ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_util.C
Revision: 1.23
Committed: Wed Dec 20 02:15:49 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.22: +5 -2 lines
Log Message:
documented CLOCK and LIGHTNING, FLAG_REFLECTING and FLAG_REFL_SPELL.
and discovered that LIGHTNING is mostly unused, most spells use subtypes to
indicate bolt spells (the actual lightnings are not of type LIGHTNING).

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 elmex 1.23 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
448     && (!QUERY_FLAG (op, FLAG_ALIVE)
449     || sp_op->type == LIGHTNING // XXX: elmex: why is LIGHTNING special cased here?
450     // most spells use subtypes for bolts today...
451     || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
452 root 1.11 return 1;
453 elmex 1.1
454 root 1.11 return 0;
455 elmex 1.1 }
456    
457     /* cast_create_object: creates object new_op in direction dir
458     * or if that is blocked, beneath the player (op).
459     * we pass 'caster', but don't use it for anything.
460     * This is really just a simple wrapper function .
461     * returns the direction that the object was actually placed
462     * in.
463     */
464 root 1.11 int
465     cast_create_obj (object *op, object *caster, object *new_op, int dir)
466 elmex 1.1 {
467 root 1.17 maptile *m;
468 root 1.11 sint16 sx, sy;
469 elmex 1.1
470 root 1.11 if (dir &&
471     ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
472     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
473     {
474     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
475     new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
476     dir = 0;
477     }
478     new_op->x = op->x + freearr_x[dir];
479     new_op->y = op->y + freearr_y[dir];
480     if (dir == 0)
481     insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR);
482     else
483     insert_ob_in_map (new_op, op->map, op, 0);
484     return dir;
485 elmex 1.1 }
486    
487     /* Returns true if it is ok to put spell *op on the space/may provided.
488     * immune_stop is basically the attacktype of the spell (why
489     * passed as a different value, not sure of). If immune_stop
490     * has the AT_MAGIC bit set, and there is a counterwall
491     * on the space, the object doesn't get placed. if immune stop
492     * does not have AT_MAGIC, then counterwalls do not effect the spell.
493     *
494     */
495    
496 root 1.11 int
497 root 1.17 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
498 root 1.11 {
499     object *tmp;
500     int mflags;
501 root 1.17 maptile *mp;
502 root 1.11
503     mp = m;
504     mflags = get_map_flags (m, &mp, x, y, &x, &y);
505    
506     if (mflags & P_OUT_OF_MAP)
507     return 0;
508    
509     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y)))
510     return 0;
511    
512     for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above)
513     {
514     /* If there is a counterspell on the space, and this
515     * object is using magic, don't progress. I believe we could
516     * leave this out and let in progress, and other areas of the code
517     * will then remove it, but that would seem to to use more
518     * resources, and may not work as well if a player is standing
519     * on top of a counterwall spell (may hit the player before being
520     * removed.) On the other hand, it may be more dramatic for the
521     * spell to actually hit the counterwall and be sucked up.
522     */
523     if ((tmp->attacktype & AT_COUNTERSPELL) &&
524     (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) &&
525     (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC))
526     return 0;
527    
528     /* This is to prevent 'out of control' spells. Basically, this
529     * limits one spell effect per space per spell. This is definately
530     * needed for performance reasons, and just for playability I believe.
531     * there are no such things as multispaced spells right now, so
532     * we don't need to worry about the head.
533     */
534     if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
535     return 0;
536    
537     /*
538     * Combine similar spell effects into one spell effect. Needed for
539     * performance reasons with meteor swarm and the like, but also for
540     * playability reasons.
541     */
542     if (tmp->arch == op->arch
543     && tmp->type == op->type
544     && tmp->subtype == op->subtype
545     && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
546     {
547     tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
548     tmp->range = MAX (tmp->range, op->range);
549     tmp->duration = MAX (tmp->duration, op->duration);
550     return 0;
551 elmex 1.1 }
552    
553 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
554     * ground to prevent it from moving along?
555     */
556 elmex 1.1 }
557 root 1.11 /* If it passes the above tests, it must be OK */
558     return 1;
559 elmex 1.1 }
560    
561     /* fire_arch_from_position: fires an archetype.
562     * op: person firing the object.
563     * caster: object casting the spell.
564     * x, y: where to fire the spell (note, it then uses op->map for the map
565     * for these coordinates, which is probably a really bad idea.
566     * dir: direction to fire in.
567     * spell: spell that is being fired. It uses other_arch for the archetype
568     * to fire.
569     * returns 0 on failure, 1 on success.
