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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.57 by root, Tue Jul 31 20:03:33 2007 UTC vs.
Revision 1.73 by root, Sat May 17 14:11:13 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>
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.
349 */ 261 */
350object * 262object *
351check_spell_known (object *op, const char *name) 263check_spell_known (object *op, const char *name)
352{ 264{
353 object *spop; 265 object *spop;
266 shstr_cmp name_ (name);
354 267
355 for (spop = op->inv; spop; spop = spop->below) 268 for (spop = op->inv; spop; spop = spop->below)
356 if (spop->type == SPELL && !strcmp (spop->name, name)) 269 if (spop->type == SPELL && spop->name == name)
357 return spop; 270 return spop;
358 271
359 return NULL; 272 return 0;
360} 273}
361 274
362 275
363/* 276/*
364 * Look at object 'op' and see if they know the spell 277 * Look at object 'op' and see if they know the spell
526 /* 439 /*
527 * Combine similar spell effects into one spell effect. Needed for 440 * Combine similar spell effects into one spell effect. Needed for
528 * performance reasons with meteor swarm and the like, but also for 441 * performance reasons with meteor swarm and the like, but also for
529 * playability reasons. 442 * playability reasons.
530 */ 443 */
531 if (tmp->arch == op->arch 444 if (tmp->arch == op->arch /* no harm if not comparing by name here */
532 && tmp->type == op->type 445 && tmp->type == op->type
533 && tmp->subtype == op->subtype 446 && tmp->subtype == op->subtype
534 && tmp->owner == op->owner 447 && tmp->owner == op->owner
535 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 448 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
536 { 449 {
557 * dir: direction to fire in. 470 * dir: direction to fire in.
558 * spell: spell that is being fired. It uses other_arch for the archetype 471 * spell: spell that is being fired. It uses other_arch for the archetype
559 * to fire. 472 * to fire.
560 * returns 0 on failure, 1 on success. 473 * returns 0 on failure, 1 on success.
561 */ 474 */
562
563int 475int
564fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 476fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
565{ 477{
566 object *tmp;
567 int mflags;
568 maptile *m;
569
570 if (spell->other_arch == NULL) 478 if (!spell->other_arch)
571 return 0; 479 return 0;
572 480
573 m = op->map; 481 mapxy pos (op->map, x, y);//TODO, should not pass x, y
574 mflags = get_map_flags (m, &m, x, y, &x, &y);
575 if (mflags & P_OUT_OF_MAP)
576 {
577 return 0;
578 }
579 482
580 tmp = arch_to_object (spell->other_arch); 483 pos.move (dir ? dir : rndm (1, 8));
581 484
582 if (tmp == NULL) 485 if (!pos.normalise ())
583 return 0; 486 return 0;
584 487
585 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) 488 object *tmp = spell->other_arch->instance ();
489
490 if (!tmp)
491 return 0;
492
493 if (pos.ms ().blocks (tmp))
586 { 494 {
587 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); 495 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast this spell on top of a wall!\n");
588 tmp->destroy (); 496 tmp->destroy ();
589 return 0; 497 return 0;
590 } 498 }
591 499
592 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 500 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
596 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 504 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
597 tmp->attacktype = spell->attacktype; 505 tmp->attacktype = spell->attacktype;
598 tmp->x = x; 506 tmp->x = x;
599 tmp->y = y; 507 tmp->y = y;
600 tmp->direction = dir; 508 tmp->direction = dir;
601 if (op->owner != NULL)
602 tmp->set_owner (op); 509 tmp->set_owner (op);
603 else
604 tmp->set_owner (op);
605 tmp->level = caster_level (caster, spell); 510 tmp->level = caster_level (caster, spell);
606 set_spell_skill (op, caster, spell, tmp); 511 set_spell_skill (op, caster, spell, tmp);
607 512
608 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
609 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
610 {
611 if (!tailor_god_spell (tmp, op)) 515 if (!tailor_god_spell (tmp, op))
612 return 0; 516 return 0;
613 } 517
614 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 518 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
615 SET_ANIMATION (tmp, dir); 519 SET_ANIMATION (tmp, dir);
616 520
617 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 521 if ((tmp = op->map->insert (tmp, x, y, op)))
618 move_spell_effect (tmp); 522 move_spell_effect (tmp);
619 523
620 return 1; 524 return 1;
621} 525}
622 526
677 if (!tmp) 581 if (!tmp)
678 tmp = op->ms ().player (); 582 tmp = op->ms ().player ();
679 583
680 return tmp; 584 return tmp;
681} 585}
682
683
684 586
685/* raytrace: 587/* raytrace:
686 * spell_find_dir(map, x, y, exclude) will search first the center square 588 * spell_find_dir(map, x, y, exclude) will search first the center square
687 * then some close squares in the given map at the given coordinates for 589 * then some close squares in the given map at the given coordinates for
688 * live objects. 590 * live objects.
