ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_util.C
Revision: 1.14
Committed: Thu Sep 14 21:16:13 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +2 -2 lines
Log Message:
cleanup

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21     The authors can be reached via e-mail at crossfire-devel@real-time.com
22     */
23    
24    
25     #include <global.h>
26     #include <spells.h>
27     #include <object.h>
28     #include <errno.h>
29     #ifndef __CEXTRACT__
30 root 1.11 # include <sproto.h>
31 elmex 1.1 #endif
32     #include <sounds.h>
33    
34     extern char *spell_mapping[];
35    
36     /* This returns a random spell from 'ob'. If skill is set, then
37     * the spell must be of this skill, it can be NULL in which case all
38     * matching spells are used.
39     */
40 root 1.11 object *
41     find_random_spell_in_ob (object *ob, const char *skill)
42 elmex 1.1 {
43 root 1.11 int k = 0, s;
44     object *tmp;
45 elmex 1.1
46 root 1.11 for (tmp = ob->inv; tmp; tmp = tmp->below)
47     if (tmp->type == SPELL && (!skill || tmp->skill == skill))
48     k++;
49 elmex 1.1
50 root 1.11 /* No spells, no need to progess further */
51     if (!k)
52     return NULL;
53 elmex 1.1
54 root 1.11 s = RANDOM () % k;
55 elmex 1.1
56 root 1.11 for (tmp = ob->inv; tmp; tmp = tmp->below)
57     if (tmp->type == SPELL && (!skill || tmp->skill == skill))
58     {
59     if (!s)
60     return tmp;
61     else
62     s--;
63     }
64     /* Should never get here, but just in case */
65     return NULL;
66 elmex 1.1 }
67    
68     /* Relatively simple function that gets used a lot.
69     * Basically, it sets up the skill pointer for the spell being
70     * cast. If op is really casting the spell, then the skill
71     * is whatever skill the spell requires.
72     * if instead caster (rod, horn, wand, etc) is casting the skill,
73     * then they get exp for the skill that you need to use for
74     * that object (use magic device).
75     */
76 root 1.11 void
77     set_spell_skill (object *op, object *caster, object *spob, object *dest)
78 elmex 1.1 {
79 root 1.10 if (caster == op && spob->skill)
80     dest->skill = spob->skill;
81     else
82     dest->skill = caster->skill;
83 elmex 1.1 }
84    
85     /* init_spells: This should really be called check_spells, as that
86     * is what it does. It goes through the spells looking for any
87     * obvious errors. This was most useful in debugging when re-doing
88     * all the spells to catch simple errors. To use it all the time
89     * will result in it spitting out messages that aren't really errors.
90     */
91 root 1.11 void
92     init_spells (void)
93     {
94 elmex 1.1 #ifdef SPELL_DEBUG
95 root 1.11 static int init_spells_done = 0;
96     int i;
97     archetype *at;
98    
99     if (init_spells_done)
100     return;
101     LOG (llevDebug, "Checking spells...\n");
102    
103     for (at = first_archetype; at; at = at->next)
104     {
105     if (at->clone.type == SPELL)
106     {
107     if (at->clone.skill)
108     {
109     for (i = 1; i < NUM_SKILLS; i++)
110     if (!strcmp (skill_names[i], at->clone.skill))
111     break;
112     if (i == NUM_SKILLS)
113     {
114     LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
115 root 1.8 }
116     }
117 root 1.11 /* other_arch is already checked for in the loader */
118 root 1.8 }
119 elmex 1.1 }
120    
121 root 1.11 i = 0;
122     while (spell_mapping[i])
123     {
124 root 1.14 if (!archetype::find (spell_mapping[i]))
125 root 1.11 {
126     LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
127 root 1.8 }
128 root 1.11 i++;
129 elmex 1.1 }
130 root 1.11 LOG (llevDebug, "Checking spells completed.\n");
131 elmex 1.1 #endif
132     }
133    
134     /* Dumps all the spells - now also dumps skill associated with the spell.
135     * not sure what this would be used for, as the data seems pretty
136     * minimal, but easy enough to keep around.
137     */
138 root 1.11 void
139     dump_spells (void)
140 elmex 1.1 {
141 root 1.11 archetype *at;
142 elmex 1.1
143 root 1.11 for (at = first_archetype; at; at = at->next)
144     {
145     if (at->clone.type == SPELL)
146     {
147     fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
148     &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
149 root 1.8 }
150 elmex 1.1 }
151     }
152    
153     /* pretty basic function - basically just takes
154     * an object, sets the x,y, and calls insert_ob_in_map
155     */
156    
157 root 1.11 void
158     spell_effect (object *spob, int x, int y, mapstruct *map, object *originator)
159 elmex 1.1 {
160    
161 root 1.11 if (spob->other_arch != NULL)
162     {
163     object *effect = arch_to_object (spob->other_arch);
164 elmex 1.1
165 root 1.11 effect->x = x;
166     effect->y = y;
167 elmex 1.1
168 root 1.11 insert_ob_in_map (effect, map, originator, 0);
169 elmex 1.1 }
170     }
171    
172     /*
173     * This function takes a caster and spell and presents the
174     * effective level the caster needs to be to cast the spell.
175     * basically, it just adjusts the spell->level with attuned/repelled
176     * spellpaths. Was called path_level_mod
177     *
178     * caster is person casting hte spell.
179     * spell is the spell object.
180     * Returns modified level.
181     */
182 root 1.11 int
183     min_casting_level (object *caster, object *spell)
184 elmex 1.1 {
185 root 1.11 int new_level;
186 elmex 1.1
187 root 1.11 if (caster->path_denied & spell->path_attuned)
188     {
189     /* This case is not a bug, just the fact that this function is
190     * usually called BEFORE checking for path_deny. -AV
191     */
192 elmex 1.1 #if 0
193 root 1.11 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " "spell\n", caster->arch->name, caster->name);
194 elmex 1.1 #endif
195 root 1.11 return 1;
196 elmex 1.1 }
197 root 1.11 new_level = spell->level
198     + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
199     return (new_level < 1) ? 1 : new_level;
200 elmex 1.1 }
201    
202    
203     /* This function returns the effective level the spell
204     * is being cast at.
205     * Note that I changed the repelled/attuned bonus to 2 from 5.