570     */
571    
572 root 1.11 int
573     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
574     {
575     object *tmp;
576     int mflags;
577 root 1.17 maptile *m;
578 root 1.11
579     if (spell->other_arch == NULL)
580     return 0;
581    
582     m = op->map;
583     mflags = get_map_flags (m, &m, x, y, &x, &y);
584     if (mflags & P_OUT_OF_MAP)
585     {
586     return 0;
587 elmex 1.1 }
588    
589 root 1.11 tmp = arch_to_object (spell->other_arch);
590 elmex 1.1
591 root 1.11 if (tmp == NULL)
592     return 0;
593 elmex 1.1
594 root 1.11 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
595     {
596     new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
597 root 1.20 tmp->destroy ();
598 root 1.11 return 0;
599 elmex 1.1 }
600    
601 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
602     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
603     /* code in time.c uses food for some things, duration for others */
604     tmp->stats.food = tmp->duration;
605     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
606     tmp->attacktype = spell->attacktype;
607     tmp->x = x;
608     tmp->y = y;
609     tmp->direction = dir;
610 root 1.21 if (op->owner != NULL)
611     tmp->set_owner (op);
612 root 1.11 else
613 root 1.21 tmp->set_owner (op);
614 root 1.11 tmp->level = caster_level (caster, spell);
615     set_spell_skill (op, caster, spell, tmp);
616    
617     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
618     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
619     {
620     if (!tailor_god_spell (tmp, op))
621     return 0;
622 elmex 1.1 }
623 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
624     SET_ANIMATION (tmp, dir);
625 elmex 1.1
626 root 1.11 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL)
627     return 1;
628 elmex 1.1
629 root 1.11 move_spell_effect (tmp);
630 elmex 1.1
631 root 1.11 return 1;
632 elmex 1.1 }
633    
634    
635    
636     /*****************************************************************************
637     *
638     * Code related to rods - perhaps better located in another file?
639     *
640     ****************************************************************************/
641    
642 root 1.11 void
643     regenerate_rod (object *rod)
644     {
645     if (rod->stats.hp < rod->stats.maxhp)
646     {
647     rod->stats.hp += 1 + rod->stats.maxhp / 10;
648 elmex 1.1
649 root 1.11 if (rod->stats.hp > rod->stats.maxhp)
650     rod->stats.hp = rod->stats.maxhp;
651 elmex 1.1 }
652     }
653    
654    
655 root 1.11 void
656     drain_rod_charge (object *rod)
657     {
658     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
659 elmex 1.1 }
660    
661    
662    
663    
664     /* this function is commonly used to find a friendly target for
665     * spells such as heal or protection or armour
666     * op is what is looking for the target (which can be a player),
667     * dir is the direction we are looking in. Return object found, or
668     * NULL if no good object.
669     */
670    
671 root 1.11 object *
672     find_target_for_friendly_spell (object *op, int dir)
673     {
674     object *tmp;
675 root 1.17 maptile *m;
676 root 1.11 sint16 x, y;
677     int mflags;
678    
679     /* I don't really get this block - if op isn't a player or rune,
680     * we then make the owner of this object the target.
681     * The owner could very well be no where near op.
682     */
683     if (op->type != PLAYER && op->type != RUNE)
684     {
685 root 1.21 tmp = op->owner;
686 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
687     * to the caster.
688     */
689     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
690     tmp = op;
691 elmex 1.1 }
692 root 1.11 else
693     {
694     m = op->map;
695     x = op->x + freearr_x[dir];
696     y = op->y + freearr_y[dir];
697    
698     mflags = get_map_flags (m, &m, x, y, &x, &y);
699    
700     if (mflags & P_OUT_OF_MAP)
701     tmp = NULL;
702     else
703 elmex 1.1 {
704 root 1.11 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
705     if (tmp->type == PLAYER)
706 elmex 1.1 break;
707     }
708 root 1.11 }
709     /* didn't find a player there, look in current square for a player */
710     if (tmp == NULL)
711     for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
712     {
713     if (tmp->type == PLAYER)
714     break;
715     }
716 elmex 1.1
717 root 1.11 return tmp;
718 elmex 1.1 }
719    
720    
721    
722     /* raytrace:
723     * spell_find_dir(map, x, y, exclude) will search first the center square
724     * then some close squares in the given map at the given coordinates for
725     * live objects.
726     * It will not consider the object given as exclude (= caster) among possible
727     * live objects. If the caster is a player, the spell will go after
728     * monsters/generators only. If not, the spell will hunt players only.
729     * It returns the direction toward the first/closest live object if it finds
730     * any, otherwise -1.
731     * note that exclude can be NULL, in which case all bets are off.
