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/*
* static char *rcsid_spell_util_c =
* "$Id: spell_util.c 7568 2007-11-24 21:17:09Z akirschbaum $";
*/
/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2006 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The authors can be reached via e-mail at crossfire-devel@real-time.com
*/
#include <global.h>
#include <spells.h>
#include <object.h>
#include <errno.h>
#ifndef __CEXTRACT__
#include <sproto.h>
#endif
#include <sounds.h>
extern char *spell_mapping[];
/* This returns a random spell from 'ob'. If skill is set, then
* the spell must be of this skill, it can be NULL in which case all
* matching spells are used.
*/
object *find_random_spell_in_ob(object *ob, const char *skill)
{
int k=0,s;
object *tmp;
for (tmp=ob->inv; tmp; tmp=tmp->below)
if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++;
/* No spells, no need to progess further */
if (!k) return NULL;
s = RANDOM() % k;
for (tmp=ob->inv; tmp; tmp=tmp->below)
if (tmp->type == SPELL && (!skill || tmp->skill == skill)) {
if (!s) return tmp;
else s--;
}
/* Should never get here, but just in case */
return NULL;
}
/* Relatively simple function that gets used a lot.
* Basically, it sets up the skill pointer for the spell being
* cast. If op is really casting the spell, then the skill
* is whatever skill the spell requires.
* if instead caster (rod, horn, wand, etc) is casting the skill,
* then they get exp for the skill that you need to use for
* that object (use magic device).
*/
void set_spell_skill(object *op, object *caster, object *spob, object *dest)
{
if (dest->skill) FREE_AND_CLEAR_STR(dest->skill);
if (caster == op && spob->skill)
dest->skill = add_refcount(spob->skill);
else if (caster->skill)
dest->skill = add_refcount(caster->skill);
}
/* init_spells: This should really be called check_spells, as that
* is what it does. It goes through the spells looking for any
* obvious errors. This was most useful in debugging when re-doing
* all the spells to catch simple errors. To use it all the time
* will result in it spitting out messages that aren't really errors.
*/
void init_spells(void) {
#ifdef SPELL_DEBUG
static int init_spells_done = 0;
int i;
archetype *at;
if (init_spells_done)
return;
LOG(llevDebug, "Checking spells...\n");
for (at=first_archetype; at; at=at->next) {
if (at->clone.type == SPELL) {
if (at->clone.skill) {
for (i=1; i<NUM_SKILLS; i++)
if (!strcmp(skill_names[i], at->clone.skill)) break;
if (i==NUM_SKILLS) {
LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
}
}
/* other_arch is already checked for in the loader */
}
}
i=0;
while (spell_mapping[i]) {
if (!find_archetype(spell_mapping[i])) {
LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
}
i++;
}
LOG(llevDebug, "Checking spells completed.\n");
#endif
}
/* Dumps all the spells - now also dumps skill associated with the spell.
* not sure what this would be used for, as the data seems pretty
* minimal, but easy enough to keep around.
*/
void dump_spells(void)
{
archetype *at;
for (at=first_archetype; at; at=at->next) {
if (at->clone.type == SPELL) {
fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name?at->clone.name:"null",
at->name, at->clone.other_arch?at->clone.other_arch->name:"null",
at->clone.skill?at->clone.skill:"null", at->clone.level);
}
}
}
/* pretty basic function - basically just takes
* an object, sets the x,y, and calls insert_ob_in_map
*/
void spell_effect (object *spob, int x, int y, mapstruct *map,
object *originator)
{
if (spob->other_arch != NULL) {
object *effect = arch_to_object(spob->other_arch);
effect->x = x;
effect->y = y;
insert_ob_in_map(effect, map, originator,0);
}
}
/*
* This function takes a caster and spell and presents the
* effective level the caster needs to be to cast the spell.
* basically, it just adjusts the spell->level with attuned/repelled
* spellpaths. Was called path_level_mod
*
* caster is person casting hte spell.
* spell is the spell object.
* Returns modified level.
*/
int min_casting_level(object *caster, object *spell)
{
int new_level;
if (caster->path_denied & spell->path_attuned) {
/* This case is not a bug, just the fact that this function is
* usually called BEFORE checking for path_deny. -AV
*/
#if 0
LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied "
"spell\n", caster->arch->name, caster->name);
#endif
return 1;
}
new_level = spell->level
+ ((caster->path_repelled & spell->path_attuned) ? +2 : 0)
+ ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
return (new_level < 1) ? 1 : new_level;
}
/* This function returns the effective level the spell
* is being cast at.
* Note that I changed the repelled/attuned bonus to 2 from 5.
* This is because the new code compares casting_level against
* min_caster_level, so the difference is effectively 4
*/
int caster_level(object *caster, object *spell)
{
int level= caster->level;
/* If this is a player, try to find the matching skill */
if (caster->type == PLAYER && spell->skill) {
int i;
for (i=0; i < NUM_SKILLS; i++)
if (caster->contr->last_skill_ob[i] &&
caster->contr->last_skill_ob[i]->skill == spell->skill) {
level = caster->contr->last_skill_ob[i]->level;
break;
}
}
/* Got valid caster level. Now adjust for attunement */
level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0)
+ ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
/* Always make this at least 1. If this is zero, we get divide by zero
* errors in various places.
