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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 1.88 by root, Sun Dec 28 06:59:27 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 (©) 2005,2006,2007,2008 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>
36 */ 36 */
37object * 37object *
38find_random_spell_in_ob (object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, const char *skill)
39{ 39{
40 int k = 0, s; 40 int k = 0, s;
41 object *tmp;
42 41
43 for (tmp = ob->inv; tmp; tmp = tmp->below) 42 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
44 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 43 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++; 44 k++;
46 45
47 /* No spells, no need to progess further */ 46 /* No spells, no need to progess further */
48 if (!k) 47 if (!k)
49 return NULL; 48 return NULL;
50 49
51 s = RANDOM () % k; 50 s = rndm (k);
52 51
53 for (tmp = ob->inv; tmp; tmp = tmp->below) 52 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 53 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 {
56 if (!s) 54 if (!s)
57 return tmp; 55 return tmp;
58 else 56 else
59 s--; 57 s--;
60 } 58
61 /* Should never get here, but just in case */ 59 /* Should never get here, but just in case */
62 return NULL; 60 return 0;
63} 61}
64 62
65/* Relatively simple function that gets used a lot. 63/* Relatively simple function that gets used a lot.
66 * Basically, it sets up the skill pointer for the spell being 64 * Basically, it sets up the skill pointer for the spell being
67 * cast. If op is really casting the spell, then the skill 65 * cast. If op is really casting the spell, then the skill
77 dest->skill = spob->skill; 75 dest->skill = spob->skill;
78 else 76 else
79 dest->skill = caster->skill; 77 dest->skill = caster->skill;
80} 78}
81 79
82/* init_spells: This should really be called check_spells, as that
83 * is what it does. It goes through the spells looking for any
84 * obvious errors. This was most useful in debugging when re-doing
85 * all the spells to catch simple errors. To use it all the time
86 * will result in it spitting out messages that aren't really errors.
87 */
88void
89init_spells (void)
90{
91#ifdef SPELL_DEBUG
92 static int init_spells_done = 0;
93 int i;
94 archetype *at;
95
96 if (init_spells_done)
97 return;
98 LOG (llevDebug, "Checking spells...\n");
99
100 for_all_archetypes (at)
101 {
102 if (at->type == SPELL)
103 {
104 if (at->skill)
105 {
106 for (i = 1; i < NUM_SKILLS; i++)
107 if (!strcmp (skill_names[i], at->skill))
108 break;
109 if (i == NUM_SKILLS)
110 {
111 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
112 }
113 }
114 /* other_arch is already checked for in the loader */
115 }
116 }
117
118 i = 0;
119 while (spell_mapping[i])
120 {
121 if (!archetype::find (spell_mapping[i]))
122 {
123 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
124 }
125 i++;
126 }
127 LOG (llevDebug, "Checking spells completed.\n");
128#endif
129}
130
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
133 * minimal, but easy enough to keep around.
134 */
135void
136dump_spells (void)
137{
138 archetype *at;
139
140 for_all_archetypes (at)
141 {
142 if (at->type == SPELL)
143 {
144 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);
146 }
147 }
148}
149
150/* pretty basic function - basically just takes 80/* pretty basic function - basically just takes
151 * an object, sets the x,y, and calls insert_ob_in_map 81 * an object, sets the x,y, and calls insert_ob_in_map
152 */ 82 */
153void 83void
154spell_effect (object *spob, int x, int y, maptile *map, object *originator) 84spell_effect (object *spob, int x, int y, maptile *map, object *originator)
155{ 85{
156 if (spob->other_arch) 86 if (spob->other_arch)
157 map->insert (arch_to_object (spob->other_arch), x, y, originator); 87 map->insert (arch_to_object (spob->other_arch), x, y, originator);
158} 88}
159 89
160/* 90static int
161 * This function takes a caster and spell and presents the 91attuned_bonus (object *caster, object *spell, int level)
162 * effective level the caster needs to be to cast the spell.
163 * basically, it just adjusts the spell->level with attuned/repelled
164 * spellpaths. Was called path_level_mod.
