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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 1.70 by root, Sun May 4 18:24:11 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>
77 dest->skill = spob->skill; 77 dest->skill = spob->skill;
78 else 78 else
79 dest->skill = caster->skill; 79 dest->skill = caster->skill;
80} 80}
81 81
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 82/* pretty basic function - basically just takes
151 * 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
152 */ 84 */
153void 85void
154spell_effect (object *spob, int x, int y, maptile *map, object *originator) 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
168 * Returns modified level. 100 * Returns modified level.
169 */ 101 */
170int 102int
171min_casting_level (object *caster, object *spell) 103min_casting_level (object *caster, object *spell)
172{ 104{
173 int new_level;
174
175 if (caster->path_denied & spell->path_attuned) 105 if (caster->path_denied & spell->path_attuned)
176 return 1; 106 return 1;
177 107
178 new_level = spell->level 108 int new_level = spell->level
179 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 109 + (caster->path_repelled & spell->path_attuned ? +8 : 0)
180 + (caster->path_attuned & spell->path_attuned ? -2 : 0); 110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
181 111
182 return max (1, new_level); 112 return max (1, new_level);
183} 113}
184 114
185/* This function returns the effective level the spell 115/* This function returns the effective level the spell
191int 121int
192caster_level (object *caster, object *spell) 122caster_level (object *caster, object *spell)
193{ 123{
194 int level = caster->level; 124 int level = caster->level;
195 125
196 /* 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. */
197 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 */
198 for (int i = 0; i < NUM_SKILLS; i++) 135 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) 136 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
200 { 137 {
201 level = caster->contr->last_skill_ob[i]->level; 138 level = caster->contr->last_skill_ob[i]->level;
202 break; 139 break;
203 } 140 }
204 141
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 */ 142 /* Got valid caster level. Now adjust for attunement */
215 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 143 level += caster->path_repelled & spell->path_attuned ? -8 : 0;
216 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 144 level += caster->path_attuned & spell->path_attuned ? +8 : 0;
217 145
218 /* 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
219 * errors in various places. 147 * errors in various places.
220 */ 148 */
221 return max (level, 1); 149 return max (level, 1);
265 else 193 else
266 { 194 {
267 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 195 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
268 if (spell->stats.sp && !sp) 196 if (spell->stats.sp && !sp)
269 sp = 1; 197 sp = 1;
198
270 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 199 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
271 if (spell->stats.grace && !grace) 200 if (spell->stats.grace && !grace)
272 grace = 1; 201 grace = 1;
273 } 202 }
203
274 if (flags == SPELL_HIGHEST) 204 if (flags == SPELL_HIGHEST)
275 return MAX (sp, grace); 205 return MAX (sp, grace);
276 else if (flags == SPELL_GRACE) 206 else if (flags == SPELL_GRACE)
277 return grace; 207 return grace;
278 else if (flags == SPELL_MANA) 208 else if (flags == SPELL_MANA)
282 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);
283 return 0; 213 return 0;
284 } 214 }
285} 215}
286 216
287
288/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 217/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289 * spob is the spell we are adjusting. 218 * spob is the spell we are adjusting.
290 */ 219 */
291int 220int
292SP_level_dam_adjust (object *caster, object *spob) 221SP_level_dam_adjust (object *caster, object *spob)
293{ 222{
223 if (!spob->dam_modifier)
224 return 0;
225
294 int level = caster_level (caster, spob); 226 int level = caster_level (caster, spob);
295 int adj = level - min_casting_level (caster, spob); 227 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} 228}
305 229
306/* Adjust the strength of the spell based on level. 230/* Adjust the strength of the spell based on level.
307 * This is basically the same as SP_level_dam_adjust above, 231 * This is basically the same as SP_level_dam_adjust above,
308 * but instead looks at the level_modifier value. 232 * but instead looks at the level_modifier value.
309 */ 233 */
310int 234int
311SP_level_duration_adjust (object *caster, object *spob) 235SP_level_duration_adjust (object *caster, object *spob)
312{ 236{
237 if (!spob->duration_modifier)
238 return 0;
239
313 int level = caster_level (caster, spob); 240 int level = caster_level (caster, spob);
314 int adj = level - min_casting_level (caster, spob); 241 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} 242}
325 243
326/* Adjust the strength of the spell based on level. 244/* Adjust the strength of the spell based on level.
