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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.40 by elmex, Sun Apr 15 16:25:16 2007 UTC vs.
Revision 1.72 by root, Tue May 6 16:55:26 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24
25 23
26#include <global.h> 24#include <global.h>
27#include <spells.h> 25#include <spells.h>
28#include <object.h> 26#include <object.h>
29#include <errno.h> 27#include <errno.h>
79 dest->skill = spob->skill; 77 dest->skill = spob->skill;
80 else 78 else
81 dest->skill = caster->skill; 79 dest->skill = caster->skill;
82} 80}
83 81
84/* init_spells: This should really be called check_spells, as that
85 * is what it does. It goes through the spells looking for any
86 * obvious errors. This was most useful in debugging when re-doing
87 * all the spells to catch simple errors. To use it all the time
88 * will result in it spitting out messages that aren't really errors.
89 */
90void
91init_spells (void)
92{
93#ifdef SPELL_DEBUG
94 static int init_spells_done = 0;
95 int i;
96 archetype *at;
97
98 if (init_spells_done)
99 return;
100 LOG (llevDebug, "Checking spells...\n");
101
102 for (at = first_archetype; at; at = at->next)
103 {
104 if (at->clone.type == SPELL)
105 {
106 if (at->clone.skill)
107 {
108 for (i = 1; i < NUM_SKILLS; i++)
109 if (!strcmp (skill_names[i], at->clone.skill))
110 break;
111 if (i == NUM_SKILLS)
112 {
113 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
114 }
115 }
116 /* other_arch is already checked for in the loader */
117 }
118 }
119
120 i = 0;
121 while (spell_mapping[i])
122 {
123 if (!archetype::find (spell_mapping[i]))
124 {
125 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
126 }
127 i++;
128 }
129 LOG (llevDebug, "Checking spells completed.\n");
130#endif
131}
132
133/* Dumps all the spells - now also dumps skill associated with the spell.
134 * not sure what this would be used for, as the data seems pretty
135 * minimal, but easy enough to keep around.
136 */
137void
138dump_spells (void)
139{
140 archetype *at;
141
142 for (at = first_archetype; at; at = at->next)
143 {
144 if (at->clone.type == SPELL)
145 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
147 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
148 }
149 }
150}
151
152/* pretty basic function - basically just takes 82/* pretty basic function - basically just takes
153 * an object, sets the x,y, and calls insert_ob_in_map 83 * an object, sets the x,y, and calls insert_ob_in_map
154 */ 84 */
155void 85void
156spell_effect (object *spob, int x, int y, maptile *map, object *originator) 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
170 * Returns modified level. 100 * Returns modified level.
171 */ 101 */
172int 102int
173min_casting_level (object *caster, object *spell) 103min_casting_level (object *caster, object *spell)
174{ 104{
175 int new_level;
176
177 if (caster->path_denied & spell->path_attuned) 105 if (caster->path_denied & spell->path_attuned)
178 return 1; 106 return 1;
179 107
180 new_level = spell->level 108 int new_level = spell->level
181 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 109 + (caster->path_repelled & spell->path_attuned ? +8 : 0)
182 + (caster->path_attuned & spell->path_attuned ? -2 : 0); 110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
183 111
184 return max (1, new_level); 112 return max (1, new_level);
185} 113}
186 114
187/* This function returns the effective level the spell 115/* This function returns the effective level the spell
193int 121int
194caster_level (object *caster, object *spell) 122caster_level (object *caster, object *spell)
195{ 123{
196 int level = caster->level; 124 int level = caster->level;
197 125
198 /* If this is a player, try to find the matching skill */ 126 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
199 if (caster->type == PLAYER && spell->skill) 127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
128 {
129 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
130 int sk_level = skill ? skill->level : 1;
131
132 level = min (level, sk_level + level / 10 + 1);
133 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */
200 for (int i = 0; i < NUM_SKILLS; i++) 135 for (int i = 0; i < NUM_SKILLS; i++)
201 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) 136 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
202 { 137 {
203 level = caster->contr->last_skill_ob[i]->level; 138 level = caster->contr->last_skill_ob[i]->level;
204 break; 139 break;
205 } 140 }
206 141
207 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
208 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
209 {
210 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
211 int sk_level = skill ? skill->level : 1;
212
213 level = MIN (level, sk_level + level / 10 + 1);
214 }
215
216 /* Got valid caster level. Now adjust for attunement */ 142 /* Got valid caster level. Now adjust for attunement */
217 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 143 level += caster->path_repelled & spell->path_attuned ? -8 : 0;
218 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 144 level += caster->path_attuned & spell->path_attuned ? +8 : 0;
219 145
220 /* Always make this at least 1. If this is zero, we get divide by zero 146 /* Always make this at least 1. If this is zero, we get divide by zero
221 * errors in various places. 147 * errors in various places.
