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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 1.76 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 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
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;
781 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 667 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
782 668
783 insert_ob_in_map (head, op->map, op, 0); 669 insert_ob_in_map (head, op->map, op, 0);
784 670
785 /* thought it'd be cool to insert a burnout, too. */ 671 /* 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); 672 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
787 } 673 }
788} 674}
789 675
790/* peterm: function which summons hostile monsters and 676/* peterm: function which summons hostile monsters and
791 * places them in nearby squares. 677 * places them in nearby squares.
1046 */ 932 */
1047int 933int
1048cast_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)
1049{ 935{
1050 const char *godname; 936 const char *godname;
1051 int success = 0, mflags, cast_level = 0; 937 int success = 0, cast_level = 0;
1052 object *skill = NULL; 938 object *skill = NULL;
1053 939
1054 if (!spell_ob) 940 if (!spell_ob)
1055 { 941 {
1056 LOG (llevError, "cast_spell: null spell object passed\n"); 942 LOG (llevError, "cast_spell: null spell object passed\n");
1093 { 979 {
1094 skill = find_skill_by_name (op, spell_ob->skill); 980 skill = find_skill_by_name (op, spell_ob->skill);
1095 981
1096 if (!skill) 982 if (!skill)
1097 { 983 {
1098 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));
1099 return 0; 988 return 0;
1100 } 989 }
1101 990
991 int casting_level = min_casting_level (op, spell_ob);
992
1102 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))
1103 { 994 {
1104 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));
1105 return 0; 998 return 0;
1106 } 999 }
1107 } 1000 }
1108 1001
1109 /* 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
1112 if (!QUERY_FLAG (op, FLAG_WIZ)) 1005 if (!QUERY_FLAG (op, FLAG_WIZ))
1113 { 1006 {
1114 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1007 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1115 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)
1116 { 1009 {
1117 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1010 op->failmsg ("You don't have enough mana!");
1118 return 0; 1011 return 0;
1119 } 1012 }
1120 1013
1121 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1014 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1122 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)
1123 { 1016 {
1124 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 -
1125 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)
1126 {
1127 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));
1128 }
1129 else 1020 else
1130 { 1021 {
1131 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);
1132 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1023 op->failmsg (format ("%s ignores your prayer.", godname));
1133 return 0; 1024 return 0;
1134 } 1025 }
1135 } 1026 }
1136 1027
1137 /* player/monster is trying to cast the spell. might fumble it */ 1028 /* player/monster is trying to cast the spell. might fumble it */
1138 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) <
1139 (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]))
1140 { 1031 {
1141 op->contr->play_sound (sound_find ("fumble_spell")); 1032 op->contr->play_sound (sound_find ("fumble_spell"));
1142 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer."); 1033 op->failmsg ("You fumble the prayer.");
1143 1034
1144 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);
1145 return 0; 1036 return 0;
1146 } 1037 }
1147 else if (spell_ob->stats.sp) 1038 else if (spell_ob->stats.sp)
1148 { 1039 {
1149 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;
1150 1041
1151 if (failure < 0) 1042 if (failure < 0)
1152 { 1043 {
1153 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.");
1154 if (settings.spell_failure_effects == TRUE) 1045 if (settings.spell_failure_effects == TRUE)
1155 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);
1156 1047
1157 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);
1158 return 0; 1049 return 0;
1159 } 1050 }
1160 } 1051 }
1161 } 1052 }
1162 } 1053 }
1163 1054
1164 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1055 int mflags = op->ms ().flags ();
1165 1056
1166 /* 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
1167 * not alive, then this would mean that the mapmaker put the 1058 * not alive, then this would mean that the mapmaker put the
1168 * objects on the space - presume that they know what they are 1059 * objects on the space - presume that they know what they are
1169 * doing. 1060 * doing.
1170 */ 1061 */
1171 1062
1172 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 :-)!
1173 { 1064 {
1174 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!");
1175 return 0; 1066 return 0;
1176 } 1067 }
1177 1068
1178 if ((spell_ob->type == SPELL) 1069 if ((spell_ob->type == SPELL)
1179 && (caster->type != POTION) 1070 && (caster->type != POTION)
1184 { 1075 {
1185 if (op->type != PLAYER) 1076 if (op->type != PLAYER)
1186 return 0; 1077 return 0;
1187 1078
1188 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1079 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); 1080 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1190 else if (object *item = op->contr->ranged_ob) 1081 else if (object *item = op->contr->ranged_ob)
1191 { 1082 {
1192 if (item->type == SPELL) 1083 if (item->type == SPELL)
1193 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1084 op->failmsg ("Something blocks your spellcasting.");
1194 else if (item->type == SCROLL) 1085 else if (item->type == SCROLL)
1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1086 op->failmsg ("Something blocks the magic of your scroll.");
1196 else 1087 else
1197 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); 1088 op->failmsg ("Something blocks the magic of your item.");
1198 } 1089 }
1199 else 1090 else
1200 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); 1091 op->failmsg ("Something blocks the spell!");
1201 1092
1202 return 0; 1093 return 0;
1203 } 1094 }
1204 1095
1205 /* Take into account how long it takes to cast the spell. 1096 /* Take into account how long it takes to cast the spell.
