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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.42 by root, Mon Apr 30 04:25:30 2007 UTC vs.
Revision 1.71 by root, Mon May 5 15:05:26 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 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 23
25#include <global.h> 24#include <global.h>
26#include <spells.h> 25#include <spells.h>
27#include <object.h> 26#include <object.h>
78 dest->skill = spob->skill; 77 dest->skill = spob->skill;
79 else 78 else
80 dest->skill = caster->skill; 79 dest->skill = caster->skill;
81} 80}
82 81
83/* init_spells: This should really be called check_spells, as that
84 * is what it does. It goes through the spells looking for any
85 * obvious errors. This was most useful in debugging when re-doing
86 * all the spells to catch simple errors. To use it all the time
87 * will result in it spitting out messages that aren't really errors.
88 */
89void
90init_spells (void)
91{
92#ifdef SPELL_DEBUG
93 static int init_spells_done = 0;
94 int i;
95 archetype *at;
96
97 if (init_spells_done)
98 return;
99 LOG (llevDebug, "Checking spells...\n");
100
101 for (at = first_archetype; at; at = at->next)
102 {
103 if (at->clone.type == SPELL)
104 {
105 if (at->clone.skill)
106 {
107 for (i = 1; i < NUM_SKILLS; i++)
108 if (!strcmp (skill_names[i], at->clone.skill))
109 break;
110 if (i == NUM_SKILLS)
111 {
112 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
113 }
114 }
115 /* other_arch is already checked for in the loader */
116 }
117 }
118
119 i = 0;
120 while (spell_mapping[i])
121 {
122 if (!archetype::find (spell_mapping[i]))
123 {
124 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
125 }
126 i++;
127 }
128 LOG (llevDebug, "Checking spells completed.\n");
129#endif
130}
131
132/* Dumps all the spells - now also dumps skill associated with the spell.
133 * not sure what this would be used for, as the data seems pretty
134 * minimal, but easy enough to keep around.
135 */
136void
137dump_spells (void)
138{
139 archetype *at;
140
141 for (at = first_archetype; at; at = at->next)
142 {
143 if (at->clone.type == SPELL)
144 {
145 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
146 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
147 }
148 }
149}
150
151/* pretty basic function - basically just takes 82/* pretty basic function - basically just takes
152 * 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
153 */ 84 */
154void 85void
155spell_effect (object *spob, int x, int y, maptile *map, object *originator) 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
169 * Returns modified level. 100 * Returns modified level.
170 */ 101 */
171int 102int
172min_casting_level (object *caster, object *spell) 103min_casting_level (object *caster, object *spell)
173{ 104{
174 int new_level;
175
176 if (caster->path_denied & spell->path_attuned) 105 if (caster->path_denied & spell->path_attuned)
177 return 1; 106 return 1;
178 107
179 new_level = spell->level 108 int new_level = spell->level
180 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 109 + (caster->path_repelled & spell->path_attuned ? +8 : 0)
181 + (caster->path_attuned & spell->path_attuned ? -2 : 0); 110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
182 111
183 return max (1, new_level); 112 return max (1, new_level);
184} 113}
185 114
186/* This function returns the effective level the spell 115/* This function returns the effective level the spell
192int 121int
193caster_level (object *caster, object *spell) 122caster_level (object *caster, object *spell)
194{ 123{
195 int level = caster->level; 124 int level = caster->level;
196 125
197 /* 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. */
198 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 */
199 for (int i = 0; i < NUM_SKILLS; i++) 135 for (int i = 0; i < NUM_SKILLS; i++)
200 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)
201 { 137 {
202 level = caster->contr->last_skill_ob[i]->level; 138 level = caster->contr->last_skill_ob[i]->level;
203 break; 139 break;
204 } 140 }
205 141
206 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
207 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
208 {
209 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
210 int sk_level = skill ? skill->level : 1;
211
212 level = MIN (level, sk_level + level / 10 + 1);
213 }
214
215 /* Got valid caster level. Now adjust for attunement */ 142 /* Got valid caster level. Now adjust for attunement */
216 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 143 level += caster->path_repelled & spell->path_attuned ? -8 : 0;
217 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 144 level += caster->path_attuned & spell->path_attuned ? +8 : 0;
218 145
219 /* 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
220 * errors in various places. 147 * errors in various places.
