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/cvs/deliantra/server/server/spell_util.C
Revision: 1.20
Committed: Tue Dec 12 21:39:57 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.19: +4 -9 lines
Log Message:
- more ooficiation
- removed now superfluous remove calls

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 root 1.15 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
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 root 1.17 spell_effect (object *spob, int x, int y, maptile *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 root 1.18 return 1;
189    
190 root 1.11 new_level = spell->level
191     + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
192 root 1.18
193 root 1.11 return (new_level < 1) ? 1 : new_level;
194 elmex 1.1 }
195    
196    
197     /* This function returns the effective level the spell
198     * is being cast at.
199     * Note that I changed the repelled/attuned bonus to 2 from 5.
200     * This is because the new code compares casting_level against
201     * min_caster_level, so the difference is effectively 4
202     */
203    
204 root 1.11 int
205     caster_level (object *caster, object *spell)
206 elmex 1.1 {
207 root 1.11 int level = caster->level;
208    
209     /* If this is a player, try to find the matching skill */
210     if (caster->type == PLAYER && spell->skill)
211 root 1.18 for (int i = 0; i < NUM_SKILLS; i++)
212     if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
213     {
214     level = caster->contr->last_skill_ob[i]->level;
215     break;
216     }
217 root 1.11
218     /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
219     if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
220     {
221     object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
222     int sk_level = skill ? skill->level : 1;
223    
224     level = MIN (level, sk_level + level / 10 + 1);
225 elmex 1.1 }
226    
227 root 1.11 /* Got valid caster level. Now adjust for attunement */
228     level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
229    
230     /* Always make this at least 1. If this is zero, we get divide by zero
231     * errors in various places.
232     */
233     if (level < 1)
234     level = 1;
235 root 1.18
236 root 1.11 return level;
237 elmex 1.1 }
238    
239     /* The following function scales the spellpoint cost of
240     * a spell by it's increased effectiveness. Some of the
241     * lower level spells become incredibly vicious at high
242     * levels. Very cheap mass destruction. This function is
243     * intended to keep the sp cost related to the effectiveness.
244     * op is the player/monster
245     * caster is what is casting the spell, can be op.
246     * spell is the spell object.
247     * Note that it is now possible for a spell to cost both grace and
248     * mana. In that case, we return which ever value is higher.
249     */
250    
251 root 1.11 sint16
252     SP_level_spellpoint_cost (object *caster, object *spell, int flags)
253 elmex 1.1 {
254 root 1.11 int sp, grace, level = caster_level (caster, spell);
255 elmex 1.1
256 root 1.11 if (settings.spellpoint_level_depend == TRUE)
257     {
258     if (spell->stats.sp && spell->stats.maxsp)
259     {
260     sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
261 root 1.8 }
262 root 1.11 else
263     sp = spell->stats.sp;
264 root 1.8
265 root 1.11 sp *= (int) PATH_SP_MULT (caster, spell);
266     if (!sp && spell->stats.sp)
267     sp = 1;
268 root 1.8
269 root 1.11 if (spell->stats.grace && spell->stats.maxgrace)
270     {
271     grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
272 root 1.8 }
273 root 1.11 else
274     grace = spell->stats.grace;
275 elmex 1.1
276 root 1.11 grace *= (int) PATH_SP_MULT (caster, spell);
277     if (spell->stats.grace && !grace)
278     grace = 1;
279     }
280     else
281     {
282     sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
283     if (spell->stats.sp && !sp)
284     sp = 1;
285     grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
286     if (spell->stats.grace && !grace)
287     grace = 1;
288     }
289     if (flags == SPELL_HIGHEST)
290     return MAX (sp, grace);
291     else if (flags == SPELL_GRACE)
292     return grace;
293     else if (flags == SPELL_MANA)
294     return sp;
295     else
296     {
297     LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
298     return 0;
299 elmex 1.1 }
300     }
301    
302    
303     /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
304     * spob is the spell we are adjusting.
305     */
306 root 1.11 int
307     SP_level_dam_adjust (object *caster, object *spob)
308 elmex 1.1 {
309 root 1.11 int level = caster_level (caster, spob);
310     int adj = level - min_casting_level (caster, spob);
311 elmex 1.1
312 root 1.11 if (adj < 0)
313     adj = 0;
314     if (spob->dam_modifier)
315     adj /= spob->dam_modifier;
316     else
317     adj = 0;
318     return adj;
319 elmex 1.1 }
320    
321     /* Adjust the strength of the spell based on level.
322     * This is basically the same as SP_level_dam_adjust above,
323     * but instead looks at the level_modifier value.
324     */
325 root 1.11 int
326     SP_level_duration_adjust (object *caster, object *spob)
327 elmex 1.1 {
328 root 1.11 int level = caster_level (caster, spob);
329     int adj = level - min_casting_level (caster, spob);
330 elmex 1.1
331 root 1.11 if (adj < 0)
332     adj = 0;
333     if (spob->duration_modifier)
334     adj /= spob->duration_modifier;
335     else
336     adj = 0;
337 elmex 1.1
338 root 1.11 return adj;
339 elmex 1.1 }
340    
341     /* Adjust the strength of the spell based on level.
342     * This is basically the same as SP_level_dam_adjust above,
343     * but instead looks at the level_modifier value.
344     */
345 root 1.11 int
346     SP_level_range_adjust (object *caster, object *spob)
347 elmex 1.1 {
348 root 1.11 int level = caster_level (caster, spob);
349     int adj = level - min_casting_level (caster, spob);
350 elmex 1.1
351 root 1.11 if (adj < 0)
352     adj = 0;
353     if (spob->range_modifier)
354     adj /= spob->range_modifier;
355     else
356     adj = 0;
357 elmex 1.1
358 root 1.11 return adj;
359 elmex 1.1 }
360    
361     /* Checks to see if player knows the spell. If the name is the same
362     * as an existing spell, we presume they know it.