732     */
733    
734 root 1.11 int
735 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
736 root 1.11 {
737     int i, max = SIZEOFFREE;
738     sint16 nx, ny;
739     int owner_type = 0, mflags;
740     object *tmp;
741 root 1.17 maptile *mp;
742 root 1.11
743     if (exclude && exclude->head)
744     exclude = exclude->head;
745     if (exclude && exclude->type)
746     owner_type = exclude->type;
747    
748     for (i = rndm (1, 8); i < max; i++)
749     {
750     nx = x + freearr_x[i];
751     ny = y + freearr_y[i];
752     mp = m;
753     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
754     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
755     continue;
756    
757     tmp = get_map_ob (mp, nx, ny);
758    
759     while (tmp != NULL && (((owner_type == PLAYER &&
760     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
761     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
762     tmp = tmp->above;
763 elmex 1.1
764 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
765     return freedir[i];
766 elmex 1.1 }
767 root 1.11 return -1; /* flag for "keep going the way you were" */
768 elmex 1.1 }
769    
770    
771    
772     /* put_a_monster: puts a monster named monstername near by
773     * op. This creates the treasures for the monsters, and
774     * also deals with multipart monsters properly.
775     */
776    
777 root 1.11 void
778     put_a_monster (object *op, const char *monstername)
779     {
780     object *tmp, *head = NULL, *prev = NULL;
781     archetype *at;
782     int dir;
783    
784     /* Handle cases where we are passed a bogus mosntername */
785    
786 root 1.14 if ((at = archetype::find (monstername)) == NULL)
787 root 1.11 return;
788    
789     /* find a free square nearby
790     * first we check the closest square for free squares
791     */
792    
793     dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
794     if (dir != -1)
795     {
796     /* This is basically grabbed for generate monster. Fixed 971225 to
797     * insert multipart monsters properly
798     */
799     while (at != NULL)
800     {
801     tmp = arch_to_object (at);
802     tmp->x = op->x + freearr_x[dir] + at->clone.x;
803     tmp->y = op->y + freearr_y[dir] + at->clone.y;
804     tmp->map = op->map;
805     if (head)
806     {
807     tmp->head = head;
808     prev->more = tmp;
809 root 1.8 }
810 root 1.11 if (!head)
811     head = tmp;
812     prev = tmp;
813     at = at->more;
814 root 1.8 }
815    
816 root 1.11 if (head->randomitems)
817     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
818 root 1.8
819 root 1.11 insert_ob_in_map (head, op->map, op, 0);
820 root 1.8
821 root 1.11 /* thought it'd be cool to insert a burnout, too. */
822     tmp = get_archetype ("burnout");
823     tmp->map = op->map;
824     tmp->x = op->x + freearr_x[dir];
825     tmp->y = op->y + freearr_y[dir];
826     insert_ob_in_map (tmp, op->map, op, 0);
827 elmex 1.1 }
828     }
829    
830     /* peterm: function which summons hostile monsters and
831     * places them in nearby squares.
832     * op is the summoner.
833     * n is the number of monsters.
834     * monstername is the name of the monster.
835     * returns the number of monsters, which is basically n.
836     * it should really see how many it successfully replaced and
837     * return that instead.
838     * Note that this is not used by any spells (summon evil monsters
839     * use to call this, but best I can tell, that spell/ability was
840     * never used. This is however used by various failures on the
841     * players part (alchemy, reincarnation, etc)
842     */
843    
844 root 1.11 int
845     summon_hostile_monsters (object *op, int n, const char *monstername)
846     {
847     int i;
848    
849     for (i = 0; i < n; i++)
850     put_a_monster (op, monstername);
851 elmex 1.1
852 root 1.11 return n;
853 elmex 1.1 }
854    
855    
856     /* Some local definitions for shuffle-attack */
857 root 1.11 struct attacktype_shuffle
858     {
859     int attacktype;
860     int face;
861     } ATTACKS[22] =
862     {
863     {
864     AT_PHYSICAL, 0},
865     {
866     AT_PHYSICAL, 0}, /*face = explosion */
867     {
868     AT_PHYSICAL, 0},
869     {
870     AT_MAGIC, 1},
871     {
872     AT_MAGIC, 1}, /* face = last-burnout */
873     {
874     AT_MAGIC, 1},
875     {
876     AT_FIRE, 2},
877     {
878     AT_FIRE, 2}, /* face = fire.... */
879     {
880     AT_FIRE, 2},
881     {
882     AT_ELECTRICITY, 3},
883     {
884     AT_ELECTRICITY, 3}, /* ball_lightning */
885     {
886     AT_ELECTRICITY, 3},
887     {
888     AT_COLD, 4},
889     {
890     AT_COLD, 4}, /* face=icestorm */
891     {
892     AT_COLD, 4},
893     {
894     AT_CONFUSION, 5},
895     {
896     AT_POISON, 7},
897     {
898     AT_POISON, 7}, /* face = acid sphere. generator */
899     {
900     AT_POISON, 7}, /* poisoncloud face */
901     {
902     AT_SLOW, 8},
903     {
904     AT_PARALYZE, 9},
905     {
906     AT_FEAR, 10}};
907 elmex 1.1
908    
909    
910     /* shuffle_attack: peterm
911     * This routine shuffles the attack of op to one of the
912     * ones in the list. It does this at random. It also
913     * chooses a face appropriate to the attack that is
914     * being committed by that square at the moment.