327 * This is basically the same as SP_level_dam_adjust above, 245 * This is basically the same as SP_level_dam_adjust above,
328 * but instead looks at the level_modifier value. 246 * but instead looks at the level_modifier value.
329 */ 247 */
330int 248int
331SP_level_range_adjust (object *caster, object *spob) 249SP_level_range_adjust (object *caster, object *spob)
332{ 250{
251 if (!spob->range_modifier)
252 return 0;
253
333 int level = caster_level (caster, spob); 254 int level = caster_level (caster, spob);
334 int adj = level - min_casting_level (caster, spob); 255 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} 256}
345 257
346/* 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
347 * as an existing spell, we presume they know it. 259 * as an existing spell, we presume they know it.
348 * 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.
457 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.");
458 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.");
459 dir = 0; 371 dir = 0;
460 } 372 }
461 373
374 SET_FLAG (new_op, FLAG_IDENTIFIED);
462 op->map->insert (new_op, 375 op->map->insert (new_op,
463 op->x + freearr_x[dir], op->y + freearr_y[dir], 376 op->x + freearr_x[dir], op->y + freearr_y[dir],
464 op, 377 op,
465 dir ? 0 : INS_BELOW_ORIGINATOR); 378 dir ? 0 : INS_BELOW_ORIGINATOR);
466 379
525 /* 438 /*
526 * Combine similar spell effects into one spell effect. Needed for 439 * Combine similar spell effects into one spell effect. Needed for
527 * performance reasons with meteor swarm and the like, but also for 440 * performance reasons with meteor swarm and the like, but also for
528 * playability reasons. 441 * playability reasons.
529 */ 442 */
530 if (tmp->arch == op->arch 443 if (tmp->arch == op->arch /* no harm if not comparing by name here */
531 && tmp->type == op->type 444 && tmp->type == op->type
532 && tmp->subtype == op->subtype 445 && tmp->subtype == op->subtype
533 && tmp->owner == op->owner 446 && tmp->owner == op->owner
534 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 447 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
535 { 448 {
556 * dir: direction to fire in. 469 * dir: direction to fire in.
557 * 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
558 * to fire. 471 * to fire.
559 * returns 0 on failure, 1 on success. 472 * returns 0 on failure, 1 on success.
560 */ 473 */
561
562int 474int
563fire_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)
564{ 476{
565 object *tmp; 477 object *tmp;
566 int mflags; 478 int mflags;
780 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 692 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
781 693
782 insert_ob_in_map (head, op->map, op, 0); 694 insert_ob_in_map (head, op->map, op, 0);
783 695
784 /* thought it'd be cool to insert a burnout, too. */ 696 /* 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); 697 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
786 } 698 }
787} 699}
788 700
789/* peterm: function which summons hostile monsters and 701/* peterm: function which summons hostile monsters and
790 * places them in nearby squares. 702 * places them in nearby squares.
994 if (!spell_ob->other_arch) 906 if (!spell_ob->other_arch)
995 { 907 {
996 LOG (llevError, "cast_party_spell: empty other arch\n"); 908 LOG (llevError, "cast_party_spell: empty other arch\n");
997 return 0; 909 return 0;
998 } 910 }
911
999 spell = arch_to_object (spell_ob->other_arch); 912 spell = arch_to_object (spell_ob->other_arch);
1000 913
1001 /* Always cast spell on caster */ 914 /* Always cast spell on caster */
1002 success = cast_spell (op, caster, dir, spell, stringarg); 915 success = cast_spell (op, caster, dir, spell, stringarg);
1003 916
1004 if (caster->contr->party == NULL) 917 if (caster->contr->party == NULL)
1005 { 918 {
1006 spell->remove (); 919 spell->remove ();
1007 return success; 920 return success;
1008 } 921 }
922
1009 for_all_players (pl) 923 for_all_players (pl)
1010 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)))
1011 {
1012 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 925 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1013 } 926
1014 spell->remove (); 927 spell->remove ();
1015 return success; 928 return success;
1016} 929}
1017 930
1018/* This is where the main dispatch when someone casts a spell. 931/* This is where the main dispatch when someone casts a spell.