165 *
166 * caster is person casting the spell.
167 * spell is the spell object.
168 * Returns modified level.
169 */
170int
171min_casting_level (object *caster, object *spell)
172{ 92{
173 int new_level; 93 // compute the attuned/repelled bonus
174 94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
175 if (caster->path_denied & spell->path_attuned) 95 // repell has no such quarrels
176 return 1; 96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
177
178 new_level = spell->level
179 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
180 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
181
182 return max (1, new_level);
183} 98}
184 99
185/* This function returns the effective level the spell 100/* This function returns the effective level the spell
186 * is being cast at. 101 * is being cast at.
187 * Note that I changed the repelled/attuned bonus to 2 from 5.
188 * This is because the new code compares casting_level against
189 * min_caster_level, so the difference is effectively 4
190 */ 102 */
191int 103int
192caster_level (object *caster, object *spell) 104casting_level (object *caster, object *spell)
193{ 105{
194 int level = caster->level; 106 int level = caster->level;
195
196 /* If this is a player, try to find the matching skill */
197 if (caster->type == PLAYER && spell->skill)
198 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)
200 {
201 level = caster->contr->last_skill_ob[i]->level;
202 break;
203 }
204 107
205 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 108 /* 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) 109 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
207 { 110 {
208 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 111 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
209 int sk_level = skill ? skill->level : 1; 112 int sk_level = skill ? skill->level : 1;
210 113
211 level = MIN (level, sk_level + level / 10 + 1); 114 level = min (level, sk_level + level / 10 + 1);
212 } 115 }
116 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
117 if (object *skill = caster->contr->find_skill (spell->skill))
118 level = skill->level;
213 119
214 /* Got valid caster level. Now adjust for attunement */ 120 int bonus = attuned_bonus (caster, spell, level);
215 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 121
216 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 122 level += bonus;
123
124 // now scale the effective level from the startinglevel..100 range to 1..100
125 if (level < 100)
126 level = lerp (level, (int)spell->level, 100, 1, 100);
217 127
218 /* Always make this at least 1. If this is zero, we get divide by zero 128 /* Always make this at least 1. If this is zero, we get divide by zero
219 * errors in various places. 129 * errors in various places.
220 */ 130 */
221 return max (level, 1); 131 return max (level, 1);
230 * caster is what is casting the spell, can be op. 140 * caster is what is casting the spell, can be op.
231 * spell is the spell object. 141 * spell is the spell object.
232 * Note that it is now possible for a spell to cost both grace and 142 * Note that it is now possible for a spell to cost both grace and
233 * mana. In that case, we return which ever value is higher. 143 * mana. In that case, we return which ever value is higher.
234 */ 144 */
235
236sint16 145sint16
237SP_level_spellpoint_cost (object *caster, object *spell, int flags) 146SP_level_spellpoint_cost (object *caster, object *spell, int flags)
238{ 147{
239 int sp, grace, level = caster_level (caster, spell); 148 int sp, grace, level = casting_level (caster, spell);
240 149
241 if (settings.spellpoint_level_depend == TRUE) 150 if (settings.spellpoint_level_depend == TRUE)
242 { 151 {
243 if (spell->stats.sp && spell->stats.maxsp) 152 if (spell->stats.sp && spell->stats.maxsp)
244 { 153 {
265 else 174 else
266 { 175 {
267 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 176 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
268 if (spell->stats.sp && !sp) 177 if (spell->stats.sp && !sp)
269 sp = 1; 178 sp = 1;
179
270 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 180 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
271 if (spell->stats.grace && !grace) 181 if (spell->stats.grace && !grace)
272 grace = 1; 182 grace = 1;
273 } 183 }
184
274 if (flags == SPELL_HIGHEST) 185 if (flags == SPELL_HIGHEST)
275 return MAX (sp, grace); 186 return MAX (sp, grace);
276 else if (flags == SPELL_GRACE) 187 else if (flags == SPELL_GRACE)
277 return grace; 188 return grace;
278 else if (flags == SPELL_MANA) 189 else if (flags == SPELL_MANA)
282 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 193 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
283 return 0; 194 return 0;
284 } 195 }
285} 196}
286 197
198/*
199 * Return the effective casting level of the spell.