915     * right now it's being used by color spray and create pool of
916     * chaos.
917     * This could really be a better implementation - the
918     * faces and attacktypes above are hardcoded, which is never
919     * good. The faces refer to faces in the animation sequence.
920     * Not sure how to do better - but not having it hardcoded
921     * would be nice.
922     * I also fixed a bug here in that attacktype was |= -
923     * to me, that would be that it would quickly get all
924     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
925     */
926 root 1.11 void
927     shuffle_attack (object *op, int change_face)
928 elmex 1.1 {
929 root 1.11 int i;
930 elmex 1.1
931 root 1.11 i = rndm (0, 21);
932 elmex 1.1
933 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
934    
935     if (change_face)
936     {
937     SET_ANIMATION (op, ATTACKS[i].face);
938 elmex 1.1 }
939     }
940    
941    
942     /* prayer_failure: This is called when a player fails
943     * at casting a prayer.
944     * op is the player.
945     * failure is basically how much grace they had.
946     * power is how much grace the spell would normally take to cast.
947     */
948    
949 root 1.11 void
950     prayer_failure (object *op, int failure, int power)
951     {
952     const char *godname;
953     object *tmp;
954 elmex 1.1
955 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
956     godname = "Your spirit";
957 elmex 1.1
958 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
959 elmex 1.1 {
960 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
961     tmp = get_archetype (SPELL_WONDER);
962     cast_cone (op, op, 0, tmp);
963 root 1.20 tmp->destroy ();
964 elmex 1.1 }
965    
966 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
967 elmex 1.1 {
968 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
969     confuse_player (op, op, 99);
970 elmex 1.1 }
971 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
972 elmex 1.1 {
973 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
974     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
975     paralyze_player (op, op, 99);
976 elmex 1.1 }
977 root 1.11 else if (failure <= -150) /* blast the immediate area */
978     {
979     tmp = get_archetype (GOD_POWER);
980     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
981     cast_magic_storm (op, tmp, power);
982 elmex 1.1 }
983     }
984    
985     /*
986     * spell_failure() handles the various effects for differing degrees
987     * of failure badness.
988     * op is the player that failed.
989     * failure is a random value of how badly you failed.
990     * power is how many spellpoints you'd normally need for the spell.
991     * skill is the skill you'd need to cast the spell.
992     */
993    
994 root 1.11 void
995     spell_failure (object *op, int failure, int power, object *skill)
996     {
997     object *tmp;
998 elmex 1.1
999 root 1.11 if (settings.spell_failure_effects == FALSE)
1000     return;
1001 elmex 1.1
1002 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
1003 elmex 1.1 {
1004 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
1005     tmp = get_archetype (SPELL_WONDER);
1006     cast_cone (op, op, 0, tmp);
1007 root 1.20 tmp->destroy ();
1008 elmex 1.1 }
1009    
1010 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
1011 elmex 1.1 {
1012 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
1013     confuse_player (op, op, 99);
1014 elmex 1.1 }
1015 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
1016 elmex 1.1 {
1017 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
1018     paralyze_player (op, op, 99);
1019 elmex 1.1 }
1020 root 1.11 else if (failure <= -80) /* blast the immediate area */
1021     {
1022     object *tmp;
1023 root 1.8
1024 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
1025     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
1026     {
1027     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
1028     hit_player (op, 9998, op, AT_INTERNAL, 1);
1029 root 1.8
1030 root 1.11 }
1031     else
1032     {
1033     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1034     tmp = get_archetype (LOOSE_MANA);
1035     tmp->level = skill->level;
1036     tmp->x = op->x;
1037     tmp->y = op->y;
1038    
1039     /* increase the area of destruction a little for more powerful spells */
1040     tmp->range += isqrt (power);
1041    
1042     if (power > 25)
1043     tmp->stats.dam = 25 + isqrt (power);
1044     else
1045     tmp->stats.dam = power; /* nasty recoils! */
1046 root 1.8
1047 root 1.11 tmp->stats.maxhp = tmp->count;
1048     insert_ob_in_map (tmp, op->map, NULL, 0);
1049 root 1.8 }
1050 elmex 1.1 }
1051     }
1052    
1053 root 1.11 int
1054     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1055     {
1056     int success;
1057     player *pl;
1058     object *spell;
1059    
1060     if (!spell_ob->other_arch)
1061 elmex 1.1 {
1062 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
1063     return 0;
1064     }
1065     spell = arch_to_object (spell_ob->other_arch);
1066 elmex 1.1
1067 root 1.11 /* Always cast spell on caster */
1068     success = cast_spell (op, caster, dir, spell, stringarg);
1069 elmex 1.1
1070 root 1.11 if (caster->contr->party == NULL)
1071     {
1072 root 1.19 spell->remove ();
1073 root 1.11 return success;
1074 elmex 1.1 }
1075 root 1.11 for (pl = first_player; pl != NULL; pl = pl->next)
1076     if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1077     {
1078     cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1079     }
1080 root 1.19 spell->remove ();
1081 root 1.11 return success;
1082     }
1083 elmex 1.1
1084     /* This is where the main dispatch when someone casts a spell.
