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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 1.65 by root, Sat Mar 15 13:33:40 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <spells.h> 25#include <spells.h>
26#include <object.h> 26#include <object.h>
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 */
168 * Returns modified level. 162 * Returns modified level.
169 */ 163 */
170int 164int
171min_casting_level (object *caster, object *spell) 165min_casting_level (object *caster, object *spell)
172{ 166{
173 int new_level;
174
175 if (caster->path_denied & spell->path_attuned) 167 if (caster->path_denied & spell->path_attuned)
176 return 1; 168 return 1;
177 169
178 new_level = spell->level 170 int new_level = spell->level
179 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 171 + (caster->path_repelled & spell->path_attuned ? +8 : 0)
180 + (caster->path_attuned & spell->path_attuned ? -2 : 0); 172 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
181 173
182 return max (1, new_level); 174 return max (1, new_level);
183} 175}
184 176
185/* This function returns the effective level the spell 177/* This function returns the effective level the spell
191int 183int
192caster_level (object *caster, object *spell) 184caster_level (object *caster, object *spell)
193{ 185{
194 int level = caster->level; 186 int level = caster->level;
195 187
196 /* If this is a player, try to find the matching skill */ 188 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
197 if (caster->type == PLAYER && spell->skill) 189 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
190 {
191 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
192 int sk_level = skill ? skill->level : 1;
193
194 level = MIN (level, sk_level + level / 10 + 1);
195 }
196 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */
198 for (int i = 0; i < NUM_SKILLS; i++) 197 for (int i = 0; i < NUM_SKILLS; i++)
199 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) 198 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
200 { 199 {
201 level = caster->contr->last_skill_ob[i]->level; 200 level = caster->contr->last_skill_ob[i]->level;
202 break; 201 break;
203 } 202 }
204 203
205 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
206 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
207 {
208 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
209 int sk_level = skill ? skill->level : 1;
210
211 level = MIN (level, sk_level + level / 10 + 1);
212 }
213
214 /* Got valid caster level. Now adjust for attunement */ 204 /* Got valid caster level. Now adjust for attunement */
215 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 205 level += caster->path_repelled & spell->path_attuned ? -8 : 0;
216 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 206 level += caster->path_attuned & spell->path_attuned ? +8 : 0;
217 207
218 /* Always make this at least 1. If this is zero, we get divide by zero 208 /* Always make this at least 1. If this is zero, we get divide by zero
219 * errors in various places. 209 * errors in various places.
220 */ 210 */
221 return max (level, 1); 211 return max (level, 1);
265 else 255 else
266 { 256 {
267 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 257 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
268 if (spell->stats.sp && !sp) 258 if (spell->stats.sp && !sp)
269 sp = 1; 259 sp = 1;
260
270 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 261 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
271 if (spell->stats.grace && !grace) 262 if (spell->stats.grace && !grace)
272 grace = 1; 263 grace = 1;
273 } 264 }
265
274 if (flags == SPELL_HIGHEST) 266 if (flags == SPELL_HIGHEST)
275 return MAX (sp, grace); 267 return MAX (sp, grace);
276 else if (flags == SPELL_GRACE) 268 else if (flags == SPELL_GRACE)
277 return grace; 269 return grace;
278 else if (flags == SPELL_MANA) 270 else if (flags == SPELL_MANA)
282 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 274 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
283 return 0; 275 return 0;
284 } 276 }
285} 277}
286 278
287
288/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 279/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289 * spob is the spell we are adjusting. 280 * spob is the spell we are adjusting.
290 */ 281 */
291int 282int
292SP_level_dam_adjust (object *caster, object *spob) 283SP_level_dam_adjust (object *caster, object *spob)
293{ 284{
285 if (!spob->dam_modifier)
286 return 0;
287
294 int level = caster_level (caster, spob); 288 int level = caster_level (caster, spob);
295 int adj = level - min_casting_level (caster, spob); 289 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier;
296
297 if (adj < 0)
298 adj = 0;
299 if (spob->dam_modifier)
300 adj /= spob->dam_modifier;
301 else
302 adj = 0;
303 return adj;
304} 290}
305 291
306/* Adjust the strength of the spell based on level. 292/* Adjust the strength of the spell based on level.
