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/* |
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* This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
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* |
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* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
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* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Crossfire TRT is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <crossfire@schmorp.de> |
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*/ |
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|
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#include <global.h> |
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#include <spells.h> |
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#include <object.h> |
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#include <errno.h> |
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#include <sproto.h> |
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#include <sounds.h> |
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|
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extern char *spell_mapping[]; |
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|
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/* This returns a random spell from 'ob'. If skill is set, then |
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* the spell must be of this skill, it can be NULL in which case all |
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* matching spells are used. |
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*/ |
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object * |
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find_random_spell_in_ob (object *ob, const char *skill) |
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{ |
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int k = 0, s; |
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object *tmp; |
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|
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for (tmp = ob->inv; tmp; tmp = tmp->below) |
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if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
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k++; |
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|
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/* No spells, no need to progess further */ |
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if (!k) |
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return NULL; |
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|
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s = RANDOM () % k; |
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|
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for (tmp = ob->inv; tmp; tmp = tmp->below) |
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if (tmp->type == SPELL && (!skill || tmp->skill == skill)) |
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{ |
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if (!s) |
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return tmp; |
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else |
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s--; |
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} |
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/* Should never get here, but just in case */ |
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return NULL; |
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} |
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|
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/* Relatively simple function that gets used a lot. |
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* Basically, it sets up the skill pointer for the spell being |
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* cast. If op is really casting the spell, then the skill |
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* is whatever skill the spell requires. |
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* if instead caster (rod, horn, wand, etc) is casting the skill, |
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* then they get exp for the skill that you need to use for |
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* that object (use magic device). |
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*/ |
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void |
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set_spell_skill (object *op, object *caster, object *spob, object *dest) |
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{ |
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if (caster == op && spob->skill) |
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dest->skill = spob->skill; |
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else |
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dest->skill = caster->skill; |
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} |
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|
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/* init_spells: This should really be called check_spells, as that |
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* is what it does. It goes through the spells looking for any |
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* obvious errors. This was most useful in debugging when re-doing |
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* all the spells to catch simple errors. To use it all the time |
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* will result in it spitting out messages that aren't really errors. |
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*/ |
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void |
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init_spells (void) |
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{ |
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#ifdef SPELL_DEBUG |
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static int init_spells_done = 0; |
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int i; |
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archetype *at; |
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|
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if (init_spells_done) |
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return; |
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LOG (llevDebug, "Checking spells...\n"); |
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|
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for_all_archetypes (at) |
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{ |
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if (at->type == SPELL) |
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{ |
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if (at->skill) |
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{ |
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for (i = 1; i < NUM_SKILLS; i++) |
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if (!strcmp (skill_names[i], at->skill)) |
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break; |
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if (i == NUM_SKILLS) |
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{ |
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LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill); |
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} |
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} |
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/* other_arch is already checked for in the loader */ |
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} |
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} |