221 */ 148 */
222 return max (level, 1); 149 return max (level, 1);
266 else 193 else
267 { 194 {
268 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 195 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
269 if (spell->stats.sp && !sp) 196 if (spell->stats.sp && !sp)
270 sp = 1; 197 sp = 1;
198
271 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 199 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
272 if (spell->stats.grace && !grace) 200 if (spell->stats.grace && !grace)
273 grace = 1; 201 grace = 1;
274 } 202 }
203
275 if (flags == SPELL_HIGHEST) 204 if (flags == SPELL_HIGHEST)
276 return MAX (sp, grace); 205 return MAX (sp, grace);
277 else if (flags == SPELL_GRACE) 206 else if (flags == SPELL_GRACE)
278 return grace; 207 return grace;
279 else if (flags == SPELL_MANA) 208 else if (flags == SPELL_MANA)
283 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);
284 return 0; 213 return 0;
285 } 214 }
286} 215}
287 216
288
289/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 217/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
290 * spob is the spell we are adjusting. 218 * spob is the spell we are adjusting.
291 */ 219 */
292int 220int
293SP_level_dam_adjust (object *caster, object *spob) 221SP_level_dam_adjust (object *caster, object *spob)
294{ 222{
223 if (!spob->dam_modifier)
224 return 0;
225
295 int level = caster_level (caster, spob); 226 int level = caster_level (caster, spob);
296 int adj = level - min_casting_level (caster, spob); 227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier;
297
298 if (adj < 0)
299 adj = 0;
300 if (spob->dam_modifier)
301 adj /= spob->dam_modifier;
302 else
303 adj = 0;
304 return adj;
305} 228}
306 229
307/* Adjust the strength of the spell based on level. 230/* Adjust the strength of the spell based on level.
308 * This is basically the same as SP_level_dam_adjust above, 231 * This is basically the same as SP_level_dam_adjust above,
309 * but instead looks at the level_modifier value. 232 * but instead looks at the level_modifier value.
310 */ 233 */
311int 234int
312SP_level_duration_adjust (object *caster, object *spob) 235SP_level_duration_adjust (object *caster, object *spob)
313{ 236{
237 if (!spob->duration_modifier)
238 return 0;
239
314 int level = caster_level (caster, spob); 240 int level = caster_level (caster, spob);
315 int adj = level - min_casting_level (caster, spob); 241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier;
316
317 if (adj < 0)
318 adj = 0;
319 if (spob->duration_modifier)
320 adj /= spob->duration_modifier;
321 else
322 adj = 0;
323
324 return adj;
325} 242}
326 243
327/* Adjust the strength of the spell based on level. 244/* Adjust the strength of the spell based on level.
328 * This is basically the same as SP_level_dam_adjust above, 245 * This is basically the same as SP_level_dam_adjust above,
329 * but instead looks at the level_modifier value. 246 * but instead looks at the level_modifier value.
330 */ 247 */
331int 248int
332SP_level_range_adjust (object *caster, object *spob) 249SP_level_range_adjust (object *caster, object *spob)
333{ 250{
251 if (!spob->range_modifier)
252 return 0;
253
334 int level = caster_level (caster, spob); 254 int level = caster_level (caster, spob);
335 int adj = level - min_casting_level (caster, spob); 255 return (level - min_casting_level (caster, spob)) / spob->range_modifier;
336
337 if (adj < 0)
338 adj = 0;
339 if (spob->range_modifier)
340 adj /= spob->range_modifier;
341 else
342 adj = 0;
343
344 return adj;
345} 256}
346 257
347/* 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
348 * as an existing spell, we presume they know it. 259 * as an existing spell, we presume they know it.
349 * 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.