363     * returns 1 if they know the spell, 0 if they don't.
364     */
365 root 1.11 object *
366     check_spell_known (object *op, const char *name)
367 elmex 1.1 {
368 root 1.11 object *spop;
369 elmex 1.1
370 root 1.11 for (spop = op->inv; spop; spop = spop->below)
371     if (spop->type == SPELL && !strcmp (spop->name, name))
372     return spop;
373 elmex 1.1
374 root 1.11 return NULL;
375 elmex 1.1 }
376    
377    
378     /*
379     * Look at object 'op' and see if they know the spell
380     * spname. This is pretty close to check_spell_known
381     * above, but it uses a looser matching mechanism.
382     * returns the matching spell object, or NULL.
383     * If we match multiple spells but don't get an
384     * exact match, we also return NULL.
385     */
386    
387 root 1.11 object *
388     lookup_spell_by_name (object *op, const char *spname)
389     {
390     object *spob1 = NULL, *spob2 = NULL, *spob;
391     int nummatch = 0;
392    
393     if (spname == NULL)
394     return NULL;
395    
396     /* Try to find the spell. We store the results in spob1
397     * and spob2 - spob1 is only taking the length of
398     * the past spname, spob2 uses the length of the spell name.
399     */
400     for (spob = op->inv; spob; spob = spob->below)
401     {
402     if (spob->type == SPELL)
403     {
404     if (!strncmp (spob->name, spname, strlen (spname)))
405     {
406     nummatch++;
407     spob1 = spob;
408     }
409     else if (!strncmp (spob->name, spname, strlen (spob->name)))
410     {
411     /* if spells have ambiguous names, it makes matching
412     * really difficult. (eg, fire and fireball would
413     * fall into this category). It shouldn't be hard to
414     * make sure spell names don't overlap in that fashion.
415     */
416     if (spob2)
417     LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
418     spob2 = spob;
419 root 1.8 }
420     }
421 elmex 1.1 }
422 root 1.11 /* if we have best match, return it. Otherwise, if we have one match
423     * on the loser match, return that, otehrwise null
424     */
425     if (spob2)
426     return spob2;
427     if (spob1 && nummatch == 1)
428     return spob1;
429     return NULL;
430 elmex 1.1 }
431    
432     /* reflwall - decides weither the (spell-)object sp_op will
433     * be reflected from the given mapsquare. Returns 1 if true.
434     * (Note that for living creatures there is a small chance that
435     * reflect_spell fails.)
436     * Caller should be sure it passes us valid map coordinates
437     * eg, updated for tiled maps.
438     */
439 root 1.11 int
440 root 1.17 reflwall (maptile *m, int x, int y, object *sp_op)
441 root 1.11 {
442     object *op;
443 elmex 1.1
444 root 1.11 if (OUT_OF_REAL_MAP (m, x, y))
445     return 0;
446     for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
447     if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) ||
448     sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
449     return 1;
450 elmex 1.1
451 root 1.11 return 0;
452 elmex 1.1 }
453    
454     /* cast_create_object: creates object new_op in direction dir
455     * or if that is blocked, beneath the player (op).
456     * we pass 'caster', but don't use it for anything.
457     * This is really just a simple wrapper function .
458     * returns the direction that the object was actually placed
459     * in.
460     */
461 root 1.11 int
462     cast_create_obj (object *op, object *caster, object *new_op, int dir)
463 elmex 1.1 {
464 root 1.17 maptile *m;
465 root 1.11 sint16 sx, sy;
466 elmex 1.1
467 root 1.11 if (dir &&
468     ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
469     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
470     {
471     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
472     new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
473     dir = 0;
474     }
475     new_op->x = op->x + freearr_x[dir];
476     new_op->y = op->y + freearr_y[dir];
477     if (dir == 0)
478     insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR);
479     else
480     insert_ob_in_map (new_op, op->map, op, 0);
481     return dir;
482 elmex 1.1 }
483    
484     /* Returns true if it is ok to put spell *op on the space/may provided.
485     * immune_stop is basically the attacktype of the spell (why
486     * passed as a different value, not sure of). If immune_stop
487     * has the AT_MAGIC bit set, and there is a counterwall
488     * on the space, the object doesn't get placed. if immune stop
489     * does not have AT_MAGIC, then counterwalls do not effect the spell.
490     *
491     */
492    
493 root 1.11 int
494 root 1.17 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
495 root 1.11 {
496     object *tmp;
497     int mflags;
498 root 1.17 maptile *mp;
499 root 1.11
500     mp = m;
501     mflags = get_map_flags (m, &mp, x, y, &x, &y);
502    
503     if (mflags & P_OUT_OF_MAP)
504     return 0;
505    
506     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y)))
507     return 0;
508    
509     for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above)
510     {
511     /* If there is a counterspell on the space, and this
512     * object is using magic, don't progress. I believe we could
513     * leave this out and let in progress, and other areas of the code
514     * will then remove it, but that would seem to to use more
515     * resources, and may not work as well if a player is standing
516     * on top of a counterwall spell (may hit the player before being
517     * removed.) On the other hand, it may be more dramatic for the
518     * spell to actually hit the counterwall and be sucked up.
519     */
520     if ((tmp->attacktype & AT_COUNTERSPELL) &&
521     (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) &&
522     (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC))
523     return 0;
524    
525     /* This is to prevent 'out of control' spells. Basically, this
526     * limits one spell effect per space per spell. This is definately
527     * needed for performance reasons, and just for playability I believe.
528     * there are no such things as multispaced spells right now, so
529     * we don't need to worry about the head.
530     */
531     if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
532     return 0;
533    
534     /*
535     * Combine similar spell effects into one spell effect. Needed for
536     * performance reasons with meteor swarm and the like, but also for
537     * playability reasons.