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|
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i = 0; |
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while (spell_mapping[i]) |
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{ |
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if (!archetype::find (spell_mapping[i])) |
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{ |
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LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); |
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} |
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i++; |
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} |
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LOG (llevDebug, "Checking spells completed.\n"); |
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#endif |
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} |
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|
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/* Dumps all the spells - now also dumps skill associated with the spell. |
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* not sure what this would be used for, as the data seems pretty |
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* minimal, but easy enough to keep around. |
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*/ |
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void |
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dump_spells () |
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{ |
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for_all_archetypes (at) |
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if (at->type == SPELL) |
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fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name, |
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&at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level); |
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} |
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|
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/* pretty basic function - basically just takes |
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* an object, sets the x,y, and calls insert_ob_in_map |
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*/ |
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void |
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spell_effect (object *spob, int x, int y, maptile *map, object *originator) |
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{ |
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if (spob->other_arch) |
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map->insert (arch_to_object (spob->other_arch), x, y, originator); |
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} |
153 |
|
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/* |
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* This function takes a caster and spell and presents the |
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* effective level the caster needs to be to cast the spell. |
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* basically, it just adjusts the spell->level with attuned/repelled |
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* spellpaths. Was called path_level_mod. |
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* |
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* caster is person casting the spell. |
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* spell is the spell object. |
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* Returns modified level. |
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*/ |
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int |
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min_casting_level (object *caster, object *spell) |
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{ |
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int new_level; |
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|
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if (caster->path_denied & spell->path_attuned) |
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return 1; |
171 |
|
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new_level = spell->level |
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+ (caster->path_repelled & spell->path_attuned ? +2 : 0) |
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+ (caster->path_attuned & spell->path_attuned ? -2 : 0); |
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|
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return max (1, new_level); |
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} |
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|
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/* This function returns the effective level the spell |
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* is being cast at. |
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* Note that I changed the repelled/attuned bonus to 2 from 5. |
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* This is because the new code compares casting_level against |
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* min_caster_level, so the difference is effectively 4 |
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*/ |
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int |
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caster_level (object *caster, object *spell) |
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{ |
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int level = caster->level; |
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|
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/* If this is a player, try to find the matching skill */ |
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if (caster->type == PLAYER && spell->skill) |
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for (int i = 0; i < NUM_SKILLS; i++) |
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if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) |
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{ |
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level = caster->contr->last_skill_ob[i]->level; |
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break; |
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} |
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|
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/* if a rod is fired by a player, take the use_magic_item skill in consideration. */ |
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if (caster->type == ROD && caster->env && caster->env->type == PLAYER) |
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{ |
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object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); |
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int sk_level = skill ? skill->level : 1; |
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|
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level = MIN (level, sk_level + level / 10 + 1); |
206 |
} |
207 |
|
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/* Got valid caster level. Now adjust for attunement */ |
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level += caster->path_repelled & spell->path_attuned ? -2 : 0; |
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level += caster->path_attuned & spell->path_attuned ? +2 : 0; |
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|
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/* Always make this at least 1. If this is zero, we get divide by zero |
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* errors in various places. |
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*/ |