222 */ 148 */
223 return max (level, 1); 149 return max (level, 1);
267 else 193 else
268 { 194 {
269 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 195 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
270 if (spell->stats.sp && !sp) 196 if (spell->stats.sp && !sp)
271 sp = 1; 197 sp = 1;
198
272 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 199 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
273 if (spell->stats.grace && !grace) 200 if (spell->stats.grace && !grace)
274 grace = 1; 201 grace = 1;
275 } 202 }
203
276 if (flags == SPELL_HIGHEST) 204 if (flags == SPELL_HIGHEST)
277 return MAX (sp, grace); 205 return MAX (sp, grace);
278 else if (flags == SPELL_GRACE) 206 else if (flags == SPELL_GRACE)
279 return grace; 207 return grace;
280 else if (flags == SPELL_MANA) 208 else if (flags == SPELL_MANA)
284 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 212 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
285 return 0; 213 return 0;
286 } 214 }
287} 215}
288 216
289
290/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 217/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
291 * spob is the spell we are adjusting. 218 * spob is the spell we are adjusting.
292 */ 219 */
293int 220int
294SP_level_dam_adjust (object *caster, object *spob) 221SP_level_dam_adjust (object *caster, object *spob)
295{ 222{
223 if (!spob->dam_modifier)
224 return 0;
225
296 int level = caster_level (caster, spob); 226 int level = caster_level (caster, spob);
297 int adj = level - min_casting_level (caster, spob); 227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier;
298
299 if (adj < 0)
300 adj = 0;
301 if (spob->dam_modifier)
302 adj /= spob->dam_modifier;
303 else
304 adj = 0;
305 return adj;
306} 228}
307 229
308/* Adjust the strength of the spell based on level. 230/* Adjust the strength of the spell based on level.
309 * This is basically the same as SP_level_dam_adjust above, 231 * This is basically the same as SP_level_dam_adjust above,
310 * but instead looks at the level_modifier value. 232 * but instead looks at the level_modifier value.
311 */ 233 */
312int 234int
313SP_level_duration_adjust (object *caster, object *spob) 235SP_level_duration_adjust (object *caster, object *spob)
314{ 236{
237 if (!spob->duration_modifier)
238 return 0;
239
315 int level = caster_level (caster, spob); 240 int level = caster_level (caster, spob);
316 int adj = level - min_casting_level (caster, spob); 241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier;
317
318 if (adj < 0)
319 adj = 0;
320 if (spob->duration_modifier)
321 adj /= spob->duration_modifier;
322 else
323 adj = 0;
324
325 return adj;
326} 242}
327 243
328/* Adjust the strength of the spell based on level. 244/* Adjust the strength of the spell based on level.
329 * This is basically the same as SP_level_dam_adjust above, 245 * This is basically the same as SP_level_dam_adjust above,
330 * but instead looks at the level_modifier value. 246 * but instead looks at the level_modifier value.
331 */ 247 */
332int 248int
333SP_level_range_adjust (object *caster, object *spob) 249SP_level_range_adjust (object *caster, object *spob)
334{ 250{
251 if (!spob->range_modifier)
252 return 0;
253
335 int level = caster_level (caster, spob); 254 int level = caster_level (caster, spob);
336 int adj = level - min_casting_level (caster, spob); 255 return (level - min_casting_level (caster, spob)) / spob->range_modifier;
337
338 if (adj < 0)
339 adj = 0;
340 if (spob->range_modifier)
341 adj /= spob->range_modifier;
342 else
343 adj = 0;
344
345 return adj;
346} 256}
347 257
348/* Checks to see if player knows the spell. If the name is the same 258/* Checks to see if player knows the spell. If the name is the same
349 * as an existing spell, we presume they know it. 259 * as an existing spell, we presume they know it.