200 * To make spells independent of their starting level, this function
201 * scales the range spellstartlevel .. 100 into the range 1..100
202 */
203static int
204SP_casting_level (object *caster, object *spell)
205{
206 return casting_level (caster, spell);
207}
287 208
288/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 209/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289 * spob is the spell we are adjusting. 210 * spob is the spell we are adjusting.
290 */ 211 */
291int 212int
292SP_level_dam_adjust (object *caster, object *spob) 213SP_level_dam_adjust (object *caster, object *spob)
293{ 214{
294 int level = caster_level (caster, spob);
295 int adj = level - min_casting_level (caster, spob);
296
297 if (adj < 0)
298 adj = 0;
299 if (spob->dam_modifier) 215 if (!spob->dam_modifier)
300 adj /= spob->dam_modifier;
301 else
302 adj = 0;
303 return adj; 216 return 0;
217
218 return SP_casting_level (caster, spob) / spob->dam_modifier;
304} 219}
305 220
306/* Adjust the strength of the spell based on level. 221/* Adjust the strength of the spell based on level.
307 * This is basically the same as SP_level_dam_adjust above, 222 * This is basically the same as SP_level_dam_adjust above,
308 * but instead looks at the level_modifier value. 223 * but instead looks at the level_modifier value.
309 */ 224 */
310int 225int
311SP_level_duration_adjust (object *caster, object *spob) 226SP_level_duration_adjust (object *caster, object *spob)
312{ 227{
313 int level = caster_level (caster, spob);
314 int adj = level - min_casting_level (caster, spob);
315
316 if (adj < 0)
317 adj = 0;
318 if (spob->duration_modifier) 228 if (!spob->duration_modifier)
319 adj /= spob->duration_modifier;
320 else
321 adj = 0;
322
323 return adj; 229 return 0;
230
231 return SP_casting_level (caster, spob) / spob->duration_modifier;
324} 232}
325 233
326/* Adjust the strength of the spell based on level. 234/* Adjust the strength of the spell based on level.
327 * This is basically the same as SP_level_dam_adjust above, 235 * This is basically the same as SP_level_dam_adjust above,
328 * but instead looks at the level_modifier value. 236 * but instead looks at the level_modifier value.
329 */ 237 */
330int 238int
331SP_level_range_adjust (object *caster, object *spob) 239SP_level_range_adjust (object *caster, object *spob)
332{ 240{
333 int level = caster_level (caster, spob);
334 int adj = level - min_casting_level (caster, spob);
335
336 if (adj < 0)
337 adj = 0;
338 if (spob->range_modifier) 241 if (!spob->range_modifier)
339 adj /= spob->range_modifier;
340 else
341 adj = 0;
342
343 return adj; 242 return 0;
243
244 return SP_casting_level (caster, spob) / spob->range_modifier;
344} 245}
345 246
346/* Checks to see if player knows the spell. If the name is the same 247/* Checks to see if player knows the spell. If the name is the same
347 * as an existing spell, we presume they know it. 248 * as an existing spell, we presume they know it.
348 * returns 1 if they know the spell, 0 if they don't. 249 * returns 1 if they know the spell, 0 if they don't.
349 */ 250 */
350object * 251object *
351check_spell_known (object *op, const char *name) 252check_spell_known (object *op, const char *name)
352{ 253{
353 object *spop; 254 object *spop;
255 shstr_cmp name_ (name);
354 256
355 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
356 if (spop->type == SPELL && !strcmp (spop->name, name)) 258 if (spop->type == SPELL && spop->name == name)
357 return spop; 259 return spop;
358 260
359 return NULL; 261 return 0;
360} 262}
361
362 263
363/* 264/*
364 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
365 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
366 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
367 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
368 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
369 * exact match, we also return NULL. 270 * exact match, we also return NULL.