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return max (level, 1); |
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} |
217 |
|
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/* The following function scales the spellpoint cost of |
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* a spell by it's increased effectiveness. Some of the |
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* lower level spells become incredibly vicious at high |
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* levels. Very cheap mass destruction. This function is |
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* intended to keep the sp cost related to the effectiveness. |
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* op is the player/monster |
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* caster is what is casting the spell, can be op. |
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* spell is the spell object. |
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* Note that it is now possible for a spell to cost both grace and |
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* mana. In that case, we return which ever value is higher. |
228 |
*/ |
229 |
|
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sint16 |
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SP_level_spellpoint_cost (object *caster, object *spell, int flags) |
232 |
{ |
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int sp, grace, level = caster_level (caster, spell); |
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|
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if (settings.spellpoint_level_depend == TRUE) |
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{ |
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if (spell->stats.sp && spell->stats.maxsp) |
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{ |
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sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp))); |
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} |
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else |
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sp = spell->stats.sp; |
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|
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sp *= (int) PATH_SP_MULT (caster, spell); |
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if (!sp && spell->stats.sp) |
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sp = 1; |
247 |
|
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if (spell->stats.grace && spell->stats.maxgrace) |
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{ |
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grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace))); |
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} |
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else |
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grace = spell->stats.grace; |
254 |
|
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grace *= (int) PATH_SP_MULT (caster, spell); |
256 |
if (spell->stats.grace && !grace) |
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grace = 1; |
258 |
} |
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else |
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{ |
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sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); |
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if (spell->stats.sp && !sp) |
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sp = 1; |
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grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); |
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if (spell->stats.grace && !grace) |
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grace = 1; |
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} |
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if (flags == SPELL_HIGHEST) |
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return MAX (sp, grace); |
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else if (flags == SPELL_GRACE) |
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return grace; |
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else if (flags == SPELL_MANA) |
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return sp; |
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else |
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{ |
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LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); |
277 |
return 0; |
278 |
} |
279 |
} |
280 |
|
281 |
|
282 |
/* SP_level_dam_adjust: Returns adjusted damage based on the caster. |
283 |
* spob is the spell we are adjusting. |
284 |
*/ |
285 |
int |
286 |
SP_level_dam_adjust (object *caster, object *spob) |
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{ |
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int level = caster_level (caster, spob); |
289 |
int adj = level - min_casting_level (caster, spob); |
290 |
|
291 |
if (adj < 0) |
292 |
adj = 0; |
293 |
if (spob->dam_modifier) |
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adj /= spob->dam_modifier; |
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else |
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adj = 0; |
297 |
return adj; |
298 |
} |
299 |
|
300 |
/* Adjust the strength of the spell based on level. |
301 |
* This is basically the same as SP_level_dam_adjust above, |
302 |
* but instead looks at the level_modifier value. |
303 |
*/ |
304 |
int |
305 |
SP_level_duration_adjust (object *caster, object *spob) |
306 |
{ |
307 |
int level = caster_level (caster, spob); |
308 |
int adj = level - min_casting_level (caster, spob); |
309 |
|
310 |
if (adj < 0) |
311 |
adj = 0; |
312 |
if (spob->duration_modifier) |
313 |
adj /= spob->duration_modifier; |
314 |
else |
315 |
adj = 0; |
316 |
|
317 |
return adj; |
318 |
} |
319 |
|
320 |
/* Adjust the strength of the spell based on level. |
321 |
* This is basically the same as SP_level_dam_adjust above, |
322 |
* but instead looks at the level_modifier value. |
323 |
*/ |
324 |
int |
325 |
SP_level_range_adjust (object *caster, object *spob) |
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{ |
327 |
int level = caster_level (caster, spob); |
328 |
int adj = level - min_casting_level (caster, spob); |
329 |
|
330 |
if (adj < 0) |
331 |
adj = 0; |
332 |
if (spob->range_modifier) |
333 |
adj /= spob->range_modifier; |
334 |
else |
335 |
adj = 0; |
336 |
|
337 |
return adj; |
338 |
} |
339 |
|
340 |
/* Checks to see if player knows the spell. If the name is the same |
341 |
* as an existing spell, we presume they know it. |
342 |
* returns 1 if they know the spell, 0 if they don't. |
343 |
*/ |
344 |
object * |
345 |
check_spell_known (object *op, const char *name) |
346 |
{ |
347 |
object *spop; |
348 |
|
349 |
for (spop = op->inv; spop; spop = spop->below) |
350 |
if (spop->type == SPELL && !strcmp (spop->name, name)) |
351 |
return spop; |
352 |
|
353 |
return NULL; |
354 |
} |
355 |
|
356 |
|
357 |
/* |
358 |
* Look at object 'op' and see if they know the spell |
359 |
* spname. This is pretty close to check_spell_known |
360 |
* above, but it uses a looser matching mechanism. |
361 |
* returns the matching spell object, or NULL. |
362 |
* If we match multiple spells but don't get an |
363 |
* exact match, we also return NULL. |
364 |
*/ |
365 |
|
366 |
object * |
367 |
lookup_spell_by_name (object *op, const char *spname) |
368 |
{ |
369 |
object *spob1 = NULL, *spob2 = NULL, *spob; |
370 |
int nummatch = 0; |
371 |
|
372 |
if (spname == NULL) |
373 |
return NULL; |
374 |
|
375 |
/* Try to find the spell. We store the results in spob1 |
376 |
* and spob2 - spob1 is only taking the length of |
377 |
