ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_util.C
(Generate patch)

Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.50 by root, Mon Jun 4 12:19:09 2007 UTC vs.
Revision 1.76 by root, Wed Jul 16 14:29:40 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 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 it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * 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>
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->archname, at->clone.other_arch ? &at->clone.other_arch->archname : "<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.
350 */ 261 */
351object * 262object *
352check_spell_known (object *op, const char *name) 263check_spell_known (object *op, const char *name)
353{ 264{
354 object *spop; 265 object *spop;
266 shstr_cmp name_ (name);
355 267
356 for (spop = op->inv; spop; spop = spop->below) 268 for (spop = op->inv; spop; spop = spop->below)
357 if (spop->type == SPELL && !strcmp (spop->name, name)) 269 if (spop->type == SPELL && spop->name == name)
358 return spop; 270 return spop;
359 271
360 return NULL; 272 return 0;
361} 273}
362 274
363 275
364/* 276/*
365 * Look at object 'op' and see if they know the spell 277 * Look at object 'op' and see if they know the spell
458 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 370 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."); 371 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
460 dir = 0; 372 dir = 0;
461 } 373 }
462 374
375 SET_FLAG (new_op, FLAG_IDENTIFIED);
463 op->map->insert (new_op, 376 op->map->insert (new_op,
464 op->x + freearr_x[dir], op->y + freearr_y[dir], 377 op->x + freearr_x[dir], op->y + freearr_y[dir],
465 op, 378 op,
466 dir ? 0 : INS_BELOW_ORIGINATOR); 379 dir ? 0 : INS_BELOW_ORIGINATOR);
467 380
481{ 394{
482 if (!xy_normalise (m, x, y)) 395 if (!xy_normalise (m, x, y))
483 return 0; 396 return 0;
484 397
485 mapspace &ms = m->at (x, y); 398 mapspace &ms = m->at (x, y);
399 ms.update ();
486 400
487 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 401 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
488 return 0; 402 return 0;
489 403
490 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
526 /* 440 /*
527 * Combine similar spell effects into one spell effect. Needed for 441 * Combine similar spell effects into one spell effect. Needed for
528 * performance reasons with meteor swarm and the like, but also for 442 * performance reasons with meteor swarm and the like, but also for
529 * playability reasons. 443 * playability reasons.
530 */ 444 */
531 if (tmp->arch == op->arch 445 if (tmp->arch == op->arch /* no harm if not comparing by name here */
532 && tmp->type == op->type 446 && tmp->type == op->type
533 && tmp->subtype == op->subtype 447 && tmp->subtype == op->subtype
534 && tmp->owner == op->owner 448 && tmp->owner == op->owner
535 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 449 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
536 { 450 {
557 * dir: direction to fire in. 471 * dir: direction to fire in.
558 * spell: spell that is being fired. It uses other_arch for the archetype 472 * spell: spell that is being fired. It uses other_arch for the archetype
559 * to fire. 473 * to fire.
560 * returns 0 on failure, 1 on success. 474 * returns 0 on failure, 1 on success.
