1182 | |
1162 | case SP_MAKE_MARK: |
1183 | case SP_MAKE_MARK: |
1163 | success = write_mark (op, spell_ob, stringarg); |
1184 | success = write_mark (op, spell_ob, spellparam); |
1164 | break; |
1185 | break; |
1165 | |
1186 | |
1166 | case SP_BOLT: |
1187 | case SP_BOLT: |
1167 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1188 | success = fire_bolt (op, caster, dir, spell_ob, skill); |
1168 | break; |
1189 | break; |
… | |
… | |
1197 | |
1218 | |
1198 | case SP_DIMENSION_DOOR: |
1219 | case SP_DIMENSION_DOOR: |
1199 | /* dimension door needs the actual caster, because that is what is |
1220 | /* dimension door needs the actual caster, because that is what is |
1200 | * moved. |
1221 | * moved. |
1201 | */ |
1222 | */ |
1202 | success = dimension_door (op, caster, spell_ob, dir); |
1223 | success = dimension_door (op, caster, spell_ob, dir, spellparam); |
1203 | break; |
1224 | break; |
1204 | |
1225 | |
1205 | case SP_MAGIC_MAPPING: |
1226 | case SP_MAGIC_MAPPING: |
1206 | if (op->type == PLAYER) |
1227 | if (op->type == PLAYER) |
1207 | { |
1228 | { |
… | |
… | |
1240 | case SP_HEALING: |
1261 | case SP_HEALING: |
1241 | success = cast_heal (op, caster, spell_ob, dir); |
1262 | success = cast_heal (op, caster, spell_ob, dir); |
1242 | break; |
1263 | break; |
1243 | |
1264 | |
1244 | case SP_CREATE_FOOD: |
1265 | case SP_CREATE_FOOD: |
1245 | success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1266 | success = cast_create_food (op, caster, spell_ob, dir, spellparam); |
1246 | break; |
1267 | break; |
1247 | |
1268 | |
1248 | case SP_EARTH_TO_DUST: |
1269 | case SP_EARTH_TO_DUST: |
1249 | success = cast_earth_to_dust (op, caster, spell_ob); |
1270 | success = cast_earth_to_dust (op, caster, spell_ob); |
1250 | break; |
1271 | break; |
… | |
… | |
1260 | case SP_CURSE: |
1281 | case SP_CURSE: |
1261 | success = cast_curse (op, caster, spell_ob, dir); |
1282 | success = cast_curse (op, caster, spell_ob, dir); |
1262 | break; |
1283 | break; |
1263 | |
1284 | |
1264 | case SP_SUMMON_MONSTER: |
1285 | case SP_SUMMON_MONSTER: |
1265 | success = summon_object (op, caster, spell_ob, dir, stringarg); |
1286 | success = summon_object (op, caster, spell_ob, dir, spellparam); |
1266 | break; |
1287 | break; |
1267 | |
1288 | |
1268 | case SP_CHARGING: |
1289 | case SP_CHARGING: |
1269 | success = recharge (op, caster, spell_ob); |
1290 | success = recharge (op, caster, spell_ob); |
1270 | break; |
1291 | break; |
… | |
… | |
1324 | /* in rune.c */ |
1345 | /* in rune.c */ |
1325 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1346 | success = dispel_rune (op, caster, spell_ob, skill, dir); |
1326 | break; |
1347 | break; |
1327 | |
1348 | |
1328 | case SP_CREATE_MISSILE: |
1349 | case SP_CREATE_MISSILE: |
1329 | success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1350 | success = cast_create_missile (op, caster, spell_ob, dir, spellparam); |
1330 | break; |
1351 | break; |
1331 | |
1352 | |
1332 | case SP_CONSECRATE: |
1353 | case SP_CONSECRATE: |
1333 | success = cast_consecrate (op, caster, spell_ob); |
1354 | success = cast_consecrate (op, caster, spell_ob); |
1334 | break; |
1355 | break; |
… | |
… | |
1356 | case SP_AURA: |
1377 | case SP_AURA: |
1357 | success = create_aura (op, caster, spell_ob); |
1378 | success = create_aura (op, caster, spell_ob); |
1358 | break; |
1379 | break; |
1359 | |
1380 | |
1360 | case SP_PARTY_SPELL: |
1381 | case SP_PARTY_SPELL: |
1361 | success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1382 | success = cast_party_spell (op, caster, dir, spell_ob, spellparam); |
1362 | break; |
1383 | break; |
1363 | |
1384 | |
1364 | default: |
1385 | default: |
1365 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1386 | LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1366 | } |
1387 | } |
… | |
… | |
1462 | |
1483 | |
1463 | case SP_MAGIC_MISSILE: |
1484 | case SP_MAGIC_MISSILE: |
1464 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1485 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1465 | { |
1486 | { |
1466 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1487 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1467 | |
|
|
1468 | if (!spell->destroyed ()) |
|
|
1469 | spell->destroy (); |
1488 | spell->destroy (); |
1470 | } |
1489 | } |
1471 | break; |
1490 | break; |
1472 | |
1491 | |
1473 | case SP_MOVING_BALL: |
1492 | case SP_MOVING_BALL: |
1474 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1493 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1475 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1494 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1476 | else if (victim->materialname) |
1495 | else if (victim->materialname) |
1477 | save_throw_object (victim, spell->attacktype, spell); |
1496 | save_throw_object (victim, spell->attacktype, spell); |
1478 | break; |
|
|
1479 | } |
|
|
1480 | } |
|
|
1481 | |
1497 | |
|
|
1498 | break; |
|
|
1499 | } |
|
|
1500 | } |
|
|
1501 | |
|
|
1502 | /** |
|
|
1503 | * This function will let a fireball explode at the position of |
|
|
1504 | * the victim with a specific maximum level. |
|
|
1505 | */ |
|
|
1506 | void |
|
|
1507 | create_exploding_ball_at (object *victim, int level) |
|
|
1508 | { |
|
|
1509 | object *ball = get_archetype (EXPLODING_FIREBALL); |
|
|
1510 | ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1; |
|
|
1511 | ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2; |
|
|
1512 | ball->insert_at (victim); |
|
|
1513 | } |