370 */ 271 */
371
372object * 272object *
373lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
374{ 274{
375 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = NULL, *spob2 = NULL, *spob;
376 int nummatch = 0; 276 int nummatch = 0;
422 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
423 */ 323 */
424int 324int
425reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
426{ 326{
427 object *op;
428
429 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
430 return 0; 328 return 0;
329
431 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
432 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
433 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!QUERY_FLAG (op, FLAG_ALIVE)
434 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
435 return 1; 334 return 1;
436 335
457 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 356 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."); 357 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
459 dir = 0; 358 dir = 0;
460 } 359 }
461 360
361 SET_FLAG (new_op, FLAG_IDENTIFIED);
462 op->map->insert (new_op, 362 op->map->insert (new_op,
463 op->x + freearr_x[dir], op->y + freearr_y[dir], 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
464 op, 364 op,
465 dir ? 0 : INS_BELOW_ORIGINATOR); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
466 366
480{ 380{
481 if (!xy_normalise (m, x, y)) 381 if (!xy_normalise (m, x, y))
482 return 0; 382 return 0;
483 383
484 mapspace &ms = m->at (x, y); 384 mapspace &ms = m->at (x, y);
385 ms.update ();
485 386
486 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 387 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
487 return 0; 388 return 0;
488 389
489 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 390 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
525 /* 426 /*
526 * Combine similar spell effects into one spell effect. Needed for 427 * Combine similar spell effects into one spell effect. Needed for
527 * performance reasons with meteor swarm and the like, but also for 428 * performance reasons with meteor swarm and the like, but also for
528 * playability reasons. 429 * playability reasons.
529 */ 430 */
530 if (tmp->arch == op->arch 431 if (tmp->arch == op->arch /* no harm if not comparing by name here */
531 && tmp->type == op->type 432 && tmp->type == op->type
532 && tmp->subtype == op->subtype 433 && tmp->subtype == op->subtype
533 && tmp->owner == op->owner 434 && tmp->owner == op->owner
534 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 435 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
535 { 436 {
556 * dir: direction to fire in. 457 * dir: direction to fire in.
557 * spell: spell that is being fired. It uses other_arch for the archetype 458 * spell: spell that is being fired. It uses other_arch for the archetype
558 * to fire. 459 * to fire.
559 * returns 0 on failure, 1 on success. 460 * returns 0 on failure, 1 on success.
560 */ 461 */
561
562int 462int
563fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 463fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
564{ 464{
565 object *tmp;
566 int mflags;
567 maptile *m;
568
569 if (spell->other_arch == NULL) 465 if (!spell->other_arch)
570 return 0; 466 return 0;
571 467
572 m = op->map; 468 object *tmp = spell->other_arch->instance ();
573 mflags = get_map_flags (m, &m, x, y, &x, &y);
574 if (mflags & P_OUT_OF_MAP)
575 {
576 return 0;
577 }
578 469
579 tmp = arch_to_object (spell->other_arch); 470 if (!tmp)
580
581 if (tmp == NULL)
582 return 0; 471 return 0;
583
584 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
585 {
586 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
587 tmp->destroy ();
588 return 0;
589 }
590 472
591 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 473 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
592 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 474 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
593 /* code in time.c uses food for some things, duration for others */ 475 /* code in time.c uses food for some things, duration for others */
594 tmp->stats.food = tmp->duration; 476 tmp->stats.food = tmp->duration;
595 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 477 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
596 tmp->attacktype = spell->attacktype; 478 tmp->attacktype = spell->attacktype;
597 tmp->x = x;
598 tmp->y = y;
599 tmp->direction = dir; 479 tmp->direction = dir;
600 if (op->owner != NULL)
601 tmp->set_owner (op); 480 tmp->set_owner (op);
602 else
603 tmp->set_owner (op);
604 tmp->level = caster_level (caster, spell); 481 tmp->level = casting_level (caster, spell);
605 set_spell_skill (op, caster, spell, tmp); 482 set_spell_skill (op, caster, spell, tmp);
606 483
607 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 484 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
608 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 485 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
609 {
610 if (!tailor_god_spell (tmp, op)) 486 if (!tailor_god_spell (tmp, op))
611 return 0; 487 return 0;
612 } 488
613 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 489 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
614 SET_ANIMATION (tmp, dir); 490 SET_ANIMATION (tmp, dir);
615 491
616 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 492 if ((tmp = op->map->insert (tmp, x, y, op)))
617 move_spell_effect (tmp); 493 move_spell_effect (tmp);
618 494
619 return 1; 495 return 1;
620} 496}
621 497
676 if (!tmp) 552 if (!tmp)
677 tmp = op->ms ().player (); 553 tmp = op->ms ().player ();
678 554
679 return tmp; 555 return tmp;
680} 556}
681
682
683 557
684/* raytrace: 558/* raytrace:
685 * spell_find_dir(map, x, y, exclude) will search first the center square 559 * spell_find_dir(map, x, y, exclude) will search first the center square
686 * then some close squares in the given map at the given coordinates for 560 * then some close squares in the given map at the given coordinates for
687 * live objects. 561 * live objects.