1235 if (op != caster && !skill && caster->skill) 1126 if (op != caster && !skill && caster->skill)
1236 { 1127 {
1237 skill = find_skill_by_name (op, caster->skill); 1128 skill = find_skill_by_name (op, caster->skill);
1238 if (!skill) 1129 if (!skill)
1239 { 1130 {
1240 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)));
1241 return 0; 1132 return 0;
1242 } 1133 }
1243 1134
1244 op->change_skill (skill); /* needed for proper exp credit */ 1135 op->change_skill (skill); /* needed for proper exp credit */
1245 } 1136 }
1246 1137
1247 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) 1138 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1248 return RESULT_INT (0); 1139 return RESULT_INT (0);
1249
1250 op->play_sound (spell_ob->sound);
1251 1140
1252 switch (spell_ob->subtype) 1141 switch (spell_ob->subtype)
1253 { 1142 {
1254 /* The order of case statements is same as the order they show up 1143 /* The order of case statements is same as the order they show up
1255 * in in spells.h. 1144 * in in spells.h.
1289 case SP_SMITE: 1178 case SP_SMITE:
1290 success = cast_smite_spell (op, caster, dir, spell_ob); 1179 success = cast_smite_spell (op, caster, dir, spell_ob);
1291 break; 1180 break;
1292 1181
1293 case SP_MAGIC_MISSILE: 1182 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); 1183 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1295 break; 1184 break;
1296 1185
1297 case SP_SUMMON_GOLEM: 1186 case SP_SUMMON_GOLEM:
1298 success = summon_golem (op, caster, dir, spell_ob); 1187 success = summon_golem (op, caster, dir, spell_ob);
1299 break; 1188 break;
1376#ifdef NO_POLYMORPH 1265#ifdef NO_POLYMORPH
1377 /* 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
1378 * 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
1379 * it was disabled), they get some feedback. 1268 * it was disabled), they get some feedback.
1380 */ 1269 */
1381 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1270 op->failmsg ("The spell fizzles!");
1382 success = 0; 1271 success = 0;
1383#else 1272#else
1384 success = cast_polymorph (op, caster, spell_ob, dir); 1273 success = cast_polymorph (op, caster, spell_ob, dir);
1385#endif 1274#endif
1386 break; 1275 break;
1406 break; 1295 break;
1407 1296
1408 case SP_MOVING_BALL: 1297 case SP_MOVING_BALL:
1409 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)
1410 { 1299 {
1411 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));
1412 success = 0; 1301 success = 0;
1413 } 1302 }
1414 else 1303 else
1415 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);
1416 break; 1305 break;
1417 1306
1418 case SP_SWARM: 1307 case SP_SWARM:
1419 success = fire_swarm (op, caster, spell_ob, dir); 1308 success = fire_swarm (op, caster, spell_ob, dir);
1420 break; 1309 break;
1466 1355
1467 default: 1356 default:
1468 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);
1469 } 1358 }
1470 1359
1471 /* FIXME - we need some better sound suppport */ 1360 op->play_sound (
1472 // yes, for example, augment map info with the spell effect 1361 success
1473 // so clients can calculate the sounds themselves 1362 ? spell_ob->sound
1474 //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 );
1475 1367
1476 return success; 1368 return success;
1477} 1369}
1478 1370
1479
1480/* This is called from time.c/process_object(). That function 1371/* This is called from time.c/process_object(). That function
1481 * calls this for any SPELL_EFFECT type objects. This function 1372 * calls this for any SPELL_EFFECT type objects. This function
1482 * then dispatches them to the appropriate specific routines. 1373 * then dispatches them to the appropriate specific routines.
1483 */ 1374 */
1484void 1375void
1485move_spell_effect (object *op) 1376move_spell_effect (object *op)
1486{ 1377{
1544 check_bullet (op); 1435 check_bullet (op);
1545 return; 1436 return;
1546 } 1437 }
1547} 1438}
1548 1439
1549/* This is called by move_apply. Basically, if someone 1440/* This is called by move_apply. Basically, if someone
1550 * 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
1551 * are set, this is called. This should only be called for 1442 * are set, this is called. This should only be called for
1552 * objects of the appropraite type. 1443 * objects of the appropriate type.
1553 */ 1444 */
1554void 1445void
1555apply_spell_effect (object *spell, object *victim) 1446apply_spell_effect (object *spell, object *victim)
1556{ 1447{
1557 switch (spell->subtype) 1448 switch (spell->subtype)
1577 else if (victim->materialname) 1468 else if (victim->materialname)
1578 save_throw_object (victim, spell->attacktype, spell); 1469 save_throw_object (victim, spell->attacktype, spell);
1579 break; 1470 break;
1580 } 1471 }
1581} 1472}
1473

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