206     * This is because the new code compares casting_level against
207     * min_caster_level, so the difference is effectively 4
208     */
209    
210 root 1.11 int
211     caster_level (object *caster, object *spell)
212 elmex 1.1 {
213 root 1.11 int level = caster->level;
214    
215     /* If this is a player, try to find the matching skill */
216     if (caster->type == PLAYER && spell->skill)
217     {
218     int i;
219 elmex 1.1
220 root 1.11 for (i = 0; i < NUM_SKILLS; i++)
221     if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
222     {
223     level = caster->contr->last_skill_ob[i]->level;
224     break;
225     }
226     }
227    
228     /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
229     if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
230     {
231     object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
232     int sk_level = skill ? skill->level : 1;
233    
234     level = MIN (level, sk_level + level / 10 + 1);
235 elmex 1.1 }
236    
237 root 1.11 /* Got valid caster level. Now adjust for attunement */
238     level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
239    
240     /* Always make this at least 1. If this is zero, we get divide by zero
241     * errors in various places.
242     */
243     if (level < 1)
244     level = 1;
245     return level;
246 elmex 1.1 }
247    
248     /* The following function scales the spellpoint cost of
249     * a spell by it's increased effectiveness. Some of the
250     * lower level spells become incredibly vicious at high
251     * levels. Very cheap mass destruction. This function is
252     * intended to keep the sp cost related to the effectiveness.
253     * op is the player/monster
254     * caster is what is casting the spell, can be op.
255     * spell is the spell object.
256     * Note that it is now possible for a spell to cost both grace and
257     * mana. In that case, we return which ever value is higher.
258     */
259    
260 root 1.11 sint16
261     SP_level_spellpoint_cost (object *caster, object *spell, int flags)
262 elmex 1.1 {
263 root 1.11 int sp, grace, level = caster_level (caster, spell);
264 elmex 1.1
265 root 1.11 if (settings.spellpoint_level_depend == TRUE)
266     {
267     if (spell->stats.sp && spell->stats.maxsp)
268     {
269     sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
270 root 1.8 }
271 root 1.11 else
272     sp = spell->stats.sp;
273 root 1.8
274 root 1.11 sp *= (int) PATH_SP_MULT (caster, spell);
275     if (!sp && spell->stats.sp)
276     sp = 1;
277 root 1.8
278 root 1.11 if (spell->stats.grace && spell->stats.maxgrace)
279     {
280     grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
281 root 1.8 }
282 root 1.11 else
283     grace = spell->stats.grace;
284 elmex 1.1
285 root 1.11 grace *= (int) PATH_SP_MULT (caster, spell);
286     if (spell->stats.grace && !grace)
287     grace = 1;
288     }
289     else
290     {
291     sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
292     if (spell->stats.sp && !sp)
293     sp = 1;
294     grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
295     if (spell->stats.grace && !grace)
296     grace = 1;
297     }
298     if (flags == SPELL_HIGHEST)
299     return MAX (sp, grace);
300     else if (flags == SPELL_GRACE)
301     return grace;
302     else if (flags == SPELL_MANA)
303     return sp;
304     else
305     {
306     LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
307     return 0;
308 elmex 1.1 }
309     }
310    
311    
312     /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
313     * spob is the spell we are adjusting.
314     */
315 root 1.11 int
316     SP_level_dam_adjust (object *caster, object *spob)
317 elmex 1.1 {
318 root 1.11 int level = caster_level (caster, spob);
319     int adj = level - min_casting_level (caster, spob);
320 elmex 1.1
321 root 1.11 if (adj < 0)
322     adj = 0;
323     if (spob->dam_modifier)
324     adj /= spob->dam_modifier;
325     else
326     adj = 0;
327     return adj;
328 elmex 1.1 }
329    
330     /* Adjust the strength of the spell based on level.
331     * This is basically the same as SP_level_dam_adjust above,
332     * but instead looks at the level_modifier value.
333     */
334 root 1.11 int
335     SP_level_duration_adjust (object *caster, object *spob)
336 elmex 1.1 {
337 root 1.11 int level = caster_level (caster, spob);
338     int adj = level - min_casting_level (caster, spob);
339 elmex 1.1
340 root 1.11 if (adj < 0)
341     adj = 0;
342     if (spob->duration_modifier)
343     adj /= spob->duration_modifier;
344     else
345     adj = 0;
346 elmex 1.1
347 root 1.11 return adj;
348 elmex 1.1 }
349    
350     /* Adjust the strength of the spell based on level.
351     * This is basically the same as SP_level_dam_adjust above,
352     * but instead looks at the level_modifier value.
353     */
354 root 1.11 int
355     SP_level_range_adjust (object *caster, object *spob)
356 elmex 1.1 {
357 root 1.11 int level = caster_level (caster, spob);
358     int adj = level - min_casting_level (caster, spob);
359 elmex 1.1
360 root 1.11 if (adj < 0)
361     adj = 0;
362     if (spob->range_modifier)
363     adj /= spob->range_modifier;
364     else
365     adj = 0;
366 elmex 1.1
367 root 1.11 return adj;
368 elmex 1.1 }
369    
370     /* Checks to see if player knows the spell. If the name is the same
371     * as an existing spell, we presume they know it.
372     * returns 1 if they know the spell, 0 if they don't.
373     */
374 root 1.11 object *
375     check_spell_known (object *op, const char *name)
376 elmex 1.1 {
377 root 1.11 object *spop;
378 elmex 1.1
379 root 1.11 for (spop = op->inv; spop; spop = spop->below)
380     if (spop->type == SPELL && !strcmp (spop->name, name))
381     return spop;
382 elmex 1.1
383 root 1.11 return NULL;
384 elmex 1.1 }
385    
386    
387     /*
388     * Look at object 'op' and see if they know the spell
389     * spname. This is pretty close to check_spell_known
390     * above, but it uses a looser matching mechanism.
391     * returns the matching spell object, or NULL.
392     * If we match multiple spells but don't get an
393     * exact match, we also return NULL.
394     */
395    
396 root 1.11 object *
397     lookup_spell_by_name (object *op, const char *spname)
398     {
399     object *spob1 = NULL, *spob2 = NULL, *spob;
400     int nummatch = 0;
401    
402     if (spname == NULL)
403     return NULL;
404    
405     /* Try to find the spell. We store the results in spob1
406     * and spob2 - spob1 is only taking the length of
407     * the past spname, spob2 uses the length of the spell name.
408     */
409     for (spob = op->inv; spob; spob = spob->below)
410     {
411     if (spob->type == SPELL)
412     {
413     if (!strncmp (spob->name, spname, strlen (spname)))
414     {
415     nummatch++;
416     spob1 = spob;
417     }
418     else if (!strncmp (spob->name, spname, strlen (spob->name)))
419     {
420     /* if spells have ambiguous names, it makes matching
421     * really difficult. (eg, fire and fireball would
422     * fall into this category). It shouldn't be hard to
423     * make sure spell names don't overlap in that fashion.