350 * returns 1 if they know the spell, 0 if they don't. 260 * returns 1 if they know the spell, 0 if they don't.
351 */ 261 */
352object * 262object *
353check_spell_known (object *op, const char *name) 263check_spell_known (object *op, const char *name)
354{ 264{
355 object *spop; 265 object *spop;
266 shstr_cmp name_ (name);
356 267
357 for (spop = op->inv; spop; spop = spop->below) 268 for (spop = op->inv; spop; spop = spop->below)
358 if (spop->type == SPELL && !strcmp (spop->name, name)) 269 if (spop->type == SPELL && spop->name == name)
359 return spop; 270 return spop;
360 271
361 return NULL; 272 return 0;
362} 273}
363 274
364 275
365/* 276/*
366 * Look at object 'op' and see if they know the spell 277 * Look at object 'op' and see if they know the spell
459 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 370 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
460 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 371 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
461 dir = 0; 372 dir = 0;
462 } 373 }
463 374
375 SET_FLAG (new_op, FLAG_IDENTIFIED);
464 op->map->insert (new_op, 376 op->map->insert (new_op,
465 op->x + freearr_x[dir], op->y + freearr_y[dir], 377 op->x + freearr_x[dir], op->y + freearr_y[dir],
466 op, 378 op,
467 dir ? 0 : INS_BELOW_ORIGINATOR); 379 dir ? 0 : INS_BELOW_ORIGINATOR);
468 380
527 /* 439 /*
528 * Combine similar spell effects into one spell effect. Needed for 440 * Combine similar spell effects into one spell effect. Needed for
529 * performance reasons with meteor swarm and the like, but also for 441 * performance reasons with meteor swarm and the like, but also for
530 * playability reasons. 442 * playability reasons.
531 */ 443 */
532 if (tmp->arch == op->arch 444 if (tmp->arch == op->arch /* no harm if not comparing by name here */
533 && tmp->type == op->type 445 && tmp->type == op->type
534 && tmp->subtype == op->subtype 446 && tmp->subtype == op->subtype
535 && tmp->owner == op->owner 447 && tmp->owner == op->owner
536 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 448 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
537 { 449 {
558 * dir: direction to fire in. 470 * dir: direction to fire in.
559 * spell: spell that is being fired. It uses other_arch for the archetype 471 * spell: spell that is being fired. It uses other_arch for the archetype
560 * to fire. 472 * to fire.
561 * returns 0 on failure, 1 on success. 473 * returns 0 on failure, 1 on success.
562 */ 474 */
563
564int 475int
565fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 476fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
566{ 477{
567 object *tmp; 478 object *tmp;
568 int mflags; 479 int mflags;
628 ****************************************************************************/ 539 ****************************************************************************/
629void 540void
630regenerate_rod (object *rod) 541regenerate_rod (object *rod)
631{ 542{
632 if (rod->stats.hp < rod->stats.maxhp) 543 if (rod->stats.hp < rod->stats.maxhp)
633 { 544 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
634 rod->stats.hp += 1 + rod->stats.maxhp / 10;
635
636 if (rod->stats.hp > rod->stats.maxhp)
637 rod->stats.hp = rod->stats.maxhp;
638 }
639} 545}
640
641 546
642void 547void
643drain_rod_charge (object *rod) 548drain_rod_charge (object *rod)
644{ 549{
645 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 550 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
735 return freedir[i]; 640 return freedir[i];
736 } 641 }
737 return -1; /* flag for "keep going the way you were" */ 642 return -1; /* flag for "keep going the way you were" */
738} 643}
739 644
740
741
742/* put_a_monster: puts a monster named monstername near by 645/* put_a_monster: puts a monster named monstername near by
743 * op. This creates the treasures for the monsters, and 646 * op. This creates the treasures for the monsters, and
744 * also deals with multipart monsters properly. 647 * also deals with multipart monsters properly.