350 */ 261 */
351object * 262object *
352check_spell_known (object *op, const char *name) 263check_spell_known (object *op, const char *name)
353{ 264{
354 object *spop; 265 object *spop;
266 shstr_cmp name_ (name);
355 267
356 for (spop = op->inv; spop; spop = spop->below) 268 for (spop = op->inv; spop; spop = spop->below)
357 if (spop->type == SPELL && !strcmp (spop->name, name)) 269 if (spop->type == SPELL && spop->name == name)
358 return spop; 270 return spop;
359 271
360 return NULL; 272 return 0;
361} 273}
362 274
363 275
364/* 276/*
365 * Look at object 'op' and see if they know the spell 277 * Look at object 'op' and see if they know the spell
458 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.");
459 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.");
460 dir = 0; 372 dir = 0;
461 } 373 }
462 374
375 SET_FLAG (new_op, FLAG_IDENTIFIED);
463 op->map->insert (new_op, 376 op->map->insert (new_op,
464 op->x + freearr_x[dir], op->y + freearr_y[dir], 377 op->x + freearr_x[dir], op->y + freearr_y[dir],
465 op, 378 op,
466 dir ? 0 : INS_BELOW_ORIGINATOR); 379 dir ? 0 : INS_BELOW_ORIGINATOR);
467 380
526 /* 439 /*
527 * Combine similar spell effects into one spell effect. Needed for 440 * Combine similar spell effects into one spell effect. Needed for
528 * performance reasons with meteor swarm and the like, but also for 441 * performance reasons with meteor swarm and the like, but also for
529 * playability reasons. 442 * playability reasons.
530 */ 443 */
531 if (tmp->arch == op->arch 444 if (tmp->arch == op->arch /* no harm if not comparing by name here */
532 && tmp->type == op->type 445 && tmp->type == op->type
533 && tmp->subtype == op->subtype 446 && tmp->subtype == op->subtype
534 && tmp->owner == op->owner 447 && tmp->owner == op->owner
535 && ((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)))
536 { 449 {
557 * dir: direction to fire in. 470 * dir: direction to fire in.
558 * 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
559 * to fire. 472 * to fire.
560 * returns 0 on failure, 1 on success. 473 * returns 0 on failure, 1 on success.
561 */ 474 */
562
563int 475int
564fire_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)
565{ 477{
566 object *tmp; 478 object *tmp;
567 int mflags; 479 int mflags;
627 ****************************************************************************/ 539 ****************************************************************************/
628void 540void
629regenerate_rod (object *rod) 541regenerate_rod (object *rod)
630{ 542{
631 if (rod->stats.hp < rod->stats.maxhp) 543 if (rod->stats.hp < rod->stats.maxhp)
632 { 544 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
633 rod->stats.hp += 1 + rod->stats.maxhp / 10;
634
635 if (rod->stats.hp > rod->stats.maxhp)
636 rod->stats.hp = rod->stats.maxhp;
637 }
638} 545}
639
640 546
641void 547void
642drain_rod_charge (object *rod) 548drain_rod_charge (object *rod)
643{ 549{
644 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);
754 660
755 /* find a free square nearby 661 /* find a free square nearby
756 * first we check the closest square for free squares 662 * first we check the closest square for free squares
757 */ 663 */
758 664
759 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);
760 if (dir != -1) 666 if (dir != -1)
761 { 667 {
762 /* This is basically grabbed for generate monster. Fixed 971225 to 668 /* This is basically grabbed for generate monster. Fixed 971225 to
763 * insert multipart monsters properly 669 * insert multipart monsters properly
764 */ 670 */
671 //TODO: use expand_tail + ...
765 while (at != NULL) 672 while (at != NULL)
766 { 673 {
767 tmp = arch_to_object (at); 674 tmp = arch_to_object (at);
768 tmp->x = op->x + freearr_x[dir] + at->clone.x; 675 tmp->x = op->x + freearr_x[dir] + at->x;
769 tmp->y = op->y + freearr_y[dir] + at->clone.y; 676 tmp->y = op->y + freearr_y[dir] + at->y;
770 tmp->map = op->map; 677 tmp->map = op->map;
771 if (head) 678 if (head)
772 { 679 {
773 tmp->head = head; 680 tmp->head = head;
774 prev->more = tmp; 681 prev->more = tmp;
775 } 682 }
683
776 if (!head) 684 if (!head)
777 head = tmp; 685 head = tmp;
686
778 prev = tmp; 687 prev = tmp;
688
779 at = at->more; 689 at = (archetype *)at->more;
780 } 690 }
781 691
782 if (head->randomitems) 692 if (head->randomitems)
783 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 693 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
784 694
785 insert_ob_in_map (head, op->map, op, 0); 695 insert_ob_in_map (head, op->map, op, 0);
786 696
787 /* thought it'd be cool to insert a burnout, too. */ 697 /* thought it'd be cool to insert a burnout, too. */
788 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);
789 } 699 }
790} 700}
791 701
792/* peterm: function which summons hostile monsters and 702/* peterm: function which summons hostile monsters and
793 * places them in nearby squares. 703 * places them in nearby squares.
