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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.45 by root, Thu May 17 00:33:29 2007 UTC vs.
Revision 1.67 by root, Sun Apr 20 00:44:13 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.
458 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 369 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."); 370 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
460 dir = 0; 371 dir = 0;
461 } 372 }
462 373
374 SET_FLAG (new_op, FLAG_IDENTIFIED);
463 op->map->insert (new_op, 375 op->map->insert (new_op,
464 op->x + freearr_x[dir], op->y + freearr_y[dir], 376 op->x + freearr_x[dir], op->y + freearr_y[dir],
465 op, 377 op,
466 dir ? 0 : INS_BELOW_ORIGINATOR); 378 dir ? 0 : INS_BELOW_ORIGINATOR);
467 379
557 * dir: direction to fire in. 469 * dir: direction to fire in.
558 * spell: spell that is being fired. It uses other_arch for the archetype 470 * spell: spell that is being fired. It uses other_arch for the archetype
559 * to fire. 471 * to fire.
560 * returns 0 on failure, 1 on success. 472 * returns 0 on failure, 1 on success.
561 */ 473 */
562
563int 474int
564fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 475fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
565{ 476{
566 object *tmp; 477 object *tmp;
567 int mflags; 478 int mflags;
748 659
749 /* find a free square nearby 660 /* find a free square nearby
750 * first we check the closest square for free squares 661 * first we check the closest square for free squares
751 */ 662 */
752 663
753 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 664 dir = find_first_free_spot (at, op->map, op->x, op->y);
754 if (dir != -1) 665 if (dir != -1)
755 { 666 {
756 /* This is basically grabbed for generate monster. Fixed 971225 to 667 /* This is basically grabbed for generate monster. Fixed 971225 to
757 * insert multipart monsters properly 668 * insert multipart monsters properly
758 */ 669 */
670 //TODO: use expand_tail + ...
759 while (at != NULL) 671 while (at != NULL)
760 { 672 {
761 tmp = arch_to_object (at); 673 tmp = arch_to_object (at);
762 tmp->x = op->x + freearr_x[dir] + at->clone.x; 674 tmp->x = op->x + freearr_x[dir] + at->x;
763 tmp->y = op->y + freearr_y[dir] + at->clone.y; 675 tmp->y = op->y + freearr_y[dir] + at->y;
764 tmp->map = op->map; 676 tmp->map = op->map;
765 if (head) 677 if (head)
766 { 678 {
767 tmp->head = head; 679 tmp->head = head;
768 prev->more = tmp; 680 prev->more = tmp;
769 } 681 }
682
770 if (!head) 683 if (!head)
771 head = tmp; 684 head = tmp;
685
772 prev = tmp; 686 prev = tmp;
687
773 at = at->more; 688 at = (archetype *)at->more;
774 } 689 }
775 690
776 if (head->randomitems) 691 if (head->randomitems)
777 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 692 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
778 693
991 if (!spell_ob->other_arch) 906 if (!spell_ob->other_arch)
992 { 907 {
993 LOG (llevError, "cast_party_spell: empty other arch\n"); 908 LOG (llevError, "cast_party_spell: empty other arch\n");
994 return 0; 909 return 0;
995 } 910 }
911
996 spell = arch_to_object (spell_ob->other_arch); 912 spell = arch_to_object (spell_ob->other_arch);
997 913
998 /* Always cast spell on caster */ 914 /* Always cast spell on caster */
999 success = cast_spell (op, caster, dir, spell, stringarg); 915 success = cast_spell (op, caster, dir, spell, stringarg);
1000 916
1001 if (caster->contr->party == NULL) 917 if (caster->contr->party == NULL)
1002 { 918 {
1003 spell->remove (); 919 spell->remove ();
1004 return success; 920 return success;
1005 } 921 }
922
1006 for_all_players (pl) 923 for_all_players (pl)
1007 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 924 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1008 {
1009 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 925 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1010 } 926
1011 spell->remove (); 927 spell->remove ();
1012 return success; 928 return success;
1013} 929}
1014 930
1015/* This is where the main dispatch when someone casts a spell. 931/* This is where the main dispatch when someone casts a spell.