307 * This is basically the same as SP_level_dam_adjust above, 293 * This is basically the same as SP_level_dam_adjust above,
308 * but instead looks at the level_modifier value. 294 * but instead looks at the level_modifier value.
309 */ 295 */
310int 296int
311SP_level_duration_adjust (object *caster, object *spob) 297SP_level_duration_adjust (object *caster, object *spob)
312{ 298{
299 if (!spob->duration_modifier)
300 return 0;
301
313 int level = caster_level (caster, spob); 302 int level = caster_level (caster, spob);
314 int adj = level - min_casting_level (caster, spob); 303 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier;
315
316 if (adj < 0)
317 adj = 0;
318 if (spob->duration_modifier)
319 adj /= spob->duration_modifier;
320 else
321 adj = 0;
322
323 return adj;
324} 304}
325 305
326/* Adjust the strength of the spell based on level. 306/* Adjust the strength of the spell based on level.
327 * This is basically the same as SP_level_dam_adjust above, 307 * This is basically the same as SP_level_dam_adjust above,
328 * but instead looks at the level_modifier value. 308 * but instead looks at the level_modifier value.
329 */ 309 */
330int 310int
331SP_level_range_adjust (object *caster, object *spob) 311SP_level_range_adjust (object *caster, object *spob)
332{ 312{
313 if (!spob->range_modifier)
314 return 0;
315
333 int level = caster_level (caster, spob); 316 int level = caster_level (caster, spob);
334 int adj = level - min_casting_level (caster, spob); 317 return (level - min_casting_level (caster, spob)) / spob->range_modifier;
335
336 if (adj < 0)
337 adj = 0;
338 if (spob->range_modifier)
339 adj /= spob->range_modifier;
340 else
341 adj = 0;
342
343 return adj;
344} 318}
345 319
346/* Checks to see if player knows the spell. If the name is the same 320/* Checks to see if player knows the spell. If the name is the same
347 * as an existing spell, we presume they know it. 321 * as an existing spell, we presume they know it.
348 * returns 1 if they know the spell, 0 if they don't. 322 * returns 1 if they know the spell, 0 if they don't.
457 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 431 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."); 432 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
459 dir = 0; 433 dir = 0;
460 } 434 }
461 435
436 SET_FLAG (new_op, FLAG_IDENTIFIED);
462 op->map->insert (new_op, 437 op->map->insert (new_op,
463 op->x + freearr_x[dir], op->y + freearr_y[dir], 438 op->x + freearr_x[dir], op->y + freearr_y[dir],
464 op, 439 op,
465 dir ? 0 : INS_BELOW_ORIGINATOR); 440 dir ? 0 : INS_BELOW_ORIGINATOR);
466 441
556 * dir: direction to fire in. 531 * dir: direction to fire in.
557 * spell: spell that is being fired. It uses other_arch for the archetype 532 * spell: spell that is being fired. It uses other_arch for the archetype
558 * to fire. 533 * to fire.
559 * returns 0 on failure, 1 on success. 534 * returns 0 on failure, 1 on success.
560 */ 535 */
561
562int 536int
563fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 537fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
564{ 538{
565 object *tmp; 539 object *tmp;
566 int mflags; 540 int mflags;
994 if (!spell_ob->other_arch) 968 if (!spell_ob->other_arch)
995 { 969 {
996 LOG (llevError, "cast_party_spell: empty other arch\n"); 970 LOG (llevError, "cast_party_spell: empty other arch\n");
997 return 0; 971 return 0;
998 } 972 }
973
999 spell = arch_to_object (spell_ob->other_arch); 974 spell = arch_to_object (spell_ob->other_arch);
1000 975
1001 /* Always cast spell on caster */ 976 /* Always cast spell on caster */
1002 success = cast_spell (op, caster, dir, spell, stringarg); 977 success = cast_spell (op, caster, dir, spell, stringarg);
1003 978
1004 if (caster->contr->party == NULL) 979 if (caster->contr->party == NULL)
1005 { 980 {
1006 spell->remove (); 981 spell->remove ();
1007 return success; 982 return success;
1008 } 983 }
984
1009 for_all_players (pl) 985 for_all_players (pl)
1010 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 986 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); 987 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1013 } 988
1014 spell->remove (); 989 spell->remove ();
1015 return success; 990 return success;
1016} 991}
1017 992
1018/* This is where the main dispatch when someone casts a spell. 993/* This is where the main dispatch when someone casts a spell.