* the past spname, spob2 uses the length of the spell name. |
378 |
*/ |
379 |
for (spob = op->inv; spob; spob = spob->below) |
380 |
{ |
381 |
if (spob->type == SPELL) |
382 |
{ |
383 |
if (!strncmp (spob->name, spname, strlen (spname))) |
384 |
{ |
385 |
nummatch++; |
386 |
spob1 = spob; |
387 |
} |
388 |
else if (!strncmp (spob->name, spname, strlen (spob->name))) |
389 |
{ |
390 |
/* if spells have ambiguous names, it makes matching |
391 |
* really difficult. (eg, fire and fireball would |
392 |
* fall into this category). It shouldn't be hard to |
393 |
* make sure spell names don't overlap in that fashion. |
394 |
*/ |
395 |
if (spob2) |
396 |
LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); |
397 |
spob2 = spob; |
398 |
} |
399 |
} |
400 |
} |
401 |
/* if we have best match, return it. Otherwise, if we have one match |
402 |
* on the loser match, return that, otehrwise null |
403 |
*/ |
404 |
if (spob2) |
405 |
return spob2; |
406 |
if (spob1 && nummatch == 1) |
407 |
return spob1; |
408 |
return NULL; |
409 |
} |
410 |
|
411 |
/* reflwall - decides weither the (spell-)object sp_op will |
412 |
* be reflected from the given mapsquare. Returns 1 if true. |
413 |
* (Note that for living creatures there is a small chance that |
414 |
* reflect_spell fails.) |
415 |
* Caller should be sure it passes us valid map coordinates |
416 |
* eg, updated for tiled maps. |
417 |
*/ |
418 |
int |
419 |
reflwall (maptile *m, int x, int y, object *sp_op) |
420 |
{ |
421 |
object *op; |
422 |
|
423 |
if (OUT_OF_REAL_MAP (m, x, y)) |
424 |
return 0; |
425 |
for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) |
426 |
if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
427 |
&& (!QUERY_FLAG (op, FLAG_ALIVE) |
428 |
|| (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
429 |
return 1; |
430 |
|
431 |
return 0; |
432 |
} |
433 |
|
434 |
/* cast_create_object: creates object new_op in direction dir |
435 |
* or if that is blocked, beneath the player (op). |
436 |
* we pass 'caster', but don't use it for anything. |
437 |
* This is really just a simple wrapper function . |
438 |
* returns the direction that the object was actually placed |
439 |
* in. |
440 |
*/ |
441 |
int |
442 |
cast_create_obj (object *op, object *caster, object *new_op, int dir) |
443 |
{ |
444 |
maptile *m; |
445 |
sint16 sx, sy; |
446 |
|
447 |
if (dir && |
448 |
((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || |
449 |
OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))) |
450 |
{ |
451 |
new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
452 |
new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); |
453 |
dir = 0; |
454 |
} |
455 |
|
456 |
SET_FLAG (new_op, FLAG_IDENTIFIED); |
457 |
op->map->insert (new_op, |
458 |
op->x + freearr_x[dir], op->y + freearr_y[dir], |
459 |
op, |
460 |
dir ? 0 : INS_BELOW_ORIGINATOR); |
461 |
|
462 |
return dir; |
463 |
} |
464 |
|
465 |
/* Returns true if it is ok to put spell *op on the space/may provided. |
466 |
* immune_stop is basically the attacktype of the spell (why |
467 |
* passed as a different value, not sure of). If immune_stop |
468 |
* has the AT_MAGIC bit set, and there is a counterwall |
469 |
* on the space, the object doesn't get placed. if immune stop |
470 |
* does not have AT_MAGIC, then counterwalls do not effect the spell. |
471 |
* |
472 |
*/ |
473 |
int |
474 |
ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) |
475 |
{ |
476 |
if (!xy_normalise (m, x, y)) |
477 |
return 0; |
478 |
|
479 |
mapspace &ms = m->at (x, y); |
480 |
|
481 |
if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) |
482 |
return 0; |
483 |
|
484 |
for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
485 |
{ |
486 |
/* If there is a counterspell on the space, and this |
487 |
* object is using magic, don't progress. I believe we could |
488 |
* leave this out and let in progress, and other areas of the code |
489 |
* will then remove it, but that would seem to to use more |
490 |
* resources, and may not work as well if a player is standing |
491 |
* on top of a counterwall spell (may hit the player before being |
492 |
* removed.) On the other hand, it may be more dramatic for the |
493 |
* spell to actually hit the counterwall and be sucked up. |
494 |
*/ |
495 |
if ((tmp->attacktype & AT_COUNTERSPELL) |
496 |
&& !QUERY_FLAG (tmp, FLAG_MONSTER) |
497 |
&& (tmp->type != PLAYER) |
498 |
&& (tmp->type != WEAPON) |
499 |
&& (tmp->type != BOW) |
500 |
&& (tmp->type != ARROW) |
501 |
&& (tmp->type != GOLEM) |
502 |
&& !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: |
503 |
// we special case floor here because there |
504 |
// are sometimes spell effect floors |
505 |
// which are used to inflict damage |
506 |
// (and those shouldn't go away from |
507 |
// sanctuary) see also: permanent lava |
508 |
&& (immune_stop & AT_MAGIC)) |
509 |
return 0; |
510 |
|
511 |
/* This is to prevent 'out of control' spells. Basically, this |
512 |
* limits one spell effect per space per spell. This is definately |
513 |
* needed for performance reasons, and just for playability I believe. |
514 |
* there are no such things as multispaced spells right now, so |
515 |
* we don't need to worry about the head. |
516 |
*/ |
517 |
if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) |
518 |
return 0; |
519 |
|
520 |
/* |
521 |
* Combine similar spell effects into one spell effect. Needed for |
522 |
* performance reasons with meteor swarm and the like, but also for |
523 |
* playability reasons. |
524 |
*/ |
525 |
if (tmp->arch == op->arch |
526 |
&& tmp->type == op->type |
527 |
&& tmp->subtype == op->subtype |
528 |
&& tmp->owner == op->owner |
529 |
&& ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) |
530 |
{ |
531 |
tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
532 |
tmp->range = MAX (tmp->range, op->range); |
533 |
tmp->duration = MAX (tmp->duration, op->duration); |
534 |
return 0; |
535 |
} |
536 |
|
537 |
/* Perhaps we should also put checks in for no magic and unholy |
538 |
* ground to prevent it from moving along? |
539 |
*/ |
540 |
} |
541 |
|
542 |
/* If it passes the above tests, it must be OK */ |
543 |
return 1; |
544 |
} |
545 |
|
546 |
/* fire_arch_from_position: fires an archetype. |
547 |
* op: person firing the object. |
548 |
* caster: object casting the spell. |
549 |
* x, y: where to fire the spell (note, it then uses op->map for the map |
550 |
* for these coordinates, which is probably a really bad idea. |
551 |
* dir: direction to fire in. |
552 |
* spell: spell that is being fired. It uses other_arch for the archetype |
553 |
* to fire. |
554 |
* returns 0 on failure, 1 on success. |
555 |
*/ |
556 |
int |
557 |
fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) |
558 |
{ |
559 |
object *tmp; |
560 |
int mflags; |
561 |
maptile *m; |
562 |
|
563 |
if (spell->other_arch == NULL) |
564 |
return 0; |
565 |
|
566 |
m = op->map; |
567 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
568 |
if (mflags & P_OUT_OF_MAP) |
569 |
{ |
570 |
return 0; |
571 |
} |
572 |
|
573 |
tmp = arch_to_object (spell->other_arch); |
574 |
|
575 |
if (tmp == NULL) |
576 |
return 0; |
577 |
|
578 |
if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) |
579 |
{ |
580 |
new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); |
581 |
tmp->destroy (); |
582 |
return 0; |
583 |
} |
584 |
|
585 |
tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
586 |
tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); |
587 |
/* code in time.c uses food for some things, duration for others */ |
588 |
tmp->stats.food = tmp->duration; |
589 |
tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
590 |
tmp->attacktype = spell->attacktype; |
591 |
tmp->x = x; |
592 |
tmp->y = y; |
593 |
tmp->direction = dir; |
594 |
if (op->owner != NULL) |
595 |
tmp->set_owner (op); |
596 |
else |
597 |
tmp->set_owner (op); |
598 |