690 * monsters/generators only. If not, the spell will hunt players only. 564 * monsters/generators only. If not, the spell will hunt players only.
691 * It returns the direction toward the first/closest live object if it finds 565 * It returns the direction toward the first/closest live object if it finds
692 * any, otherwise -1. 566 * any, otherwise -1.
693 * note that exclude can be NULL, in which case all bets are off. 567 * note that exclude can be NULL, in which case all bets are off.
694 */ 568 */
695
696int 569int
697spell_find_dir (maptile *m, int x, int y, object *exclude) 570spell_find_dir (maptile *m, int x, int y, object *exclude)
698{ 571{
699 int i, max = SIZEOFFREE; 572 int i, max = SIZEOFFREE;
700 sint16 nx, ny; 573 sint16 nx, ny;
780 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 653 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
781 654
782 insert_ob_in_map (head, op->map, op, 0); 655 insert_ob_in_map (head, op->map, op, 0);
783 656
784 /* thought it'd be cool to insert a burnout, too. */ 657 /* thought it'd be cool to insert a burnout, too. */
785 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 658 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
786 } 659 }
787} 660}
788 661
789/* peterm: function which summons hostile monsters and 662/* peterm: function which summons hostile monsters and
790 * places them in nearby squares. 663 * places them in nearby squares.
872 { 745 {
873 SET_ANIMATION (op, ATTACKS[i].face); 746 SET_ANIMATION (op, ATTACKS[i].face);
874 } 747 }
875} 748}
876 749
877
878/* prayer_failure: This is called when a player fails 750/* prayer_failure: This is called when a player fails
879 * at casting a prayer. 751 * at casting a prayer.
880 * op is the player. 752 * op is the player.
881 * failure is basically how much grace they had. 753 * failure is basically how much grace they had.
882 * power is how much grace the spell would normally take to cast. 754 * power is how much grace the spell would normally take to cast.
883 */ 755 */
884
885void 756void
886prayer_failure (object *op, int failure, int power) 757prayer_failure (object *op, int failure, int power)
887{ 758{
888 const char *godname; 759 const char *godname;
889 object *tmp; 760 object *tmp;
994 if (!spell_ob->other_arch) 865 if (!spell_ob->other_arch)
995 { 866 {
996 LOG (llevError, "cast_party_spell: empty other arch\n"); 867 LOG (llevError, "cast_party_spell: empty other arch\n");
997 return 0; 868 return 0;
998 } 869 }
870
999 spell = arch_to_object (spell_ob->other_arch); 871 spell = arch_to_object (spell_ob->other_arch);
1000 872
1001 /* Always cast spell on caster */ 873 /* Always cast spell on caster */
1002 success = cast_spell (op, caster, dir, spell, stringarg); 874 success = cast_spell (op, caster, dir, spell, stringarg);
1003 875
1004 if (caster->contr->party == NULL) 876 if (caster->contr->party == NULL)
1005 { 877 {
1006 spell->remove (); 878 spell->remove ();
1007 return success; 879 return success;
1008 } 880 }
881
1009 for_all_players (pl) 882 for_all_players (pl)
1010 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 883 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); 884 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1013 } 885
1014 spell->remove (); 886 spell->remove ();
1015 return success; 887 return success;
1016} 888}
1017 889
1018/* This is where the main dispatch when someone casts a spell. 890/* This is where the main dispatch when someone casts a spell.