1085     *
1086     * op is the creature that is owner of the object that is casting the spell -
1087     * eg, the player or monster.
1088     * caster is the actual object (wand, potion) casting the spell. can be
1089     * same as op.
1090     * dir is the direction to cast in. Note in some cases, if the spell
1091     * is self only, dir really doesn't make a difference.
1092     * spell_ob is the spell object that is being cast. From that,
1093     * we can determine what to do.
1094     * stringarg is any options that are being used. It can be NULL. Almost
1095     * certainly, only players will set it. It is basically used as optional
1096     * parameters to a spell (eg, item to create, information for marking runes,
1097     * etc.
1098     * returns 1 on successful cast, or 0 on error. These values should really
1099     * be swapped, so that 0 is successful, and non zero is failure, with a code
1100     * of what it failed.
1101     *
1102     * Note that this function is really a dispatch routine that calls other
1103     * functions - it just blindly returns what ever value those functions
1104     * return. So if your writing a new function that is called from this,
1105     * it shoudl also return 1 on success, 0 on failure.
1106     *
1107     * if it is a player casting the spell (op->type == PLAYER, op == caster),
1108     * this function will decrease the mana/grace appropriately. For other
1109     * objects, the caller should do what it considers appropriate.
1110     */
1111    
1112 root 1.11 int
1113     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1114     {
1115     const char *godname;
1116     int success = 0, mflags, cast_level = 0, old_shoottype;
1117     object *skill = NULL;
1118 elmex 1.1
1119 root 1.11 old_shoottype = op->contr ? op->contr->shoottype : 0;
1120 elmex 1.1
1121 root 1.11 if (!spell_ob)
1122     {
1123     LOG (llevError, "cast_spell: null spell object passed\n");
1124     return 0;
1125 elmex 1.1 }
1126 root 1.13
1127 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
1128     godname = "A random spirit";
1129 elmex 1.1
1130 root 1.11 /* the caller should set caster to op if appropriate */
1131     if (!caster)
1132     {
1133     LOG (llevError, "cast_spell: null caster object passed\n");
1134     return 0;
1135 elmex 1.1 }
1136    
1137 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
1138     * an issue, because they don't have any spellpaths set up.
1139     */
1140 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1141 root 1.11 {
1142     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1143     return 0;
1144 elmex 1.1 }
1145    
1146 root 1.11 /* if it is a player casting the spell, and they are really casting it
1147     * (vs it coming from a wand, scroll, or whatever else), do some
1148     * checks. We let monsters do special things - eg, they
1149     * don't need the skill, bypass level checks, etc. The monster function
1150     * should take care of that.
1151     * Remove the wiz check here and move it further down - some spells
1152     * need to have the right skill pointer passed, so we need to
1153     * at least process that code.
1154     */
1155     if (op->type == PLAYER && op == caster)
1156     {
1157     cast_level = caster_level (caster, spell_ob);
1158     if (spell_ob->skill)
1159     {
1160     skill = find_skill_by_name (op, spell_ob->skill);
1161     if (!skill)
1162     {
1163     new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1164     return 0;
1165 root 1.8 }
1166 root 1.11 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1167     {
1168     new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1169     return 0;
1170 root 1.8 }
1171     }
1172 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1173     * to have sufficient grace/mana.
1174     */
1175     if (!QUERY_FLAG (op, FLAG_WIZ))
1176     {
1177     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1178     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1179     {
1180     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1181     return 0;
1182 root 1.8 }
1183 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1184     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1185     {
1186     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1187     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1188     {
1189     new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1190 root 1.8 }
1191 root 1.11 else
1192     {
1193     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1194     new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1195     return 0;
1196 root 1.8 }
1197     }
1198    
1199 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1200     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1201     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1202     {
1203     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1204     new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1205     if (settings.casting_time == TRUE)
1206     {
1207     op->casting_time = -1;
1208 root 1.8 }
1209 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1210     return 0;
1211     }
1212     else if (spell_ob->stats.sp)
1213     {
1214     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1215    
1216     if (failure < 0)
1217     {
1218     new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1219     if (settings.spell_failure_effects == TRUE)
1220     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1221     op->contr->shoottype = (rangetype) old_shoottype;
1222     op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1223     return 0;
1224 root 1.8 }
1225     }
1226     }
1227 elmex 1.1 }
1228    
1229 root 1.11 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1230    
1231     /* See if we can cast a spell here. If the caster and op are
1232     * not alive, then this would mean that the mapmaker put the
1233     * objects on the space - presume that they know what they are
1234     * doing.