745 */ 648 */
746
747void 649void
748put_a_monster (object *op, const char *monstername) 650put_a_monster (object *op, const char *monstername)
749{ 651{
750 object *tmp, *head = NULL, *prev = NULL; 652 object *tmp, *head = NULL, *prev = NULL;
751 archetype *at; 653 archetype *at;
758 660
759 /* find a free square nearby 661 /* find a free square nearby
760 * first we check the closest square for free squares 662 * first we check the closest square for free squares
761 */ 663 */
762 664
763 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 665 dir = find_first_free_spot (at, op->map, op->x, op->y);
764 if (dir != -1) 666 if (dir != -1)
765 { 667 {
766 /* This is basically grabbed for generate monster. Fixed 971225 to 668 /* This is basically grabbed for generate monster. Fixed 971225 to
767 * insert multipart monsters properly 669 * insert multipart monsters properly
768 */ 670 */
671 //TODO: use expand_tail + ...
769 while (at != NULL) 672 while (at != NULL)
770 { 673 {
771 tmp = arch_to_object (at); 674 tmp = arch_to_object (at);
772 tmp->x = op->x + freearr_x[dir] + at->clone.x; 675 tmp->x = op->x + freearr_x[dir] + at->x;
773 tmp->y = op->y + freearr_y[dir] + at->clone.y; 676 tmp->y = op->y + freearr_y[dir] + at->y;
774 tmp->map = op->map; 677 tmp->map = op->map;
775 if (head) 678 if (head)
776 { 679 {
777 tmp->head = head; 680 tmp->head = head;
778 prev->more = tmp; 681 prev->more = tmp;
779 } 682 }
683
780 if (!head) 684 if (!head)
781 head = tmp; 685 head = tmp;
686
782 prev = tmp; 687 prev = tmp;
688
783 at = at->more; 689 at = (archetype *)at->more;
784 } 690 }
785 691
786 if (head->randomitems) 692 if (head->randomitems)
787 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 693 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
788 694
789 insert_ob_in_map (head, op->map, op, 0); 695 insert_ob_in_map (head, op->map, op, 0);
790 696
791 /* thought it'd be cool to insert a burnout, too. */ 697 /* thought it'd be cool to insert a burnout, too. */
792 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 698 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
793 } 699 }
794} 700}
795 701
796/* peterm: function which summons hostile monsters and 702/* peterm: function which summons hostile monsters and
797 * places them in nearby squares. 703 * places them in nearby squares.
824{ 730{
825 int attacktype; 731 int attacktype;
826 int face; 732 int face;
827} ATTACKS[22] = 733} ATTACKS[22] =
828{ 734{
829 {
830 AT_PHYSICAL, 0}, 735 { AT_PHYSICAL, 0},
831 {
832 AT_PHYSICAL, 0}, /*face = explosion */ 736 { AT_PHYSICAL, 0}, /*face = explosion */
833 {
834 AT_PHYSICAL, 0}, 737 { AT_PHYSICAL, 0},
835 {
836 AT_MAGIC, 1}, 738 { AT_MAGIC, 1},
837 {
838 AT_MAGIC, 1}, /* face = last-burnout */ 739 { AT_MAGIC, 1}, /* face = last-burnout */
839 {
840 AT_MAGIC, 1}, 740 { AT_MAGIC, 1},
841 {
842 AT_FIRE, 2}, 741 { AT_FIRE, 2},
843 {
844 AT_FIRE, 2}, /* face = fire.... */ 742 { AT_FIRE, 2}, /* face = fire.... */
845 {
846 AT_FIRE, 2}, 743 { AT_FIRE, 2},
847 {
848 AT_ELECTRICITY, 3}, 744 { AT_ELECTRICITY, 3},
849 {
850 AT_ELECTRICITY, 3}, /* ball_lightning */ 745 { AT_ELECTRICITY, 3}, /* ball_lightning */
851 {
852 AT_ELECTRICITY, 3}, 746 { AT_ELECTRICITY, 3},
853 {
854 AT_COLD, 4}, 747 { AT_COLD, 4},
855 {
856 AT_COLD, 4}, /* face=icestorm */ 748 { AT_COLD, 4}, /* face=icestorm */
857 {
858 AT_COLD, 4}, 749 { AT_COLD, 4},
859 {
860 AT_CONFUSION, 5}, 750 { AT_CONFUSION, 5},
861 {
862 AT_POISON, 7}, 751 { AT_POISON, 7},
863 {
864 AT_POISON, 7}, /* face = acid sphere. generator */ 752 { AT_POISON, 7}, /* face = acid sphere. generator */
865 {
866 AT_POISON, 7}, /* poisoncloud face */ 753 { AT_POISON, 7}, /* poisoncloud face */
867 {
868 AT_SLOW, 8}, 754 { AT_SLOW, 8},
869 {
870 AT_PARALYZE, 9}, 755 { AT_PARALYZE, 9},
871 {
872AT_FEAR, 10}}; 756 { AT_FEAR, 10},
873 757};
874
875 758
876/* shuffle_attack: peterm 759/* shuffle_attack: peterm
877 * This routine shuffles the attack of op to one of the 760 * This routine shuffles the attack of op to one of the
878 * ones in the list. It does this at random. It also 761 * ones in the list. It does this at random. It also