997 if (!spell_ob->other_arch) 907 if (!spell_ob->other_arch)
998 { 908 {
999 LOG (llevError, "cast_party_spell: empty other arch\n"); 909 LOG (llevError, "cast_party_spell: empty other arch\n");
1000 return 0; 910 return 0;
1001 } 911 }
912
1002 spell = arch_to_object (spell_ob->other_arch); 913 spell = arch_to_object (spell_ob->other_arch);
1003 914
1004 /* Always cast spell on caster */ 915 /* Always cast spell on caster */
1005 success = cast_spell (op, caster, dir, spell, stringarg); 916 success = cast_spell (op, caster, dir, spell, stringarg);
1006 917
1007 if (caster->contr->party == NULL) 918 if (caster->contr->party == NULL)
1008 { 919 {
1009 spell->remove (); 920 spell->remove ();
1010 return success; 921 return success;
1011 } 922 }
923
1012 for_all_players (pl) 924 for_all_players (pl)
1013 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)))
1014 {
1015 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 926 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1016 } 927
1017 spell->remove (); 928 spell->remove ();
1018 return success; 929 return success;
1019} 930}
1020 931
1021/* This is where the main dispatch when someone casts a spell. 932/* This is where the main dispatch when someone casts a spell.
1047 */ 958 */
1048int 959int
1049cast_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)
1050{ 961{
1051 const char *godname; 962 const char *godname;
1052 int success = 0, mflags, cast_level = 0; 963 int success = 0, cast_level = 0;
1053 object *skill = NULL; 964 object *skill = NULL;
1054 965
1055 if (!spell_ob) 966 if (!spell_ob)
1056 { 967 {
1057 LOG (llevError, "cast_spell: null spell object passed\n"); 968 LOG (llevError, "cast_spell: null spell object passed\n");
1087 * at least process that code. 998 * at least process that code.
1088 */ 999 */
1089 if (op->type == PLAYER && op == caster) 1000 if (op->type == PLAYER && op == caster)
1090 { 1001 {
1091 cast_level = caster_level (caster, spell_ob); 1002 cast_level = caster_level (caster, spell_ob);
1003
1092 if (spell_ob->skill) 1004 if (spell_ob->skill)
1093 { 1005 {
1094 skill = find_skill_by_name (op, spell_ob->skill); 1006 skill = find_skill_by_name (op, spell_ob->skill);
1007
1095 if (!skill) 1008 if (!skill)
1096 { 1009 {
1097 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));
1098 return 0; 1014 return 0;
1099 } 1015 }
1016
1017 int casting_level = min_casting_level (op, spell_ob);
1018
1100 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))
1101 { 1020 {
1102 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));
1103 return 0; 1024 return 0;
1104 } 1025 }
1105 } 1026 }
1027
1106 /* 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
1107 * to have sufficient grace/mana. 1029 * to have sufficient grace/mana.