424     */
425     if (spob2)
426     LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
427     spob2 = spob;
428 root 1.8 }
429     }
430 elmex 1.1 }
431 root 1.11 /* if we have best match, return it. Otherwise, if we have one match
432     * on the loser match, return that, otehrwise null
433     */
434     if (spob2)
435     return spob2;
436     if (spob1 && nummatch == 1)
437     return spob1;
438     return NULL;
439 elmex 1.1 }
440    
441     /* reflwall - decides weither the (spell-)object sp_op will
442     * be reflected from the given mapsquare. Returns 1 if true.
443     * (Note that for living creatures there is a small chance that
444     * reflect_spell fails.)
445     * Caller should be sure it passes us valid map coordinates
446     * eg, updated for tiled maps.
447     */
448 root 1.11 int
449     reflwall (mapstruct *m, int x, int y, object *sp_op)
450     {
451     object *op;
452 elmex 1.1
453 root 1.11 if (OUT_OF_REAL_MAP (m, x, y))
454     return 0;
455     for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
456     if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) ||
457     sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
458     return 1;
459 elmex 1.1
460 root 1.11 return 0;
461 elmex 1.1 }
462    
463     /* cast_create_object: creates object new_op in direction dir
464     * or if that is blocked, beneath the player (op).
465     * we pass 'caster', but don't use it for anything.
466     * This is really just a simple wrapper function .
467     * returns the direction that the object was actually placed
468     * in.
469     */
470 root 1.11 int
471     cast_create_obj (object *op, object *caster, object *new_op, int dir)
472 elmex 1.1 {
473 root 1.11 mapstruct *m;
474     sint16 sx, sy;
475 elmex 1.1
476 root 1.11 if (dir &&
477     ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
478     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
479     {
480     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
481     new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
482     dir = 0;
483     }
484     new_op->x = op->x + freearr_x[dir];
485     new_op->y = op->y + freearr_y[dir];
486     if (dir == 0)
487     insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR);
488     else
489     insert_ob_in_map (new_op, op->map, op, 0);
490     return dir;
491 elmex 1.1 }
492    
493     /* Returns true if it is ok to put spell *op on the space/may provided.
494     * immune_stop is basically the attacktype of the spell (why
495     * passed as a different value, not sure of). If immune_stop
496     * has the AT_MAGIC bit set, and there is a counterwall
497     * on the space, the object doesn't get placed. if immune stop
498     * does not have AT_MAGIC, then counterwalls do not effect the spell.
499     *
500     */
501    
502 root 1.11 int
503     ok_to_put_more (mapstruct *m, sint16 x, sint16 y, object *op, int immune_stop)
504     {
505     object *tmp;
506     int mflags;
507     mapstruct *mp;
508    
509     mp = m;
510     mflags = get_map_flags (m, &mp, x, y, &x, &y);
511    
512     if (mflags & P_OUT_OF_MAP)
513     return 0;
514    
515     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y)))
516     return 0;
517    
518     for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above)
519     {
520     /* If there is a counterspell on the space, and this
521     * object is using magic, don't progress. I believe we could
522     * leave this out and let in progress, and other areas of the code
523     * will then remove it, but that would seem to to use more
524     * resources, and may not work as well if a player is standing
525     * on top of a counterwall spell (may hit the player before being
526     * removed.) On the other hand, it may be more dramatic for the
527     * spell to actually hit the counterwall and be sucked up.
528     */
529     if ((tmp->attacktype & AT_COUNTERSPELL) &&
530     (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) &&
531     (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC))
532     return 0;
533    
534     /* This is to prevent 'out of control' spells. Basically, this
535     * limits one spell effect per space per spell. This is definately
536     * needed for performance reasons, and just for playability I believe.
537     * there are no such things as multispaced spells right now, so
538     * we don't need to worry about the head.
539     */
540     if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
541     return 0;
542    
543     /*
544     * Combine similar spell effects into one spell effect. Needed for
545     * performance reasons with meteor swarm and the like, but also for
546     * playability reasons.
547     */
548     if (tmp->arch == op->arch
549     && tmp->type == op->type
550     && tmp->subtype == op->subtype
551     && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
552     {
553     tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
554     tmp->range = MAX (tmp->range, op->range);
555     tmp->duration = MAX (tmp->duration, op->duration);
556     return 0;
557 elmex 1.1 }
558    
559 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
560     * ground to prevent it from moving along?
561     */
562 elmex 1.1 }
563 root 1.11 /* If it passes the above tests, it must be OK */
564     return 1;
565 elmex 1.1 }
566    
567     /* fire_arch_from_position: fires an archetype.
568     * op: person firing the object.
569     * caster: object casting the spell.
570     * x, y: where to fire the spell (note, it then uses op->map for the map
571     * for these coordinates, which is probably a really bad idea.
572     * dir: direction to fire in.
573     * spell: spell that is being fired. It uses other_arch for the archetype
574     * to fire.
575     * returns 0 on failure, 1 on success.
576     */
577    
578 root 1.11 int
579     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
580     {
581     object *tmp;
582     int mflags;
583     mapstruct *m;
584    
585     if (spell->other_arch == NULL)
586     return 0;
587    
588     m = op->map;
589     mflags = get_map_flags (m, &m, x, y, &x, &y);
590     if (mflags & P_OUT_OF_MAP)
591     {
592     return 0;
593 elmex 1.1 }
594    
595 root 1.11 tmp = arch_to_object (spell->other_arch);
596 elmex 1.1
597 root 1.11 if (tmp == NULL)
598     return 0;
599 elmex 1.1
600 root 1.11 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
601     {
602     new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
603     free_object (tmp);
604     return 0;
605 elmex 1.1 }
606    
607    
608    
609 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
610     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
611     /* code in time.c uses food for some things, duration for others */
612     tmp->stats.food = tmp->duration;
613     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
614     tmp->attacktype = spell->attacktype;
615     tmp->x = x;
616     tmp->y = y;
617     tmp->direction = dir;
618     if (get_owner (op) != NULL)
619     copy_owner (tmp, op);
620     else
621     set_owner (tmp, op);
622     tmp->level = caster_level (caster, spell);
623     set_spell_skill (op, caster, spell, tmp);
624    
625     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
626     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
627     {
628     if (!tailor_god_spell (tmp, op))
629     return 0;
630 elmex 1.1 }
631 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
632     SET_ANIMATION (tmp, dir);
633 elmex 1.1
634 root 1.11 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL)
635     return 1;
636 elmex 1.1
637 root 1.11 move_spell_effect (tmp);
638 elmex 1.1
639 root 1.11 return 1;
640 elmex 1.1 }
641    
642    
643    
644     /*****************************************************************************
645     *
646     * Code related to rods - perhaps better located in another file?