1044 */ 1019 */
1045int 1020int
1046cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 1021cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1047{ 1022{
1048 const char *godname; 1023 const char *godname;
1049 int success = 0, mflags, cast_level = 0; 1024 int success = 0, cast_level = 0;
1050 object *skill = NULL; 1025 object *skill = NULL;
1051 1026
1052 if (!spell_ob) 1027 if (!spell_ob)
1053 { 1028 {
1054 LOG (llevError, "cast_spell: null spell object passed\n"); 1029 LOG (llevError, "cast_spell: null spell object passed\n");
1091 { 1066 {
1092 skill = find_skill_by_name (op, spell_ob->skill); 1067 skill = find_skill_by_name (op, spell_ob->skill);
1093 1068
1094 if (!skill) 1069 if (!skill)
1095 { 1070 {
1096 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1071 op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name));
1097 return 0; 1072 return 0;
1098 } 1073 }
1099 1074
1100 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1075 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1101 { 1076 {
1102 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1077 op->failmsg ("You lack enough skill to cast that spell!");
1103 return 0; 1078 return 0;
1104 } 1079 }
1105 } 1080 }
1106 1081
1107 /* If the caster is the wiz, they don't ever fail, and don't have 1082 /* If the caster is the wiz, they don't ever fail, and don't have
1110 if (!QUERY_FLAG (op, FLAG_WIZ)) 1085 if (!QUERY_FLAG (op, FLAG_WIZ))
1111 { 1086 {
1112 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1087 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1113 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1088 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1114 { 1089 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1090 op->failmsg ("You don't have enough mana!");
1116 return 0; 1091 return 0;
1117 } 1092 }
1118 1093
1119 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1094 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1120 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1095 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1121 { 1096 {
1122 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1097 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) 1098 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); 1099 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1126 }
1127 else 1100 else
1128 { 1101 {
1129 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1102 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); 1103 op->failmsg (format ("%s ignores your prayer.", godname));
1131 return 0; 1104 return 0;
1132 } 1105 }
1133 } 1106 }
1134 1107
1135 /* player/monster is trying to cast the spell. might fumble it */ 1108 /* player/monster is trying to cast the spell. might fumble it */
1136 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1109 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])) 1110 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1138 { 1111 {
1139 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1112 op->contr->play_sound (sound_find ("fumble_spell"));
1140 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer."); 1113 op->failmsg ("You fumble the prayer.");
1141 1114
1142 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1115 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1143 return 0; 1116 return 0;
1144 } 1117 }
1145 else if (spell_ob->stats.sp) 1118 else if (spell_ob->stats.sp)
1146 { 1119 {
1147 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1120 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1148 1121
1149 if (failure < 0) 1122 if (failure < 0)
1150 { 1123 {
1151 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1124 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1152 if (settings.spell_failure_effects == TRUE) 1125 if (settings.spell_failure_effects == TRUE)
1153 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1126 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1154 1127
1155 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1128 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1156 return 0; 1129 return 0;
1157 } 1130 }
1158 } 1131 }
1159 } 1132 }
1160 } 1133 }
1161 1134
1162 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1135 int mflags = op->ms ().flags ();
1163 1136
1164 /* See if we can cast a spell here. If the caster and op are 1137 /* 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 1138 * not alive, then this would mean that the mapmaker put the
1166 * objects on the space - presume that they know what they are 1139 * objects on the space - presume that they know what they are
1167 * doing. 1140 * doing.