538     */
539     if (tmp->arch == op->arch
540     && tmp->type == op->type
541     && tmp->subtype == op->subtype
542     && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
543     {
544     tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
545     tmp->range = MAX (tmp->range, op->range);
546     tmp->duration = MAX (tmp->duration, op->duration);
547     return 0;
548 elmex 1.1 }
549    
550 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
551     * ground to prevent it from moving along?
552     */
553 elmex 1.1 }
554 root 1.11 /* If it passes the above tests, it must be OK */
555     return 1;
556 elmex 1.1 }
557    
558     /* fire_arch_from_position: fires an archetype.
559     * op: person firing the object.
560     * caster: object casting the spell.
561     * x, y: where to fire the spell (note, it then uses op->map for the map
562     * for these coordinates, which is probably a really bad idea.
563     * dir: direction to fire in.
564     * spell: spell that is being fired. It uses other_arch for the archetype
565     * to fire.
566     * returns 0 on failure, 1 on success.
567     */
568    
569 root 1.11 int
570     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
571     {
572     object *tmp;
573     int mflags;
574 root 1.17 maptile *m;
575 root 1.11
576     if (spell->other_arch == NULL)
577     return 0;
578    
579     m = op->map;
580     mflags = get_map_flags (m, &m, x, y, &x, &y);
581     if (mflags & P_OUT_OF_MAP)
582     {
583     return 0;
584 elmex 1.1 }
585    
586 root 1.11 tmp = arch_to_object (spell->other_arch);
587 elmex 1.1
588 root 1.11 if (tmp == NULL)
589     return 0;
590 elmex 1.1
591 root 1.11 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
592     {
593     new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
594 root 1.20 tmp->destroy ();
595 root 1.11 return 0;
596 elmex 1.1 }
597    
598 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
599     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
600     /* code in time.c uses food for some things, duration for others */
601     tmp->stats.food = tmp->duration;
602     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
603     tmp->attacktype = spell->attacktype;
604     tmp->x = x;
605     tmp->y = y;
606     tmp->direction = dir;
607     if (get_owner (op) != NULL)
608     copy_owner (tmp, op);
609     else
610     set_owner (tmp, op);
611     tmp->level = caster_level (caster, spell);
612     set_spell_skill (op, caster, spell, tmp);
613    
614     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
615     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
616     {
617     if (!tailor_god_spell (tmp, op))
618     return 0;
619 elmex 1.1 }
620 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621     SET_ANIMATION (tmp, dir);
622 elmex 1.1
623 root 1.11 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL)
624     return 1;
625 elmex 1.1
626 root 1.11 move_spell_effect (tmp);
627 elmex 1.1
628 root 1.11 return 1;
629 elmex 1.1 }
630    
631    
632    
633     /*****************************************************************************
634     *
635     * Code related to rods - perhaps better located in another file?
636     *
637     ****************************************************************************/
638    
639 root 1.11 void
640     regenerate_rod (object *rod)
641     {
642     if (rod->stats.hp < rod->stats.maxhp)
643     {
644     rod->stats.hp += 1 + rod->stats.maxhp / 10;
645 elmex 1.1
646 root 1.11 if (rod->stats.hp > rod->stats.maxhp)
647     rod->stats.hp = rod->stats.maxhp;
648 elmex 1.1 }
649     }
650    
651    
652 root 1.11 void
653     drain_rod_charge (object *rod)
654     {
655     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
656 elmex 1.1 }
657    
658    
659    
660    
661     /* this function is commonly used to find a friendly target for
662     * spells such as heal or protection or armour
663     * op is what is looking for the target (which can be a player),
664     * dir is the direction we are looking in. Return object found, or
665     * NULL if no good object.
666     */
667    
668 root 1.11 object *
669     find_target_for_friendly_spell (object *op, int dir)
670     {
671     object *tmp;
672 root 1.17 maptile *m;
673 root 1.11 sint16 x, y;
674     int mflags;
675    
676     /* I don't really get this block - if op isn't a player or rune,
677     * we then make the owner of this object the target.
678     * The owner could very well be no where near op.
679     */
680     if (op->type != PLAYER && op->type != RUNE)
681     {
682     tmp = get_owner (op);
683     /* If the owner does not exist, or is not a monster, than apply the spell
684     * to the caster.
685     */
686     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
687     tmp = op;
688 elmex 1.1 }
689 root 1.11 else
690     {
691     m = op->map;
692     x = op->x + freearr_x[dir];
693     y = op->y + freearr_y[dir];
694    
695     mflags = get_map_flags (m, &m, x, y, &x, &y);
696    
697     if (mflags & P_OUT_OF_MAP)
698     tmp = NULL;
699     else
700 elmex 1.1 {
701 root 1.11 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
702     if (tmp->type == PLAYER)
703 elmex 1.1 break;
704     }
705 root 1.11 }
706     /* didn't find a player there, look in current square for a player */
707     if (tmp == NULL)
708     for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
709     {
710     if (tmp->type == PLAYER)
711     break;
712     }
713 elmex 1.1
714 root 1.11 return tmp;
715 elmex 1.1 }
716    
717    
718    
719     /* raytrace:
720     * spell_find_dir(map, x, y, exclude) will search first the center square
721     * then some close squares in the given map at the given coordinates for
722     * live objects.
723     * It will not consider the object given as exclude (= caster) among possible
724     * live objects. If the caster is a player, the spell will go after
725     * monsters/generators only. If not, the spell will hunt players only.
726     * It returns the direction toward the first/closest live object if it finds
727     * any, otherwise -1.
728     * note that exclude can be NULL, in which case all bets are off.