647     *
648     ****************************************************************************/
649    
650 root 1.11 void
651     regenerate_rod (object *rod)
652     {
653     if (rod->stats.hp < rod->stats.maxhp)
654     {
655     rod->stats.hp += 1 + rod->stats.maxhp / 10;
656 elmex 1.1
657 root 1.11 if (rod->stats.hp > rod->stats.maxhp)
658     rod->stats.hp = rod->stats.maxhp;
659 elmex 1.1 }
660     }
661    
662    
663 root 1.11 void
664     drain_rod_charge (object *rod)
665     {
666     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
667 elmex 1.1 }
668    
669    
670    
671    
672     /* this function is commonly used to find a friendly target for
673     * spells such as heal or protection or armour
674     * op is what is looking for the target (which can be a player),
675     * dir is the direction we are looking in. Return object found, or
676     * NULL if no good object.
677     */
678    
679 root 1.11 object *
680     find_target_for_friendly_spell (object *op, int dir)
681     {
682     object *tmp;
683     mapstruct *m;
684     sint16 x, y;
685     int mflags;
686    
687     /* I don't really get this block - if op isn't a player or rune,
688     * we then make the owner of this object the target.
689     * The owner could very well be no where near op.
690     */
691     if (op->type != PLAYER && op->type != RUNE)
692     {
693     tmp = get_owner (op);
694     /* If the owner does not exist, or is not a monster, than apply the spell
695     * to the caster.
696     */
697     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
698     tmp = op;
699 elmex 1.1 }
700 root 1.11 else
701     {
702     m = op->map;
703     x = op->x + freearr_x[dir];
704     y = op->y + freearr_y[dir];
705    
706     mflags = get_map_flags (m, &m, x, y, &x, &y);
707    
708     if (mflags & P_OUT_OF_MAP)
709     tmp = NULL;
710     else
711 elmex 1.1 {
712 root 1.11 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
713     if (tmp->type == PLAYER)
714 elmex 1.1 break;
715     }
716 root 1.11 }
717     /* didn't find a player there, look in current square for a player */
718     if (tmp == NULL)
719     for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
720     {
721     if (tmp->type == PLAYER)
722     break;
723     }
724 elmex 1.1
725 root 1.11 return tmp;
726 elmex 1.1 }
727    
728    
729    
730     /* raytrace:
731     * spell_find_dir(map, x, y, exclude) will search first the center square
732     * then some close squares in the given map at the given coordinates for
733     * live objects.
734     * It will not consider the object given as exclude (= caster) among possible
735     * live objects. If the caster is a player, the spell will go after
736     * monsters/generators only. If not, the spell will hunt players only.
737     * It returns the direction toward the first/closest live object if it finds
738     * any, otherwise -1.
739     * note that exclude can be NULL, in which case all bets are off.
740     */
741    
742 root 1.11 int
743     spell_find_dir (mapstruct *m, int x, int y, object *exclude)
744     {
745     int i, max = SIZEOFFREE;
746     sint16 nx, ny;
747     int owner_type = 0, mflags;
748     object *tmp;
749     mapstruct *mp;
750    
751     if (exclude && exclude->head)
752     exclude = exclude->head;
753     if (exclude && exclude->type)
754     owner_type = exclude->type;
755    
756     for (i = rndm (1, 8); i < max; i++)
757     {
758     nx = x + freearr_x[i];
759     ny = y + freearr_y[i];
760     mp = m;
761     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
762     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
763     continue;
764    
765     tmp = get_map_ob (mp, nx, ny);
766    
767     while (tmp != NULL && (((owner_type == PLAYER &&
768     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
769     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
770     tmp = tmp->above;
771 elmex 1.1
772 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
773     return freedir[i];
774 elmex 1.1 }
775 root 1.11 return -1; /* flag for "keep going the way you were" */
776 elmex 1.1 }
777    
778    
779    
780     /* put_a_monster: puts a monster named monstername near by
781     * op. This creates the treasures for the monsters, and
782     * also deals with multipart monsters properly.
783     */
784    
785 root 1.11 void
786     put_a_monster (object *op, const char *monstername)
787     {
788     object *tmp, *head = NULL, *prev = NULL;
789     archetype *at;
790     int dir;
791    
792     /* Handle cases where we are passed a bogus mosntername */
793    
794 root 1.14 if ((at = archetype::find (monstername)) == NULL)
795 root 1.11 return;
796    
797     /* find a free square nearby
798     * first we check the closest square for free squares
799     */
800    
801     dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
802     if (dir != -1)
803     {
804     /* This is basically grabbed for generate monster. Fixed 971225 to
805     * insert multipart monsters properly
806     */
807     while (at != NULL)
808     {
809     tmp = arch_to_object (at);
810     tmp->x = op->x + freearr_x[dir] + at->clone.x;
811     tmp->y = op->y + freearr_y[dir] + at->clone.y;
812     tmp->map = op->map;
813     if (head)
814     {
815     tmp->head = head;
816     prev->more = tmp;
817 root 1.8 }
818 root 1.11 if (!head)
819     head = tmp;
820     prev = tmp;
821     at = at->more;
822 root 1.8 }
823    
824 root 1.11 if (head->randomitems)
825     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
826 root 1.8
827 root 1.11 insert_ob_in_map (head, op->map, op, 0);
828 root 1.8
829 root 1.11 /* thought it'd be cool to insert a burnout, too. */
830     tmp = get_archetype ("burnout");
831     tmp->map = op->map;
832     tmp->x = op->x + freearr_x[dir];
833     tmp->y = op->y + freearr_y[dir];
834     insert_ob_in_map (tmp, op->map, op, 0);
835 elmex 1.1 }
836     }
837    
838     /* peterm: function which summons hostile monsters and
839     * places them in nearby squares.
840     * op is the summoner.
841     * n is the number of monsters.
842     * monstername is the name of the monster.
843     * returns the number of monsters, which is basically n.
844     * it should really see how many it successfully replaced and
845     * return that instead.