1108 */ 1030 */
1109 if (!QUERY_FLAG (op, FLAG_WIZ)) 1031 if (!QUERY_FLAG (op, FLAG_WIZ))
1110 { 1032 {
1111 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1033 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1112 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)
1113 { 1035 {
1114 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1036 op->failmsg ("You don't have enough mana!");
1115 return 0; 1037 return 0;
1116 } 1038 }
1117 1039
1118 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1040 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1119 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)
1120 { 1042 {
1121 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 -
1122 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)
1123 {
1124 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));
1125 }
1126 else 1046 else
1127 { 1047 {
1128 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);
1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1049 op->failmsg (format ("%s ignores your prayer.", godname));
1130 return 0; 1050 return 0;
1131 } 1051 }
1132 } 1052 }
1133 1053
1134 /* player/monster is trying to cast the spell. might fumble it */ 1054 /* player/monster is trying to cast the spell. might fumble it */
1135 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) <
1136 (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]))
1137 { 1057 {
1138 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1058 op->contr->play_sound (sound_find ("fumble_spell"));
1139 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1059 op->failmsg ("You fumble the prayer.");
1140
1141 if (settings.casting_time == TRUE)
1142 op->casting_time = -1;
1143 1060
1144 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);
1145 return 0; 1062 return 0;
1146 } 1063 }
1147 else if (spell_ob->stats.sp) 1064 else if (spell_ob->stats.sp)
1148 { 1065 {
1149 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;
1150 1067
1151 if (failure < 0) 1068 if (failure < 0)
1152 { 1069 {
1153 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.");
1154 if (settings.spell_failure_effects == TRUE) 1071 if (settings.spell_failure_effects == TRUE)
1155 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);
1156 1073
1157 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);
1158 return 0; 1075 return 0;
1159 } 1076 }
1160 } 1077 }
1161 } 1078 }
1162 } 1079 }
1163 1080
1164 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1081 int mflags = op->ms ().flags ();
1165 1082
1166 /* 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
1167 * not alive, then this would mean that the mapmaker put the 1084 * not alive, then this would mean that the mapmaker put the
1168 * objects on the space - presume that they know what they are 1085 * objects on the space - presume that they know what they are
1169 * doing. 1086 * doing.
1170 */ 1087 */
1171 1088
1172 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 :-)!
1173 { 1090 {
1174 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!");
1175 return 0; 1092 return 0;
1176 } 1093 }
1177 1094
1178 if ((spell_ob->type == SPELL) 1095 if ((spell_ob->type == SPELL)
1179 && (caster->type != POTION) 1096 && (caster->type != POTION)
1184 { 1101 {
1185 if (op->type != PLAYER) 1102 if (op->type != PLAYER)
1186 return 0; 1103 return 0;
1187 1104
1188 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1105 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1189 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));
1190 else 1107 else if (object *item = op->contr->ranged_ob)
1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1192
1193 return 0;
1194 }
1195
1196 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1197 {
1198 if (op->casting_time == -1)
1199 { /* begin the casting */
1200 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1201 op->spell = spell_ob;
1202 /* put the stringarg into the object struct so that when the
1203 * spell is actually cast, it knows about the stringarg.
1204 * necessary for the invoke command spells.
1205 */
1206 if (stringarg)
1207 { 1108 {
1208 op->spellarg = strdup (stringarg); 1109 if (item->type == SPELL)
1209 } 1110 op->failmsg ("Something blocks your spellcasting.");
1111 else if (item->type == SCROLL)
1112 op->failmsg ("Something blocks the magic of your scroll.");
1210 else 1113 else
1211 op->spellarg = NULL; 1114 op->failmsg ("Something blocks the magic of your item.");
1212 return 0;
1213 }
1214 else if (op->casting_time != 0)
1215 {
1216 if (op->type == PLAYER)
1217 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1218 return 0;
1219 } 1115 }
1220 else 1116 else
1221 { /* casting_time == 0 */ 1117 op->failmsg ("Something blocks the spell!");
1222 op->casting_time = -1; 1118
1223 spell_ob = op->spell; 1119 return 0;
1224 stringarg = op->spellarg;
1225 }
1226 }
1227 else
1228 { 1120 }
1121
1229 /* Take into account how long it takes to cast the spell. 1122 /* Take into account how long it takes to cast the spell.
1230 * 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
1231 * the spell object. If it is a spell object, have it 1124 * the spell object. If it is a spell object, have it
1232 * take two ticks. Things that cast spells on the players 1125 * take two ticks. Things that cast spells on the players
1233 * behalf (eg, altars, and whatever else) shouldn't cost 1126 * behalf (eg, altars, and whatever else) shouldn't cost
1234 * the player any time. 1127 * the player any time.