*/
if (level < 1) level =1;
return level;
}
/* The following function scales the spellpoint cost of
* a spell by it's increased effectiveness. Some of the
* lower level spells become incredibly vicious at high
* levels. Very cheap mass destruction. This function is
* intended to keep the sp cost related to the effectiveness.
* op is the player/monster
* caster is what is casting the spell, can be op.
* spell is the spell object.
* Note that it is now possible for a spell to cost both grace and
* mana. In that case, we return which ever value is higher.
*/
sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags)
{
int sp, grace, level = caster_level(caster, spell);
if (settings.spellpoint_level_depend == TRUE) {
if (spell->stats.sp && spell->stats.maxsp) {
sp= (int) (spell->stats.sp *
(1.0 + MAX(0,
(float)(level-spell->level)/ (float)spell->stats.maxsp)));
}
else sp = spell->stats.sp;
sp *= PATH_SP_MULT(caster,spell);
if (!sp && spell->stats.sp) sp=1;
if (spell->stats.grace && spell->stats.maxgrace) {
grace= (int) (spell->stats.grace *
(1.0 + MAX(0,
(float)(level-spell->level)/ (float)spell->stats.maxgrace)));
}
else grace = spell->stats.grace;
grace *= PATH_SP_MULT(caster,spell);
if (spell->stats.grace && !grace) grace=1;
} else {
sp = spell->stats.sp * PATH_SP_MULT(caster,spell);
if (spell->stats.sp && !sp) sp=1;
grace = spell->stats.grace * PATH_SP_MULT(caster,spell);
if (spell->stats.grace && !grace) grace=1;
}
if (flags == SPELL_HIGHEST)
return MAX(sp, grace);
else if (flags == SPELL_GRACE)
return grace;
else if (flags == SPELL_MANA)
return sp;
else {
LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
return 0;
}
}
/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
* spob is the spell we are adjusting.
*/
int SP_level_dam_adjust(object *caster, object *spob)
{
int level = caster_level (caster, spob);
int adj = level - min_casting_level(caster, spob);
if(adj < 0) adj=0;
if (spob->dam_modifier)
adj/=spob->dam_modifier;
else adj=0;
return adj;
}
/* Adjust the strength of the spell based on level.
* This is basically the same as SP_level_dam_adjust above,
* but instead looks at the level_modifier value.
*/
int SP_level_duration_adjust(object *caster, object *spob)
{
int level = caster_level (caster, spob);
int adj = level - min_casting_level(caster, spob);
if(adj < 0) adj=0;
if(spob->duration_modifier)
adj/=spob->duration_modifier;
else adj=0;
return adj;
}
/* Adjust the strength of the spell based on level.
* This is basically the same as SP_level_dam_adjust above,
* but instead looks at the level_modifier value.
*/
int SP_level_range_adjust(object *caster, object *spob)
{
int level = caster_level (caster, spob);
int adj = level - min_casting_level(caster, spob);
if(adj < 0) adj=0;
if(spob->range_modifier)
adj/=spob->range_modifier;
else adj=0;
return adj;
}
/* Checks to see if player knows the spell. If the name is the same
* as an existing spell, we presume they know it.
* returns 1 if they know the spell, 0 if they don't.
*/
object *check_spell_known (object *op, const char *name)
{
object *spop;
for (spop=op->inv; spop; spop=spop->below)
if (spop->type == SPELL && !strcmp(spop->name, name)) return spop;
return NULL;
}
/*
* Look at object 'op' and see if they know the spell
* spname. This is pretty close to check_spell_known
* above, but it uses a looser matching mechanism.
* returns the matching spell object, or NULL.
* If we match multiple spells but don't get an
* exact match, we also return NULL.
*/
object *lookup_spell_by_name(object *op,const char *spname) {
object *spob1=NULL, *spob2=NULL, *spob;
int nummatch=0;
if(spname==NULL) return NULL;
/* Try to find the spell. We store the results in spob1
* and spob2 - spob1 is only taking the length of
* the past spname, spob2 uses the length of the spell name.
*/
for (spob = op->inv; spob; spob=spob->below) {
if (spob->type == SPELL) {
if (!strncmp(spob->name, spname, strlen(spname))) {
nummatch++;
spob1 = spob;
} else if (!strncmp(spob->name, spname, strlen(spob->name))) {
/* if spells have ambiguous names, it makes matching
* really difficult. (eg, fire and fireball would
* fall into this category). It shouldn't be hard to
* make sure spell names don't overlap in that fashion.
*/
if (spob2)
LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n",
spob2->name, spob->name);
spob2 = spob;
}
}
}
/* if we have best match, return it. Otherwise, if we have one match
* on the loser match, return that, otehrwise null
*/
if (spob2) return spob2;
if (spob1 && nummatch == 1) return spob1;
return NULL;
}
/* reflwall - decides weither the (spell-)object sp_op will
* be reflected from the given mapsquare. Returns 1 if true.
* (Note that for living creatures there is a small chance that
* reflect_spell fails.)