1041 */ 957 */
1042int 958int
1043cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 959cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1044{ 960{
1045 const char *godname; 961 const char *godname;
1046 int success = 0, mflags, cast_level = 0; 962 int success = 0, cast_level = 0;
1047 object *skill = NULL; 963 object *skill = NULL;
1048 964
1049 if (!spell_ob) 965 if (!spell_ob)
1050 { 966 {
1051 LOG (llevError, "cast_spell: null spell object passed\n"); 967 LOG (llevError, "cast_spell: null spell object passed\n");
1088 { 1004 {
1089 skill = find_skill_by_name (op, spell_ob->skill); 1005 skill = find_skill_by_name (op, spell_ob->skill);
1090 1006
1091 if (!skill) 1007 if (!skill)
1092 { 1008 {
1093 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1009 op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name));
1094 return 0; 1010 return 0;
1095 } 1011 }
1096 1012
1097 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1013 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1098 { 1014 {
1099 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1015 op->failmsg ("You lack enough skill to cast that spell!");
1100 return 0; 1016 return 0;
1101 } 1017 }
1102 } 1018 }
1103 1019
1104 /* If the caster is the wiz, they don't ever fail, and don't have 1020 /* If the caster is the wiz, they don't ever fail, and don't have
1107 if (!QUERY_FLAG (op, FLAG_WIZ)) 1023 if (!QUERY_FLAG (op, FLAG_WIZ))
1108 { 1024 {
1109 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1025 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1110 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1026 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1111 { 1027 {
1112 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1028 op->failmsg ("You don't have enough mana!");
1113 return 0; 1029 return 0;
1114 } 1030 }
1115 1031
1116 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1117 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1033 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1118 { 1034 {
1119 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1035 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1120 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1036 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1121 {
1122 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1037 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1123 }
1124 else 1038 else
1125 { 1039 {
1126 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1040 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1127 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1041 op->failmsg (format ("%s ignores your prayer.", godname));
1128 return 0; 1042 return 0;
1129 } 1043 }
1130 } 1044 }
1131 1045
1132 /* player/monster is trying to cast the spell. might fumble it */ 1046 /* player/monster is trying to cast the spell. might fumble it */
1133 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1047 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1134 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1048 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1135 { 1049 {
1136 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1050 op->contr->play_sound (sound_find ("fumble_spell"));
1137 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1051 op->failmsg ("You fumble the prayer.");
1138
1139 if (settings.casting_time == TRUE)
1140 op->casting_time = -1;
1141 1052
1142 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1053 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1143 return 0; 1054 return 0;
1144 } 1055 }
1145 else if (spell_ob->stats.sp) 1056 else if (spell_ob->stats.sp)
1146 { 1057 {
1147 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1058 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1148 1059
1149 if (failure < 0) 1060 if (failure < 0)
1150 { 1061 {
1151 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1062 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1152 if (settings.spell_failure_effects == TRUE) 1063 if (settings.spell_failure_effects == TRUE)
1153 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1064 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1154 1065
1155 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1066 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1156 return 0; 1067 return 0;
1157 } 1068 }
1158 } 1069 }
1159 } 1070 }
1160 } 1071 }
1161 1072
1162 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1073 int mflags = op->ms ().flags ();
1163 1074
1164 /* See if we can cast a spell here. If the caster and op are 1075 /* 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 1076 * not alive, then this would mean that the mapmaker put the
1166 * objects on the space - presume that they know what they are 1077 * objects on the space - presume that they know what they are
1167 * doing. 1078 * doing.
1168 */ 1079 */
1169 1080
1170 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1081 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1171 { 1082 {
1172 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1083 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1173 return 0; 1084 return 0;
1174 } 1085 }
1175 1086
1176 if ((spell_ob->type == SPELL) 1087 if ((spell_ob->type == SPELL)
1177 && (caster->type != POTION) 1088 && (caster->type != POTION)
1182 { 1093 {
1183 if (op->type != PLAYER) 1094 if (op->type != PLAYER)
1184 return 0; 1095 return 0;
1185 1096
1186 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1097 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); 1098 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1188 else if (object *item = op->contr->ranged_ob) 1099 else if (object *item = op->contr->ranged_ob)
1189 { 1100 {
1190 if (item->type == SPELL) 1101 if (item->type == SPELL)
1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1102 op->failmsg ("Something blocks your spellcasting.");
1192 else if (item->type == SCROLL) 1103 else if (item->type == SCROLL)
1193 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1104 op->failmsg ("Something blocks the magic of your scroll.");
1194 else 1105 else
1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); 1106 op->failmsg ("Something blocks the magic of your item.");
1196 } 1107 }
1197 else 1108 else
1198 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); 1109 op->failmsg ("Something blocks the spell!");
1199 1110
1200 return 0; 1111 return 0;
1201 } 1112 }
1202 1113
1203 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1204 {
1205 if (op->casting_time == -1)
1206 { /* begin the casting */
1207 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1208 op->spell = spell_ob;
1209 /* put the stringarg into the object struct so that when the
1210 * spell is actually cast, it knows about the stringarg.
1211 * necessary for the invoke command spells.
1212 */
1213 op->spellarg = stringarg ? strdup (stringarg) : 0;
1214
1215 return 0;
1216 }
1217 else if (op->casting_time != 0)
1218 {
1219 if (op->type == PLAYER)
1220 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1221
1222 return 0;
1223 }
1224 else
1225 { /* casting_time == 0 */
1226 op->casting_time = -1;
1227 spell_ob = op->spell;
1228 stringarg = op->spellarg;
1229 }
1230 }
1231 else
1232 {
1233 /* Take into account how long it takes to cast the spell. 1114 /* Take into account how long it takes to cast the spell.
1234 * if the player is casting it, then we use the time in 1115 * if the player is casting it, then we use the time in
1235 * the spell object. If it is a spell object, have it 1116 * the spell object. If it is a spell object, have it
1236 * take two ticks. Things that cast spells on the players 1117 * take two ticks. Things that cast spells on the players
1237 * behalf (eg, altars, and whatever else) shouldn't cost 1118 * behalf (eg, altars, and whatever else) shouldn't cost
1238 * the player any time. 1119 * the player any time.
