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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.54 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.61 by root, Sat Sep 8 07:24:31 2007 UTC

131/* Dumps all the spells - now also dumps skill associated with the spell. 131/* Dumps all the spells - now also dumps skill associated with the spell.
132 * not sure what this would be used for, as the data seems pretty 132 * not sure what this would be used for, as the data seems pretty
133 * minimal, but easy enough to keep around. 133 * minimal, but easy enough to keep around.
134 */ 134 */
135void 135void
136dump_spells (void) 136dump_spells ()
137{ 137{
138 archetype *at;
139
140 for_all_archetypes (at) 138 for_all_archetypes (at)
141 {
142 if (at->type == SPELL) 139 if (at->type == SPELL)
143 {
144 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name, 140 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
145 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level); 141 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
146 }
147 }
148} 142}
149 143
150/* pretty basic function - basically just takes 144/* pretty basic function - basically just takes
151 * an object, sets the x,y, and calls insert_ob_in_map 145 * an object, sets the x,y, and calls insert_ob_in_map
152 */ 146 */
457 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 451 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
458 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 452 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
459 dir = 0; 453 dir = 0;
460 } 454 }
461 455
456 SET_FLAG (new_op, FLAG_IDENTIFIED);
462 op->map->insert (new_op, 457 op->map->insert (new_op,
463 op->x + freearr_x[dir], op->y + freearr_y[dir], 458 op->x + freearr_x[dir], op->y + freearr_y[dir],
464 op, 459 op,
465 dir ? 0 : INS_BELOW_ORIGINATOR); 460 dir ? 0 : INS_BELOW_ORIGINATOR);
466 461
556 * dir: direction to fire in. 551 * dir: direction to fire in.
557 * spell: spell that is being fired. It uses other_arch for the archetype 552 * spell: spell that is being fired. It uses other_arch for the archetype
558 * to fire. 553 * to fire.
559 * returns 0 on failure, 1 on success. 554 * returns 0 on failure, 1 on success.
560 */ 555 */
561
562int 556int
563fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 557fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
564{ 558{
565 object *tmp; 559 object *tmp;
566 int mflags; 560 int mflags;
994 if (!spell_ob->other_arch) 988 if (!spell_ob->other_arch)
995 { 989 {
996 LOG (llevError, "cast_party_spell: empty other arch\n"); 990 LOG (llevError, "cast_party_spell: empty other arch\n");
997 return 0; 991 return 0;
998 } 992 }
993
999 spell = arch_to_object (spell_ob->other_arch); 994 spell = arch_to_object (spell_ob->other_arch);
1000 995
1001 /* Always cast spell on caster */ 996 /* Always cast spell on caster */
1002 success = cast_spell (op, caster, dir, spell, stringarg); 997 success = cast_spell (op, caster, dir, spell, stringarg);
1003 998
1004 if (caster->contr->party == NULL) 999 if (caster->contr->party == NULL)
1005 { 1000 {
1006 spell->remove (); 1001 spell->remove ();
1007 return success; 1002 return success;
1008 } 1003 }
1004
1009 for_all_players (pl) 1005 for_all_players (pl)
1010 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 1006 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1011 {
1012 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 1007 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1013 } 1008
1014 spell->remove (); 1009 spell->remove ();
1015 return success; 1010 return success;
1016} 1011}
1017 1012
1018/* This is where the main dispatch when someone casts a spell. 1013/* This is where the main dispatch when someone casts a spell.
1044 */ 1039 */
1045int 1040int
1046cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 1041cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1047{ 1042{
1048 const char *godname; 1043 const char *godname;
1049 int success = 0, mflags, cast_level = 0; 1044 int success = 0, cast_level = 0;
1050 object *skill = NULL; 1045 object *skill = NULL;
1051 1046
1052 if (!spell_ob) 1047 if (!spell_ob)
1053 { 1048 {
1054 LOG (llevError, "cast_spell: null spell object passed\n"); 1049 LOG (llevError, "cast_spell: null spell object passed\n");
1091 { 1086 {
1092 skill = find_skill_by_name (op, spell_ob->skill); 1087 skill = find_skill_by_name (op, spell_ob->skill);
1093 1088
1094 if (!skill) 1089 if (!skill)
1095 { 1090 {
1096 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1091 op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name));
1097 return 0; 1092 return 0;
1098 } 1093 }
1099 1094
1100 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1095 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1101 { 1096 {
1102 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1097 op->failmsg ("You lack enough skill to cast that spell!");
1103 return 0; 1098 return 0;
1104 } 1099 }
1105 } 1100 }
1106 1101
1107 /* If the caster is the wiz, they don't ever fail, and don't have 1102 /* If the caster is the wiz, they don't ever fail, and don't have
1110 if (!QUERY_FLAG (op, FLAG_WIZ)) 1105 if (!QUERY_FLAG (op, FLAG_WIZ))
1111 { 1106 {
1112 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1107 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1113 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1108 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1114 { 1109 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1110 op->failmsg ("You don't have enough mana!");
1116 return 0; 1111 return 0;
1117 } 1112 }
1118 1113
1119 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1114 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1120 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1115 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1121 { 1116 {
1122 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1117 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1123 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1118 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1124 {
1125 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1119 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1126 }
1127 else 1120 else
1128 { 1121 {
1129 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1122 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1123 op->failmsg (format ("%s ignores your prayer.", godname));
1131 return 0; 1124 return 0;
1132 } 1125 }
1133 } 1126 }
1134 1127
1135 /* player/monster is trying to cast the spell. might fumble it */ 1128 /* player/monster is trying to cast the spell. might fumble it */
1136 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1129 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1137 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1130 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1138 { 1131 {
1139 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1132 op->contr->play_sound (sound_find ("fumble_spell"));
1140 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer."); 1133 op->failmsg ("You fumble the prayer.");
1141 1134
1142 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1135 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1143 return 0; 1136 return 0;
1144 } 1137 }
1145 else if (spell_ob->stats.sp) 1138 else if (spell_ob->stats.sp)
1146 { 1139 {
1147 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1140 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1148 1141
1149 if (failure < 0) 1142 if (failure < 0)
1150 { 1143 {
1151 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1144 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1152 if (settings.spell_failure_effects == TRUE) 1145 if (settings.spell_failure_effects == TRUE)
1153 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1146 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1154 1147
1155 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1148 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1156 return 0; 1149 return 0;
1157 } 1150 }
1158 } 1151 }
1159 } 1152 }
1160 } 1153 }
1161 1154
1162 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1155 int mflags = op->ms ().flags ();
1163 1156
1164 /* See if we can cast a spell here. If the caster and op are 1157 /* See if we can cast a spell here. If the caster and op are
1165 * not alive, then this would mean that the mapmaker put the 1158 * not alive, then this would mean that the mapmaker put the
1166 * objects on the space - presume that they know what they are 1159 * objects on the space - presume that they know what they are
1167 * doing. 1160 * doing.