* Caller should be sure it passes us valid map coordinates
* eg, updated for tiled maps.
*/
int reflwall(mapstruct *m,int x,int y, object *sp_op) {
object *op;
if(OUT_OF_REAL_MAP(m,x,y)) return 0;
for(op=get_map_ob(m,x,y);op!=NULL;op=op->above)
if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) ||
sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10)))
return 1;
return 0;
}
/* cast_create_object: creates object new_op in direction dir
* or if that is blocked, beneath the player (op).
* we pass 'caster', but don't use it for anything.
* This is really just a simple wrapper function .
* returns the direction that the object was actually placed
* in.
*/
int cast_create_obj(object *op,object *caster,object *new_op, int dir)
{
mapstruct *m;
sint16 sx, sy;
if(dir &&
((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) {
new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet.");
dir = 0;
}
new_op->x=op->x+freearr_x[dir];
new_op->y=op->y+freearr_y[dir];
if (dir == 0)
insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR);
else
insert_ob_in_map(new_op,op->map,op,0);
return dir;
}
/* Returns true if it is ok to put spell *op on the space/may provided.
* immune_stop is basically the attacktype of the spell (why
* passed as a different value, not sure of). If immune_stop
* has the AT_MAGIC bit set, and there is a counterwall
* on the space, the object doesn't get placed. if immune stop
* does not have AT_MAGIC, then counterwalls do not effect the spell.
*
*/
int ok_to_put_more(mapstruct *m,sint16 x,sint16 y,object *op,int immune_stop) {
object *tmp;
int mflags;
mapstruct *mp;
mp = m;
mflags = get_map_flags(m, &mp, x, y, &x, &y);
if (mflags & P_OUT_OF_MAP) return 0;
if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0;
for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) {
/* If there is a counterspell on the space, and this
* object is using magic, don't progess. I believe we could
* leave this out and let in progress, and other areas of the code
* will then remove it, but that would seem to to use more
* resources, and may not work as well if a player is standing
* on top of a counterwall spell (may hit the player before being
* removed.) On the other hand, it may be more dramatic for the
* spell to actually hit the counterwall and be sucked up.
*/
if ((tmp->attacktype & AT_COUNTERSPELL) &&
(tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) &&
(tmp->type != WEAPON) && (tmp->type != BOW) &&
(tmp->type != ARROW) && (tmp->type != GOLEM) &&
(immune_stop & AT_MAGIC)) return 0;
/* This is to prevent 'out of control' spells. Basically, this
* limits one spell effect per space per spell. This is definately
* needed for performance reasons, and just for playability I believe.
* there are no such things as multispaced spells right now, so
* we don't need to worry about the head.
*/
if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) &&
(tmp->subtype == op->subtype))
return 0;
/* Perhaps we should also put checks in for no magic and unholy
* ground to prevent it from moving along?
*/
}
/* If it passes the above tests, it must be OK */
return 1;
}
/* fire_arch_from_position: fires an archetype.
* op: person firing the object.
* caster: object casting the spell.
* x, y: where to fire the spell (note, it then uses op->map for the map
* for these coordinates, which is probably a really bad idea.
* dir: direction to fire in.
* spell: spell that is being fired. It uses other_arch for the archetype
* to fire.
* returns 0 on failure, 1 on success.
*/
int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y,
int dir, object *spell)
{
object *tmp;
int mflags;
mapstruct *m;
if(spell->other_arch==NULL)
return 0;
m = op->map;
mflags = get_map_flags(m, &m, x, y, &x, &y);
if (mflags & P_OUT_OF_MAP) {
return 0;
}
tmp=arch_to_object(spell->other_arch);
if(tmp==NULL)
return 0;
if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) {
if ( caster->type == PLAYER )
/* If caster is not player, it's for instance a swarm, so don't say there's an issue. */
new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
free_object(tmp);
return 0;
}
tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell);
tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell);
/* code in time.c uses food for some things, duration for others */
tmp->stats.food = tmp->duration;
tmp->range=spell->range+SP_level_range_adjust(caster,spell);
tmp->attacktype = spell->attacktype;
tmp->x=x;
tmp->y=y;
tmp->direction=dir;
if (get_owner (op) != NULL)
copy_owner (tmp, op);
else
set_owner (tmp, op);
tmp->level = caster_level (caster, spell);
set_spell_skill(op, caster, spell, tmp);
/* needed for AT_HOLYWORD,AT_GODPOWER stuff */
if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) {
if(!tailor_god_spell(tmp,op)) return 0;
}
if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
SET_ANIMATION(tmp, dir);
if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL)
return 1;
move_spell_effect(tmp);
return 1;
}
/*****************************************************************************
*
* Code related to rods - perhaps better located in another file?
*
****************************************************************************/
void regenerate_rod(object *rod) {
if (rod->stats.hp < rod->stats.maxhp) {
rod->stats.hp+= 1 + rod->stats.maxhp/10;
if (rod->stats.hp > rod->stats.maxhp)
rod->stats.hp = rod->stats.maxhp;
}
}
void drain_rod_charge(object *rod) {
rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST);
}
/* this function is commonly used to find a friendly target for
* spells such as heal or protection or armour
* op is what is looking for the target (which can be a player),
* dir is the direction we are looking in. Return object found, or
* NULL if no good object.