691 * monsters/generators only. If not, the spell will hunt players only. 593 * monsters/generators only. If not, the spell will hunt players only.
692 * It returns the direction toward the first/closest live object if it finds 594 * It returns the direction toward the first/closest live object if it finds
693 * any, otherwise -1. 595 * any, otherwise -1.
694 * note that exclude can be NULL, in which case all bets are off. 596 * note that exclude can be NULL, in which case all bets are off.
695 */ 597 */
696
697int 598int
698spell_find_dir (maptile *m, int x, int y, object *exclude) 599spell_find_dir (maptile *m, int x, int y, object *exclude)
699{ 600{
700 int i, max = SIZEOFFREE; 601 int i, max = SIZEOFFREE;
701 sint16 nx, ny; 602 sint16 nx, ny;
781 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 682 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
782 683
783 insert_ob_in_map (head, op->map, op, 0); 684 insert_ob_in_map (head, op->map, op, 0);
784 685
785 /* thought it'd be cool to insert a burnout, too. */ 686 /* thought it'd be cool to insert a burnout, too. */
786 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 687 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
787 } 688 }
788} 689}
789 690
790/* peterm: function which summons hostile monsters and 691/* peterm: function which summons hostile monsters and
791 * places them in nearby squares. 692 * places them in nearby squares.
1046 */ 947 */
1047int 948int
1048cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 949cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1049{ 950{
1050 const char *godname; 951 const char *godname;
1051 int success = 0, mflags, cast_level = 0; 952 int success = 0, cast_level = 0;
1052 object *skill = NULL; 953 object *skill = NULL;
1053 954
1054 if (!spell_ob) 955 if (!spell_ob)
1055 { 956 {
1056 LOG (llevError, "cast_spell: null spell object passed\n"); 957 LOG (llevError, "cast_spell: null spell object passed\n");
1093 { 994 {
1094 skill = find_skill_by_name (op, spell_ob->skill); 995 skill = find_skill_by_name (op, spell_ob->skill);
1095 996
1096 if (!skill) 997 if (!skill)
1097 { 998 {
1098 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 999 op->failmsg (format ("You need the skill %s to cast %s! "
1000 "H<You either need to learn the skill via a skill scroll "
1001 "or you need to wear a talisman or holy symbol.>",
1002 &spell_ob->skill, &spell_ob->name));
1099 return 0; 1003 return 0;
1100 } 1004 }
1101 1005
1006 int casting_level = min_casting_level (op, spell_ob);
1007
1102 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1008 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1103 { 1009 {
1104 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1010 op->failmsg (format ("You lack enough skill to cast that spell! "
1011 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
1012 cast_level, casting_level));
1105 return 0; 1013 return 0;
1106 } 1014 }
1107 } 1015 }
1108 1016
1109 /* If the caster is the wiz, they don't ever fail, and don't have 1017 /* If the caster is the wiz, they don't ever fail, and don't have
1112 if (!QUERY_FLAG (op, FLAG_WIZ)) 1020 if (!QUERY_FLAG (op, FLAG_WIZ))
1113 { 1021 {
1114 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1022 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1115 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1023 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1116 { 1024 {
1117 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1025 op->failmsg ("You don't have enough mana!");
1118 return 0; 1026 return 0;
1119 } 1027 }
1120 1028
1121 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1029 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1122 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1030 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1123 { 1031 {
1124 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1032 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1125 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1033 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1126 {
1127 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1034 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1128 }