729     */
730    
731 root 1.11 int
732 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
733 root 1.11 {
734     int i, max = SIZEOFFREE;
735     sint16 nx, ny;
736     int owner_type = 0, mflags;
737     object *tmp;
738 root 1.17 maptile *mp;
739 root 1.11
740     if (exclude && exclude->head)
741     exclude = exclude->head;
742     if (exclude && exclude->type)
743     owner_type = exclude->type;
744    
745     for (i = rndm (1, 8); i < max; i++)
746     {
747     nx = x + freearr_x[i];
748     ny = y + freearr_y[i];
749     mp = m;
750     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
751     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
752     continue;
753    
754     tmp = get_map_ob (mp, nx, ny);
755    
756     while (tmp != NULL && (((owner_type == PLAYER &&
757     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
758     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
759     tmp = tmp->above;
760 elmex 1.1
761 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
762     return freedir[i];
763 elmex 1.1 }
764 root 1.11 return -1; /* flag for "keep going the way you were" */
765 elmex 1.1 }
766    
767    
768    
769     /* put_a_monster: puts a monster named monstername near by
770     * op. This creates the treasures for the monsters, and
771     * also deals with multipart monsters properly.
772     */
773    
774 root 1.11 void
775     put_a_monster (object *op, const char *monstername)
776     {
777     object *tmp, *head = NULL, *prev = NULL;
778     archetype *at;
779     int dir;
780    
781     /* Handle cases where we are passed a bogus mosntername */
782    
783 root 1.14 if ((at = archetype::find (monstername)) == NULL)
784 root 1.11 return;
785    
786     /* find a free square nearby
787     * first we check the closest square for free squares
788     */
789    
790     dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
791     if (dir != -1)
792     {
793     /* This is basically grabbed for generate monster. Fixed 971225 to
794     * insert multipart monsters properly
795     */
796     while (at != NULL)
797     {
798     tmp = arch_to_object (at);
799     tmp->x = op->x + freearr_x[dir] + at->clone.x;
800     tmp->y = op->y + freearr_y[dir] + at->clone.y;
801     tmp->map = op->map;
802     if (head)
803     {
804     tmp->head = head;
805     prev->more = tmp;
806 root 1.8 }
807 root 1.11 if (!head)
808     head = tmp;
809     prev = tmp;
810     at = at->more;
811 root 1.8 }
812    
813 root 1.11 if (head->randomitems)
814     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
815 root 1.8
816 root 1.11 insert_ob_in_map (head, op->map, op, 0);
817 root 1.8
818 root 1.11 /* thought it'd be cool to insert a burnout, too. */
819     tmp = get_archetype ("burnout");
820     tmp->map = op->map;
821     tmp->x = op->x + freearr_x[dir];
822     tmp->y = op->y + freearr_y[dir];
823     insert_ob_in_map (tmp, op->map, op, 0);
824 elmex 1.1 }
825     }
826    
827     /* peterm: function which summons hostile monsters and
828     * places them in nearby squares.
829     * op is the summoner.
830     * n is the number of monsters.
831     * monstername is the name of the monster.
832     * returns the number of monsters, which is basically n.
833     * it should really see how many it successfully replaced and
834     * return that instead.
835     * Note that this is not used by any spells (summon evil monsters
836     * use to call this, but best I can tell, that spell/ability was
837     * never used. This is however used by various failures on the
838     * players part (alchemy, reincarnation, etc)
839     */
840    
841 root 1.11 int
842     summon_hostile_monsters (object *op, int n, const char *monstername)
843     {
844     int i;
845    
846     for (i = 0; i < n; i++)
847     put_a_monster (op, monstername);
848 elmex 1.1
849 root 1.11 return n;
850 elmex 1.1 }
851    
852    
853     /* Some local definitions for shuffle-attack */
854 root 1.11 struct attacktype_shuffle
855     {
856     int attacktype;
857     int face;
858     } ATTACKS[22] =
859     {
860     {
861     AT_PHYSICAL, 0},
862     {
863     AT_PHYSICAL, 0}, /*face = explosion */
864     {
865     AT_PHYSICAL, 0},
866     {
867     AT_MAGIC, 1},
868     {
869     AT_MAGIC, 1}, /* face = last-burnout */
870     {
871     AT_MAGIC, 1},
872     {
873     AT_FIRE, 2},
874     {
875     AT_FIRE, 2}, /* face = fire.... */
876     {
877     AT_FIRE, 2},
878     {
879     AT_ELECTRICITY, 3},
880     {
881     AT_ELECTRICITY, 3}, /* ball_lightning */
882     {
883     AT_ELECTRICITY, 3},
884     {
885     AT_COLD, 4},
886     {
887     AT_COLD, 4}, /* face=icestorm */
888     {
889     AT_COLD, 4},
890     {
891     AT_CONFUSION, 5},
892     {
893     AT_POISON, 7},
894     {
895     AT_POISON, 7}, /* face = acid sphere. generator */
896     {
897     AT_POISON, 7}, /* poisoncloud face */
898     {
899     AT_SLOW, 8},
900     {
901     AT_PARALYZE, 9},
902     {
903     AT_FEAR, 10}};
904 elmex 1.1
905    
906    
907     /* shuffle_attack: peterm
908     * This routine shuffles the attack of op to one of the
909     * ones in the list. It does this at random. It also
910     * chooses a face appropriate to the attack that is
911     * being committed by that square at the moment.
912     * right now it's being used by color spray and create pool of
913     * chaos.
914     * This could really be a better implementation - the
915     * faces and attacktypes above are hardcoded, which is never
916     * good. The faces refer to faces in the animation sequence.
917     * Not sure how to do better - but not having it hardcoded
918     * would be nice.
919     * I also fixed a bug here in that attacktype was |= -
920     * to me, that would be that it would quickly get all
921     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
922     */
923 root 1.11 void
924     shuffle_attack (object *op, int change_face)
925 elmex 1.1 {
926 root 1.11 int i;
927 elmex 1.1
928 root 1.11 i = rndm (0, 21);
929 elmex 1.1
930 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
931    
932     if (change_face)
933     {
934     SET_ANIMATION (op, ATTACKS[i].face);
935 elmex 1.1 }
936     }
937    
938    
939     /* prayer_failure: This is called when a player fails
940     * at casting a prayer.