1235     */
1236 elmex 1.9
1237 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1238     {
1239     new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1240     return 0;
1241     }
1242    
1243     if ((spell_ob->type == SPELL)
1244     && (caster->type != POTION)
1245     && !QUERY_FLAG (op, FLAG_WIZCAST)
1246     && (QUERY_FLAG (caster, FLAG_ALIVE)
1247     || QUERY_FLAG (op, FLAG_ALIVE))
1248     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1249     {
1250     if (op->type != PLAYER)
1251 elmex 1.9 return 0;
1252    
1253 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1254     new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1255     else
1256     switch (op->contr->shoottype)
1257     {
1258 root 1.12 case range_magic:
1259     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1260     break;
1261     case range_misc:
1262     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1263     break;
1264     case range_golem:
1265     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1266     break;
1267     default:
1268     break;
1269 root 1.11 }
1270     return 0;
1271     }
1272 elmex 1.1
1273 root 1.11 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1274     {
1275     if (op->casting_time == -1)
1276     { /* begin the casting */
1277     op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1278     op->spell = spell_ob;
1279     /* put the stringarg into the object struct so that when the
1280     * spell is actually cast, it knows about the stringarg.
1281     * necessary for the invoke command spells.
1282     */
1283     if (stringarg)
1284 elmex 1.2 {
1285 root 1.22 op->spellarg = strdup (stringarg);
1286 root 1.8 }
1287 root 1.11 else
1288     op->spellarg = NULL;
1289     return 0;
1290 root 1.8 }
1291 root 1.11 else if (op->casting_time != 0)
1292     {
1293     if (op->type == PLAYER)
1294     new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1295     return 0;
1296 root 1.8 }
1297 root 1.11 else
1298     { /* casting_time == 0 */
1299     op->casting_time = -1;
1300     spell_ob = op->spell;
1301     stringarg = op->spellarg;
1302     }
1303     }
1304     else
1305     {
1306     /* Take into account how long it takes to cast the spell.
1307     * if the player is casting it, then we use the time in
1308     * the spell object. If it is a spell object, have it
1309     * take two ticks. Things that cast spells on the players
1310     * behalf (eg, altars, and whatever else) shouldn't cost
1311     * the player any time.
1312     * Ignore casting time for firewalls
1313     */
1314     if (caster == op && caster->type != FIREWALL)
1315     {
1316     op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1317     /* Other portions of the code may also decrement the speed of the player, so
1318     * put a lower limit so that the player isn't stuck here too long
1319     */
1320     if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1321     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1322     }
1323     else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1324     {
1325     op->speed_left -= 2 * FABS (op->speed);
1326 root 1.8 }
1327 elmex 1.1 }
1328    
1329 root 1.11 if (op->type == PLAYER && op == caster)
1330     {
1331     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1332     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1333 elmex 1.1 }
1334    
1335 root 1.11 /* We want to try to find the skill to properly credit exp.
1336     * for spell casting objects, the exp goes to the skill the casting
1337     * object requires.
1338     */
1339     if (op != caster && !skill && caster->skill)
1340     {
1341     skill = find_skill_by_name (op, caster->skill);
1342     if (!skill)
1343     {
1344     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1345     return 0;
1346 root 1.8 }
1347 root 1.11 change_skill (op, skill, 0); /* needed for proper exp credit */
1348 elmex 1.1 }
1349    
1350 root 1.11 switch (spell_ob->subtype)
1351     {
1352 root 1.12 /* The order of case statements is same as the order they show up
1353     * in in spells.h.
1354     */
1355     case SP_RAISE_DEAD:
1356     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1357     break;
1358    
1359     case SP_RUNE:
1360     success = write_rune (op, caster, spell_ob, dir, stringarg);
1361     break;
1362    
1363     case SP_MAKE_MARK:
1364     success = write_mark (op, spell_ob, stringarg);
1365     break;
1366    
1367     case SP_BOLT:
1368     success = fire_bolt (op, caster, dir, spell_ob, skill);
1369     break;
1370    
1371     case SP_BULLET:
1372     success = fire_bullet (op, caster, dir, spell_ob);
1373     break;
1374    
1375     case SP_CONE:
1376     success = cast_cone (op, caster, dir, spell_ob);
1377     break;
1378    
1379     case SP_BOMB:
1380     success = create_bomb (op, caster, dir, spell_ob);
1381     break;
1382    
1383     case SP_WONDER:
1384     success = cast_wonder (op, caster, dir, spell_ob);
1385     break;
1386    
1387     case SP_SMITE:
1388     success = cast_smite_spell (op, caster, dir, spell_ob);
1389     break;
1390    
1391     case SP_MAGIC_MISSILE:
1392     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1393     break;
1394    
1395     case SP_SUMMON_GOLEM:
1396     success = summon_golem (op, caster, dir, spell_ob);
1397     old_shoottype = range_golem;
1398     break;
1399    
1400     case SP_DIMENSION_DOOR:
1401     /* dimension door needs the actual caster, because that is what is
1402     * moved.