879 * chooses a face appropriate to the attack that is 762 * chooses a face appropriate to the attack that is
1024 if (!spell_ob->other_arch) 907 if (!spell_ob->other_arch)
1025 { 908 {
1026 LOG (llevError, "cast_party_spell: empty other arch\n"); 909 LOG (llevError, "cast_party_spell: empty other arch\n");
1027 return 0; 910 return 0;
1028 } 911 }
912
1029 spell = arch_to_object (spell_ob->other_arch); 913 spell = arch_to_object (spell_ob->other_arch);
1030 914
1031 /* Always cast spell on caster */ 915 /* Always cast spell on caster */
1032 success = cast_spell (op, caster, dir, spell, stringarg); 916 success = cast_spell (op, caster, dir, spell, stringarg);
1033 917
1034 if (caster->contr->party == NULL) 918 if (caster->contr->party == NULL)
1035 { 919 {
1036 spell->remove (); 920 spell->remove ();
1037 return success; 921 return success;
1038 } 922 }
923
1039 for_all_players (pl) 924 for_all_players (pl)
1040 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 925 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1041 {
1042 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 926 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1043 } 927
1044 spell->remove (); 928 spell->remove ();
1045 return success; 929 return success;
1046} 930}
1047 931
1048/* This is where the main dispatch when someone casts a spell. 932/* This is where the main dispatch when someone casts a spell.
1070 * 954 *
1071 * if it is a player casting the spell (op->type == PLAYER, op == caster), 955 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1072 * this function will decrease the mana/grace appropriately. For other 956 * this function will decrease the mana/grace appropriately. For other
1073 * objects, the caller should do what it considers appropriate. 957 * objects, the caller should do what it considers appropriate.
1074 */ 958 */
1075
1076int 959int
1077cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 960cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1078{ 961{
1079 const char *godname; 962 const char *godname;
1080 int success = 0, mflags, cast_level = 0, old_shoottype; 963 int success = 0, cast_level = 0;
1081 object *skill = NULL; 964 object *skill = NULL;
1082
1083 old_shoottype = op->contr ? op->contr->shoottype : 0;
1084 965
1085 if (!spell_ob) 966 if (!spell_ob)
1086 { 967 {
1087 LOG (llevError, "cast_spell: null spell object passed\n"); 968 LOG (llevError, "cast_spell: null spell object passed\n");
1088 return 0; 969 return 0;
1117 * at least process that code. 998 * at least process that code.
1118 */ 999 */
1119 if (op->type == PLAYER && op == caster) 1000 if (op->type == PLAYER && op == caster)
1120 { 1001 {
1121 cast_level = caster_level (caster, spell_ob); 1002 cast_level = caster_level (caster, spell_ob);
1003
1122 if (spell_ob->skill) 1004 if (spell_ob->skill)
1123 { 1005 {
1124 skill = find_skill_by_name (op, spell_ob->skill); 1006 skill = find_skill_by_name (op, spell_ob->skill);
1007
1125 if (!skill) 1008 if (!skill)
1126 { 1009 {
1127 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1010 op->failmsg (format ("You need the skill %s to cast %s! "
1011 "H<You either need to learn the skill via a skill scroll "
1012 "or you need to wear a talisman or holy symbol.>",
1013 &spell_ob->skill, &spell_ob->name));
1128 return 0; 1014 return 0;
1129 } 1015 }
1016
1017 int casting_level = min_casting_level (op, spell_ob);
1018
1130 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1019 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1131 { 1020 {
1132 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1021 op->failmsg (format ("You lack enough skill to cast that spell! "
1022 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
1023 cast_level, casting_level));
1133 return 0; 1024 return 0;
1134 } 1025 }
1135 } 1026 }
1027
1136 /* If the caster is the wiz, they don't ever fail, and don't have 1028 /* If the caster is the wiz, they don't ever fail, and don't have
1137 * to have sufficient grace/mana. 1029 * to have sufficient grace/mana.