941     * op is the player.
942     * failure is basically how much grace they had.
943     * power is how much grace the spell would normally take to cast.
944     */
945    
946 root 1.11 void
947     prayer_failure (object *op, int failure, int power)
948     {
949     const char *godname;
950     object *tmp;
951 elmex 1.1
952 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
953     godname = "Your spirit";
954 elmex 1.1
955 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
956 elmex 1.1 {
957 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
958     tmp = get_archetype (SPELL_WONDER);
959     cast_cone (op, op, 0, tmp);
960 root 1.20 tmp->destroy ();
961 elmex 1.1 }
962    
963 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
964 elmex 1.1 {
965 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
966     confuse_player (op, op, 99);
967 elmex 1.1 }
968 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
969 elmex 1.1 {
970 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
971     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
972     paralyze_player (op, op, 99);
973 elmex 1.1 }
974 root 1.11 else if (failure <= -150) /* blast the immediate area */
975     {
976     tmp = get_archetype (GOD_POWER);
977     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
978     cast_magic_storm (op, tmp, power);
979 elmex 1.1 }
980     }
981    
982     /*
983     * spell_failure() handles the various effects for differing degrees
984     * of failure badness.
985     * op is the player that failed.
986     * failure is a random value of how badly you failed.
987     * power is how many spellpoints you'd normally need for the spell.
988     * skill is the skill you'd need to cast the spell.
989     */
990    
991 root 1.11 void
992     spell_failure (object *op, int failure, int power, object *skill)
993     {
994     object *tmp;
995 elmex 1.1
996 root 1.11 if (settings.spell_failure_effects == FALSE)
997     return;
998 elmex 1.1
999 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
1000 elmex 1.1 {
1001 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
1002     tmp = get_archetype (SPELL_WONDER);
1003     cast_cone (op, op, 0, tmp);
1004 root 1.20 tmp->destroy ();
1005 elmex 1.1 }
1006    
1007 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
1008 elmex 1.1 {
1009 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
1010     confuse_player (op, op, 99);
1011 elmex 1.1 }
1012 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
1013 elmex 1.1 {
1014 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
1015     paralyze_player (op, op, 99);
1016 elmex 1.1 }
1017 root 1.11 else if (failure <= -80) /* blast the immediate area */
1018     {
1019     object *tmp;
1020 root 1.8
1021 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
1022     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
1023     {
1024     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
1025     hit_player (op, 9998, op, AT_INTERNAL, 1);
1026 root 1.8
1027 root 1.11 }
1028     else
1029     {
1030     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1031     tmp = get_archetype (LOOSE_MANA);
1032     tmp->level = skill->level;
1033     tmp->x = op->x;
1034     tmp->y = op->y;
1035    
1036     /* increase the area of destruction a little for more powerful spells */
1037     tmp->range += isqrt (power);
1038    
1039     if (power > 25)
1040     tmp->stats.dam = 25 + isqrt (power);
1041     else
1042     tmp->stats.dam = power; /* nasty recoils! */
1043 root 1.8
1044 root 1.11 tmp->stats.maxhp = tmp->count;
1045     insert_ob_in_map (tmp, op->map, NULL, 0);
1046 root 1.8 }
1047 elmex 1.1 }
1048     }
1049    
1050 root 1.11 int
1051     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1052     {
1053     int success;
1054     player *pl;
1055     object *spell;
1056    
1057     if (!spell_ob->other_arch)
1058 elmex 1.1 {
1059 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
1060     return 0;
1061     }
1062     spell = arch_to_object (spell_ob->other_arch);
1063 elmex 1.1
1064 root 1.11 /* Always cast spell on caster */
1065     success = cast_spell (op, caster, dir, spell, stringarg);
1066 elmex 1.1
1067 root 1.11 if (caster->contr->party == NULL)
1068     {
1069 root 1.19 spell->remove ();
1070 root 1.11 return success;
1071 elmex 1.1 }
1072 root 1.11 for (pl = first_player; pl != NULL; pl = pl->next)
1073     if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1074     {
1075     cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1076     }
1077 root 1.19 spell->remove ();
1078 root 1.11 return success;
1079     }
1080 elmex 1.1
1081     /* This is where the main dispatch when someone casts a spell.
1082     *
1083     * op is the creature that is owner of the object that is casting the spell -
1084     * eg, the player or monster.
1085     * caster is the actual object (wand, potion) casting the spell. can be
1086     * same as op.
1087     * dir is the direction to cast in. Note in some cases, if the spell
1088     * is self only, dir really doesn't make a difference.
1089     * spell_ob is the spell object that is being cast. From that,
1090     * we can determine what to do.
1091     * stringarg is any options that are being used. It can be NULL. Almost
1092     * certainly, only players will set it. It is basically used as optional
1093     * parameters to a spell (eg, item to create, information for marking runes,
1094     * etc.
1095     * returns 1 on successful cast, or 0 on error. These values should really
1096     * be swapped, so that 0 is successful, and non zero is failure, with a code
1097     * of what it failed.
1098     *
1099     * Note that this function is really a dispatch routine that calls other
1100     * functions - it just blindly returns what ever value those functions
1101     * return. So if your writing a new function that is called from this,
1102     * it shoudl also return 1 on success, 0 on failure.
1103     *
1104     * if it is a player casting the spell (op->type == PLAYER, op == caster),
1105     * this function will decrease the mana/grace appropriately. For other
1106     * objects, the caller should do what it considers appropriate.