*/
object *find_target_for_friendly_spell(object *op,int dir) {
object *tmp;
mapstruct *m;
sint16 x, y;
int mflags;
/* I don't really get this block - if op isn't a player or rune,
* we then make the owner of this object the target.
* The owner could very well be no where near op.
*/
if(op->type!=PLAYER && op->type!=RUNE)
{
tmp=get_owner(op);
/* If the owner does not exist, or is not a monster, than apply the spell
* to the caster.
*/
if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op;
}
else
{
m = op->map;
x = op->x+freearr_x[dir];
y = op->y+freearr_y[dir];
mflags = get_map_flags(m, &m, x, y, &x, &y);
if (mflags & P_OUT_OF_MAP)
tmp=NULL;
else
{
for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above)
{
if(tmp->type==PLAYER)
break;
}
}
}
/* didn't find a player there, look in current square for a player */
if(tmp==NULL)
for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
{
if(tmp->type==PLAYER)
break;
/* Don't forget to browse inside transports ! - gros 2006/07/25 */
if(tmp->type==TRANSPORT)
{
object* inv;
for (inv=tmp->inv; inv; inv=inv->below)
{
if ((inv->type == PLAYER)&&(op == inv))
return inv;
}
}
}
return tmp;
}
/* raytrace:
* spell_find_dir(map, x, y, exclude) will search first the center square
* then some close squares in the given map at the given coordinates for
* live objects.
* It will not consider the object given as exclude (= caster) among possible
* live objects. If the caster is a player, the spell will go after
* monsters/generators only. If not, the spell will hunt players only.
* Exception is player on a battleground, who will be targeted unless excluded.
* It returns the direction toward the first/closest live object if it finds
* any, otherwise -1.
* note that exclude can be NULL, in which case all bets are off.
*/
int spell_find_dir(mapstruct *m, int x, int y, object *exclude) {
int i,max=SIZEOFFREE;
sint16 nx,ny;
int owner_type=0, mflags;
object *tmp;
mapstruct *mp;
if (exclude && exclude->head)
exclude = exclude->head;
if (exclude && exclude->type)
owner_type = exclude->type;
for(i=rndm(1, 8);i<max;i++) {
nx = x + freearr_x[i];
ny = y + freearr_y[i];
mp = m;
mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue;
tmp=get_map_ob(mp,nx,ny);
while(tmp!=NULL && (
((owner_type==PLAYER && !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR) && !(tmp->type == PLAYER && op_on_battleground(tmp, NULL, NULL)))
|| (owner_type!=PLAYER && tmp->type!=PLAYER))
|| (tmp == exclude || (tmp->head && tmp->head == exclude))))
tmp=tmp->above;
if(tmp!=NULL && can_see_monsterP(m,x,y,i))
return freedir[i];
}
return -1; /* flag for "keep going the way you were" */
}
/* put_a_monster: puts a monster named monstername near by
* op. This creates the treasures for the monsters, and
* also deals with multipart monsters properly.
*/
static void put_a_monster(object *op,const char *monstername) {
object *tmp,*head=NULL,*prev=NULL;
archetype *at;
int dir;
/* Handle cases where we are passed a bogus mosntername */
if((at=find_archetype(monstername))==NULL) return;
/* find a free square nearby
* first we check the closest square for free squares
*/
dir=find_first_free_spot(&at->clone,op->map,op->x,op->y);
if(dir!=-1) {
/* This is basically grabbed for generate monster. Fixed 971225 to
* insert multipart monsters properly
*/
while (at!=NULL) {
tmp=arch_to_object(at);
tmp->x=op->x+freearr_x[dir]+at->clone.x;
tmp->y=op->y+freearr_y[dir]+at->clone.y;
tmp->map = op->map;
if (head) {
tmp->head=head;
prev->more=tmp;
}
if (!head) head=tmp;
prev=tmp;
at=at->more;
}
if (head->randomitems)
create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0);
insert_ob_in_map(head,op->map,op,0);
/* thought it'd be cool to insert a burnout, too.*/
tmp=create_archetype("burnout");
tmp->map = op->map;
tmp->x=op->x+freearr_x[dir];
tmp->y=op->y+freearr_y[dir];
insert_ob_in_map(tmp,op->map,op,0);
}
}
/* peterm: function which summons hostile monsters and
* places them in nearby squares.
* op is the summoner.
* n is the number of monsters.
* monstername is the name of the monster.
* returns the number of monsters, which is basically n.
* it should really see how many it successfully replaced and
* return that instead.
* Note that this is not used by any spells (summon evil monsters
* use to call this, but best I can tell, that spell/ability was
* never used. This is however used by various failures on the
* players part (alchemy, reincarnation, etc)
*/
int summon_hostile_monsters(object *op,int n,const char *monstername){
int i;
for(i=0;i<n;i++)
put_a_monster(op,monstername);
return n;
}
/* shuffle_attack: peterm
* This routine shuffles the attack of op to one of the
* ones in the list. It does this at random. It also
* chooses a face appropriate to the attack that is
* being committed by that square at the moment.