tmp->level = caster_level (caster, spell); |
599 |
set_spell_skill (op, caster, spell, tmp); |
600 |
|
601 |
/* needed for AT_HOLYWORD,AT_GODPOWER stuff */ |
602 |
if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) |
603 |
{ |
604 |
if (!tailor_god_spell (tmp, op)) |
605 |
return 0; |
606 |
} |
607 |
if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) |
608 |
SET_ANIMATION (tmp, dir); |
609 |
|
610 |
if ((tmp = insert_ob_in_map (tmp, m, op, 0))) |
611 |
move_spell_effect (tmp); |
612 |
|
613 |
return 1; |
614 |
} |
615 |
|
616 |
/***************************************************************************** |
617 |
* |
618 |
* Code related to rods - perhaps better located in another file? |
619 |
* |
620 |
****************************************************************************/ |
621 |
void |
622 |
regenerate_rod (object *rod) |
623 |
{ |
624 |
if (rod->stats.hp < rod->stats.maxhp) |
625 |
rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); |
626 |
} |
627 |
|
628 |
void |
629 |
drain_rod_charge (object *rod) |
630 |
{ |
631 |
rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); |
632 |
} |
633 |
|
634 |
/* this function is commonly used to find a friendly target for |
635 |
* spells such as heal or protection or armour |
636 |
* op is what is looking for the target (which can be a player), |
637 |
* dir is the direction we are looking in. Return object found, or |
638 |
* NULL if no good object. |
639 |
*/ |
640 |
object * |
641 |
find_target_for_friendly_spell (object *op, int dir) |
642 |
{ |
643 |
object *tmp; |
644 |
|
645 |
/* I don't really get this block - if op isn't a player or rune, |
646 |
* we then make the owner of this object the target. |
647 |
* The owner could very well be no where near op. |
648 |
*/ |
649 |
if (op->type != PLAYER && op->type != RUNE) |
650 |
{ |
651 |
tmp = op->owner; |
652 |
/* If the owner does not exist, or is not a monster, than apply the spell |
653 |
* to the caster. |
654 |
*/ |
655 |
if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
656 |
tmp = op; |
657 |
} |
658 |
else |
659 |
{ |
660 |
maptile *m = op->map; |
661 |
sint16 x = op->x + freearr_x[dir]; |
662 |
sint16 y = op->y + freearr_y[dir]; |
663 |
|
664 |
tmp = xy_normalise (m, x, y) |
665 |
? m->at (x, y).player () |
666 |
: 0; |
667 |
} |
668 |
|
669 |
/* didn't find a player there, look in current square for a player */ |
670 |
if (!tmp) |
671 |
tmp = op->ms ().player (); |
672 |
|
673 |
return tmp; |
674 |
} |
675 |
|
676 |
|
677 |
|
678 |
/* raytrace: |
679 |
* spell_find_dir(map, x, y, exclude) will search first the center square |
680 |
* then some close squares in the given map at the given coordinates for |
681 |
* live objects. |
682 |
* It will not consider the object given as exclude (= caster) among possible |
683 |
* live objects. If the caster is a player, the spell will go after |
684 |
* monsters/generators only. If not, the spell will hunt players only. |
685 |
* It returns the direction toward the first/closest live object if it finds |
686 |
* any, otherwise -1. |
687 |
* note that exclude can be NULL, in which case all bets are off. |
688 |
*/ |
689 |
|
690 |
int |
691 |
spell_find_dir (maptile *m, int x, int y, object *exclude) |
692 |
{ |
693 |
int i, max = SIZEOFFREE; |
694 |
sint16 nx, ny; |
695 |
int owner_type = 0, mflags; |
696 |
object *tmp; |
697 |
maptile *mp; |
698 |
|
699 |
if (exclude && exclude->head) |
700 |
exclude = exclude->head; |
701 |
if (exclude && exclude->type) |
702 |
owner_type = exclude->type; |
703 |
|
704 |
for (i = rndm (1, 8); i < max; i++) |
705 |
{ |
706 |
nx = x + freearr_x[i]; |
707 |
ny = y + freearr_y[i]; |
708 |
mp = m; |
709 |
mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); |
710 |
if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) |
711 |
continue; |
712 |
|
713 |
tmp = GET_MAP_OB (mp, nx, ny); |
714 |
|
715 |
while (tmp != NULL && (((owner_type == PLAYER && |
716 |
!QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || |
717 |
(owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) |
718 |
tmp = tmp->above; |
719 |
|
720 |
if (tmp != NULL && can_see_monsterP (m, x, y, i)) |
721 |
return freedir[i]; |
722 |
} |
723 |
return -1; /* flag for "keep going the way you were" */ |
724 |
} |
725 |
|
726 |
/* put_a_monster: puts a monster named monstername near by |
727 |
* op. This creates the treasures for the monsters, and |
728 |
* also deals with multipart monsters properly. |
729 |
*/ |
730 |
void |
731 |
put_a_monster (object *op, const char *monstername) |
732 |
{ |
733 |
object *tmp, *head = NULL, *prev = NULL; |
734 |
archetype *at; |
735 |
int dir; |
736 |
|
737 |
/* Handle cases where we are passed a bogus mosntername */ |
738 |
|
739 |
if ((at = archetype::find (monstername)) == NULL) |
740 |
return; |
741 |
|
742 |
/* find a free square nearby |
743 |
* first we check the closest square for free squares |
744 |
*/ |
745 |
|
746 |
dir = find_first_free_spot (at, op->map, op->x, op->y); |
747 |
if (dir != -1) |
748 |
{ |
749 |
/* This is basically grabbed for generate monster. Fixed 971225 to |
750 |
* insert multipart monsters properly |
751 |
*/ |
752 |
//TODO: use expand_tail + ... |
753 |
while (at != NULL) |
754 |
{ |
755 |
tmp = arch_to_object (at); |
756 |
tmp->x = op->x + freearr_x[dir] + at->x; |
757 |
tmp->y = op->y + freearr_y[dir] + at->y; |
758 |
tmp->map = op->map; |
759 |
if (head) |
760 |
{ |
761 |
tmp->head = head; |
762 |
prev->more = tmp; |
763 |
} |
764 |
|
765 |
if (!head) |
766 |
head = tmp; |
767 |
|
768 |
prev = tmp; |
769 |
|
770 |
at = (archetype *)at->more; |
771 |
} |
772 |
|
773 |
if (head->randomitems) |
774 |
create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); |
775 |
|
776 |
insert_ob_in_map (head, op->map, op, 0); |
777 |
|
778 |
/* thought it'd be cool to insert a burnout, too. */ |
779 |
op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); |
780 |
} |
781 |
} |
782 |
|
783 |
/* peterm: function which summons hostile monsters and |
784 |
* places them in nearby squares. |
785 |
* op is the summoner. |
786 |
* n is the number of monsters. |
787 |
* monstername is the name of the monster. |
788 |
* returns the number of monsters, which is basically n. |
789 |
* it should really see how many it successfully replaced and |
790 |
* return that instead. |
791 |
* Note that this is not used by any spells (summon evil monsters |
792 |
* use to call this, but best I can tell, that spell/ability was |
793 |
* never used. This is however used by various failures on the |
794 |
* players part (alchemy, reincarnation, etc) |
795 |
*/ |
796 |
|
797 |
int |
798 |
summon_hostile_monsters (object *op, int n, const char *monstername) |
799 |
{ |
800 |
int i; |
801 |
|
802 |
for (i = 0; i < n; i++) |
803 |
put_a_monster (op, monstername); |
804 |
|
805 |
return n; |
806 |
} |
807 |
|
808 |
|
809 |
/* Some local definitions for shuffle-attack */ |
810 |
struct attacktype_shuffle |
811 |
{ |
812 |
int attacktype; |
813 |
int face; |
814 |
} ATTACKS[22] = |
815 |
{ |
816 |
{ AT_PHYSICAL, 0}, |
817 |
{ AT_PHYSICAL, 0}, /*face = explosion */ |
818 |
{ AT_PHYSICAL, 0}, |
819 |
{ AT_MAGIC, 1}, |
820 |
{ AT_MAGIC, 1}, /* face = last-burnout */ |
821 |
{ AT_MAGIC, 1}, |
822 |
{ AT_FIRE, 2}, |
823 |
{ AT_FIRE, 2}, /* face = fire.... */ |
824 |
{ AT_FIRE, 2}, |
825 |
{ AT_ELECTRICITY, 3}, |
826 |
{ AT_ELECTRICITY, 3}, /* ball_lightning */ |
827 |
{ AT_ELECTRICITY, 3}, |
828 |
{ AT_COLD, 4}, |
829 |
{ AT_COLD, 4}, /* face=icestorm */ |
830 |
{ AT_COLD, 4}, |
831 |
{ AT_CONFUSION, 5}, |
832 |
{ AT_POISON, 7}, |
833 |
{ AT_POISON, 7}, /* face = acid sphere. generator */ |
834 |
{ AT_POISON, 7}, /* poisoncloud face */ |
835 |
{ AT_SLOW, 8}, |
836 |
{ AT_PARALYZE, 9}, |
837 |
{ AT_FEAR, 10}, |
838 |
}; |
839 |
|
840 |
/* shuffle_attack: peterm |
841 |
* This routine shuffles the attack of op to one of the |
842 |