1044 */ 916 */
1045int 917int
1046cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 918cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1047{ 919{
1048 const char *godname; 920 const char *godname;
1049 int success = 0, mflags, cast_level = 0; 921 int success = 0;
1050 object *skill = NULL; 922 object *skill = NULL;
1051 923
1052 if (!spell_ob) 924 if (!spell_ob)
1053 { 925 {
1054 LOG (llevError, "cast_spell: null spell object passed\n"); 926 LOG (llevError, "cast_spell: null spell object passed\n");
1083 * need to have the right skill pointer passed, so we need to 955 * need to have the right skill pointer passed, so we need to
1084 * at least process that code. 956 * at least process that code.
1085 */ 957 */
1086 if (op->type == PLAYER && op == caster) 958 if (op->type == PLAYER && op == caster)
1087 { 959 {
1088 cast_level = caster_level (caster, spell_ob);
1089
1090 if (spell_ob->skill) 960 if (spell_ob->skill)
1091 { 961 {
1092 skill = find_skill_by_name (op, spell_ob->skill); 962 skill = find_skill_by_name (op, spell_ob->skill);
1093 963
1094 if (!skill) 964 if (!skill)
1095 { 965 {
1096 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 966 op->failmsg (format ("You need the skill %s to cast %s! "
967 "H<You either need to learn the skill via a skill scroll "
968 "or you need to wear a talisman or holy symbol.>",
969 &spell_ob->skill, &spell_ob->name));
1097 return 0; 970 return 0;
1098 } 971 }
1099 972
1100 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 973 const char *msg = "";
974
975 int caster_level = skill->level;
976
977 if (op->path_attuned & spell_ob->path_attuned)
1101 { 978 {
1102 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 979 caster_level += min (caster_level, ATTUNE_REPELL);
980 msg = " (attuned)";
981 }
982
983 if (op->path_repelled & spell_ob->path_attuned)
984 {
985 caster_level -= ATTUNE_REPELL; // negative is ok
986 msg = " (repelled)";
987 }
988
989 if (spell_ob->level > caster_level)
990 {
991 op->failmsg (format ("You lack enough skill to cast that spell! "
992 "H<Your effective cast level is %d%s, but level %d is required.>",
993 caster_level, msg, spell_ob->level));
994 if (!op->is_wiz ())
1103 return 0; 995 return 0;
1104 } 996 }
1105 } 997 }
1106 998
1107 /* If the caster is the wiz, they don't ever fail, and don't have 999 /* If the caster is the wiz, they don't ever fail, and don't have
1108 * to have sufficient grace/mana. 1000 * to have sufficient grace/mana.