1044 */ 957 */
1045int 958int
1046cast_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)
1047{ 960{
1048 const char *godname; 961 const char *godname;
1049 int success = 0, mflags, cast_level = 0; 962 int success = 0, cast_level = 0;
1050 object *skill = NULL; 963 object *skill = NULL;
1051 964
1052 if (!spell_ob) 965 if (!spell_ob)
1053 { 966 {
1054 LOG (llevError, "cast_spell: null spell object passed\n"); 967 LOG (llevError, "cast_spell: null spell object passed\n");
1091 { 1004 {
1092 skill = find_skill_by_name (op, spell_ob->skill); 1005 skill = find_skill_by_name (op, spell_ob->skill);
1093 1006
1094 if (!skill) 1007 if (!skill)
1095 { 1008 {
1096 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! "
1010 "H<You either need to learn the skill via a skill scroll "
1011 "or you need to wear a talisman or holy symbol.>",
1012 &spell_ob->skill, &spell_ob->name));
1097 return 0; 1013 return 0;
1098 } 1014 }
1099 1015
1016 int casting_level = min_casting_level (op, spell_ob);
1017
1100 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1018 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1101 { 1019 {
1102 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1020 op->failmsg (format ("You lack enough skill to cast that spell! "
1021 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
1022 cast_level, casting_level));
1103 return 0; 1023 return 0;
1104 } 1024 }
1105 } 1025 }
1106 1026
1107 /* If the caster is the wiz, they don't ever fail, and don't have 1027 /* If the caster is the wiz, they don't ever fail, and don't have
1110 if (!QUERY_FLAG (op, FLAG_WIZ)) 1030 if (!QUERY_FLAG (op, FLAG_WIZ))
1111 { 1031 {
1112 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1113 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1033 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1114 { 1034 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1035 op->failmsg ("You don't have enough mana!");
1116 return 0; 1036 return 0;
1117 } 1037 }
1118 1038
1119 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1120 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1040 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1121 { 1041 {
1122 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1042 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) 1043 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); 1044 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1126 }
1127 else 1045 else
1128 { 1046 {
1129 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1047 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); 1048 op->failmsg (format ("%s ignores your prayer.", godname));
1131 return 0; 1049 return 0;
1132 } 1050 }
1133 } 1051 }
1134 1052
1135 /* player/monster is trying to cast the spell. might fumble it */ 1053 /* player/monster is trying to cast the spell. might fumble it */
1136 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1054 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])) 1055 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1138 { 1056 {
1139 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1057 op->contr->play_sound (sound_find ("fumble_spell"));
1140 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer."); 1058 op->failmsg ("You fumble the prayer.");
1141 1059
1142 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1060 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1143 return 0; 1061 return 0;
1144 } 1062 }
1145 else if (spell_ob->stats.sp) 1063 else if (spell_ob->stats.sp)
1146 { 1064 {
1147 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1065 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1148 1066
1149 if (failure < 0) 1067 if (failure < 0)
1150 { 1068 {
1151 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1069 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1152 if (settings.spell_failure_effects == TRUE) 1070 if (settings.spell_failure_effects == TRUE)
1153 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1071 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1154 1072
1155 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1073 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1156 return 0; 1074 return 0;
1157 } 1075 }
1158 } 1076 }
1159 } 1077 }
1160 } 1078 }
1161 1079
1162 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1080 int mflags = op->ms ().flags ();
1163 1081
1164 /* See if we can cast a spell here. If the caster and op are 1082 /* 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 1083 * not alive, then this would mean that the mapmaker put the
1166 * objects on the space - presume that they know what they are 1084 * objects on the space - presume that they know what they are
1167 * doing. 1085 * doing.