* right now it's being used by color spray and create pool of
* chaos.
* This could really be a better implementation - the
* faces and attacktypes above are hardcoded, which is never
* good. The faces refer to faces in the animation sequence.
* Not sure how to do better - but not having it hardcoded
* would be nice.
* I also fixed a bug here in that attacktype was |= -
* to me, that would be that it would quickly get all
* attacktypes, which probably wasn't the intent. MSW 2003-06-03
*/
void shuffle_attack(object *op,int change_face)
{
int i;
i=rndm(0, 21);
op->attacktype=ATTACKS[i].attacktype|AT_MAGIC;
if(change_face) {
SET_ANIMATION(op, ATTACKS[i].face);
}
}
/* prayer_failure: This is called when a player fails
* at casting a prayer.
* op is the player.
* failure is basically how much grace they had.
* power is how much grace the spell would normally take to cast.
*/
static void prayer_failure(object *op, int failure, int power)
{
const char *godname;
object *tmp;
if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit";
if(failure<= -20 && failure > -40) /* wonder */
{
new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname);
tmp = create_archetype(SPELL_WONDER);
cast_cone(op,op,0,tmp);
free_object(tmp);
}
else if (failure <= -40 && failure > -60) /* confusion */
{
new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!");
confuse_player(op,op,99);
}
else if (failure <= -60 && failure> -150) /* paralysis */
{
new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname);
new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else.");
paralyze_player(op,op,99);
}
else if (failure <= -150) /* blast the immediate area */
{
tmp = create_archetype(GOD_POWER);
new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname);
cast_magic_storm(op,tmp, power);
}
}
/*
* spell_failure() handles the various effects for differing degrees
* of failure badness.
* op is the player that failed.
* failure is a random value of how badly you failed.
* power is how many spellpoints you'd normally need for the spell.
* skill is the skill you'd need to cast the spell.
*/
void spell_failure(object *op, int failure,int power, object *skill)
{
object *tmp;
if (settings.spell_failure_effects == FALSE)
return;
if (failure<=-20 && failure > -40) /* wonder */
{
new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect.");
tmp = create_archetype(SPELL_WONDER);
cast_cone(op,op,0,tmp);
free_object(tmp);
}
else if (failure <= -40 && failure > -60) /* confusion */
{
new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!");
confuse_player(op,op,99);
}
else if (failure <= -60 && failure> -80) /* paralysis */
{
new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!");
paralyze_player(op,op,99);
}
else if (failure <= -80) /* blast the immediate area */
{
object *tmp;
/* Safety check to make sure we don't get any mana storms in scorn */
if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) {
new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
hit_player(op,9998,op,AT_INTERNAL,1);
} else {
new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
tmp=create_archetype(LOOSE_MANA);
tmp->level=skill->level;
tmp->x=op->x;
tmp->y=op->y;
/* increase the area of destruction a little for more powerful spells */
tmp->range+=isqrt(power);
if (power>25) tmp->stats.dam = 25 + isqrt(power);
else tmp->stats.dam=power; /* nasty recoils! */
tmp->stats.maxhp=tmp->count;
insert_ob_in_map(tmp,op->map,NULL,0);
}
}
}
static int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
{
int success;
player *pl;
object *spell;
if ( !spell_ob->other_arch )
{
LOG( llevError, "cast_party_spell: empty other arch\n" );
return 0;
}
spell = arch_to_object( spell_ob->other_arch );
/* Always cast spell on caster */
success = cast_spell( op, caster, dir, spell, stringarg );
if ( caster->contr->party == NULL )
{
remove_ob( spell );
return success;
}
for( pl=first_player; pl!=NULL; pl=pl->next )
if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) )
{
cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg );
}
remove_ob( spell );
return success;
}
/* This is where the main dispatch when someone casts a spell.
*
* op is the creature that is owner of the object that is casting the spell -
* eg, the player or monster.
* caster is the actual object (wand, potion) casting the spell. can be
* same as op.
* dir is the direction to cast in. Note in some cases, if the spell
* is self only, dir really doesn't make a difference.
* spell_ob is the spell object that is being cast. From that,
* we can determine what to do.
* stringarg is any options that are being used. It can be NULL. Almost
* certainly, only players will set it. It is basically used as optional
* parameters to a spell (eg, item to create, information for marking runes,
* etc.
* returns 1 on successful cast, or 0 on error. These values should really
* be swapped, so that 0 is successful, and non zero is failure, with a code
* of what it failed.
*
* Note that this function is really a dispatch routine that calls other
* functions - it just blindly returns what ever value those functions
* return. So if your writing a new function that is called from this,
* it shoudl also return 1 on success, 0 on failure.
*
* if it is a player casting the spell (op->type == PLAYER, op == caster),
* this function will decrease teh mana/grace appropriately. For other
* objects, the caller should do what it considers appropriate.