846     * Note that this is not used by any spells (summon evil monsters
847     * use to call this, but best I can tell, that spell/ability was
848     * never used. This is however used by various failures on the
849     * players part (alchemy, reincarnation, etc)
850     */
851    
852 root 1.11 int
853     summon_hostile_monsters (object *op, int n, const char *monstername)
854     {
855     int i;
856    
857     for (i = 0; i < n; i++)
858     put_a_monster (op, monstername);
859 elmex 1.1
860 root 1.11 return n;
861 elmex 1.1 }
862    
863    
864     /* Some local definitions for shuffle-attack */
865 root 1.11 struct attacktype_shuffle
866     {
867     int attacktype;
868     int face;
869     } ATTACKS[22] =
870     {
871     {
872     AT_PHYSICAL, 0},
873     {
874     AT_PHYSICAL, 0}, /*face = explosion */
875     {
876     AT_PHYSICAL, 0},
877     {
878     AT_MAGIC, 1},
879     {
880     AT_MAGIC, 1}, /* face = last-burnout */
881     {
882     AT_MAGIC, 1},
883     {
884     AT_FIRE, 2},
885     {
886     AT_FIRE, 2}, /* face = fire.... */
887     {
888     AT_FIRE, 2},
889     {
890     AT_ELECTRICITY, 3},
891     {
892     AT_ELECTRICITY, 3}, /* ball_lightning */
893     {
894     AT_ELECTRICITY, 3},
895     {
896     AT_COLD, 4},
897     {
898     AT_COLD, 4}, /* face=icestorm */
899     {
900     AT_COLD, 4},
901     {
902     AT_CONFUSION, 5},
903     {
904     AT_POISON, 7},
905     {
906     AT_POISON, 7}, /* face = acid sphere. generator */
907     {
908     AT_POISON, 7}, /* poisoncloud face */
909     {
910     AT_SLOW, 8},
911     {
912     AT_PARALYZE, 9},
913     {
914     AT_FEAR, 10}};
915 elmex 1.1
916    
917    
918     /* shuffle_attack: peterm
919     * This routine shuffles the attack of op to one of the
920     * ones in the list. It does this at random. It also
921     * chooses a face appropriate to the attack that is
922     * being committed by that square at the moment.
923     * right now it's being used by color spray and create pool of
924     * chaos.
925     * This could really be a better implementation - the
926     * faces and attacktypes above are hardcoded, which is never
927     * good. The faces refer to faces in the animation sequence.
928     * Not sure how to do better - but not having it hardcoded
929     * would be nice.
930     * I also fixed a bug here in that attacktype was |= -
931     * to me, that would be that it would quickly get all
932     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
933     */
934 root 1.11 void
935     shuffle_attack (object *op, int change_face)
936 elmex 1.1 {
937 root 1.11 int i;
938 elmex 1.1
939 root 1.11 i = rndm (0, 21);
940 elmex 1.1
941 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
942    
943     if (change_face)
944     {
945     SET_ANIMATION (op, ATTACKS[i].face);
946 elmex 1.1 }
947     }
948    
949    
950     /* prayer_failure: This is called when a player fails
951     * at casting a prayer.
952     * op is the player.
953     * failure is basically how much grace they had.
954     * power is how much grace the spell would normally take to cast.
955     */
956    
957 root 1.11 void
958     prayer_failure (object *op, int failure, int power)
959     {
960     const char *godname;
961     object *tmp;
962 elmex 1.1
963 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
964     godname = "Your spirit";
965 elmex 1.1
966 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
967 elmex 1.1 {
968 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
969     tmp = get_archetype (SPELL_WONDER);
970     cast_cone (op, op, 0, tmp);
971     free_object (tmp);
972 elmex 1.1 }
973    
974 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
975 elmex 1.1 {
976 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
977     confuse_player (op, op, 99);
978 elmex 1.1 }
979 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
980 elmex 1.1 {
981 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
982     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
983     paralyze_player (op, op, 99);
984 elmex 1.1 }
985 root 1.11 else if (failure <= -150) /* blast the immediate area */
986     {
987     tmp = get_archetype (GOD_POWER);
988     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
989     cast_magic_storm (op, tmp, power);
990 elmex 1.1 }
991     }
992    
993     /*
994     * spell_failure() handles the various effects for differing degrees
995     * of failure badness.
996     * op is the player that failed.
997     * failure is a random value of how badly you failed.
998     * power is how many spellpoints you'd normally need for the spell.
999     * skill is the skill you'd need to cast the spell.
1000     */
1001    
1002 root 1.11 void
1003     spell_failure (object *op, int failure, int power, object *skill)
1004     {
1005     object *tmp;
1006 elmex 1.1
1007 root 1.11 if (settings.spell_failure_effects == FALSE)
1008     return;
1009 elmex 1.1
1010 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
1011 elmex 1.1 {
1012 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
1013     tmp = get_archetype (SPELL_WONDER);
1014     cast_cone (op, op, 0, tmp);
1015     free_object (tmp);
1016 elmex 1.1 }
1017    
1018 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
1019 elmex 1.1 {
1020 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
1021     confuse_player (op, op, 99);
1022 elmex 1.1 }
1023 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
1024 elmex 1.1 {
1025 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
1026     paralyze_player (op, op, 99);
1027 elmex 1.1 }
1028 root 1.11 else if (failure <= -80) /* blast the immediate area */
1029     {
1030     object *tmp;
1031 root 1.8
1032 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
1033     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
1034     {
1035     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
1036     hit_player (op, 9998, op, AT_INTERNAL, 1);
1037 root 1.8
1038 root 1.11 }
1039     else
1040     {
1041     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1042     tmp = get_archetype (LOOSE_MANA);
1043     tmp->level = skill->level;
1044     tmp->x = op->x;
1045     tmp->y = op->y;
1046    
1047     /* increase the area of destruction a little for more powerful spells */
1048     tmp->range += isqrt (power);
1049    
1050     if (power > 25)
1051     tmp->stats.dam = 25 + isqrt (power);
1052     else
1053     tmp->stats.dam = power; /* nasty recoils! */
1054 root 1.8
1055 root 1.11 tmp->stats.maxhp = tmp->count;
1056     insert_ob_in_map (tmp, op->map, NULL, 0);
1057 root 1.8 }
1058 elmex 1.1 }
1059     }
1060    
1061 root 1.11 int
1062     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1063     {
1064     int success;
1065     player *pl;
1066     object *spell;
1067    
1068     if (!spell_ob->other_arch)
1069 elmex 1.1 {
1070 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
1071     return 0;
1072     }
1073     spell = arch_to_object (spell_ob->other_arch);
1074 elmex 1.1
1075 root 1.11 /* Always cast spell on caster */
1076     success = cast_spell (op, caster, dir, spell, stringarg);
1077 elmex 1.1
1078 root 1.11 if (caster->contr->party == NULL)
1079     {
1080     remove_ob (spell);
1081     return success;
1082 elmex 1.1 }
1083 root 1.11 for (pl = first_player; pl != NULL; pl = pl->next)
1084     if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1085     {
1086     cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1087     }
1088     remove_ob (spell);
1089     return success;
1090     }
1091 elmex 1.1
1092     /* This is where the main dispatch when someone casts a spell.