1138 */ 1030 */
1139 if (!QUERY_FLAG (op, FLAG_WIZ)) 1031 if (!QUERY_FLAG (op, FLAG_WIZ))
1140 { 1032 {
1141 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1033 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1142 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1034 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1143 { 1035 {
1144 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1036 op->failmsg ("You don't have enough mana!");
1145 return 0; 1037 return 0;
1146 } 1038 }
1147 1039
1148 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1040 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1149 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1041 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1150 { 1042 {
1151 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1043 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1152 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)
1153 {
1154 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1045 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1155 }
1156 else 1046 else
1157 { 1047 {
1158 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);
1159 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1049 op->failmsg (format ("%s ignores your prayer.", godname));
1160 return 0; 1050 return 0;
1161 } 1051 }
1162 } 1052 }
1163 1053
1164 /* player/monster is trying to cast the spell. might fumble it */ 1054 /* player/monster is trying to cast the spell. might fumble it */
1165 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1055 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1166 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1056 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1167 { 1057 {
1168 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1058 op->contr->play_sound (sound_find ("fumble_spell"));
1169 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1059 op->failmsg ("You fumble the prayer.");
1170
1171 if (settings.casting_time == TRUE)
1172 op->casting_time = -1;
1173 1060
1174 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1061 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1175 return 0; 1062 return 0;
1176 } 1063 }
1177 else if (spell_ob->stats.sp) 1064 else if (spell_ob->stats.sp)
1178 { 1065 {
1179 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1066 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1180 1067
1181 if (failure < 0) 1068 if (failure < 0)
1182 { 1069 {
1183 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1070 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1184 if (settings.spell_failure_effects == TRUE) 1071 if (settings.spell_failure_effects == TRUE)
1185 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1072 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1186 op->contr->shoottype = (rangetype) old_shoottype; 1073
1187 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1074 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1188 return 0; 1075 return 0;
1189 } 1076 }
1190 } 1077 }
1191 } 1078 }
1192 } 1079 }
1193 1080
1194 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1081 int mflags = op->ms ().flags ();
1195 1082
1196 /* See if we can cast a spell here. If the caster and op are 1083 /* See if we can cast a spell here. If the caster and op are
1197 * not alive, then this would mean that the mapmaker put the 1084 * not alive, then this would mean that the mapmaker put the
1198 * objects on the space - presume that they know what they are 1085 * objects on the space - presume that they know what they are
1199 * doing. 1086 * doing.
1200 */ 1087 */
1201 1088
1202 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 :-)!
1203 { 1090 {
1204 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1091 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1205 return 0; 1092 return 0;
1206 } 1093 }
1207 1094
1208 if ((spell_ob->type == SPELL) 1095 if ((spell_ob->type == SPELL)
1209 && (caster->type != POTION) 1096 && (caster->type != POTION)
1214 { 1101 {
1215 if (op->type != PLAYER) 1102 if (op->type != PLAYER)
1216 return 0; 1103 return 0;
1217 1104
1218 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1105 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1106 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1220 else 1107 else if (object *item = op->contr->ranged_ob)
1221 switch (op->contr->shoottype)
1222 { 1108 {
1223 case range_magic: 1109 if (item->type == SPELL)
1224 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1110 op->failmsg ("Something blocks your spellcasting.");
1225 break; 1111 else if (item->type == SCROLL)
1226 case range_misc: 1112 op->failmsg ("Something blocks the magic of your scroll.");
1227 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1228 break;
1229 case range_golem:
1230 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1231 break;
1232 default:
1233 break;
1234 }
1235 return 0;
1236 }
1237
1238 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1239 {
1240 if (op->casting_time == -1)
1241 { /* begin the casting */
1242 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1243 op->spell = spell_ob;
1244 /* put the stringarg into the object struct so that when the
1245 * spell is actually cast, it knows about the stringarg.