1109 */ 1001 */
1110 if (!QUERY_FLAG (op, FLAG_WIZ)) 1002 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1111 { 1003 {
1112 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1004 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1113 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1005 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1114 { 1006 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1007 op->failmsg ("You don't have enough mana!");
1116 return 0; 1008 return 0;
1117 } 1009 }
1118 1010
1119 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1011 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1120 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1012 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1121 { 1013 {
1122 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1014 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) 1015 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); 1016 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1126 }
1127 else 1017 else
1128 { 1018 {
1129 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1019 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); 1020 op->failmsg (format ("%s ignores your prayer.", godname));
1131 return 0; 1021 return 0;
1132 } 1022 }
1133 } 1023 }
1134 1024
1135 /* player/monster is trying to cast the spell. might fumble it */ 1025 /* player/monster is trying to cast the spell. might fumble it */
1136 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1026 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])) 1027 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1138 { 1028 {
1139 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1029 op->contr->play_sound (sound_find ("fumble_spell"));
1140 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer."); 1030 op->failmsg ("You fumble the prayer.");
1141 1031
1142 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1032 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1143 return 0; 1033 return 0;
1144 } 1034 }
1145 else if (spell_ob->stats.sp) 1035 else if (spell_ob->stats.sp)
1146 { 1036 {
1147 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1037 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1148 1038
1149 if (failure < 0) 1039 if (failure < 0)
1150 { 1040 {
1151 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1041 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1152 if (settings.spell_failure_effects == TRUE) 1042 if (settings.spell_failure_effects == TRUE)
1153 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1043 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1154 1044
1155 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1045 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1156 return 0; 1046 return 0;
1157 } 1047 }
1158 } 1048 }
1159 } 1049 }
1160 } 1050 }
1161 1051
1162 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1052 int mflags = op->ms ().flags ();
1163 1053
1164 /* See if we can cast a spell here. If the caster and op are 1054 /* 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 1055 * not alive, then this would mean that the mapmaker put the
1166 * objects on the space - presume that they know what they are 1056 * objects on the space - presume that they know what they are
1167 * doing. 1057 * doing.
1168 */ 1058 */
1169 1059
1170 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1060 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1171 { 1061 {
1172 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1062 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1173 return 0; 1063 return 0;
1174 } 1064 }
1175 1065
1176 if ((spell_ob->type == SPELL) 1066 if ((spell_ob->type == SPELL)
1177 && (caster->type != POTION) 1067 && (caster->type != POTION)
1182 { 1072 {
1183 if (op->type != PLAYER) 1073 if (op->type != PLAYER)
1184 return 0; 1074 return 0;
1185 1075
1186 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1076 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); 1077 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1188 else if (object *item = op->contr->ranged_ob) 1078 else if (object *item = op->contr->ranged_ob)
1189 { 1079 {
1190 if (item->type == SPELL) 1080 if (item->type == SPELL)
1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1081 op->failmsg ("Something blocks your spellcasting.");
1192 else if (item->type == SCROLL) 1082 else if (item->type == SCROLL)
1193 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1083 op->failmsg ("Something blocks the magic of your scroll.");
1194 else 1084 else
1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); 1085 op->failmsg ("Something blocks the magic of your item.");
1196 } 1086 }
1197 else 1087 else
1198 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); 1088 op->failmsg ("Something blocks the spell!");
1199 1089
1200 return 0; 1090 return 0;
1201 } 1091 }
1202 1092
1203 /* Take into account how long it takes to cast the spell. 1093 /* Take into account how long it takes to cast the spell.
1233 if (op != caster && !skill && caster->skill) 1123 if (op != caster && !skill && caster->skill)
1234 { 1124 {
1235 skill = find_skill_by_name (op, caster->skill); 1125 skill = find_skill_by_name (op, caster->skill);
1236 if (!skill) 1126 if (!skill)
1237 { 1127 {
1238 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1128 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1239 return 0; 1129 return 0;
1240 } 1130 }
1241 1131
1242 op->change_skill (skill); /* needed for proper exp credit */ 1132 op->change_skill (skill); /* needed for proper exp credit */
1243 } 1133 }
1285 case SP_SMITE: 1175 case SP_SMITE:
1286 success = cast_smite_spell (op, caster, dir, spell_ob); 1176 success = cast_smite_spell (op, caster, dir, spell_ob);
1287 break; 1177 break;
1288 1178
1289 case SP_MAGIC_MISSILE: 1179 case SP_MAGIC_MISSILE:
1290 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1180 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1291 break; 1181 break;
1292 1182
1293 case SP_SUMMON_GOLEM: 1183 case SP_SUMMON_GOLEM:
1294 success = summon_golem (op, caster, dir, spell_ob); 1184 success = summon_golem (op, caster, dir, spell_ob);
1295 break; 1185 break;
1372#ifdef NO_POLYMORPH 1262#ifdef NO_POLYMORPH
1373 /* Not great, but at least provide feedback so if players do have 1263 /* 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 1264 * polymorph (ie, find it as a preset item or left over from before
1375 * it was disabled), they get some feedback. 1265 * it was disabled), they get some feedback.