1093     *
1094     * op is the creature that is owner of the object that is casting the spell -
1095     * eg, the player or monster.
1096     * caster is the actual object (wand, potion) casting the spell. can be
1097     * same as op.
1098     * dir is the direction to cast in. Note in some cases, if the spell
1099     * is self only, dir really doesn't make a difference.
1100     * spell_ob is the spell object that is being cast. From that,
1101     * we can determine what to do.
1102     * stringarg is any options that are being used. It can be NULL. Almost
1103     * certainly, only players will set it. It is basically used as optional
1104     * parameters to a spell (eg, item to create, information for marking runes,
1105     * etc.
1106     * returns 1 on successful cast, or 0 on error. These values should really
1107     * be swapped, so that 0 is successful, and non zero is failure, with a code
1108     * of what it failed.
1109     *
1110     * Note that this function is really a dispatch routine that calls other
1111     * functions - it just blindly returns what ever value those functions
1112     * return. So if your writing a new function that is called from this,
1113     * it shoudl also return 1 on success, 0 on failure.
1114     *
1115     * if it is a player casting the spell (op->type == PLAYER, op == caster),
1116     * this function will decrease the mana/grace appropriately. For other
1117     * objects, the caller should do what it considers appropriate.
1118     */
1119    
1120 root 1.11 int
1121     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1122     {
1123     const char *godname;
1124     int success = 0, mflags, cast_level = 0, old_shoottype;
1125     object *skill = NULL;
1126 elmex 1.1
1127 root 1.11 old_shoottype = op->contr ? op->contr->shoottype : 0;
1128 elmex 1.1
1129 root 1.11 if (!spell_ob)
1130     {
1131     LOG (llevError, "cast_spell: null spell object passed\n");
1132     return 0;
1133 elmex 1.1 }
1134 root 1.13
1135 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
1136     godname = "A random spirit";
1137 elmex 1.1
1138 root 1.11 /* the caller should set caster to op if appropriate */
1139     if (!caster)
1140     {
1141     LOG (llevError, "cast_spell: null caster object passed\n");
1142     return 0;
1143 elmex 1.1 }
1144    
1145 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
1146     * an issue, because they don't have any spellpaths set up.
1147     */
1148     if (caster->path_denied & spell_ob->path_attuned)
1149     {
1150     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1151     return 0;
1152 elmex 1.1 }
1153    
1154 root 1.11 /* if it is a player casting the spell, and they are really casting it
1155     * (vs it coming from a wand, scroll, or whatever else), do some
1156     * checks. We let monsters do special things - eg, they
1157     * don't need the skill, bypass level checks, etc. The monster function
1158     * should take care of that.
1159     * Remove the wiz check here and move it further down - some spells
1160     * need to have the right skill pointer passed, so we need to
1161     * at least process that code.
1162     */
1163     if (op->type == PLAYER && op == caster)
1164     {
1165     cast_level = caster_level (caster, spell_ob);
1166     if (spell_ob->skill)
1167     {
1168     skill = find_skill_by_name (op, spell_ob->skill);
1169     if (!skill)
1170     {
1171     new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1172     return 0;
1173 root 1.8 }
1174 root 1.11 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1175     {
1176     new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1177     return 0;
1178 root 1.8 }
1179     }
1180 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1181     * to have sufficient grace/mana.
1182     */
1183     if (!QUERY_FLAG (op, FLAG_WIZ))
1184     {
1185     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1186     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1187     {
1188     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1189     return 0;
1190 root 1.8 }
1191 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1192     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1193     {
1194     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1195     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1196     {
1197     new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1198 root 1.8 }
1199 root 1.11 else
1200     {
1201     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1202     new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1203     return 0;
1204 root 1.8 }
1205     }
1206    
1207 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1208     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1209     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1210     {
1211     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1212     new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1213     if (settings.casting_time == TRUE)
1214     {
1215     op->casting_time = -1;
1216 root 1.8 }
1217 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1218     return 0;
1219     }
1220     else if (spell_ob->stats.sp)
1221     {
1222     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1223    
1224     if (failure < 0)
1225     {
1226     new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1227     if (settings.spell_failure_effects == TRUE)
1228     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1229     op->contr->shoottype = (rangetype) old_shoottype;
1230     op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1231     return 0;
1232 root 1.8 }
1233     }
1234     }
1235 elmex 1.1 }
1236    
1237 root 1.11 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1238    
1239     /* See if we can cast a spell here. If the caster and op are
1240     * not alive, then this would mean that the mapmaker put the
1241     * objects on the space - presume that they know what they are
1242     * doing.
1243     */
1244 elmex 1.9
1245 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1246     {
1247     new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1248     return 0;
1249     }
1250    
1251     if ((spell_ob->type == SPELL)
1252     && (caster->type != POTION)
1253     && !QUERY_FLAG (op, FLAG_WIZCAST)
1254     && (QUERY_FLAG (caster, FLAG_ALIVE)
1255     || QUERY_FLAG (op, FLAG_ALIVE))
1256     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1257     {
1258     if (op->type != PLAYER)
1259 elmex 1.9 return 0;
1260    
1261 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1262     new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1263     else
1264     switch (op->contr->shoottype)
1265     {
1266 root 1.12 case range_magic:
1267     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1268     break;
1269     case range_misc:
1270     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1271     break;
1272     case range_golem:
1273     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1274     break;
1275     default:
1276     break;
1277 root 1.11 }
1278     return 0;
1279     }
1280 elmex 1.1
1281 root 1.11 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1282     {
1283     if (op->casting_time == -1)
1284     { /* begin the casting */
1285     op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1286     op->spell = spell_ob;
1287     /* put the stringarg into the object struct so that when the
1288     * spell is actually cast, it knows about the stringarg.
1289     * necessary for the invoke command spells.