1168 */ 1086 */
1169 1087
1170 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1088 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1171 { 1089 {
1172 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1090 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1173 return 0; 1091 return 0;
1174 } 1092 }
1175 1093
1176 if ((spell_ob->type == SPELL) 1094 if ((spell_ob->type == SPELL)
1177 && (caster->type != POTION) 1095 && (caster->type != POTION)
1182 { 1100 {
1183 if (op->type != PLAYER) 1101 if (op->type != PLAYER)
1184 return 0; 1102 return 0;
1185 1103
1186 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1104 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); 1105 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1188 else if (object *item = op->contr->ranged_ob) 1106 else if (object *item = op->contr->ranged_ob)
1189 { 1107 {
1190 if (item->type == SPELL) 1108 if (item->type == SPELL)
1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1109 op->failmsg ("Something blocks your spellcasting.");
1192 else if (item->type == SCROLL) 1110 else if (item->type == SCROLL)
1193 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1111 op->failmsg ("Something blocks the magic of your scroll.");
1194 else 1112 else
1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); 1113 op->failmsg ("Something blocks the magic of your item.");
1196 } 1114 }
1197 else 1115 else
1198 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); 1116 op->failmsg ("Something blocks the spell!");
1199 1117
1200 return 0; 1118 return 0;
1201 } 1119 }
1202 1120
1203 /* Take into account how long it takes to cast the spell. 1121 /* Take into account how long it takes to cast the spell.
1233 if (op != caster && !skill && caster->skill) 1151 if (op != caster && !skill && caster->skill)
1234 { 1152 {
1235 skill = find_skill_by_name (op, caster->skill); 1153 skill = find_skill_by_name (op, caster->skill);
1236 if (!skill) 1154 if (!skill)
1237 { 1155 {
1238 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1156 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1239 return 0; 1157 return 0;
1240 } 1158 }
1241 1159
1242 op->change_skill (skill); /* needed for proper exp credit */ 1160 op->change_skill (skill); /* needed for proper exp credit */
1243 } 1161 }
1372#ifdef NO_POLYMORPH 1290#ifdef NO_POLYMORPH
1373 /* Not great, but at least provide feedback so if players do have 1291 /* 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 1292 * polymorph (ie, find it as a preset item or left over from before
1375 * it was disabled), they get some feedback. 1293 * it was disabled), they get some feedback.
1376 */ 1294 */
1377 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1295 op->failmsg ("The spell fizzles!");
1378 success = 0; 1296 success = 0;
1379#else 1297#else
1380 success = cast_polymorph (op, caster, spell_ob, dir); 1298 success = cast_polymorph (op, caster, spell_ob, dir);
1381#endif 1299#endif
1382 break; 1300 break;
1402 break; 1320 break;
1403 1321
1404 case SP_MOVING_BALL: 1322 case SP_MOVING_BALL:
1405 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1323 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1406 { 1324 {
1407 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1325 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1408 success = 0; 1326 success = 0;
1409 } 1327 }
1410 else 1328 else
1411 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1329 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1412 break; 1330 break;
1462 1380
1463 default: 1381 default:
1464 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1382 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1465 } 1383 }
1466 1384
1467 /* FIXME - we need some better sound suppport */ 1385 op->play_sound (
1468 // yes, for example, augment map info with the spell effect 1386 success
1469 // so clients can calculate the sounds themselves 1387 ? spell_ob->sound
1470 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1388 ? spell_ob->sound
1389 : sound_find ("spell_success")
1390 : sound_find ("fumble_spell")
1391 );
1471 1392
1472 return success; 1393 return success;
1473} 1394}
1474 1395
1475
1476/* This is called from time.c/process_object(). That function 1396/* This is called from time.c/process_object(). That function
1477 * calls this for any SPELL_EFFECT type objects. This function 1397 * calls this for any SPELL_EFFECT type objects. This function
1478 * then dispatches them to the appropriate specific routines. 1398 * then dispatches them to the appropriate specific routines.
1479 */ 1399 */
1480void 1400void
1481move_spell_effect (object *op) 1401move_spell_effect (object *op)
1482{ 1402{
1573 else if (victim->materialname) 1493 else if (victim->materialname)
1574 save_throw_object (victim, spell->attacktype, spell); 1494 save_throw_object (victim, spell->attacktype, spell);
1575 break; 1495 break;
1576 } 1496 }
1577} 1497}
1498

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