1107     */
1108    
1109 root 1.11 int
1110     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1111     {
1112     const char *godname;
1113     int success = 0, mflags, cast_level = 0, old_shoottype;
1114     object *skill = NULL;
1115 elmex 1.1
1116 root 1.11 old_shoottype = op->contr ? op->contr->shoottype : 0;
1117 elmex 1.1
1118 root 1.11 if (!spell_ob)
1119     {
1120     LOG (llevError, "cast_spell: null spell object passed\n");
1121     return 0;
1122 elmex 1.1 }
1123 root 1.13
1124 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
1125     godname = "A random spirit";
1126 elmex 1.1
1127 root 1.11 /* the caller should set caster to op if appropriate */
1128     if (!caster)
1129     {
1130     LOG (llevError, "cast_spell: null caster object passed\n");
1131     return 0;
1132 elmex 1.1 }
1133    
1134 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
1135     * an issue, because they don't have any spellpaths set up.
1136     */
1137 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1138 root 1.11 {
1139     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1140     return 0;
1141 elmex 1.1 }
1142    
1143 root 1.11 /* if it is a player casting the spell, and they are really casting it
1144     * (vs it coming from a wand, scroll, or whatever else), do some
1145     * checks. We let monsters do special things - eg, they
1146     * don't need the skill, bypass level checks, etc. The monster function
1147     * should take care of that.
1148     * Remove the wiz check here and move it further down - some spells
1149     * need to have the right skill pointer passed, so we need to
1150     * at least process that code.
1151     */
1152     if (op->type == PLAYER && op == caster)
1153     {
1154     cast_level = caster_level (caster, spell_ob);
1155     if (spell_ob->skill)
1156     {
1157     skill = find_skill_by_name (op, spell_ob->skill);
1158     if (!skill)
1159     {
1160     new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1161     return 0;
1162 root 1.8 }
1163 root 1.11 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1164     {
1165     new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1166     return 0;
1167 root 1.8 }
1168     }
1169 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1170     * to have sufficient grace/mana.
1171     */
1172     if (!QUERY_FLAG (op, FLAG_WIZ))
1173     {
1174     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1175     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1176     {
1177     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1178     return 0;
1179 root 1.8 }
1180 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1181     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1182     {
1183     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1184     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1185     {
1186     new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1187 root 1.8 }
1188 root 1.11 else
1189     {
1190     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1191     new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1192     return 0;
1193 root 1.8 }
1194     }
1195    
1196 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1197     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1198     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1199     {
1200     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1201     new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1202     if (settings.casting_time == TRUE)
1203     {
1204     op->casting_time = -1;
1205 root 1.8 }
1206 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1207     return 0;
1208     }
1209     else if (spell_ob->stats.sp)
1210     {
1211     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1212    
1213     if (failure < 0)
1214     {
1215     new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1216     if (settings.spell_failure_effects == TRUE)
1217     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1218     op->contr->shoottype = (rangetype) old_shoottype;
1219     op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1220     return 0;
1221 root 1.8 }
1222     }
1223     }
1224 elmex 1.1 }
1225    
1226 root 1.11 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1227    
1228     /* See if we can cast a spell here. If the caster and op are
1229     * not alive, then this would mean that the mapmaker put the
1230     * objects on the space - presume that they know what they are
1231     * doing.
1232     */
1233 elmex 1.9
1234 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1235     {
1236     new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1237     return 0;
1238     }
1239    
1240     if ((spell_ob->type == SPELL)
1241     && (caster->type != POTION)
1242     && !QUERY_FLAG (op, FLAG_WIZCAST)
1243     && (QUERY_FLAG (caster, FLAG_ALIVE)
1244     || QUERY_FLAG (op, FLAG_ALIVE))
1245     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1246     {
1247     if (op->type != PLAYER)
1248 elmex 1.9 return 0;
1249    
1250 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1251     new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1252     else
1253     switch (op->contr->shoottype)
1254     {
1255 root 1.12 case range_magic:
1256     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1257     break;
1258     case range_misc:
1259     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1260     break;
1261     case range_golem:
1262     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1263     break;
1264     default:
1265     break;
1266 root 1.11 }
1267     return 0;
1268     }
1269 elmex 1.1
1270 root 1.11 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1271     {
1272     if (op->casting_time == -1)
1273     { /* begin the casting */
1274     op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1275     op->spell = spell_ob;
1276     /* put the stringarg into the object struct so that when the
1277     * spell is actually cast, it knows about the stringarg.
1278     * necessary for the invoke command spells.
1279     */
1280     if (stringarg)
1281 elmex 1.2 {
1282 root 1.11 op->spellarg = strdup_local (stringarg);
1283 root 1.8 }
1284 root 1.11 else
1285     op->spellarg = NULL;
1286     return 0;
1287 root 1.8 }
1288 root 1.11 else if (op->casting_time != 0)
1289     {
1290     if (op->type == PLAYER)
1291     new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1292     return 0;
1293 root 1.8 }
1294 root 1.11 else
1295     { /* casting_time == 0 */
1296     op->casting_time = -1;
1297     spell_ob = op->spell;
1298     stringarg = op->spellarg;
1299     }
1300     }
1301     else
1302     {
1303     /* Take into account how long it takes to cast the spell.
1304     * if the player is casting it, then we use the time in
1305     * the spell object. If it is a spell object, have it
1306     * take two ticks. Things that cast spells on the players
1307     * behalf (eg, altars, and whatever else) shouldn't cost
1308     * the player any time.
1309     * Ignore casting time for firewalls
1310     */
1311     if (caster == op && caster->type != FIREWALL)
1312     {
1313     op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1314     /* Other portions of the code may also decrement the speed of the player, so
1315     * put a lower limit so that the player isn't stuck here too long
1316     */
1317     if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1318     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1319     }
1320     else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1321     {
1322     op->speed_left -= 2 * FABS (op->speed);
1323 root 1.8 }
1324 elmex 1.1 }
1325    
1326 root 1.11 if (op->type == PLAYER && op == caster)
1327     {
1328     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1329     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1330 elmex 1.1 }
1331    
1332 root 1.11 /* We want to try to find the skill to properly credit exp.