1129 else 1035 else
1130 { 1036 {
1131 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1037 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1132 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1038 op->failmsg (format ("%s ignores your prayer.", godname));
1133 return 0; 1039 return 0;
1134 } 1040 }
1135 } 1041 }
1136 1042
1137 /* player/monster is trying to cast the spell. might fumble it */ 1043 /* player/monster is trying to cast the spell. might fumble it */
1138 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1044 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1139 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1045 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1140 { 1046 {
1141 op->contr->play_sound (sound_find ("fumble_spell")); 1047 op->contr->play_sound (sound_find ("fumble_spell"));
1142 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer."); 1048 op->failmsg ("You fumble the prayer.");
1143 1049
1144 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1050 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1145 return 0; 1051 return 0;
1146 } 1052 }
1147 else if (spell_ob->stats.sp) 1053 else if (spell_ob->stats.sp)
1148 { 1054 {
1149 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1055 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1150 1056
1151 if (failure < 0) 1057 if (failure < 0)
1152 { 1058 {
1153 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1059 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1154 if (settings.spell_failure_effects == TRUE) 1060 if (settings.spell_failure_effects == TRUE)
1155 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1061 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1156 1062
1157 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1063 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1158 return 0; 1064 return 0;
1159 } 1065 }
1160 } 1066 }
1161 } 1067 }
1162 } 1068 }
1163 1069
1164 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1070 int mflags = op->ms ().flags ();
1165 1071
1166 /* See if we can cast a spell here. If the caster and op are 1072 /* See if we can cast a spell here. If the caster and op are
1167 * not alive, then this would mean that the mapmaker put the 1073 * not alive, then this would mean that the mapmaker put the
1168 * objects on the space - presume that they know what they are 1074 * objects on the space - presume that they know what they are
1169 * doing. 1075 * doing.
1170 */ 1076 */
1171 1077
1172 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1078 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1173 { 1079 {
1174 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1080 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1175 return 0; 1081 return 0;
1176 } 1082 }
1177 1083
1178 if ((spell_ob->type == SPELL) 1084 if ((spell_ob->type == SPELL)
1179 && (caster->type != POTION) 1085 && (caster->type != POTION)
1184 { 1090 {
1185 if (op->type != PLAYER) 1091 if (op->type != PLAYER)
1186 return 0; 1092 return 0;
1187 1093
1188 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1094 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1095 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1190 else if (object *item = op->contr->ranged_ob) 1096 else if (object *item = op->contr->ranged_ob)
1191 { 1097 {
1192 if (item->type == SPELL) 1098 if (item->type == SPELL)
1193 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1099 op->failmsg ("Something blocks your spellcasting.");
1194 else if (item->type == SCROLL) 1100 else if (item->type == SCROLL)
1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1101 op->failmsg ("Something blocks the magic of your scroll.");
1196 else 1102 else
1197 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); 1103 op->failmsg ("Something blocks the magic of your item.");
1198 } 1104 }
1199 else 1105 else
1200 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); 1106 op->failmsg ("Something blocks the spell!");
1201 1107
1202 return 0; 1108 return 0;
1203 } 1109 }
1204 1110
1205 /* Take into account how long it takes to cast the spell. 1111 /* Take into account how long it takes to cast the spell.