* ones in the list. It does this at random. It also |
843 |
* chooses a face appropriate to the attack that is |
844 |
* being committed by that square at the moment. |
845 |
* right now it's being used by color spray and create pool of |
846 |
* chaos. |
847 |
* This could really be a better implementation - the |
848 |
* faces and attacktypes above are hardcoded, which is never |
849 |
* good. The faces refer to faces in the animation sequence. |
850 |
* Not sure how to do better - but not having it hardcoded |
851 |
* would be nice. |
852 |
* I also fixed a bug here in that attacktype was |= - |
853 |
* to me, that would be that it would quickly get all |
854 |
* attacktypes, which probably wasn't the intent. MSW 2003-06-03 |
855 |
*/ |
856 |
void |
857 |
shuffle_attack (object *op, int change_face) |
858 |
{ |
859 |
int i; |
860 |
|
861 |
i = rndm (0, 21); |
862 |
|
863 |
op->attacktype = ATTACKS[i].attacktype | AT_MAGIC; |
864 |
|
865 |
if (change_face) |
866 |
{ |
867 |
SET_ANIMATION (op, ATTACKS[i].face); |
868 |
} |
869 |
} |
870 |
|
871 |
|
872 |
/* prayer_failure: This is called when a player fails |
873 |
* at casting a prayer. |
874 |
* op is the player. |
875 |
* failure is basically how much grace they had. |
876 |
* power is how much grace the spell would normally take to cast. |
877 |
*/ |
878 |
|
879 |
void |
880 |
prayer_failure (object *op, int failure, int power) |
881 |
{ |
882 |
const char *godname; |
883 |
object *tmp; |
884 |
|
885 |
if (!strcmp ((godname = determine_god (op)), "none")) |
886 |
godname = "Your spirit"; |
887 |
|
888 |
if (failure <= -20 && failure > -40) /* wonder */ |
889 |
{ |
890 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); |
891 |
tmp = get_archetype (SPELL_WONDER); |
892 |
cast_cone (op, op, 0, tmp); |
893 |
tmp->destroy (); |
894 |
} |
895 |
|
896 |
else if (failure <= -40 && failure > -60) /* confusion */ |
897 |
{ |
898 |
new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); |
899 |
confuse_player (op, op, 99); |
900 |
} |
901 |
else if (failure <= -60 && failure > -150) /* paralysis */ |
902 |
{ |
903 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname); |
904 |
new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else."); |
905 |
paralyze_player (op, op, 99); |
906 |
} |
907 |
else if (failure <= -150) /* blast the immediate area */ |
908 |
{ |
909 |
tmp = get_archetype (GOD_POWER); |
910 |
new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname); |
911 |
cast_magic_storm (op, tmp, power); |
912 |
} |
913 |
} |
914 |
|
915 |
/* |
916 |
* spell_failure() handles the various effects for differing degrees |
917 |
* of failure badness. |
918 |
* op is the player that failed. |
919 |
* failure is a random value of how badly you failed. |
920 |
* power is how many spellpoints you'd normally need for the spell. |
921 |
* skill is the skill you'd need to cast the spell. |
922 |
*/ |
923 |
|
924 |
void |
925 |
spell_failure (object *op, int failure, int power, object *skill) |
926 |
{ |
927 |
object *tmp; |
928 |
|
929 |
if (settings.spell_failure_effects == FALSE) |
930 |
return; |
931 |
|
932 |
if (failure <= -20 && failure > -40) /* wonder */ |
933 |
{ |
934 |
new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); |
935 |
tmp = get_archetype (SPELL_WONDER); |
936 |
cast_cone (op, op, 0, tmp); |
937 |
tmp->destroy (); |
938 |
} |
939 |
|
940 |
else if (failure <= -40 && failure > -60) /* confusion */ |
941 |
{ |
942 |
new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); |
943 |
confuse_player (op, op, 99); |
944 |
} |
945 |
else if (failure <= -60 && failure > -80) /* paralysis */ |
946 |
{ |
947 |
new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!"); |
948 |
paralyze_player (op, op, 99); |
949 |
} |
950 |
else if (failure <= -80) /* blast the immediate area */ |
951 |
{ |
952 |
object *tmp; |
953 |
|
954 |
/* Safety check to make sure we don't get any mana storms in scorn */ |
955 |
if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) |
956 |
{ |
957 |
new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); |
958 |
hit_player (op, 9998, op, AT_INTERNAL, 1); |
959 |
|
960 |
} |
961 |
else |
962 |
{ |
963 |
new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); |
964 |
tmp = get_archetype (LOOSE_MANA); |
965 |
tmp->level = skill->level; |
966 |
|
967 |
/* increase the area of destruction a little for more powerful spells */ |
968 |
tmp->range += isqrt (power); |
969 |
|
970 |
if (power > 25) |
971 |
tmp->stats.dam = 25 + isqrt (power); |
972 |
else |
973 |
tmp->stats.dam = power; /* nasty recoils! */ |
974 |
|
975 |
tmp->stats.maxhp = tmp->count; |
976 |
|
977 |
tmp->insert_at (op); |
978 |
} |
979 |
} |
980 |
} |
981 |
|
982 |
int |
983 |
cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
984 |
{ |
985 |
int success; |
986 |
object *spell; |
987 |
|
988 |
if (!spell_ob->other_arch) |
989 |
{ |
990 |
LOG (llevError, "cast_party_spell: empty other arch\n"); |
991 |
return 0; |
992 |
} |
993 |
|
994 |
spell = arch_to_object (spell_ob->other_arch); |
995 |
|
996 |
/* Always cast spell on caster */ |
997 |
success = cast_spell (op, caster, dir, spell, stringarg); |
998 |
|
999 |
if (caster->contr->party == NULL) |
1000 |
{ |
1001 |
spell->remove (); |
1002 |
return success; |
1003 |
} |
1004 |
|
1005 |
for_all_players (pl) |
1006 |
if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) |
1007 |
cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); |
1008 |
|
1009 |
spell->remove (); |
1010 |
return success; |
1011 |
} |
1012 |
|
1013 |
/* This is where the main dispatch when someone casts a spell. |
1014 |
* |
1015 |
* op is the creature that is owner of the object that is casting the spell - |
1016 |
* eg, the player or monster. |
1017 |
* caster is the actual object (wand, potion) casting the spell. can be |
1018 |
* same as op. |
1019 |
* dir is the direction to cast in. Note in some cases, if the spell |
1020 |
* is self only, dir really doesn't make a difference. |
1021 |
* spell_ob is the spell object that is being cast. From that, |
1022 |
* we can determine what to do. |
1023 |
* stringarg is any options that are being used. It can be NULL. Almost |
1024 |
* certainly, only players will set it. It is basically used as optional |
1025 |
* parameters to a spell (eg, item to create, information for marking runes, |
1026 |
* etc. |
1027 |
* returns 1 on successful cast, or 0 on error. These values should really |
1028 |
* be swapped, so that 0 is successful, and non zero is failure, with a code |
1029 |
* of what it failed. |
1030 |
* |
1031 |
* Note that this function is really a dispatch routine that calls other |
1032 |
* functions - it just blindly returns what ever value those functions |
1033 |
* return. So if your writing a new function that is called from this, |
1034 |
* it shoudl also return 1 on success, 0 on failure. |
1035 |
* |
1036 |
* if it is a player casting the spell (op->type == PLAYER, op == caster), |
1037 |
* this function will decrease the mana/grace appropriately. For other |
1038 |
* objects, the caller should do what it considers appropriate. |
1039 |
*/ |
1040 |
int |
1041 |
cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1042 |
{ |
1043 |
const char *godname; |
1044 |
int success = 0, cast_level = 0; |
1045 |
object *skill = NULL; |
1046 |
|
1047 |
if (!spell_ob) |
1048 |
{ |
1049 |
LOG (llevError, "cast_spell: null spell object passed\n"); |
1050 |
return 0; |
1051 |
} |
1052 |
|
1053 |
if (!strcmp ((godname = determine_god (op)), "none")) |
1054 |
godname = "A random spirit"; |
1055 |
|
1056 |
/* the caller should set caster to op if appropriate */ |
1057 |
if (!caster) |
1058 |
{ |
1059 |
LOG (llevError, "cast_spell: null caster object passed\n"); |
1060 |
return 0; |
1061 |
} |
1062 |
|
1063 |
/* if caster is a spell casting object, this normally shouldn't be |
1064 |