1246 * necessary for the invoke command spells.
1247 */
1248 if (stringarg)
1249 {
1250 op->spellarg = strdup (stringarg);
1251 }
1252 else 1113 else
1253 op->spellarg = NULL; 1114 op->failmsg ("Something blocks the magic of your item.");
1254 return 0;
1255 }
1256 else if (op->casting_time != 0)
1257 {
1258 if (op->type == PLAYER)
1259 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1260 return 0;
1261 } 1115 }
1262 else 1116 else
1263 { /* casting_time == 0 */ 1117 op->failmsg ("Something blocks the spell!");
1264 op->casting_time = -1; 1118
1265 spell_ob = op->spell; 1119 return 0;
1266 stringarg = op->spellarg;
1267 }
1268 }
1269 else
1270 { 1120 }
1121
1271 /* Take into account how long it takes to cast the spell. 1122 /* Take into account how long it takes to cast the spell.
1272 * if the player is casting it, then we use the time in 1123 * if the player is casting it, then we use the time in
1273 * the spell object. If it is a spell object, have it 1124 * the spell object. If it is a spell object, have it
1274 * take two ticks. Things that cast spells on the players 1125 * take two ticks. Things that cast spells on the players
1275 * behalf (eg, altars, and whatever else) shouldn't cost 1126 * behalf (eg, altars, and whatever else) shouldn't cost
1276 * the player any time. 1127 * the player any time.
1277 * Ignore casting time for firewalls 1128 * Ignore casting time for firewalls
1129 */
1130 if (caster == op && caster->type != FIREWALL)
1131 {
1132 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1133 /* Other portions of the code may also decrement the speed of the player, so
1134 * put a lower limit so that the player isn't stuck here too long
1278 */ 1135 */
1279 if (caster == op && caster->type != FIREWALL)
1280 {
1281 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1282 /* Other portions of the code may also decrement the speed of the player, so
1283 * put a lower limit so that the player isn't stuck here too long
1284 */
1285 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1136 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1286 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1137 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1287 } 1138 }
1288 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1139 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1289 {
1290 op->speed_left -= 2 * FABS (op->speed); 1140 op->speed_left -= 2 * FABS (op->speed);
1291 }
1292 }
1293 1141
1294 if (op->type == PLAYER && op == caster) 1142 if (op->type == PLAYER && op == caster)
1295 { 1143 {
1296 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1144 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1297 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1145 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1304 if (op != caster && !skill && caster->skill) 1152 if (op != caster && !skill && caster->skill)
1305 { 1153 {
1306 skill = find_skill_by_name (op, caster->skill); 1154 skill = find_skill_by_name (op, caster->skill);
1307 if (!skill) 1155 if (!skill)
1308 { 1156 {
1309 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1157 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1310 return 0; 1158 return 0;
1311 } 1159 }
1160
1312 change_skill (op, skill, 0); /* needed for proper exp credit */ 1161 op->change_skill (skill); /* needed for proper exp credit */
1313 } 1162 }
1163
1164 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1165 return RESULT_INT (0);
1314 1166
1315 switch (spell_ob->subtype) 1167 switch (spell_ob->subtype)
1316 { 1168 {
1317 /* The order of case statements is same as the order they show up 1169 /* The order of case statements is same as the order they show up
1318 * in in spells.h. 1170 * in in spells.h.
1319 */ 1171 */
1320 case SP_RAISE_DEAD: 1172 case SP_RAISE_DEAD:
1321 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1173 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1322 break; 1174 break;
1323 1175
1324 case SP_RUNE: 1176 case SP_RUNE:
1357 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1209 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1358 break; 1210 break;
1359 1211
1360 case SP_SUMMON_GOLEM: 1212 case SP_SUMMON_GOLEM:
1361 success = summon_golem (op, caster, dir, spell_ob); 1213 success = summon_golem (op, caster, dir, spell_ob);
1362 old_shoottype = range_golem;
1363 break; 1214 break;
1364 1215
1365 case SP_DIMENSION_DOOR: 1216 case SP_DIMENSION_DOOR:
1366 /* dimension door needs the actual caster, because that is what is 1217 /* dimension door needs the actual caster, because that is what is
1367 * moved. 1218 * moved.