561 */ 475 */
562
563int 476int
564fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 477fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
565{ 478{
566 object *tmp;
567 int mflags;
568 maptile *m;
569
570 if (spell->other_arch == NULL) 479 if (!spell->other_arch)
571 return 0; 480 return 0;
572 481
573 m = op->map; 482 object *tmp = spell->other_arch->instance ();
574 mflags = get_map_flags (m, &m, x, y, &x, &y);
575 if (mflags & P_OUT_OF_MAP)
576 {
577 return 0;
578 }
579 483
580 tmp = arch_to_object (spell->other_arch); 484 if (!tmp)
581
582 if (tmp == NULL)
583 return 0; 485 return 0;
584
585 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
586 {
587 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
588 tmp->destroy ();
589 return 0;
590 }
591 486
592 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 487 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
593 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 488 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
594 /* code in time.c uses food for some things, duration for others */ 489 /* code in time.c uses food for some things, duration for others */
595 tmp->stats.food = tmp->duration; 490 tmp->stats.food = tmp->duration;
596 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 491 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
597 tmp->attacktype = spell->attacktype; 492 tmp->attacktype = spell->attacktype;
598 tmp->x = x;
599 tmp->y = y;
600 tmp->direction = dir; 493 tmp->direction = dir;
601 if (op->owner != NULL)
602 tmp->set_owner (op); 494 tmp->set_owner (op);
603 else
604 tmp->set_owner (op);
605 tmp->level = caster_level (caster, spell); 495 tmp->level = caster_level (caster, spell);
606 set_spell_skill (op, caster, spell, tmp); 496 set_spell_skill (op, caster, spell, tmp);
607 497
608 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 498 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
609 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 499 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
610 {
611 if (!tailor_god_spell (tmp, op)) 500 if (!tailor_god_spell (tmp, op))
612 return 0; 501 return 0;
613 } 502
614 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 503 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
615 SET_ANIMATION (tmp, dir); 504 SET_ANIMATION (tmp, dir);
616 505
617 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 506 if ((tmp = op->map->insert (tmp, x, y, op)))
618 move_spell_effect (tmp); 507 move_spell_effect (tmp);
619 508
620 return 1; 509 return 1;
621} 510}
622 511
677 if (!tmp) 566 if (!tmp)
678 tmp = op->ms ().player (); 567 tmp = op->ms ().player ();
679 568
680 return tmp; 569 return tmp;
681} 570}
682
683
684 571
685/* raytrace: 572/* raytrace:
686 * spell_find_dir(map, x, y, exclude) will search first the center square 573 * 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 574 * then some close squares in the given map at the given coordinates for
688 * live objects. 575 * live objects.
691 * monsters/generators only. If not, the spell will hunt players only. 578 * 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 579 * It returns the direction toward the first/closest live object if it finds
693 * any, otherwise -1. 580 * any, otherwise -1.
694 * note that exclude can be NULL, in which case all bets are off. 581 * note that exclude can be NULL, in which case all bets are off.
695 */ 582 */
696
697int 583int
698spell_find_dir (maptile *m, int x, int y, object *exclude) 584spell_find_dir (maptile *m, int x, int y, object *exclude)
699{ 585{
700 int i, max = SIZEOFFREE; 586 int i, max = SIZEOFFREE;
701 sint16 nx, ny; 587 sint16 nx, ny;
748 634
749 /* find a free square nearby 635 /* find a free square nearby
750 * first we check the closest square for free squares 636 * first we check the closest square for free squares
751 */ 637 */
752 638
753 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 639 dir = find_first_free_spot (at, op->map, op->x, op->y);
754 if (dir != -1) 640 if (dir != -1)
755 { 641 {
756 /* This is basically grabbed for generate monster. Fixed 971225 to 642 /* This is basically grabbed for generate monster. Fixed 971225 to
757 * insert multipart monsters properly 643 * insert multipart monsters properly
758 */ 644 */
645 //TODO: use expand_tail + ...
759 while (at != NULL) 646 while (at != NULL)
760 { 647 {
761 tmp = arch_to_object (at); 648 tmp = arch_to_object (at);
762 tmp->x = op->x + freearr_x[dir] + at->clone.x; 649 tmp->x = op->x + freearr_x[dir] + at->x;
763 tmp->y = op->y + freearr_y[dir] + at->clone.y; 650 tmp->y = op->y + freearr_y[dir] + at->y;
764 tmp->map = op->map; 651 tmp->map = op->map;
765 if (head) 652 if (head)
766 { 653 {
767 tmp->head = head; 654 tmp->head = head;
768 prev->more = tmp; 655 prev->more = tmp;
769 } 656 }
657
770 if (!head) 658 if (!head)
771 head = tmp; 659 head = tmp;
660
772 prev = tmp; 661 prev = tmp;
662
773 at = at->more; 663 at = (archetype *)at->more;
774 } 664 }
775 665
776 if (head->randomitems) 666 if (head->randomitems)
777 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 667 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
778 668
779 insert_ob_in_map (head, op->map, op, 0); 669 insert_ob_in_map (head, op->map, op, 0);
780 670
781 /* thought it'd be cool to insert a burnout, too. */ 671 /* thought it'd be cool to insert a burnout, too. */
782 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 672 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
783 } 673 }
784} 674}
785 675
786/* peterm: function which summons hostile monsters and 676/* peterm: function which summons hostile monsters and
787 * places them in nearby squares. 677 * places them in nearby squares.