*/
int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) {
const char *godname;
int success=0,mflags, cast_level=0, old_shoottype;
object *skill=NULL;
old_shoottype = op->contr ? op->contr->shoottype : 0;
if (!spell_ob) {
LOG(llevError,"cast_spell: null spell object passed\n");
return 0;
}
if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
/* the caller should set caster to op if appropriate */
if (!caster) {
LOG(llevError,"cast_spell: null caster object passed\n");
return 0;
}
/* if caster is a spell casting object, this normally shouldn't be
* an issue, because they don't have any spellpaths set up.
*/
if ((caster->path_denied & spell_ob->path_attuned) && !QUERY_FLAG(caster,FLAG_WIZ)) {
new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you.");
return 0;
}
/* if it is a player casting the spell, and they are really casting it
* (vs it coming from a wand, scroll, or whatever else), do some
* checks. We let monsters do special things - eg, they
* don't need the skill, bypass level checks, etc. The monster function
* should take care of that.
* Remove the wiz check here and move it further down - some spells
* need to have the right skill pointer passed, so we need to
* at least process that code.
*/
if (op->type == PLAYER && op == caster) {
cast_level = caster_level(caster, spell_ob);
if (spell_ob->skill) {
skill = find_skill_by_name(op, spell_ob->skill);
if (!skill) {
new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.",
spell_ob->skill, spell_ob->name);
return 0;
}
if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) {
new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell.");
return 0;
}
}
/* If the caster is the wiz, they don't ever fail, and don't have
* to have sufficient grace/mana.
*/
if (!QUERY_FLAG(op, FLAG_WIZ)) {
if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) &&
SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) {
new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana.");
return 0;
}
if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) &&
SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) {
if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace -
10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) {
new_draw_info_format(NDI_UNIQUE, 0,op,
"%s grants your prayer, though you are unworthy.",godname);
}
else {
prayer_failure(op,op->stats.grace,
SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace);
new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname);
return 0;
}
}
/* player/monster is trying to cast the spell. might fumble it */
if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) <
(spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) {
play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell.");
if (settings.casting_time == TRUE) {
op->casting_time = -1;
}
op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW);
return 0;
} else if (spell_ob->stats.sp) {
int failure = random_roll(0, 199, op, PREFER_HIGH) -
op->contr->encumbrance +op->level - spell_ob->level +35;
if( failure < 0) {
new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use.");
if (settings.spell_failure_effects == TRUE)
spell_failure(op,failure,
SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA),
skill);
op->contr->shoottype = old_shoottype;
op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW);
return 0;
}
}
}
}
mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
/* See if we can cast a spell here. If the caster and op are
* not alive, then this would mean that the mapmaker put the
* objects on the space - presume that they know what they are
* doing.
*/
if (spell_ob->type == SPELL && caster->type != POTION && !QUERY_FLAG(op, FLAG_WIZCAST) &&
(QUERY_FLAG(caster, FLAG_ALIVE) || QUERY_FLAG(op, FLAG_ALIVE)) && !QUERY_FLAG(op,FLAG_MONSTER) &&
(((mflags & P_NO_MAGIC) && spell_ob->stats.sp) ||
((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) {
if (op->type!=PLAYER)
return 0;
if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname);
else
switch(op->contr->shoottype) {
case range_magic:
new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting.");
break;
case range_misc:
new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item.");
break;
case range_golem:
new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll.");
break;
default:
break;
}
return 0;
}
if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) {
if (op->casting_time==-1) { /* begin the casting */
op->casting_time = spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob);
op->spell = spell_ob;
/* put the stringarg into the object struct so that when the
* spell is actually cast, it knows about the stringarg.
* necessary for the invoke command spells.
*/
if(stringarg) {
op->spellarg = strdup_local(stringarg);
}
else op->spellarg=NULL;
return 0;
}
else if (op->casting_time != 0) {
if (op->type == PLAYER )
new_draw_info(NDI_UNIQUE, 0,op,"You are casting!");
return 0;
} else { /* casting_time == 0 */
op->casting_time = -1;
spell_ob = op->spell;
stringarg = op->spellarg;
}
} else {
/* Take into account how long it takes to cast the spell.
* if the player is casting it, then we use the time in
* the spell object. If it is a spell object, have it
* take two ticks. Things that cast spells on the players
* behalf (eg, altars, and whatever else) shouldn't cost
* the player any time.
* Ignore casting time for firewalls
*/
if (caster == op && caster->type != FIREWALL) {
op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
/* Other portions of the code may also decrement the speed of the player, so
* put a lower limit so that the player isn't stuck here too long
*/
if ((spell_ob->casting_time > 0) &&
op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed))
op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
} else if (caster->type == WAND || caster->type == HORN ||
caster->type == ROD || caster->type == POTION ||
caster->type == SCROLL) {
op->speed_left -= 2 * FABS(op->speed);
}
}
if (op->type == PLAYER && op == caster) {
op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE);
op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA);
}
/* We want to try to find the skill to properly credit exp.
* for spell casting objects, the exp goes to the skill the casting
* object requires.