1440#ifdef NO_POLYMORPH 1291#ifdef NO_POLYMORPH
1441 /* Not great, but at least provide feedback so if players do have 1292 /* Not great, but at least provide feedback so if players do have
1442 * polymorph (ie, find it as a preset item or left over from before 1293 * polymorph (ie, find it as a preset item or left over from before
1443 * it was disabled), they get some feedback. 1294 * it was disabled), they get some feedback.
1444 */ 1295 */
1445 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1296 op->failmsg ("The spell fizzles!");
1446 success = 0; 1297 success = 0;
1447#else 1298#else
1448 success = cast_polymorph (op, caster, spell_ob, dir); 1299 success = cast_polymorph (op, caster, spell_ob, dir);
1449#endif 1300#endif
1450 break; 1301 break;
1470 break; 1321 break;
1471 1322
1472 case SP_MOVING_BALL: 1323 case SP_MOVING_BALL:
1473 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1324 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1474 { 1325 {
1475 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1326 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1476 success = 0; 1327 success = 0;
1477 } 1328 }
1478 else 1329 else
1479 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1330 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1480 break; 1331 break;
1500 success = cast_consecrate (op, caster, spell_ob); 1351 success = cast_consecrate (op, caster, spell_ob);
1501 break; 1352 break;
1502 1353
1503 case SP_ANIMATE_WEAPON: 1354 case SP_ANIMATE_WEAPON:
1504 success = animate_weapon (op, caster, spell_ob, dir); 1355 success = animate_weapon (op, caster, spell_ob, dir);
1505 old_shoottype = range_golem;
1506 break; 1356 break;
1507 1357
1508 case SP_LIGHT: 1358 case SP_LIGHT:
1509 success = cast_light (op, caster, spell_ob, dir); 1359 success = cast_light (op, caster, spell_ob, dir);
1510 break; 1360 break;
1523 1373
1524 case SP_AURA: 1374 case SP_AURA:
1525 success = create_aura (op, caster, spell_ob); 1375 success = create_aura (op, caster, spell_ob);
1526 break; 1376 break;
1527 1377
1528 case SP_TOWN_PORTAL:
1529 success = cast_create_town_portal (op, caster, spell_ob, dir);
1530 break;
1531
1532 case SP_PARTY_SPELL: 1378 case SP_PARTY_SPELL:
1533 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1379 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1534 break; 1380 break;
1535 1381
1536 default: 1382 default:
1537 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1538 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1383 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1539 }
1540
1541 /* FIXME - we need some better sound suppport */
1542 // yes, for example, augment map info with the spell effect
1543 // so clients can calculate the sounds themselves
1544 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1545
1546 /* free the spell arg */
1547 if (settings.casting_time == TRUE && stringarg)
1548 { 1384 }
1549 free (stringarg); 1385
1550 stringarg = NULL; 1386 op->play_sound (
1551 } 1387 success
1552 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1388 ? spell_ob->sound
1553 * to something like use_magic_item, but you really want to be able to fire 1389 ? spell_ob->sound
1554 * it again. 1390 : sound_find ("spell_success")
1555 */ 1391 : sound_find ("fumble_spell")
1556 if (op->contr) 1392 );
1557 op->contr->shoottype = (rangetype) old_shoottype;
1558 1393
1559 return success; 1394 return success;
1560} 1395}
1561 1396
1562
1563/* This is called from time.c/process_object(). That function 1397/* This is called from time.c/process_object(). That function
1564 * calls this for any SPELL_EFFECT type objects. This function 1398 * calls this for any SPELL_EFFECT type objects. This function
1565 * then dispatches them to the appropriate specific routines. 1399 * then dispatches them to the appropriate specific routines.
1566 */ 1400 */
1567void 1401void
1568move_spell_effect (object *op) 1402move_spell_effect (object *op)
1569{ 1403{
1660 else if (victim->materialname) 1494 else if (victim->materialname)
1661 save_throw_object (victim, spell->attacktype, spell); 1495 save_throw_object (victim, spell->attacktype, spell);
1662 break; 1496 break;
1663 } 1497 }
1664} 1498}
1499

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