1333     * for spell casting objects, the exp goes to the skill the casting
1334     * object requires.
1335     */
1336     if (op != caster && !skill && caster->skill)
1337     {
1338     skill = find_skill_by_name (op, caster->skill);
1339     if (!skill)
1340     {
1341     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1342     return 0;
1343 root 1.8 }
1344 root 1.11 change_skill (op, skill, 0); /* needed for proper exp credit */
1345 elmex 1.1 }
1346    
1347 root 1.11 switch (spell_ob->subtype)
1348     {
1349 root 1.12 /* The order of case statements is same as the order they show up
1350     * in in spells.h.
1351     */
1352     case SP_RAISE_DEAD:
1353     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1354     break;
1355    
1356     case SP_RUNE:
1357     success = write_rune (op, caster, spell_ob, dir, stringarg);
1358     break;
1359    
1360     case SP_MAKE_MARK:
1361     success = write_mark (op, spell_ob, stringarg);
1362     break;
1363    
1364     case SP_BOLT:
1365     success = fire_bolt (op, caster, dir, spell_ob, skill);
1366     break;
1367    
1368     case SP_BULLET:
1369     success = fire_bullet (op, caster, dir, spell_ob);
1370     break;
1371    
1372     case SP_CONE:
1373     success = cast_cone (op, caster, dir, spell_ob);
1374     break;
1375    
1376     case SP_BOMB:
1377     success = create_bomb (op, caster, dir, spell_ob);
1378     break;
1379    
1380     case SP_WONDER:
1381     success = cast_wonder (op, caster, dir, spell_ob);
1382     break;
1383    
1384     case SP_SMITE:
1385     success = cast_smite_spell (op, caster, dir, spell_ob);
1386     break;
1387    
1388     case SP_MAGIC_MISSILE:
1389     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1390     break;
1391    
1392     case SP_SUMMON_GOLEM:
1393     success = summon_golem (op, caster, dir, spell_ob);
1394     old_shoottype = range_golem;
1395     break;
1396    
1397     case SP_DIMENSION_DOOR:
1398     /* dimension door needs the actual caster, because that is what is
1399     * moved.
1400     */
1401     success = dimension_door (op, caster, spell_ob, dir);
1402     break;
1403 root 1.8
1404 root 1.12 case SP_MAGIC_MAPPING:
1405     if (op->type == PLAYER)
1406     {
1407     spell_effect (spell_ob, op->x, op->y, op->map, op);
1408     draw_magic_map (op);
1409     success = 1;
1410     }
1411     else
1412     success = 0;
1413     break;
1414 elmex 1.1
1415 root 1.12 case SP_MAGIC_WALL:
1416     success = magic_wall (op, caster, dir, spell_ob);
1417     break;
1418 root 1.8
1419 root 1.12 case SP_DESTRUCTION:
1420     success = cast_destruction (op, caster, spell_ob);
1421     break;
1422 root 1.8
1423 root 1.12 case SP_PERCEIVE_SELF:
1424     success = perceive_self (op);
1425     break;
1426 root 1.8
1427 root 1.12 case SP_WORD_OF_RECALL:
1428     success = cast_word_of_recall (op, caster, spell_ob);
1429     break;
1430 root 1.8
1431 root 1.12 case SP_INVISIBLE:
1432     success = cast_invisible (op, caster, spell_ob);
1433     break;
1434 root 1.8
1435 root 1.12 case SP_PROBE:
1436     success = probe (op, caster, spell_ob, dir);
1437     break;
1438 root 1.8
1439 root 1.12 case SP_HEALING:
1440     success = cast_heal (op, caster, spell_ob, dir);
1441     break;
1442 root 1.8
1443 root 1.12 case SP_CREATE_FOOD:
1444     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1445     break;
1446 root 1.8
1447 root 1.12 case SP_EARTH_TO_DUST:
1448     success = cast_earth_to_dust (op, caster, spell_ob);
1449     break;
1450 root 1.8
1451 root 1.12 case SP_CHANGE_ABILITY:
1452     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1453     break;
1454 root 1.8
1455 root 1.12 case SP_BLESS:
1456     success = cast_bless (op, caster, spell_ob, dir);
1457     break;
1458 root 1.8
1459 root 1.12 case SP_CURSE:
1460     success = cast_curse (op, caster, spell_ob, dir);
1461     break;
1462 root 1.8
1463 root 1.12 case SP_SUMMON_MONSTER:
1464     success = summon_object (op, caster, spell_ob, dir, stringarg);
1465     break;
1466 root 1.8
1467 root 1.12 case SP_CHARGING:
1468     success = recharge (op, caster, spell_ob);
1469     break;
1470 root 1.8
1471 root 1.12 case SP_POLYMORPH:
1472 elmex 1.1 #ifdef NO_POLYMORPH
1473 root 1.12 /* Not great, but at least provide feedback so if players do have
1474     * polymorph (ie, find it as a preset item or left over from before
1475     * it was disabled), they get some feedback.