1403     */
1404     success = dimension_door (op, caster, spell_ob, dir);
1405     break;
1406 root 1.8
1407 root 1.12 case SP_MAGIC_MAPPING:
1408     if (op->type == PLAYER)
1409     {
1410     spell_effect (spell_ob, op->x, op->y, op->map, op);
1411     draw_magic_map (op);
1412     success = 1;
1413     }
1414     else
1415     success = 0;
1416     break;
1417 elmex 1.1
1418 root 1.12 case SP_MAGIC_WALL:
1419     success = magic_wall (op, caster, dir, spell_ob);
1420     break;
1421 root 1.8
1422 root 1.12 case SP_DESTRUCTION:
1423     success = cast_destruction (op, caster, spell_ob);
1424     break;
1425 root 1.8
1426 root 1.12 case SP_PERCEIVE_SELF:
1427     success = perceive_self (op);
1428     break;
1429 root 1.8
1430 root 1.12 case SP_WORD_OF_RECALL:
1431     success = cast_word_of_recall (op, caster, spell_ob);
1432     break;
1433 root 1.8
1434 root 1.12 case SP_INVISIBLE:
1435     success = cast_invisible (op, caster, spell_ob);
1436     break;
1437 root 1.8
1438 root 1.12 case SP_PROBE:
1439     success = probe (op, caster, spell_ob, dir);
1440     break;
1441 root 1.8
1442 root 1.12 case SP_HEALING:
1443     success = cast_heal (op, caster, spell_ob, dir);
1444     break;
1445 root 1.8
1446 root 1.12 case SP_CREATE_FOOD:
1447     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1448     break;
1449 root 1.8
1450 root 1.12 case SP_EARTH_TO_DUST:
1451     success = cast_earth_to_dust (op, caster, spell_ob);
1452     break;
1453 root 1.8
1454 root 1.12 case SP_CHANGE_ABILITY:
1455     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1456     break;
1457 root 1.8
1458 root 1.12 case SP_BLESS:
1459     success = cast_bless (op, caster, spell_ob, dir);
1460     break;
1461 root 1.8
1462 root 1.12 case SP_CURSE:
1463     success = cast_curse (op, caster, spell_ob, dir);
1464     break;
1465 root 1.8
1466 root 1.12 case SP_SUMMON_MONSTER:
1467     success = summon_object (op, caster, spell_ob, dir, stringarg);
1468     break;
1469 root 1.8
1470 root 1.12 case SP_CHARGING:
1471     success = recharge (op, caster, spell_ob);
1472     break;
1473 root 1.8
1474 root 1.12 case SP_POLYMORPH:
1475 elmex 1.1 #ifdef NO_POLYMORPH
1476 root 1.12 /* Not great, but at least provide feedback so if players do have
1477     * polymorph (ie, find it as a preset item or left over from before
1478     * it was disabled), they get some feedback.
1479     */
1480     new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1481     success = 0;
1482 elmex 1.1 #else
1483 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1484 elmex 1.1 #endif
1485 root 1.12 break;
1486 root 1.8
1487 root 1.12 case SP_ALCHEMY:
1488     success = alchemy (op, caster, spell_ob);
1489     break;
1490    
1491     case SP_REMOVE_CURSE:
1492     success = remove_curse (op, caster, spell_ob);
1493     break;
1494    
1495     case SP_IDENTIFY:
1496     success = cast_identify (op, caster, spell_ob);
1497     break;
1498    
1499     case SP_DETECTION:
1500     success = cast_detection (op, caster, spell_ob, skill);
1501     break;
1502    
1503     case SP_MOOD_CHANGE:
1504     success = mood_change (op, caster, spell_ob);
1505     break;
1506 elmex 1.1
1507 root 1.12 case SP_MOVING_BALL:
1508     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1509     {
1510     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1511     success = 0;
1512     }
1513     else
1514     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1515     break;
1516 elmex 1.1
1517 root 1.12 case SP_SWARM:
1518     success = fire_swarm (op, caster, spell_ob, dir);
1519     break;
1520    
1521     case SP_CHANGE_MANA:
1522     success = cast_transfer (op, caster, spell_ob, dir);
1523     break;
1524    
1525     case SP_DISPEL_RUNE:
1526     /* in rune.c */
1527     success = dispel_rune (op, caster, spell_ob, skill, dir);
1528     break;
1529    
1530     case SP_CREATE_MISSILE:
1531     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1532     break;
1533    
1534     case SP_CONSECRATE:
1535     success = cast_consecrate (op, caster, spell_ob);
1536     break;
1537    
1538     case SP_ANIMATE_WEAPON:
1539     success = animate_weapon (op, caster, spell_ob, dir);
1540     old_shoottype = range_golem;
1541     break;
1542    
1543     case SP_LIGHT:
1544     success = cast_light (op, caster, spell_ob, dir);
1545     break;
1546    
1547     case SP_CHANGE_MAP_LIGHT:
1548     success = cast_change_map_lightlevel (op, caster, spell_ob);
1549     break;
1550    
1551     case SP_FAERY_FIRE:
1552     success = cast_destruction (op, caster, spell_ob);
1553     break;
1554    
1555     case SP_CAUSE_DISEASE:
1556     success = cast_cause_disease (op, caster, spell_ob, dir);
1557     break;
1558    
1559     case SP_AURA:
1560     success = create_aura (op, caster, spell_ob);
1561     break;
1562    
1563     case SP_TOWN_PORTAL:
1564     success = cast_create_town_portal (op, caster, spell_ob, dir);
1565     break;
1566    
1567     case SP_PARTY_SPELL:
1568     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1569     break;
1570    
1571     default:
1572     if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1573     LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1574 elmex 1.1 }
1575    
1576 root 1.11 /* FIXME - we need some better sound suppport */
1577     // yes, for example, augment map info with the spell effect
1578     // so clients can calculate the sounds themselves
1579     //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1580 elmex 1.1
1581 root 1.11 /* free the spell arg */
1582     if (settings.casting_time == TRUE && stringarg)
1583     {
1584     free (stringarg);
1585     stringarg = NULL;
1586 elmex 1.1 }
1587 root 1.11 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1588     * to something like use_magic_item, but you really want to be able to fire
1589     * it again.
1590     */
1591     if (op->contr)
1592     op->contr->shoottype = (rangetype) old_shoottype;
1593 elmex 1.1
1594 root 1.11 return success;
1595 elmex 1.1 }
1596    
1597    
1598     /* This is called from time.c/process_object(). That function
1599     * calls this for any SPELL_EFFECT type objects. This function
1600     * then dispatches them to the appropriate specific routines.
1601     */
1602 root 1.11 void
1603     move_spell_effect (object *op)
1604     {
1605     switch (op->subtype)
1606     {
1607 root 1.12 case SP_BOLT:
1608     move_bolt (op);
1609     break;
1610    
1611     case SP_BULLET:
1612     move_bullet (op);
1613     break;
1614    
1615     case SP_EXPLOSION:
1616     explosion (op);
1617     break;
1618    
1619     case SP_CONE:
1620     move_cone (op);
1621     break;
1622    
1623     case SP_BOMB:
1624     animate_bomb (op);
1625     break;
1626    
1627     case SP_MAGIC_MISSILE:
1628     move_missile (op);
1629     break;
1630    
1631     case SP_WORD_OF_RECALL:
1632     execute_word_of_recall (op);
1633     break;
1634    
1635     case SP_MOVING_BALL:
1636     move_ball_spell (op);
1637     break;
1638    
1639     case SP_SWARM:
1640     move_swarm_spell (op);
1641     break;
1642    
1643     case SP_AURA:
1644     move_aura (op);
1645     break;
1646 elmex 1.1 }
1647     }
1648    
1649     /* this checks to see if something special should happen if
1650     * something runs into the object.
1651     */
1652 root 1.11 void
1653     check_spell_effect (object *op)
1654     {
1655     switch (op->subtype)
1656     {
1657 root 1.12 case SP_BOLT:
1658     move_bolt (op);
1659     return;
1660    
1661     case SP_BULLET:
1662     check_bullet (op);
1663     return;
1664 elmex 1.1 }
1665     }
1666    
1667     /* This is called by move_apply. Basically, if someone
1668     * moves onto a spell effect and the walk_on or fly_on flags
1669     * are set, this is called. This should only be called for
1670     * objects of the appropraite type.
1671     */
1672 root 1.11 void
1673     apply_spell_effect (object *spell, object *victim)
1674 elmex 1.1 {
1675 root 1.11 switch (spell->subtype)
1676     {
1677 root 1.12 case SP_CONE:
1678     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1679     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1680     break;
1681 root 1.8
1682 root 1.12 case SP_MAGIC_MISSILE:
1683     if (QUERY_FLAG (victim, FLAG_ALIVE))
1684     {
1685 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1686 root 1.11
1687 root 1.16 if (!spell->destroyed ())
1688 root 1.20 spell->destroy ();
1689 root 1.12 }
1690     break;
1691 root 1.8
1692 root 1.12 case SP_MOVING_BALL:
1693     if (QUERY_FLAG (victim, FLAG_ALIVE))
1694     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1695     else if (victim->material || victim->materialname)
1696     save_throw_object (victim, spell->attacktype, spell);
1697     break;
1698 elmex 1.1 }
1699     }