1376 */ 1266 */
1377 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1267 op->failmsg ("The spell fizzles!");
1378 success = 0; 1268 success = 0;
1379#else 1269#else
1380 success = cast_polymorph (op, caster, spell_ob, dir); 1270 success = cast_polymorph (op, caster, spell_ob, dir);
1381#endif 1271#endif
1382 break; 1272 break;
1402 break; 1292 break;
1403 1293
1404 case SP_MOVING_BALL: 1294 case SP_MOVING_BALL:
1405 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1295 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1406 { 1296 {
1407 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1297 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1408 success = 0; 1298 success = 0;
1409 } 1299 }
1410 else 1300 else
1411 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1301 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1412 break; 1302 break;
1413 1303
1414 case SP_SWARM: 1304 case SP_SWARM:
1415 success = fire_swarm (op, caster, spell_ob, dir); 1305 success = fire_swarm (op, caster, spell_ob, dir);
1416 break; 1306 break;
1462 1352
1463 default: 1353 default:
1464 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1354 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1465 } 1355 }
1466 1356
1467 /* FIXME - we need some better sound suppport */ 1357 op->play_sound (
1468 // yes, for example, augment map info with the spell effect 1358 success
1469 // so clients can calculate the sounds themselves 1359 ? spell_ob->sound
1470 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1360 ? spell_ob->sound
1361 : sound_find ("spell_success")
1362 : sound_find ("fumble_spell")
1363 );
1471 1364
1472 return success; 1365 return success;
1473} 1366}
1474 1367
1475
1476/* This is called from time.c/process_object(). That function 1368/* This is called from time.c/process_object(). That function
1477 * calls this for any SPELL_EFFECT type objects. This function 1369 * calls this for any SPELL_EFFECT type objects. This function
1478 * then dispatches them to the appropriate specific routines. 1370 * then dispatches them to the appropriate specific routines.
1479 */ 1371 */
1480void 1372void
1481move_spell_effect (object *op) 1373move_spell_effect (object *op)
1482{ 1374{
1540 check_bullet (op); 1432 check_bullet (op);
1541 return; 1433 return;
1542 } 1434 }
1543} 1435}
1544 1436
1545/* This is called by move_apply. Basically, if someone 1437/* This is called by move_apply. Basically, if someone
1546 * moves onto a spell effect and the walk_on or fly_on flags 1438 * moves onto a spell effect and the walk_on or fly_on flags
1547 * are set, this is called. This should only be called for 1439 * are set, this is called. This should only be called for
1548 * objects of the appropraite type. 1440 * objects of the appropriate type.
1549 */ 1441 */
1550void 1442void
1551apply_spell_effect (object *spell, object *victim) 1443apply_spell_effect (object *spell, object *victim)
1552{ 1444{
1553 switch (spell->subtype) 1445 switch (spell->subtype)
1559 1451
1560 case SP_MAGIC_MISSILE: 1452 case SP_MAGIC_MISSILE:
1561 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1453 if (QUERY_FLAG (victim, FLAG_ALIVE))
1562 { 1454 {
1563 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1455 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1564
1565 if (!spell->destroyed ())
1566 spell->destroy (); 1456 spell->destroy ();
1567 } 1457 }
1568 break; 1458 break;
1569 1459
1570 case SP_MOVING_BALL: 1460 case SP_MOVING_BALL:
1571 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1461 if (QUERY_FLAG (victim, FLAG_ALIVE))
1572 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1462 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1573 else if (victim->materialname) 1463 else if (victim->materialname)
1574 save_throw_object (victim, spell->attacktype, spell); 1464 save_throw_object (victim, spell->attacktype, spell);
1465
1575 break; 1466 break;
1576 } 1467 }
1577} 1468}
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