1290     */
1291     if (stringarg)
1292 elmex 1.2 {
1293 root 1.11 op->spellarg = strdup_local (stringarg);
1294 root 1.8 }
1295 root 1.11 else
1296     op->spellarg = NULL;
1297     return 0;
1298 root 1.8 }
1299 root 1.11 else if (op->casting_time != 0)
1300     {
1301     if (op->type == PLAYER)
1302     new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1303     return 0;
1304 root 1.8 }
1305 root 1.11 else
1306     { /* casting_time == 0 */
1307     op->casting_time = -1;
1308     spell_ob = op->spell;
1309     stringarg = op->spellarg;
1310     }
1311     }
1312     else
1313     {
1314     /* Take into account how long it takes to cast the spell.
1315     * if the player is casting it, then we use the time in
1316     * the spell object. If it is a spell object, have it
1317     * take two ticks. Things that cast spells on the players
1318     * behalf (eg, altars, and whatever else) shouldn't cost
1319     * the player any time.
1320     * Ignore casting time for firewalls
1321     */
1322     if (caster == op && caster->type != FIREWALL)
1323     {
1324     op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1325     /* Other portions of the code may also decrement the speed of the player, so
1326     * put a lower limit so that the player isn't stuck here too long
1327     */
1328     if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1329     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1330     }
1331     else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1332     {
1333     op->speed_left -= 2 * FABS (op->speed);
1334 root 1.8 }
1335 elmex 1.1 }
1336    
1337 root 1.11 if (op->type == PLAYER && op == caster)
1338     {
1339     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1340     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1341 elmex 1.1 }
1342    
1343 root 1.11 /* We want to try to find the skill to properly credit exp.
1344     * for spell casting objects, the exp goes to the skill the casting
1345     * object requires.
1346     */
1347     if (op != caster && !skill && caster->skill)
1348     {
1349     skill = find_skill_by_name (op, caster->skill);
1350     if (!skill)
1351     {
1352     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1353     return 0;
1354 root 1.8 }
1355 root 1.11 change_skill (op, skill, 0); /* needed for proper exp credit */
1356 elmex 1.1 }
1357    
1358 root 1.11 switch (spell_ob->subtype)
1359     {
1360 root 1.12 /* The order of case statements is same as the order they show up
1361     * in in spells.h.
1362     */
1363     case SP_RAISE_DEAD:
1364     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1365     break;
1366    
1367     case SP_RUNE:
1368     success = write_rune (op, caster, spell_ob, dir, stringarg);
1369     break;
1370    
1371     case SP_MAKE_MARK:
1372     success = write_mark (op, spell_ob, stringarg);
1373     break;
1374    
1375     case SP_BOLT:
1376     success = fire_bolt (op, caster, dir, spell_ob, skill);
1377     break;
1378    
1379     case SP_BULLET:
1380     success = fire_bullet (op, caster, dir, spell_ob);
1381     break;
1382    
1383     case SP_CONE:
1384     success = cast_cone (op, caster, dir, spell_ob);
1385     break;
1386    
1387     case SP_BOMB:
1388     success = create_bomb (op, caster, dir, spell_ob);
1389     break;
1390    
1391     case SP_WONDER:
1392     success = cast_wonder (op, caster, dir, spell_ob);
1393     break;
1394    
1395     case SP_SMITE:
1396     success = cast_smite_spell (op, caster, dir, spell_ob);
1397     break;
1398    
1399     case SP_MAGIC_MISSILE:
1400     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1401     break;
1402    
1403     case SP_SUMMON_GOLEM:
1404     success = summon_golem (op, caster, dir, spell_ob);
1405     old_shoottype = range_golem;
1406     break;
1407    
1408     case SP_DIMENSION_DOOR:
1409     /* dimension door needs the actual caster, because that is what is
1410     * moved.
1411     */
1412     success = dimension_door (op, caster, spell_ob, dir);
1413     break;
1414 root 1.8
1415 root 1.12 case SP_MAGIC_MAPPING:
1416     if (op->type == PLAYER)
1417     {
1418     spell_effect (spell_ob, op->x, op->y, op->map, op);
1419     draw_magic_map (op);
1420     success = 1;
1421     }
1422     else
1423     success = 0;
1424     break;
1425 elmex 1.1
1426 root 1.12 case SP_MAGIC_WALL:
1427     success = magic_wall (op, caster, dir, spell_ob);
1428     break;
1429 root 1.8
1430 root 1.12 case SP_DESTRUCTION:
1431     success = cast_destruction (op, caster, spell_ob);
1432     break;
1433 root 1.8
1434 root 1.12 case SP_PERCEIVE_SELF:
1435     success = perceive_self (op);
1436     break;
1437 root 1.8
1438 root 1.12 case SP_WORD_OF_RECALL:
1439     success = cast_word_of_recall (op, caster, spell_ob);
1440     break;
1441 root 1.8
1442 root 1.12 case SP_INVISIBLE:
1443     success = cast_invisible (op, caster, spell_ob);
1444     break;
1445 root 1.8
1446 root 1.12 case SP_PROBE:
1447     success = probe (op, caster, spell_ob, dir);
1448     break;
1449 root 1.8
1450 root 1.12 case SP_HEALING:
1451     success = cast_heal (op, caster, spell_ob, dir);
1452     break;
1453 root 1.8
1454 root 1.12 case SP_CREATE_FOOD:
1455     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1456     break;
1457 root 1.8
1458 root 1.12 case SP_EARTH_TO_DUST:
1459     success = cast_earth_to_dust (op, caster, spell_ob);
1460     break;
1461 root 1.8
1462 root 1.12 case SP_CHANGE_ABILITY:
1463     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1464     break;
1465 root 1.8
1466 root 1.12 case SP_BLESS:
1467     success = cast_bless (op, caster, spell_ob, dir);
1468     break;
1469 root 1.8
1470 root 1.12 case SP_CURSE:
1471     success = cast_curse (op, caster, spell_ob, dir);
1472     break;
1473 root 1.8
1474 root 1.12 case SP_SUMMON_MONSTER:
1475     success = summon_object (op, caster, spell_ob, dir, stringarg);
1476     break;
1477 root 1.8
1478 root 1.12 case SP_CHARGING:
1479     success = recharge (op, caster, spell_ob);
1480     break;
1481 root 1.8
1482 root 1.12 case SP_POLYMORPH:
1483 elmex 1.1 #ifdef NO_POLYMORPH
1484 root 1.12 /* Not great, but at least provide feedback so if players do have
1485     * polymorph (ie, find it as a preset item or left over from before
1486     * it was disabled), they get some feedback.