*/
if (op != caster && !skill && caster->skill) {
skill = find_skill_by_name(op, caster->skill);
if (!skill) {
new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s",
caster->skill, query_name(caster));
return 0;
}
change_skill(op, skill, 0); /* needed for proper exp credit */
}
/* Need to get proper ownership for spells cast via runes - these are not
* the normal 'rune of fire', but rather the magic runes that let the player
* put some other spell into the rune (glyph, firetrap, magic rune, etc)
*/
if (caster->type == RUNE) {
object *owner = get_owner(caster);
if (owner) skill = find_skill_by_name(owner, caster->skill);
}
switch(spell_ob->subtype) {
/* The order of case statements is same as the order they show up
* in in spells.h.
*/
case SP_RAISE_DEAD:
success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg);
break;
case SP_RUNE:
success = write_rune(op,caster, spell_ob, dir,stringarg);
break;
case SP_MAKE_MARK:
success = write_mark(op, spell_ob, stringarg);
break;
case SP_BOLT:
success = fire_bolt(op,caster,dir,spell_ob,skill);
break;
case SP_BULLET:
success = fire_bullet(op, caster, dir, spell_ob);
break;
case SP_CONE:
success = cast_cone(op, caster, dir, spell_ob);
break;
case SP_BOMB:
success = create_bomb(op,caster,dir, spell_ob);
break;
case SP_WONDER:
success = cast_wonder(op,caster, dir,spell_ob);
break;
case SP_SMITE:
success = cast_smite_spell(op,caster, dir,spell_ob);
break;
case SP_MAGIC_MISSILE:
success = fire_arch_from_position(op, caster, op->x + freearr_x[dir],
op->y + freearr_y[dir], dir, spell_ob);
break;
case SP_SUMMON_GOLEM:
success = summon_golem(op, caster, dir, spell_ob);
old_shoottype = range_golem;
break;
case SP_DIMENSION_DOOR:
/* dimension door needs the actual caster, because that is what is
* moved.
*/
success = dimension_door(op,caster, spell_ob, dir);
break;
case SP_MAGIC_MAPPING:
if(op->type==PLAYER) {
spell_effect(spell_ob, op->x, op->y, op->map, op);
draw_magic_map(op);
success=1;
}
else success=0;
break;
case SP_MAGIC_WALL:
success = magic_wall(op,caster,dir,spell_ob);
break;
case SP_DESTRUCTION:
success = cast_destruction(op,caster,spell_ob);
break;
case SP_PERCEIVE_SELF:
success = perceive_self(op);
break;
case SP_WORD_OF_RECALL:
success = cast_word_of_recall(op,caster,spell_ob);
break;
case SP_INVISIBLE:
success = cast_invisible(op,caster,spell_ob);
break;
case SP_PROBE:
success = probe(op,caster, spell_ob, dir);
break;
case SP_HEALING:
success = cast_heal(op,caster, spell_ob, dir);
break;
case SP_CREATE_FOOD:
success = cast_create_food(op,caster,spell_ob, dir,stringarg);
break;
case SP_EARTH_TO_DUST:
success = cast_earth_to_dust(op,caster,spell_ob);
break;
case SP_CHANGE_ABILITY:
success = cast_change_ability(op,caster,spell_ob, dir, 0);
break;
case SP_BLESS:
success = cast_bless(op,caster,spell_ob, dir);
break;
case SP_CURSE:
success = cast_curse(op,caster,spell_ob, dir);
break;
case SP_SUMMON_MONSTER:
success = summon_object(op,caster,spell_ob, dir,stringarg);
break;
case SP_CHARGING:
success = recharge(op, caster, spell_ob);
break;
case SP_POLYMORPH:
#ifdef NO_POLYMORPH
/* Not great, but at least provide feedback so if players do have
* polymorph (ie, find it as a preset item or left over from before
* it was disabled), they get some feedback.
*/
new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles");
success = 0;
#else
success = cast_polymorph(op,caster,spell_ob, dir);
#endif
break;
case SP_ALCHEMY:
success = alchemy(op, caster, spell_ob);
break;
case SP_REMOVE_CURSE:
success = remove_curse(op, caster, spell_ob);
break;
case SP_IDENTIFY:
success = cast_identify(op, caster, spell_ob);
break;
case SP_DETECTION:
success = cast_detection(op, caster, spell_ob, skill);
break;
case SP_MOOD_CHANGE:
success = mood_change(op, caster, spell_ob);
break;
case SP_MOVING_BALL:
if (spell_ob->path_repelled &&
(spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) {
new_draw_info_format(NDI_UNIQUE, 0, op,
"You lack the proper attunement to cast %s", spell_ob->name);
success = 0;
} else
success = fire_arch_from_position(op,caster,
op->x + freearr_x[dir], op->y + freearr_y[dir],
dir, spell_ob);
break;
case SP_SWARM:
success = fire_swarm(op, caster, spell_ob, dir);
break;
case SP_CHANGE_MANA:
success = cast_transfer(op,caster, spell_ob, dir);
break;
case SP_DISPEL_RUNE:
/* in rune.c */
success = dispel_rune(op,caster, spell_ob, skill, dir);
break;
case SP_CREATE_MISSILE:
success = cast_create_missile(op,caster,spell_ob, dir,stringarg);
break;
case SP_CONSECRATE:
success = cast_consecrate(op, caster, spell_ob);
break;
case SP_ANIMATE_WEAPON:
success = animate_weapon(op, caster, spell_ob, dir);
old_shoottype = range_golem;
break;
case SP_LIGHT:
success = cast_light(op, caster, spell_ob, dir);
break;
case SP_CHANGE_MAP_LIGHT:
success = cast_change_map_lightlevel(op, caster, spell_ob);
break;
case SP_FAERY_FIRE:
success = cast_destruction(op,caster,spell_ob);
break;
case SP_CAUSE_DISEASE:
success = cast_cause_disease(op, caster, spell_ob, dir);
break;
case SP_AURA:
success = create_aura(op, caster, spell_ob);
break;
case SP_TOWN_PORTAL:
success= cast_create_town_portal (op,caster,spell_ob, dir);
break;
case SP_PARTY_SPELL:
success = cast_party_spell( op, caster, dir, spell_ob, stringarg );
break;
default:
LOG(llevError,"cast_spell: Unhandled spell subtype %d\n",
spell_ob->subtype);
}
/* FIXME - we need some better sound suppport */
/* play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + type);*/
/* free the spell arg */
if(settings.casting_time == TRUE && stringarg) {
free(stringarg);
stringarg=NULL;
}
/* perhaps a bit of a hack, but if using a wand, it has to change the skill
* to something like use_magic_item, but you really want to be able to fire
* it again.