* an issue, because they don't have any spellpaths set up. |
1065 |
*/ |
1066 |
if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) |
1067 |
{ |
1068 |
new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); |
1069 |
return 0; |
1070 |
} |
1071 |
|
1072 |
/* if it is a player casting the spell, and they are really casting it |
1073 |
* (vs it coming from a wand, scroll, or whatever else), do some |
1074 |
* checks. We let monsters do special things - eg, they |
1075 |
* don't need the skill, bypass level checks, etc. The monster function |
1076 |
* should take care of that. |
1077 |
* Remove the wiz check here and move it further down - some spells |
1078 |
* need to have the right skill pointer passed, so we need to |
1079 |
* at least process that code. |
1080 |
*/ |
1081 |
if (op->type == PLAYER && op == caster) |
1082 |
{ |
1083 |
cast_level = caster_level (caster, spell_ob); |
1084 |
|
1085 |
if (spell_ob->skill) |
1086 |
{ |
1087 |
skill = find_skill_by_name (op, spell_ob->skill); |
1088 |
|
1089 |
if (!skill) |
1090 |
{ |
1091 |
op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name)); |
1092 |
return 0; |
1093 |
} |
1094 |
|
1095 |
if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) |
1096 |
{ |
1097 |
op->failmsg ("You lack enough skill to cast that spell!"); |
1098 |
return 0; |
1099 |
} |
1100 |
} |
1101 |
|
1102 |
/* If the caster is the wiz, they don't ever fail, and don't have |
1103 |
* to have sufficient grace/mana. |
1104 |
*/ |
1105 |
if (!QUERY_FLAG (op, FLAG_WIZ)) |
1106 |
{ |
1107 |
if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && |
1108 |
SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) |
1109 |
{ |
1110 |
op->failmsg ("You don't have enough mana!"); |
1111 |
return 0; |
1112 |
} |
1113 |
|
1114 |
if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && |
1115 |
SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) |
1116 |
{ |
1117 |
if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - |
1118 |
10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) |
1119 |
op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); |
1120 |
else |
1121 |
{ |
1122 |
prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); |
1123 |
op->failmsg (format ("%s ignores your prayer.", godname)); |
1124 |
return 0; |
1125 |
} |
1126 |
} |
1127 |
|
1128 |
/* player/monster is trying to cast the spell. might fumble it */ |
1129 |
if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < |
1130 |
(spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) |
1131 |
{ |
1132 |
op->contr->play_sound (sound_find ("fumble_spell")); |
1133 |
op->failmsg ("You fumble the prayer."); |
1134 |
|
1135 |
op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); |
1136 |
return 0; |
1137 |
} |
1138 |
else if (spell_ob->stats.sp) |
1139 |
{ |
1140 |
int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; |
1141 |
|
1142 |
if (failure < 0) |
1143 |
{ |
1144 |
op->failmsg ("You bungle the spell because you have too much heavy equipment in use."); |
1145 |
if (settings.spell_failure_effects == TRUE) |
1146 |
spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); |
1147 |
|
1148 |
op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); |
1149 |
return 0; |
1150 |
} |
1151 |
} |
1152 |
} |
1153 |
} |
1154 |
|
1155 |
int mflags = op->ms ().flags (); |
1156 |
|
1157 |
/* See if we can cast a spell here. If the caster and op are |
1158 |
* not alive, then this would mean that the mapmaker put the |
1159 |
* objects on the space - presume that they know what they are |
1160 |
* doing. |
1161 |
*/ |
1162 |
|
1163 |
if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! |
1164 |
{ |
1165 |
op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); |
1166 |
return 0; |
1167 |
} |
1168 |
|
1169 |
if ((spell_ob->type == SPELL) |
1170 |
&& (caster->type != POTION) |
1171 |
&& !QUERY_FLAG (op, FLAG_WIZCAST) |
1172 |
&& (QUERY_FLAG (caster, FLAG_ALIVE) |
1173 |
|| QUERY_FLAG (op, FLAG_ALIVE)) |
1174 |
&& (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) |
1175 |
{ |
1176 |
if (op->type != PLAYER) |
1177 |
return 0; |
1178 |
|
1179 |
if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1180 |
op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); |
1181 |
else if (object *item = op->contr->ranged_ob) |
1182 |
{ |
1183 |
if (item->type == SPELL) |
1184 |
op->failmsg ("Something blocks your spellcasting."); |
1185 |
else if (item->type == SCROLL) |
1186 |
op->failmsg ("Something blocks the magic of your scroll."); |
1187 |
else |
1188 |
op->failmsg ("Something blocks the magic of your item."); |
1189 |
} |
1190 |
else |
1191 |
op->failmsg ("Something blocks the spell!"); |
1192 |
|
1193 |
return 0; |
1194 |
} |
1195 |
|
1196 |
/* Take into account how long it takes to cast the spell. |
1197 |
* if the player is casting it, then we use the time in |
1198 |
* the spell object. If it is a spell object, have it |
1199 |
* take two ticks. Things that cast spells on the players |
1200 |
* behalf (eg, altars, and whatever else) shouldn't cost |
1201 |
* the player any time. |
1202 |
* Ignore casting time for firewalls |
1203 |
*/ |
1204 |
if (caster == op && caster->type != FIREWALL) |
1205 |
{ |
1206 |
op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1207 |
/* Other portions of the code may also decrement the speed of the player, so |
1208 |
* put a lower limit so that the player isn't stuck here too long |
1209 |
*/ |
1210 |
if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) |
1211 |
op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); |
1212 |
} |
1213 |
else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) |
1214 |
op->speed_left -= 2 * FABS (op->speed); |
1215 |
|
1216 |
if (op->type == PLAYER && op == caster) |
1217 |
{ |
1218 |
op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); |
1219 |
op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); |
1220 |
} |
1221 |
|
1222 |
/* We want to try to find the skill to properly credit exp. |
1223 |
* for spell casting objects, the exp goes to the skill the casting |
1224 |
* object requires. |
1225 |
*/ |
1226 |
if (op != caster && !skill && caster->skill) |
1227 |
{ |
1228 |
skill = find_skill_by_name (op, caster->skill); |
1229 |
if (!skill) |
1230 |
{ |
1231 |
op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); |
1232 |
return 0; |
1233 |
} |
1234 |
|
1235 |
op->change_skill (skill); /* needed for proper exp credit */ |
1236 |
} |
1237 |
|
1238 |
if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) |
1239 |
return RESULT_INT (0); |
1240 |
|
1241 |
switch (spell_ob->subtype) |
1242 |
{ |
1243 |
/* The order of case statements is same as the order they show up |
1244 |
* in in spells.h. |
1245 |
*/ |
1246 |
case SP_RAISE_DEAD: |
1247 |
success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); |
1248 |
break; |
1249 |
|
1250 |
case SP_RUNE: |
1251 |
success = write_rune (op, caster, spell_ob, dir, stringarg); |
1252 |
break; |
1253 |
|
1254 |
case SP_MAKE_MARK: |
1255 |
success = write_mark (op, spell_ob, stringarg); |
1256 |
break; |
1257 |
|
1258 |
case SP_BOLT: |
1259 |
success = fire_bolt (op, caster, dir, spell_ob, skill); |
1260 |
break; |
1261 |
|
1262 |
case SP_BULLET: |
1263 |
success = fire_bullet (op, caster, dir, spell_ob); |
1264 |
break; |
1265 |
|
1266 |
case SP_CONE: |
1267 |
success = cast_cone (op, caster, dir, spell_ob); |
1268 |
break; |
1269 |
|
1270 |
case SP_BOMB: |
1271 |
success = create_bomb (op, caster, dir, spell_ob); |
1272 |
break; |
1273 |
|
1274 |
case SP_WONDER: |
1275 |
success = cast_wonder (op, caster, dir, spell_ob); |
1276 |
break; |
1277 |
|
1278 |
case SP_SMITE: |
1279 |
success = cast_smite_spell (op, caster, dir, spell_ob); |
1280 |
break; |
1281 |
|
1282 |
case SP_MAGIC_MISSILE: |
1283 |
success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1284 |
break; |
1285 |
|
1286 |
case SP_SUMMON_GOLEM: |
1287 |