991 if (!spell_ob->other_arch) 881 if (!spell_ob->other_arch)
992 { 882 {
993 LOG (llevError, "cast_party_spell: empty other arch\n"); 883 LOG (llevError, "cast_party_spell: empty other arch\n");
994 return 0; 884 return 0;
995 } 885 }
886
996 spell = arch_to_object (spell_ob->other_arch); 887 spell = arch_to_object (spell_ob->other_arch);
997 888
998 /* Always cast spell on caster */ 889 /* Always cast spell on caster */
999 success = cast_spell (op, caster, dir, spell, stringarg); 890 success = cast_spell (op, caster, dir, spell, stringarg);
1000 891
1001 if (caster->contr->party == NULL) 892 if (caster->contr->party == NULL)
1002 { 893 {
1003 spell->remove (); 894 spell->remove ();
1004 return success; 895 return success;
1005 } 896 }
897
1006 for_all_players (pl) 898 for_all_players (pl)
1007 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 899 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); 900 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1010 } 901
1011 spell->remove (); 902 spell->remove ();
1012 return success; 903 return success;
1013} 904}
1014 905
1015/* This is where the main dispatch when someone casts a spell. 906/* This is where the main dispatch when someone casts a spell.
1041 */ 932 */
1042int 933int
1043cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 934cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1044{ 935{
1045 const char *godname; 936 const char *godname;
1046 int success = 0, mflags, cast_level = 0; 937 int success = 0, cast_level = 0;
1047 object *skill = NULL; 938 object *skill = NULL;
1048 939
1049 if (!spell_ob) 940 if (!spell_ob)
1050 { 941 {
1051 LOG (llevError, "cast_spell: null spell object passed\n"); 942 LOG (llevError, "cast_spell: null spell object passed\n");
1088 { 979 {
1089 skill = find_skill_by_name (op, spell_ob->skill); 980 skill = find_skill_by_name (op, spell_ob->skill);
1090 981
1091 if (!skill) 982 if (!skill)
1092 { 983 {
1093 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 984 op->failmsg (format ("You need the skill %s to cast %s! "
985 "H<You either need to learn the skill via a skill scroll "
986 "or you need to wear a talisman or holy symbol.>",
987 &spell_ob->skill, &spell_ob->name));
1094 return 0; 988 return 0;
1095 } 989 }
1096 990
991 int casting_level = min_casting_level (op, spell_ob);
992
1097 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 993 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1098 { 994 {
1099 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 995 op->failmsg (format ("You lack enough skill to cast that spell! "
996 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
997 cast_level, casting_level));
1100 return 0; 998 return 0;
1101 } 999 }
1102 } 1000 }
1103 1001
1104 /* If the caster is the wiz, they don't ever fail, and don't have 1002 /* If the caster is the wiz, they don't ever fail, and don't have
1107 if (!QUERY_FLAG (op, FLAG_WIZ)) 1005 if (!QUERY_FLAG (op, FLAG_WIZ))
1108 { 1006 {
1109 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1007 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1110 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1008 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1111 { 1009 {
1112 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1010 op->failmsg ("You don't have enough mana!");
1113 return 0; 1011 return 0;
1114 } 1012 }
1115 1013
1116 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1014 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1117 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1015 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1118 { 1016 {
1119 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1017 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) 1018 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); 1019 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1123 }
1124 else 1020 else
1125 { 1021 {
1126 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1022 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); 1023 op->failmsg (format ("%s ignores your prayer.", godname));
1128 return 0; 1024 return 0;
1129 } 1025 }
1130 } 1026 }
1131 1027
1132 /* player/monster is trying to cast the spell. might fumble it */ 1028 /* player/monster is trying to cast the spell. might fumble it */
1133 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1029 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])) 1030 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1135 { 1031 {
1136 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1032 op->contr->play_sound (sound_find ("fumble_spell"));
1137 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1033 op->failmsg ("You fumble the prayer.");
1138 1034
1139 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1035 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1140 return 0; 1036 return 0;