1168 */ 1161 */
1169 1162
1170 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1163 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1171 { 1164 {
1172 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1165 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1173 return 0; 1166 return 0;
1174 } 1167 }
1175 1168
1176 if ((spell_ob->type == SPELL) 1169 if ((spell_ob->type == SPELL)
1177 && (caster->type != POTION) 1170 && (caster->type != POTION)
1182 { 1175 {
1183 if (op->type != PLAYER) 1176 if (op->type != PLAYER)
1184 return 0; 1177 return 0;
1185 1178
1186 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1179 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1187 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1180 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1188 else if (object *item = op->contr->ranged_ob) 1181 else if (object *item = op->contr->ranged_ob)
1189 { 1182 {
1190 if (item->type == SPELL) 1183 if (item->type == SPELL)
1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1184 op->failmsg ("Something blocks your spellcasting.");
1192 else if (item->type == SCROLL) 1185 else if (item->type == SCROLL)
1193 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1186 op->failmsg ("Something blocks the magic of your scroll.");
1194 else 1187 else
1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); 1188 op->failmsg ("Something blocks the magic of your item.");
1196 } 1189 }
1197 else 1190 else
1198 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); 1191 op->failmsg ("Something blocks the spell!");
1199 1192
1200 return 0; 1193 return 0;
1201 } 1194 }
1202 1195
1203 /* Take into account how long it takes to cast the spell. 1196 /* Take into account how long it takes to cast the spell.
1233 if (op != caster && !skill && caster->skill) 1226 if (op != caster && !skill && caster->skill)
1234 { 1227 {
1235 skill = find_skill_by_name (op, caster->skill); 1228 skill = find_skill_by_name (op, caster->skill);
1236 if (!skill) 1229 if (!skill)
1237 { 1230 {
1238 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1231 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1239 return 0; 1232 return 0;
1240 } 1233 }
1241 1234
1242 op->change_skill (skill); /* needed for proper exp credit */ 1235 op->change_skill (skill); /* needed for proper exp credit */
1243 } 1236 }
1372#ifdef NO_POLYMORPH 1365#ifdef NO_POLYMORPH
1373 /* Not great, but at least provide feedback so if players do have 1366 /* Not great, but at least provide feedback so if players do have
1374 * polymorph (ie, find it as a preset item or left over from before 1367 * polymorph (ie, find it as a preset item or left over from before
1375 * it was disabled), they get some feedback. 1368 * it was disabled), they get some feedback.
1376 */ 1369 */
1377 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1370 op->failmsg ("The spell fizzles!");
1378 success = 0; 1371 success = 0;
1379#else 1372#else
1380 success = cast_polymorph (op, caster, spell_ob, dir); 1373 success = cast_polymorph (op, caster, spell_ob, dir);
1381#endif 1374#endif
1382 break; 1375 break;
1402 break; 1395 break;
1403 1396
1404 case SP_MOVING_BALL: 1397 case SP_MOVING_BALL:
1405 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1398 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1406 { 1399 {
1407 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1400 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1408 success = 0; 1401 success = 0;
1409 } 1402 }
1410 else 1403 else
1411 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1404 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1412 break; 1405 break;
1462 1455
1463 default: 1456 default:
1464 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1457 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1465 } 1458 }
1466 1459
1467 /* FIXME - we need some better sound suppport */ 1460 op->play_sound (
1468 // yes, for example, augment map info with the spell effect 1461 success
1469 // so clients can calculate the sounds themselves 1462 ? spell_ob->sound
1470 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1463 ? spell_ob->sound
1464 : sound_find ("spell_success")
1465 : sound_find ("fumble_spell")
1466 );
1471 1467
1472 return success; 1468 return success;
1473} 1469}
1474 1470
1475
1476/* This is called from time.c/process_object(). That function 1471/* This is called from time.c/process_object(). That function
1477 * calls this for any SPELL_EFFECT type objects. This function 1472 * calls this for any SPELL_EFFECT type objects. This function
1478 * then dispatches them to the appropriate specific routines. 1473 * then dispatches them to the appropriate specific routines.
1479 */ 1474 */
1480void 1475void
1481move_spell_effect (object *op) 1476move_spell_effect (object *op)
1482{ 1477{
1573 else if (victim->materialname) 1568 else if (victim->materialname)
1574 save_throw_object (victim, spell->attacktype, spell); 1569 save_throw_object (victim, spell->attacktype, spell);
1575 break; 1570 break;
1576 } 1571 }
1577} 1572}
1573

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