1476     */
1477     new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1478     success = 0;
1479 elmex 1.1 #else
1480 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1481 elmex 1.1 #endif
1482 root 1.12 break;
1483 root 1.8
1484 root 1.12 case SP_ALCHEMY:
1485     success = alchemy (op, caster, spell_ob);
1486     break;
1487    
1488     case SP_REMOVE_CURSE:
1489     success = remove_curse (op, caster, spell_ob);
1490     break;
1491    
1492     case SP_IDENTIFY:
1493     success = cast_identify (op, caster, spell_ob);
1494     break;
1495    
1496     case SP_DETECTION:
1497     success = cast_detection (op, caster, spell_ob, skill);
1498     break;
1499    
1500     case SP_MOOD_CHANGE:
1501     success = mood_change (op, caster, spell_ob);
1502     break;
1503 elmex 1.1
1504 root 1.12 case SP_MOVING_BALL:
1505     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1506     {
1507     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1508     success = 0;
1509     }
1510     else
1511     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1512     break;
1513 elmex 1.1
1514 root 1.12 case SP_SWARM:
1515     success = fire_swarm (op, caster, spell_ob, dir);
1516     break;
1517    
1518     case SP_CHANGE_MANA:
1519     success = cast_transfer (op, caster, spell_ob, dir);
1520     break;
1521    
1522     case SP_DISPEL_RUNE:
1523     /* in rune.c */
1524     success = dispel_rune (op, caster, spell_ob, skill, dir);
1525     break;
1526    
1527     case SP_CREATE_MISSILE:
1528     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1529     break;
1530    
1531     case SP_CONSECRATE:
1532     success = cast_consecrate (op, caster, spell_ob);
1533     break;
1534    
1535     case SP_ANIMATE_WEAPON:
1536     success = animate_weapon (op, caster, spell_ob, dir);
1537     old_shoottype = range_golem;
1538     break;
1539    
1540     case SP_LIGHT:
1541     success = cast_light (op, caster, spell_ob, dir);
1542     break;
1543    
1544     case SP_CHANGE_MAP_LIGHT:
1545     success = cast_change_map_lightlevel (op, caster, spell_ob);
1546     break;
1547    
1548     case SP_FAERY_FIRE:
1549     success = cast_destruction (op, caster, spell_ob);
1550     break;
1551    
1552     case SP_CAUSE_DISEASE:
1553     success = cast_cause_disease (op, caster, spell_ob, dir);
1554     break;
1555    
1556     case SP_AURA:
1557     success = create_aura (op, caster, spell_ob);
1558     break;
1559    
1560     case SP_TOWN_PORTAL:
1561     success = cast_create_town_portal (op, caster, spell_ob, dir);
1562     break;
1563    
1564     case SP_PARTY_SPELL:
1565     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1566     break;
1567    
1568     default:
1569     if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1570     LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1571 elmex 1.1 }
1572    
1573 root 1.11 /* FIXME - we need some better sound suppport */
1574     // yes, for example, augment map info with the spell effect
1575     // so clients can calculate the sounds themselves
1576     //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1577 elmex 1.1
1578 root 1.11 /* free the spell arg */
1579     if (settings.casting_time == TRUE && stringarg)
1580     {
1581     free (stringarg);
1582     stringarg = NULL;
1583 elmex 1.1 }
1584 root 1.11 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1585     * to something like use_magic_item, but you really want to be able to fire
1586     * it again.
1587     */
1588     if (op->contr)
1589     op->contr->shoottype = (rangetype) old_shoottype;
1590 elmex 1.1
1591 root 1.11 return success;
1592 elmex 1.1 }
1593    
1594    
1595     /* This is called from time.c/process_object(). That function
1596     * calls this for any SPELL_EFFECT type objects. This function
1597     * then dispatches them to the appropriate specific routines.
1598     */
1599 root 1.11 void
1600     move_spell_effect (object *op)
1601     {
1602     switch (op->subtype)
1603     {
1604 root 1.12 case SP_BOLT:
1605     move_bolt (op);
1606     break;
1607    
1608     case SP_BULLET:
1609     move_bullet (op);
1610     break;
1611    
1612     case SP_EXPLOSION:
1613     explosion (op);
1614     break;
1615    
1616     case SP_CONE:
1617     move_cone (op);
1618     break;
1619    
1620     case SP_BOMB:
1621     animate_bomb (op);
1622     break;
1623    
1624     case SP_MAGIC_MISSILE:
1625     move_missile (op);
1626     break;
1627    
1628     case SP_WORD_OF_RECALL:
1629     execute_word_of_recall (op);
1630     break;
1631    
1632     case SP_MOVING_BALL:
1633     move_ball_spell (op);
1634     break;
1635    
1636     case SP_SWARM:
1637     move_swarm_spell (op);
1638     break;
1639    
1640     case SP_AURA:
1641     move_aura (op);
1642     break;
1643 elmex 1.1 }
1644     }
1645    
1646     /* this checks to see if something special should happen if
1647     * something runs into the object.
1648     */
1649 root 1.11 void
1650     check_spell_effect (object *op)
1651     {
1652     switch (op->subtype)
1653     {
1654 root 1.12 case SP_BOLT:
1655     move_bolt (op);
1656     return;
1657    
1658     case SP_BULLET:
1659     check_bullet (op);
1660     return;
1661 elmex 1.1 }
1662     }
1663    
1664     /* This is called by move_apply. Basically, if someone
1665     * moves onto a spell effect and the walk_on or fly_on flags
1666     * are set, this is called. This should only be called for
1667     * objects of the appropraite type.
1668     */
1669 root 1.11 void
1670     apply_spell_effect (object *spell, object *victim)
1671 elmex 1.1 {
1672 root 1.11 switch (spell->subtype)
1673     {
1674 root 1.12 case SP_CONE:
1675     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1676     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1677     break;
1678 root 1.8
1679 root 1.12 case SP_MAGIC_MISSILE:
1680     if (QUERY_FLAG (victim, FLAG_ALIVE))
1681     {
1682 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1683 root 1.11
1684 root 1.16 if (!spell->destroyed ())
1685 root 1.20 spell->destroy ();
1686 root 1.12 }
1687     break;
1688 root 1.8
1689 root 1.12 case SP_MOVING_BALL:
1690     if (QUERY_FLAG (victim, FLAG_ALIVE))
1691     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1692     else if (victim->material || victim->materialname)
1693     save_throw_object (victim, spell->attacktype, spell);
1694     break;
1695 elmex 1.1 }
1696     }