1168 */ 1141 */
1169 1142
1170 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1143 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1171 { 1144 {
1172 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1145 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1173 return 0; 1146 return 0;
1174 } 1147 }
1175 1148
1176 if ((spell_ob->type == SPELL) 1149 if ((spell_ob->type == SPELL)
1177 && (caster->type != POTION) 1150 && (caster->type != POTION)
1182 { 1155 {
1183 if (op->type != PLAYER) 1156 if (op->type != PLAYER)
1184 return 0; 1157 return 0;
1185 1158
1186 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1159 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); 1160 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1188 else if (object *item = op->contr->ranged_ob) 1161 else if (object *item = op->contr->ranged_ob)
1189 { 1162 {
1190 if (item->type == SPELL) 1163 if (item->type == SPELL)
1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1164 op->failmsg ("Something blocks your spellcasting.");
1192 else if (item->type == SCROLL) 1165 else if (item->type == SCROLL)
1193 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1166 op->failmsg ("Something blocks the magic of your scroll.");
1194 else 1167 else
1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); 1168 op->failmsg ("Something blocks the magic of your item.");
1196 } 1169 }
1197 else 1170 else
1198 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); 1171 op->failmsg ("Something blocks the spell!");
1199 1172
1200 return 0; 1173 return 0;
1201 } 1174 }
1202 1175
1203 /* Take into account how long it takes to cast the spell. 1176 /* Take into account how long it takes to cast the spell.
1233 if (op != caster && !skill && caster->skill) 1206 if (op != caster && !skill && caster->skill)
1234 { 1207 {
1235 skill = find_skill_by_name (op, caster->skill); 1208 skill = find_skill_by_name (op, caster->skill);
1236 if (!skill) 1209 if (!skill)
1237 { 1210 {
1238 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1211 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1239 return 0; 1212 return 0;
1240 } 1213 }
1241 1214
1242 op->change_skill (skill); /* needed for proper exp credit */ 1215 op->change_skill (skill); /* needed for proper exp credit */
1243 } 1216 }
1372#ifdef NO_POLYMORPH 1345#ifdef NO_POLYMORPH
1373 /* Not great, but at least provide feedback so if players do have 1346 /* 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 1347 * polymorph (ie, find it as a preset item or left over from before
1375 * it was disabled), they get some feedback. 1348 * it was disabled), they get some feedback.
1376 */ 1349 */
1377 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1350 op->failmsg ("The spell fizzles!");
1378 success = 0; 1351 success = 0;
1379#else 1352#else
1380 success = cast_polymorph (op, caster, spell_ob, dir); 1353 success = cast_polymorph (op, caster, spell_ob, dir);
1381#endif 1354#endif
1382 break; 1355 break;
1402 break; 1375 break;
1403 1376
1404 case SP_MOVING_BALL: 1377 case SP_MOVING_BALL:
1405 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1378 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1406 { 1379 {
1407 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1380 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1408 success = 0; 1381 success = 0;
1409 } 1382 }
1410 else 1383 else
1411 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1384 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1412 break; 1385 break;
1462 1435
1463 default: 1436 default:
1464 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1437 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1465 } 1438 }
1466 1439
1467 /* FIXME - we need some better sound suppport */ 1440 op->play_sound (
1468 // yes, for example, augment map info with the spell effect 1441 success
1469 // so clients can calculate the sounds themselves 1442 ? spell_ob->sound
1470 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1443 ? spell_ob->sound
1444 : sound_find ("spell_success")
1445 : sound_find ("fumble_spell")
1446 );
1471 1447
1472 return success; 1448 return success;
1473} 1449}
1474 1450
1475
1476/* This is called from time.c/process_object(). That function 1451/* This is called from time.c/process_object(). That function
1477 * calls this for any SPELL_EFFECT type objects. This function 1452 * calls this for any SPELL_EFFECT type objects. This function
1478 * then dispatches them to the appropriate specific routines. 1453 * then dispatches them to the appropriate specific routines.
1479 */ 1454 */
1480void 1455void
1481move_spell_effect (object *op) 1456move_spell_effect (object *op)
1482{ 1457{
1573 else if (victim->materialname) 1548 else if (victim->materialname)
1574 save_throw_object (victim, spell->attacktype, spell); 1549 save_throw_object (victim, spell->attacktype, spell);
1575 break; 1550 break;
1576 } 1551 }
1577} 1552}
1553

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