1235 if (op != caster && !skill && caster->skill) 1141 if (op != caster && !skill && caster->skill)
1236 { 1142 {
1237 skill = find_skill_by_name (op, caster->skill); 1143 skill = find_skill_by_name (op, caster->skill);
1238 if (!skill) 1144 if (!skill)
1239 { 1145 {
1240 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1146 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1241 return 0; 1147 return 0;
1242 } 1148 }
1243 1149
1244 op->change_skill (skill); /* needed for proper exp credit */ 1150 op->change_skill (skill); /* needed for proper exp credit */
1245 } 1151 }
1246 1152
1247 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1153 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1248 return RESULT_INT (0); 1154 return RESULT_INT (0);
1249
1250 op->play_sound (spell_ob->sound);
1251 1155
1252 switch (spell_ob->subtype) 1156 switch (spell_ob->subtype)
1253 { 1157 {
1254 /* The order of case statements is same as the order they show up 1158 /* The order of case statements is same as the order they show up
1255 * in in spells.h. 1159 * in in spells.h.
1289 case SP_SMITE: 1193 case SP_SMITE:
1290 success = cast_smite_spell (op, caster, dir, spell_ob); 1194 success = cast_smite_spell (op, caster, dir, spell_ob);
1291 break; 1195 break;
1292 1196
1293 case SP_MAGIC_MISSILE: 1197 case SP_MAGIC_MISSILE:
1294 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1198 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1295 break; 1199 break;
1296 1200
1297 case SP_SUMMON_GOLEM: 1201 case SP_SUMMON_GOLEM:
1298 success = summon_golem (op, caster, dir, spell_ob); 1202 success = summon_golem (op, caster, dir, spell_ob);
1299 break; 1203 break;
1376#ifdef NO_POLYMORPH 1280#ifdef NO_POLYMORPH
1377 /* Not great, but at least provide feedback so if players do have 1281 /* Not great, but at least provide feedback so if players do have
1378 * polymorph (ie, find it as a preset item or left over from before 1282 * polymorph (ie, find it as a preset item or left over from before
1379 * it was disabled), they get some feedback. 1283 * it was disabled), they get some feedback.
1380 */ 1284 */
1381 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1285 op->failmsg ("The spell fizzles!");
1382 success = 0; 1286 success = 0;
1383#else 1287#else
1384 success = cast_polymorph (op, caster, spell_ob, dir); 1288 success = cast_polymorph (op, caster, spell_ob, dir);
1385#endif 1289#endif
1386 break; 1290 break;
1406 break; 1310 break;
1407 1311
1408 case SP_MOVING_BALL: 1312 case SP_MOVING_BALL:
1409 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1313 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1410 { 1314 {
1411 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1315 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1412 success = 0; 1316 success = 0;
1413 } 1317 }
1414 else 1318 else
1415 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1319 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1416 break; 1320 break;
1417 1321
1418 case SP_SWARM: 1322 case SP_SWARM:
1419 success = fire_swarm (op, caster, spell_ob, dir); 1323 success = fire_swarm (op, caster, spell_ob, dir);
1420 break; 1324 break;
1466 1370
1467 default: 1371 default:
1468 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1372 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1469 } 1373 }
1470 1374
1471 /* FIXME - we need some better sound suppport */ 1375 op->play_sound (
1472 // yes, for example, augment map info with the spell effect 1376 success
1473 // so clients can calculate the sounds themselves 1377 ? spell_ob->sound
1474 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1378 ? spell_ob->sound
1379 : sound_find ("spell_success")
1380 : sound_find ("fumble_spell")
1381 );
1475 1382
1476 return success; 1383 return success;
1477} 1384}
1478 1385
1479
1480/* This is called from time.c/process_object(). That function 1386/* This is called from time.c/process_object(). That function
1481 * calls this for any SPELL_EFFECT type objects. This function 1387 * calls this for any SPELL_EFFECT type objects. This function
1482 * then dispatches them to the appropriate specific routines. 1388 * then dispatches them to the appropriate specific routines.
1483 */ 1389 */
1484void 1390void
1485move_spell_effect (object *op) 1391move_spell_effect (object *op)
1486{ 1392{
1577 else if (victim->materialname) 1483 else if (victim->materialname)
1578 save_throw_object (victim, spell->attacktype, spell); 1484 save_throw_object (victim, spell->attacktype, spell);
1579 break; 1485 break;
1580 } 1486 }
1581} 1487}
1488

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