success = summon_golem (op, caster, dir, spell_ob); |
1288 |
break; |
1289 |
|
1290 |
case SP_DIMENSION_DOOR: |
1291 |
/* dimension door needs the actual caster, because that is what is |
1292 |
* moved. |
1293 |
*/ |
1294 |
success = dimension_door (op, caster, spell_ob, dir); |
1295 |
break; |
1296 |
|
1297 |
case SP_MAGIC_MAPPING: |
1298 |
if (op->type == PLAYER) |
1299 |
{ |
1300 |
spell_effect (spell_ob, op->x, op->y, op->map, op); |
1301 |
draw_magic_map (op); |
1302 |
success = 1; |
1303 |
} |
1304 |
else |
1305 |
success = 0; |
1306 |
break; |
1307 |
|
1308 |
case SP_MAGIC_WALL: |
1309 |
success = magic_wall (op, caster, dir, spell_ob); |
1310 |
break; |
1311 |
|
1312 |
case SP_DESTRUCTION: |
1313 |
success = cast_destruction (op, caster, spell_ob); |
1314 |
break; |
1315 |
|
1316 |
case SP_PERCEIVE_SELF: |
1317 |
success = perceive_self (op); |
1318 |
break; |
1319 |
|
1320 |
case SP_WORD_OF_RECALL: |
1321 |
success = cast_word_of_recall (op, caster, spell_ob); |
1322 |
break; |
1323 |
|
1324 |
case SP_INVISIBLE: |
1325 |
success = cast_invisible (op, caster, spell_ob); |
1326 |
break; |
1327 |
|
1328 |
case SP_PROBE: |
1329 |
success = probe (op, caster, spell_ob, dir); |
1330 |
break; |
1331 |
|
1332 |
case SP_HEALING: |
1333 |
success = cast_heal (op, caster, spell_ob, dir); |
1334 |
break; |
1335 |
|
1336 |
case SP_CREATE_FOOD: |
1337 |
success = cast_create_food (op, caster, spell_ob, dir, stringarg); |
1338 |
break; |
1339 |
|
1340 |
case SP_EARTH_TO_DUST: |
1341 |
success = cast_earth_to_dust (op, caster, spell_ob); |
1342 |
break; |
1343 |
|
1344 |
case SP_CHANGE_ABILITY: |
1345 |
success = cast_change_ability (op, caster, spell_ob, dir, 0); |
1346 |
break; |
1347 |
|
1348 |
case SP_BLESS: |
1349 |
success = cast_bless (op, caster, spell_ob, dir); |
1350 |
break; |
1351 |
|
1352 |
case SP_CURSE: |
1353 |
success = cast_curse (op, caster, spell_ob, dir); |
1354 |
break; |
1355 |
|
1356 |
case SP_SUMMON_MONSTER: |
1357 |
success = summon_object (op, caster, spell_ob, dir, stringarg); |
1358 |
break; |
1359 |
|
1360 |
case SP_CHARGING: |
1361 |
success = recharge (op, caster, spell_ob); |
1362 |
break; |
1363 |
|
1364 |
case SP_POLYMORPH: |
1365 |
#ifdef NO_POLYMORPH |
1366 |
/* Not great, but at least provide feedback so if players do have |
1367 |
* polymorph (ie, find it as a preset item or left over from before |
1368 |
* it was disabled), they get some feedback. |
1369 |
*/ |
1370 |
op->failmsg ("The spell fizzles!"); |
1371 |
success = 0; |
1372 |
#else |
1373 |
success = cast_polymorph (op, caster, spell_ob, dir); |
1374 |
#endif |
1375 |
break; |
1376 |
|
1377 |
case SP_ALCHEMY: |
1378 |
success = alchemy (op, caster, spell_ob); |
1379 |
break; |
1380 |
|
1381 |
case SP_REMOVE_CURSE: |
1382 |
success = remove_curse (op, caster, spell_ob); |
1383 |
break; |
1384 |
|
1385 |
case SP_IDENTIFY: |
1386 |
success = cast_identify (op, caster, spell_ob); |
1387 |
break; |
1388 |
|
1389 |
case SP_DETECTION: |
1390 |
success = cast_detection (op, caster, spell_ob, skill); |
1391 |
break; |
1392 |
|
1393 |
case SP_MOOD_CHANGE: |
1394 |
success = mood_change (op, caster, spell_ob); |
1395 |
break; |
1396 |
|
1397 |
case SP_MOVING_BALL: |
1398 |
if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) |
1399 |
{ |
1400 |
op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); |
1401 |
success = 0; |
1402 |
} |
1403 |
else |
1404 |
success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); |
1405 |
break; |
1406 |
|
1407 |
case SP_SWARM: |
1408 |
success = fire_swarm (op, caster, spell_ob, dir); |
1409 |
break; |
1410 |
|
1411 |
case SP_CHANGE_MANA: |
1412 |
success = cast_transfer (op, caster, spell_ob, dir); |
1413 |
break; |
1414 |
|
1415 |
case SP_DISPEL_RUNE: |
1416 |
/* in rune.c */ |
1417 |
success = dispel_rune (op, caster, spell_ob, skill, dir); |
1418 |
break; |
1419 |
|
1420 |
case SP_CREATE_MISSILE: |
1421 |
success = cast_create_missile (op, caster, spell_ob, dir, stringarg); |
1422 |
break; |
1423 |
|
1424 |
case SP_CONSECRATE: |
1425 |
success = cast_consecrate (op, caster, spell_ob); |
1426 |
break; |
1427 |
|
1428 |
case SP_ANIMATE_WEAPON: |
1429 |
success = animate_weapon (op, caster, spell_ob, dir); |
1430 |
break; |
1431 |
|
1432 |
case SP_LIGHT: |
1433 |
success = cast_light (op, caster, spell_ob, dir); |
1434 |
break; |
1435 |
|
1436 |
case SP_CHANGE_MAP_LIGHT: |
1437 |
success = cast_change_map_lightlevel (op, caster, spell_ob); |
1438 |
break; |
1439 |
|
1440 |
case SP_FAERY_FIRE: |
1441 |
success = cast_destruction (op, caster, spell_ob); |
1442 |
break; |
1443 |
|
1444 |
case SP_CAUSE_DISEASE: |
1445 |
success = cast_cause_disease (op, caster, spell_ob, dir); |
1446 |
break; |
1447 |
|
1448 |
case SP_AURA: |
1449 |
success = create_aura (op, caster, spell_ob); |
1450 |
break; |
1451 |
|
1452 |
case SP_PARTY_SPELL: |
1453 |
success = cast_party_spell (op, caster, dir, spell_ob, stringarg); |
1454 |
break; |
1455 |
|
1456 |
default: |
1457 |
LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); |
1458 |
} |
1459 |
|
1460 |
op->play_sound (success ? spell_ob->sound : sound_find ("fumble_spell")); |
1461 |
|
1462 |
return success; |
1463 |
} |
1464 |
|
1465 |
/* This is called from time.c/process_object(). That function |
1466 |
* calls this for any SPELL_EFFECT type objects. This function |
1467 |
* then dispatches them to the appropriate specific routines. |
1468 |
*/ |
1469 |
void |
1470 |
move_spell_effect (object *op) |
1471 |
{ |
1472 |
switch (op->subtype) |
1473 |
{ |
1474 |
case SP_BOLT: |
1475 |
move_bolt (op); |
1476 |
break; |
1477 |
|
1478 |
case SP_BULLET: |
1479 |
move_bullet (op); |
1480 |
break; |
1481 |
|
1482 |
case SP_EXPLOSION: |
1483 |
explosion (op); |
1484 |
break; |
1485 |
|
1486 |
case SP_CONE: |
1487 |
move_cone (op); |
1488 |
break; |
1489 |
|
1490 |
case SP_BOMB: |
1491 |
animate_bomb (op); |
1492 |
break; |
1493 |
|
1494 |
case SP_MAGIC_MISSILE: |
1495 |
move_missile (op); |
1496 |
break; |
1497 |
|
1498 |
case SP_WORD_OF_RECALL: |
1499 |
execute_word_of_recall (op); |
1500 |
break; |
1501 |
|
1502 |
case SP_MOVING_BALL: |
1503 |
move_ball_spell (op); |
1504 |
break; |
1505 |
|
1506 |
case SP_SWARM: |
1507 |
move_swarm_spell (op); |
1508 |
break; |
1509 |
|
1510 |
case SP_AURA: |
1511 |
move_aura (op); |
1512 |
break; |
1513 |
} |
1514 |
} |
1515 |
|
1516 |
/* this checks to see if something special should happen if |
1517 |
* something runs into the object. |
1518 |
*/ |
1519 |
void |
1520 |
check_spell_effect (object *op) |
1521 |
{ |
1522 |
switch (op->subtype) |
1523 |
{ |
1524 |
case SP_BOLT: |
1525 |
move_bolt (op); |
1526 |
return; |
1527 |
|
1528 |
case SP_BULLET: |
1529 |
check_bullet (op); |
1530 |
return; |
1531 |
} |
1532 |
} |
1533 |
|
1534 |
/* This is called by move_apply. Basically, if someone |
1535 |
* moves onto a spell effect and the walk_on or fly_on flags |
1536 |
* are set, this is called. This should only be called for |
1537 |
* objects of the appropraite type. |
1538 |
*/ |
1539 |
void |
1540 |
apply_spell_effect (object *spell, object *victim) |
1541 |
{ |
1542 |
switch (spell->subtype) |
1543 |
{ |
1544 |
case SP_CONE: |
1545 |
if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype) |
1546 |
hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); |
1547 |
break; |
1548 |
|
1549 |
case SP_MAGIC_MISSILE: |
1550 |
if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1551 |
{ |
1552 |
hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1553 |
|
1554 |
if (!spell->destroyed ()) |
1555 |
spell->destroy (); |
1556 |
} |
1557 |
break; |
1558 |
|
1559 |
case SP_MOVING_BALL: |
1560 |
if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1561 |
hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1562 |
else if (victim->materialname) |
1563 |
save_throw_object (victim, spell->attacktype, spell); |
1564 |
break; |
1565 |
} |
1566 |
} |
1567 |
|