*/
if (op->contr) op->contr->shoottype = old_shoottype;
return success;
}
/* This is called from time.c/process_object(). That function
* calls this for any SPELL_EFFECT type objects. This function
* then dispatches them to the appropriate specific routines.
*/
void move_spell_effect(object *op) {
switch (op->subtype) {
case SP_BOLT:
move_bolt(op);
break;
case SP_BULLET:
move_bullet(op);
break;
case SP_EXPLOSION:
explosion(op);
break;
case SP_CONE:
move_cone(op);
break;
case SP_BOMB:
animate_bomb(op);
break;
case SP_MAGIC_MISSILE:
move_missile(op);
break;
case SP_WORD_OF_RECALL:
execute_word_of_recall(op);
break;
case SP_MOVING_BALL:
move_ball_spell(op);
break;
case SP_SWARM:
move_swarm_spell(op);
break;
case SP_AURA:
move_aura(op);
break;
}
}
#if 0
/* check_spell_effect is no longer used - should perhaps be removed.
* MSW 2006-06-02
*/
/* this checks to see if something special should happen if
* something runs into the object.
*/
static void check_spell_effect(object *op) {
switch (op->subtype) {
case SP_BOLT:
move_bolt(op);
return;
case SP_BULLET:
check_bullet(op);
return;
}
}
#endif
/* This is called by move_apply. Basically, if someone
* moves onto a spell effect and the walk_on or fly_on flags
* are set, this is called. This should only be called for
* objects of the appropriate type.
*/
void apply_spell_effect(object *spell, object *victim)
{
switch (spell->subtype) {
case SP_CONE:
if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0);
break;
case SP_MAGIC_MISSILE:
if (QUERY_FLAG (victim, FLAG_ALIVE)) {
tag_t spell_tag = spell->count;
hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
if ( ! was_destroyed (spell, spell_tag)) {
remove_ob (spell);
free_object (spell);
}
}
break;
case SP_MOVING_BALL:
if (QUERY_FLAG (victim, FLAG_ALIVE))
hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
else if (victim->material || victim->materialname)
save_throw_object (victim, spell->attacktype, spell);
break;
}
}
/**
* Stores in the spell when to warn player of expiration.
*
* @param spell
* spell we're considering.
*/
void store_spell_expiry(object* spell) {
/* Keep when to warn the player of expiration */
char dur[10];
int i = spell->duration / 5;
if (!i)
i = 1;
snprintf(dur, sizeof(dur), "%d", i);
set_ob_key_value(spell, "spell_expiry_warn_1", dur, 1);
i = i / 5;
if (i > 0) {
snprintf(dur, sizeof(dur), "%d", i);
set_ob_key_value(spell, "spell_expiry_warn_2", dur, 1);
}
}
/**
* Checks if player should be warned of soon expiring spell.
*
* Should be called at each move of the spell. Will use key stored by store_spell_expiry().
* If the spell effect/force isn't in a player's inventory, won't do anything.
*
* @param spell
* force or spell whose effects will expire.
*/
void check_spell_expiry(object* spell) {
const char* key;
if (!spell->env || !spell->env->type == PLAYER)
return;
if ((key = get_ob_key_value(spell, "spell_expiry_warn_1")) != NULL) {
if (spell->duration == atoi(key)) {
new_draw_info_format(NDI_UNIQUE | NDI_NAVY, 0, spell->env, "The effects of your %s are draining out.", spell->name);
return;
}
}
if ((key = get_ob_key_value(spell, "spell_expiry_warn_2")) != NULL) {
if (spell->duration == atoi(key)) {
new_draw_info_format(NDI_UNIQUE | NDI_NAVY, 0, spell->env, "The effects of your %s are about to expire.", spell->name);
return;
}
}
}
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