1141 } 1037 }
1142 else if (spell_ob->stats.sp) 1038 else if (spell_ob->stats.sp)
1143 { 1039 {
1144 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1040 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1145 1041
1146 if (failure < 0) 1042 if (failure < 0)
1147 { 1043 {
1148 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1044 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1149 if (settings.spell_failure_effects == TRUE) 1045 if (settings.spell_failure_effects == TRUE)
1150 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1046 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1151 1047
1152 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1048 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1153 return 0; 1049 return 0;
1154 } 1050 }
1155 } 1051 }
1156 } 1052 }
1157 } 1053 }
1158 1054
1159 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1055 int mflags = op->ms ().flags ();
1160 1056
1161 /* See if we can cast a spell here. If the caster and op are 1057 /* See if we can cast a spell here. If the caster and op are
1162 * not alive, then this would mean that the mapmaker put the 1058 * not alive, then this would mean that the mapmaker put the
1163 * objects on the space - presume that they know what they are 1059 * objects on the space - presume that they know what they are
1164 * doing. 1060 * doing.
1165 */ 1061 */
1166 1062
1167 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1063 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1168 { 1064 {
1169 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1065 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1170 return 0; 1066 return 0;
1171 } 1067 }
1172 1068
1173 if ((spell_ob->type == SPELL) 1069 if ((spell_ob->type == SPELL)
1174 && (caster->type != POTION) 1070 && (caster->type != POTION)
1179 { 1075 {
1180 if (op->type != PLAYER) 1076 if (op->type != PLAYER)
1181 return 0; 1077 return 0;
1182 1078
1183 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1079 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1184 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1080 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1185 else if (object *item = op->contr->ranged_ob) 1081 else if (object *item = op->contr->ranged_ob)
1186 { 1082 {
1187 if (item->type == SPELL) 1083 if (item->type == SPELL)
1188 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1084 op->failmsg ("Something blocks your spellcasting.");
1189 else if (item->type == SCROLL) 1085 else if (item->type == SCROLL)
1190 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1086 op->failmsg ("Something blocks the magic of your scroll.");
1191 else 1087 else
1192 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); 1088 op->failmsg ("Something blocks the magic of your item.");
1193 } 1089 }
1194 else 1090 else
1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); 1091 op->failmsg ("Something blocks the spell!");
1196 1092
1197 return 0; 1093 return 0;
1198 } 1094 }
1199 1095
1200 /* Take into account how long it takes to cast the spell. 1096 /* Take into account how long it takes to cast the spell.
1230 if (op != caster && !skill && caster->skill) 1126 if (op != caster && !skill && caster->skill)
1231 { 1127 {
1232 skill = find_skill_by_name (op, caster->skill); 1128 skill = find_skill_by_name (op, caster->skill);
1233 if (!skill) 1129 if (!skill)
1234 { 1130 {
1235 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1131 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1236 return 0; 1132 return 0;
1237 } 1133 }
1238 1134
1239 op->change_skill (skill); /* needed for proper exp credit */ 1135 op->change_skill (skill); /* needed for proper exp credit */
1240 } 1136 }
1282 case SP_SMITE: 1178 case SP_SMITE:
1283 success = cast_smite_spell (op, caster, dir, spell_ob); 1179 success = cast_smite_spell (op, caster, dir, spell_ob);
1284 break; 1180 break;
1285 1181
1286 case SP_MAGIC_MISSILE: 1182 case SP_MAGIC_MISSILE:
1287 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1183 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1288 break; 1184 break;
1289 1185
1290 case SP_SUMMON_GOLEM: 1186 case SP_SUMMON_GOLEM:
1291 success = summon_golem (op, caster, dir, spell_ob); 1187 success = summon_golem (op, caster, dir, spell_ob);
1292 break; 1188 break;
1369#ifdef NO_POLYMORPH 1265#ifdef NO_POLYMORPH
1370 /* Not great, but at least provide feedback so if players do have 1266 /* Not great, but at least provide feedback so if players do have
1371 * polymorph (ie, find it as a preset item or left over from before 1267 * polymorph (ie, find it as a preset item or left over from before
1372 * it was disabled), they get some feedback. 1268 * it was disabled), they get some feedback.