1487     */
1488     new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1489     success = 0;
1490 elmex 1.1 #else
1491 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1492 elmex 1.1 #endif
1493 root 1.12 break;
1494 root 1.8
1495 root 1.12 case SP_ALCHEMY:
1496     success = alchemy (op, caster, spell_ob);
1497     break;
1498    
1499     case SP_REMOVE_CURSE:
1500     success = remove_curse (op, caster, spell_ob);
1501     break;
1502    
1503     case SP_IDENTIFY:
1504     success = cast_identify (op, caster, spell_ob);
1505     break;
1506    
1507     case SP_DETECTION:
1508     success = cast_detection (op, caster, spell_ob, skill);
1509     break;
1510    
1511     case SP_MOOD_CHANGE:
1512     success = mood_change (op, caster, spell_ob);
1513     break;
1514 elmex 1.1
1515 root 1.12 case SP_MOVING_BALL:
1516     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1517     {
1518     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1519     success = 0;
1520     }
1521     else
1522     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1523     break;
1524 elmex 1.1
1525 root 1.12 case SP_SWARM:
1526     success = fire_swarm (op, caster, spell_ob, dir);
1527     break;
1528    
1529     case SP_CHANGE_MANA:
1530     success = cast_transfer (op, caster, spell_ob, dir);
1531     break;
1532    
1533     case SP_DISPEL_RUNE:
1534     /* in rune.c */
1535     success = dispel_rune (op, caster, spell_ob, skill, dir);
1536     break;
1537    
1538     case SP_CREATE_MISSILE:
1539     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1540     break;
1541    
1542     case SP_CONSECRATE:
1543     success = cast_consecrate (op, caster, spell_ob);
1544     break;
1545    
1546     case SP_ANIMATE_WEAPON:
1547     success = animate_weapon (op, caster, spell_ob, dir);
1548     old_shoottype = range_golem;
1549     break;
1550    
1551     case SP_LIGHT:
1552     success = cast_light (op, caster, spell_ob, dir);
1553     break;
1554    
1555     case SP_CHANGE_MAP_LIGHT:
1556     success = cast_change_map_lightlevel (op, caster, spell_ob);
1557     break;
1558    
1559     case SP_FAERY_FIRE:
1560     success = cast_destruction (op, caster, spell_ob);
1561     break;
1562    
1563     case SP_CAUSE_DISEASE:
1564     success = cast_cause_disease (op, caster, spell_ob, dir);
1565     break;
1566    
1567     case SP_AURA:
1568     success = create_aura (op, caster, spell_ob);
1569     break;
1570    
1571     case SP_TOWN_PORTAL:
1572     success = cast_create_town_portal (op, caster, spell_ob, dir);
1573     break;
1574    
1575     case SP_PARTY_SPELL:
1576     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1577     break;
1578    
1579     default:
1580     if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1581     LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1582 elmex 1.1 }
1583    
1584 root 1.11 /* FIXME - we need some better sound suppport */
1585     // yes, for example, augment map info with the spell effect
1586     // so clients can calculate the sounds themselves
1587     //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1588 elmex 1.1
1589 root 1.11 /* free the spell arg */
1590     if (settings.casting_time == TRUE && stringarg)
1591     {
1592     free (stringarg);
1593     stringarg = NULL;
1594 elmex 1.1 }
1595 root 1.11 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1596     * to something like use_magic_item, but you really want to be able to fire
1597     * it again.
1598     */
1599     if (op->contr)
1600     op->contr->shoottype = (rangetype) old_shoottype;
1601 elmex 1.1
1602 root 1.11 return success;
1603 elmex 1.1 }
1604    
1605    
1606     /* This is called from time.c/process_object(). That function
1607     * calls this for any SPELL_EFFECT type objects. This function
1608     * then dispatches them to the appropriate specific routines.
1609     */
1610 root 1.11 void
1611     move_spell_effect (object *op)
1612     {
1613     switch (op->subtype)
1614     {
1615 root 1.12 case SP_BOLT:
1616     move_bolt (op);
1617     break;
1618    
1619     case SP_BULLET:
1620     move_bullet (op);
1621     break;
1622    
1623     case SP_EXPLOSION:
1624     explosion (op);
1625     break;
1626    
1627     case SP_CONE:
1628     move_cone (op);
1629     break;
1630    
1631     case SP_BOMB:
1632     animate_bomb (op);
1633     break;
1634    
1635     case SP_MAGIC_MISSILE:
1636     move_missile (op);
1637     break;
1638    
1639     case SP_WORD_OF_RECALL:
1640     execute_word_of_recall (op);
1641     break;
1642    
1643     case SP_MOVING_BALL:
1644     move_ball_spell (op);
1645     break;
1646    
1647     case SP_SWARM:
1648     move_swarm_spell (op);
1649     break;
1650    
1651     case SP_AURA:
1652     move_aura (op);
1653     break;
1654 elmex 1.1 }
1655     }
1656    
1657     /* this checks to see if something special should happen if
1658     * something runs into the object.
1659     */
1660 root 1.11 void
1661     check_spell_effect (object *op)
1662     {
1663     switch (op->subtype)
1664     {
1665 root 1.12 case SP_BOLT:
1666     move_bolt (op);
1667     return;
1668    
1669     case SP_BULLET:
1670     check_bullet (op);
1671     return;
1672 elmex 1.1 }
1673     }
1674    
1675     /* This is called by move_apply. Basically, if someone
1676     * moves onto a spell effect and the walk_on or fly_on flags
1677     * are set, this is called. This should only be called for
1678     * objects of the appropraite type.
1679     */
1680 root 1.11 void
1681     apply_spell_effect (object *spell, object *victim)
1682 elmex 1.1 {
1683 root 1.11 switch (spell->subtype)
1684     {
1685 root 1.12 case SP_CONE:
1686     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1687     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1688     break;
1689 root 1.8
1690 root 1.12 case SP_MAGIC_MISSILE:
1691     if (QUERY_FLAG (victim, FLAG_ALIVE))
1692     {
1693     tag_t spell_tag = spell->count;
1694 root 1.11
1695 root 1.12 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1696     if (!was_destroyed (spell, spell_tag))
1697     {
1698     remove_ob (spell);
1699     free_object (spell);
1700     }
1701     }
1702     break;
1703 root 1.8
1704 root 1.12 case SP_MOVING_BALL:
1705     if (QUERY_FLAG (victim, FLAG_ALIVE))
1706     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1707     else if (victim->material || victim->materialname)
1708     save_throw_object (victim, spell->attacktype, spell);
1709     break;
1710 elmex 1.1 }
1711     }