1235 * 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
1236 */ 1135 */
1237 if (caster == op && caster->type != FIREWALL)
1238 {
1239 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1240 /* Other portions of the code may also decrement the speed of the player, so
1241 * put a lower limit so that the player isn't stuck here too long
1242 */
1243 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))
1244 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);
1245 } 1138 }
1246 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)
1247 {
1248 op->speed_left -= 2 * FABS (op->speed); 1140 op->speed_left -= 2 * FABS (op->speed);
1249 }
1250 }
1251 1141
1252 if (op->type == PLAYER && op == caster) 1142 if (op->type == PLAYER && op == caster)
1253 { 1143 {
1254 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);
1255 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);
1262 if (op != caster && !skill && caster->skill) 1152 if (op != caster && !skill && caster->skill)
1263 { 1153 {
1264 skill = find_skill_by_name (op, caster->skill); 1154 skill = find_skill_by_name (op, caster->skill);
1265 if (!skill) 1155 if (!skill)
1266 { 1156 {
1267 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)));
1268 return 0; 1158 return 0;
1269 } 1159 }
1160
1270 change_skill (op, skill, 0); /* needed for proper exp credit */ 1161 op->change_skill (skill); /* needed for proper exp credit */
1271 } 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);
1272 1166
1273 switch (spell_ob->subtype) 1167 switch (spell_ob->subtype)
1274 { 1168 {
1275 /* 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
1276 * in in spells.h. 1170 * in in spells.h.
1277 */ 1171 */
1278 case SP_RAISE_DEAD: 1172 case SP_RAISE_DEAD:
1279 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1173 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1280 break; 1174 break;
1281 1175
1282 case SP_RUNE: 1176 case SP_RUNE:
1397#ifdef NO_POLYMORPH 1291#ifdef NO_POLYMORPH
1398 /* 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
1399 * 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
1400 * it was disabled), they get some feedback. 1294 * it was disabled), they get some feedback.
1401 */ 1295 */
1402 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1296 op->failmsg ("The spell fizzles!");
1403 success = 0; 1297 success = 0;
1404#else 1298#else
1405 success = cast_polymorph (op, caster, spell_ob, dir); 1299 success = cast_polymorph (op, caster, spell_ob, dir);
1406#endif 1300#endif
1407 break; 1301 break;
1427 break; 1321 break;
1428 1322
1429 case SP_MOVING_BALL: 1323 case SP_MOVING_BALL:
1430 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)
1431 { 1325 {
1432 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));
1433 success = 0; 1327 success = 0;
1434 } 1328 }
1435 else 1329 else
1436 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);
1437 break; 1331 break;
1479 1373
1480 case SP_AURA: 1374 case SP_AURA:
1481 success = create_aura (op, caster, spell_ob); 1375 success = create_aura (op, caster, spell_ob);
1482 break; 1376 break;
1483 1377
1484 case SP_TOWN_PORTAL:
1485 success = cast_create_town_portal (op, caster, spell_ob, dir);
1486 break;
1487
1488 case SP_PARTY_SPELL: 1378 case SP_PARTY_SPELL:
1489 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1379 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1490 break; 1380 break;
1491 1381
1492 default: 1382 default:
1493 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1494 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);
1495 }
1496
1497 /* FIXME - we need some better sound suppport */
1498 // yes, for example, augment map info with the spell effect
1499 // so clients can calculate the sounds themselves
1500 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1501
1502 /* free the spell arg */
1503 if (settings.casting_time == TRUE && stringarg)
1504 { 1384 }
1505 free (stringarg); 1385
1506 stringarg = 0; 1386 op->play_sound (
1507 } 1387 success
1388 ? spell_ob->sound
1389 ? spell_ob->sound
1390 : sound_find ("spell_success")
1391 : sound_find ("fumble_spell")
1392 );
1508 1393
1509 return success; 1394 return success;
1510} 1395}
1511 1396
1512
1513/* This is called from time.c/process_object(). That function 1397/* This is called from time.c/process_object(). That function
1514 * calls this for any SPELL_EFFECT type objects. This function 1398 * calls this for any SPELL_EFFECT type objects. This function
1515 * then dispatches them to the appropriate specific routines. 1399 * then dispatches them to the appropriate specific routines.
1516 */ 1400 */
1517void 1401void
1518move_spell_effect (object *op) 1402move_spell_effect (object *op)
1519{ 1403{
1610 else if (victim->materialname) 1494 else if (victim->materialname)
1611 save_throw_object (victim, spell->attacktype, spell); 1495 save_throw_object (victim, spell->attacktype, spell);
1612 break; 1496 break;
1613 } 1497 }
1614} 1498}
1499

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