1373 */ 1269 */
1374 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1270 op->failmsg ("The spell fizzles!");
1375 success = 0; 1271 success = 0;
1376#else 1272#else
1377 success = cast_polymorph (op, caster, spell_ob, dir); 1273 success = cast_polymorph (op, caster, spell_ob, dir);
1378#endif 1274#endif
1379 break; 1275 break;
1399 break; 1295 break;
1400 1296
1401 case SP_MOVING_BALL: 1297 case SP_MOVING_BALL:
1402 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1298 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1403 { 1299 {
1404 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1300 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1405 success = 0; 1301 success = 0;
1406 } 1302 }
1407 else 1303 else
1408 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1304 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1409 break; 1305 break;
1410 1306
1411 case SP_SWARM: 1307 case SP_SWARM:
1412 success = fire_swarm (op, caster, spell_ob, dir); 1308 success = fire_swarm (op, caster, spell_ob, dir);
1413 break; 1309 break;
1459 1355
1460 default: 1356 default:
1461 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1357 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1462 } 1358 }
1463 1359
1464 /* FIXME - we need some better sound suppport */ 1360 op->play_sound (
1465 // yes, for example, augment map info with the spell effect 1361 success
1466 // so clients can calculate the sounds themselves 1362 ? spell_ob->sound
1467 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1363 ? spell_ob->sound
1364 : sound_find ("spell_success")
1365 : sound_find ("fumble_spell")
1366 );
1468 1367
1469 return success; 1368 return success;
1470} 1369}
1471 1370
1472
1473/* This is called from time.c/process_object(). That function 1371/* This is called from time.c/process_object(). That function
1474 * calls this for any SPELL_EFFECT type objects. This function 1372 * calls this for any SPELL_EFFECT type objects. This function
1475 * then dispatches them to the appropriate specific routines. 1373 * then dispatches them to the appropriate specific routines.
1476 */ 1374 */
1477void 1375void
1478move_spell_effect (object *op) 1376move_spell_effect (object *op)
1479{ 1377{
1537 check_bullet (op); 1435 check_bullet (op);
1538 return; 1436 return;
1539 } 1437 }
1540} 1438}
1541 1439
1542/* This is called by move_apply. Basically, if someone 1440/* This is called by move_apply. Basically, if someone
1543 * moves onto a spell effect and the walk_on or fly_on flags 1441 * moves onto a spell effect and the walk_on or fly_on flags
1544 * are set, this is called. This should only be called for 1442 * are set, this is called. This should only be called for
1545 * objects of the appropraite type. 1443 * objects of the appropriate type.
1546 */ 1444 */
1547void 1445void
1548apply_spell_effect (object *spell, object *victim) 1446apply_spell_effect (object *spell, object *victim)
1549{ 1447{
1550 switch (spell->subtype) 1448 switch (spell->subtype)
1570 else if (victim->materialname) 1468 else if (victim->materialname)
1571 save_throw_object (victim, spell->attacktype, spell); 1469 save_throw_object (victim, spell->attacktype, spell);
1572 break; 1470 break;
1573 } 1471 }
1574} 1472}
1473

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines