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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.109 by root, Sun Nov 29 17:41:08 2009 UTC vs.
Revision 1.115 by root, Sat Apr 10 05:12:57 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
945int 945int
946cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) 946cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
947{ 947{
948 const char *godname; 948 const char *godname;
949 int success = 0; 949 int success = 0;
950 object *skill = NULL;
951 950
952 if (!spell_ob) 951 if (!spell_ob)
953 { 952 {
954 LOG (llevError, "cast_spell: null spell object passed\n"); 953 LOG (llevError, "cast_spell: null spell object passed\n");
955 return 0; 954 return 0;
972 { 971 {
973 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 972 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
974 return 0; 973 return 0;
975 } 974 }
976 975
976 object *skill = 0;
977
977 /* if it is a player casting the spell, and they are really casting it 978 /* if it is a player casting the spell, and they are really casting it
978 * (vs it coming from a wand, scroll, or whatever else), do some 979 * (vs it coming from a wand, scroll, or whatever else), do some
979 * checks. We let monsters do special things - eg, they 980 * checks. We let monsters do special things - eg, they
980 * don't need the skill, bypass level checks, etc. The monster function 981 * don't need the SKILL, BYpass level checks, etc. The monster function
981 * should take care of that. 982 * should take care of that.
982 * Remove the wiz check here and move it further down - some spells 983 * Remove the wiz check here and move it further down - some spells
983 * need to have the right skill pointer passed, so we need to 984 * need to have the right skill pointer passed, so we need to
984 * at least process that code. 985 * at least process that code.
985 */ 986 */
989 { 990 {
990 skill = find_skill_by_name (op, spell_ob->skill); 991 skill = find_skill_by_name (op, spell_ob->skill);
991 992
992 if (!skill) 993 if (!skill)
993 { 994 {
994 op->failmsg (format ("You need the skill %s to cast %s! " 995 op->failmsgf ("You need the %s skill to cast %s! "
995 "H<You either need to learn the skill via a skill scroll " 996 "H<You either need to learn the skill via a skill scroll "
996 "or you need to wear a talisman or holy symbol.>", 997 "or you need to wear a talisman, holy symbol or another skill tool.>",
997 &spell_ob->skill, &spell_ob->name)); 998 &spell_ob->skill, &spell_ob->name);
998 return 0; 999 return 0;
999 } 1000 }
1000 1001
1001 const char *msg = ""; 1002 const char *msg = "";
1002 1003
1003 int caster_level = skill->level; 1004 int caster_level = skill->level;
1014 msg = " (repelled)"; 1015 msg = " (repelled)";
1015 } 1016 }
1016 1017
1017 if (spell_ob->level > caster_level) 1018 if (spell_ob->level > caster_level)
1018 { 1019 {
1019 op->failmsg (format ("You lack enough skill to cast that spell! " 1020 op->failmsgf ("You lack enough skill to cast that spell! "
1020 "H<Your effective cast level is %d%s, but level %d is required.>", 1021 "H<Your effective cast level is %d%s, but level %d is required.>",
1021 caster_level, msg, spell_ob->level)); 1022 caster_level, msg, spell_ob->level);
1022 if (!op->is_wiz ()) 1023 if (!op->is_wiz ())
1023 return 0; 1024 return 0;
1024 } 1025 }
1025 } 1026 }
1026 1027
1043 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1044 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1044 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); 1045 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1045 else 1046 else
1046 { 1047 {
1047 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1048 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1048 op->failmsg (format ("%s ignores your prayer.", godname)); 1049 op->failmsgf ("%s ignores your prayer.", godname);
1049 return 0; 1050 return 0;
1050 } 1051 }
1051 } 1052 }
1052 1053
1053 /* player/monster is trying to cast the spell. might fumble it */ 1054 /* player/monster is trying to cast the spell. might fumble it */
1085 * doing. 1086 * doing.
1086 */ 1087 */
1087 1088
1088 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1089 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1089 { 1090 {
1091 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1090 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); 1092 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1091 return 0; 1093 return 0;
1092 } 1094 }
1093 1095
1094 if ((spell_ob->type == SPELL) 1096 if ((spell_ob->type == SPELL)
1100 { 1102 {
1101 if (op->type != PLAYER) 1103 if (op->type != PLAYER)
1102 return 0; 1104 return 0;
1103 1105
1104 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1106 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1105 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1107 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1106 else if (object *item = op->contr->ranged_ob) 1108 else if (object *item = op->contr->ranged_ob)
1107 { 1109 {
1108 if (item->type == SPELL) 1110 if (item->type == SPELL)
1109 op->failmsg ("Something blocks your spellcasting."); 1111 op->failmsg ("Something blocks your spellcasting.");
1110 else if (item->type == SCROLL) 1112 else if (item->type == SCROLL)
1149 * object requires. 1151 * object requires.
1150 */ 1152 */
1151 if (op != caster && !skill && caster->skill) 1153 if (op != caster && !skill && caster->skill)
1152 { 1154 {
1153 skill = find_skill_by_name (op, caster->skill); 1155 skill = find_skill_by_name (op, caster->skill);
1156
1154 if (!skill) 1157 if (!skill)
1155 { 1158 {
1156 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); 1159 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1157 return 0; 1160 return 0;
1158 } 1161 }
1159
1160 op->change_skill (skill); /* needed for proper exp credit */
1161 } 1162 }
1162 1163
1163 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) 1164 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1164 return RESULT_INT (0); 1165 return RESULT_INT (0);
1166
1167 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1168 // at least temporarily, which might not be true due to slot restrictions, but hey
1169 // invoke requires it basically.
1170
1171 object *chosen_skill = op->chosen_skill;
1172 op->chosen_skill = skill;
1165 1173
1166 switch (spell_ob->subtype) 1174 switch (spell_ob->subtype)
1167 { 1175 {
1168 /* The order of case statements is same as the order they show up 1176 /* The order of case statements is same as the order they show up
1169 * in spells.h. 1177 * in spells.h.
1320 break; 1328 break;
1321 1329
1322 case SP_MOVING_BALL: 1330 case SP_MOVING_BALL:
1323 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1331 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1324 { 1332 {
1325 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1333 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1326 success = 0; 1334 success = 0;
1327 } 1335 }
1328 else 1336 else
1329 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); 1337 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1330 break; 1338 break;
1379 break; 1387 break;
1380 1388
1381 default: 1389 default:
1382 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1390 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1383 } 1391 }
1392
1393 // restore chosen_skill
1394 op->chosen_skill = chosen_skill;
1384 1395
1385 op->play_sound ( 1396 op->play_sound (
1386 success 1397 success
1387 ? spell_ob->sound 1398 ? spell_ob->sound
1388 ? spell_ob->sound 1399 ? spell_ob->sound

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