1239 * Ignore casting time for firewalls 1120 * Ignore casting time for firewalls
1121 */
1122 if (caster == op && caster->type != FIREWALL)
1123 {
1124 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1125 /* Other portions of the code may also decrement the speed of the player, so
1126 * put a lower limit so that the player isn't stuck here too long
1240 */ 1127 */
1241 if (caster == op && caster->type != FIREWALL)
1242 {
1243 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1244 /* Other portions of the code may also decrement the speed of the player, so
1245 * put a lower limit so that the player isn't stuck here too long
1246 */
1247 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1128 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1248 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1129 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1249 } 1130 }
1250 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1131 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1251 op->speed_left -= 2 * FABS (op->speed); 1132 op->speed_left -= 2 * FABS (op->speed);
1252 }
1253 1133
1254 if (op->type == PLAYER && op == caster) 1134 if (op->type == PLAYER && op == caster)
1255 { 1135 {
1256 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1136 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1257 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1137 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1264 if (op != caster && !skill && caster->skill) 1144 if (op != caster && !skill && caster->skill)
1265 { 1145 {
1266 skill = find_skill_by_name (op, caster->skill); 1146 skill = find_skill_by_name (op, caster->skill);
1267 if (!skill) 1147 if (!skill)
1268 { 1148 {
1269 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1149 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1270 return 0; 1150 return 0;
1271 } 1151 }
1272 1152
1273 change_skill (op, skill, 0); /* needed for proper exp credit */ 1153 op->change_skill (skill); /* needed for proper exp credit */
1274 } 1154 }
1155
1156 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1157 return RESULT_INT (0);
1275 1158
1276 switch (spell_ob->subtype) 1159 switch (spell_ob->subtype)
1277 { 1160 {
1278 /* The order of case statements is same as the order they show up 1161 /* The order of case statements is same as the order they show up
1279 * in in spells.h. 1162 * in in spells.h.
1400#ifdef NO_POLYMORPH 1283#ifdef NO_POLYMORPH
1401 /* Not great, but at least provide feedback so if players do have 1284 /* Not great, but at least provide feedback so if players do have
1402 * polymorph (ie, find it as a preset item or left over from before 1285 * polymorph (ie, find it as a preset item or left over from before
1403 * it was disabled), they get some feedback. 1286 * it was disabled), they get some feedback.
1404 */ 1287 */
1405 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1288 op->failmsg ("The spell fizzles!");
1406 success = 0; 1289 success = 0;
1407#else 1290#else
1408 success = cast_polymorph (op, caster, spell_ob, dir); 1291 success = cast_polymorph (op, caster, spell_ob, dir);
1409#endif 1292#endif
1410 break; 1293 break;
1430 break; 1313 break;
1431 1314
1432 case SP_MOVING_BALL: 1315 case SP_MOVING_BALL:
1433 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1316 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1434 { 1317 {
1435 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1318 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1436 success = 0; 1319 success = 0;
1437 } 1320 }
1438 else 1321 else
1439 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1322 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1440 break; 1323 break;
1482 1365
1483 case SP_AURA: 1366 case SP_AURA:
1484 success = create_aura (op, caster, spell_ob); 1367 success = create_aura (op, caster, spell_ob);
1485 break; 1368 break;
1486 1369
1487 case SP_TOWN_PORTAL:
1488 success = cast_create_town_portal (op, caster, spell_ob, dir);
1489 break;
1490
1491 case SP_PARTY_SPELL: 1370 case SP_PARTY_SPELL:
1492 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1371 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1493 break; 1372 break;
1494 1373
1495 default: 1374 default:
1496 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1497 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1375 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1498 }
1499
1500 /* FIXME - we need some better sound suppport */
1501 // yes, for example, augment map info with the spell effect
1502 // so clients can calculate the sounds themselves
1503 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1504
1505 /* free the spell arg */
1506 if (settings.casting_time == TRUE && stringarg)
1507 { 1376 }
1508 free (stringarg); 1377
1509 stringarg = 0; 1378 op->play_sound (
1510 } 1379 success
1380 ? spell_ob->sound
1381 ? spell_ob->sound
1382 : sound_find ("spell_success")
1383 : sound_find ("fumble_spell")
1384 );
1511 1385
1512 return success; 1386 return success;
1513} 1387}
1514 1388
1515
1516/* This is called from time.c/process_object(). That function 1389/* This is called from time.c/process_object(). That function
1517 * calls this for any SPELL_EFFECT type objects. This function 1390 * calls this for any SPELL_EFFECT type objects. This function
1518 * then dispatches them to the appropriate specific routines. 1391 * then dispatches them to the appropriate specific routines.
1519 */ 1392 */
1520void 1393void
1521move_spell_effect (object *op) 1394move_spell_effect (object *op)
1522{ 1395{
1613 else if (victim->materialname) 1486 else if (victim->materialname)
1614 save_throw_object (victim, spell->attacktype, spell); 1487 save_throw_object (victim, spell->attacktype, spell);
1615 break; 1488 break;
1616 } 1489 }
1617} 1490}
1491

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