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Revision: 1.25
Committed: Wed Dec 20 11:20:50 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.24: +0 -2 lines
Log Message:
removed QUEST and LIGHTNING types.

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 root 1.24 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     || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
450 root 1.11 return 1;
451 elmex 1.1
452 root 1.11 return 0;
453 elmex 1.1 }
454    
455     /* cast_create_object: creates object new_op in direction dir
456     * or if that is blocked, beneath the player (op).
457     * we pass 'caster', but don't use it for anything.
458     * This is really just a simple wrapper function .
459     * returns the direction that the object was actually placed
460     * in.
461     */
462 root 1.11 int
463     cast_create_obj (object *op, object *caster, object *new_op, int dir)
464 elmex 1.1 {
465 root 1.17 maptile *m;
466 root 1.11 sint16 sx, sy;
467 elmex 1.1
468 root 1.11 if (dir &&
469     ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
470     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
471     {
472     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
473     new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
474     dir = 0;
475     }
476     new_op->x = op->x + freearr_x[dir];
477     new_op->y = op->y + freearr_y[dir];
478     if (dir == 0)
479     insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR);
480     else
481     insert_ob_in_map (new_op, op->map, op, 0);
482     return dir;
483 elmex 1.1 }
484    
485     /* Returns true if it is ok to put spell *op on the space/may provided.
486     * immune_stop is basically the attacktype of the spell (why
487     * passed as a different value, not sure of). If immune_stop
488     * has the AT_MAGIC bit set, and there is a counterwall
489     * on the space, the object doesn't get placed. if immune stop
490     * does not have AT_MAGIC, then counterwalls do not effect the spell.
491     *
492     */
493    
494 root 1.11 int
495 root 1.17 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
496 root 1.11 {
497     object *tmp;
498     int mflags;
499 root 1.17 maptile *mp;
500 root 1.11
501     mp = m;
502     mflags = get_map_flags (m, &mp, x, y, &x, &y);
503    
504     if (mflags & P_OUT_OF_MAP)
505     return 0;
506    
507     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y)))
508     return 0;
509    
510 root 1.24 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above)
511 root 1.11 {
512     /* If there is a counterspell on the space, and this
513     * object is using magic, don't progress. I believe we could
514     * leave this out and let in progress, and other areas of the code
515     * will then remove it, but that would seem to to use more
516     * resources, and may not work as well if a player is standing
517     * on top of a counterwall spell (may hit the player before being
518     * removed.) On the other hand, it may be more dramatic for the
519     * spell to actually hit the counterwall and be sucked up.
520     */
521     if ((tmp->attacktype & AT_COUNTERSPELL) &&
522     (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) &&
523     (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC))
524     return 0;
525    
526     /* This is to prevent 'out of control' spells. Basically, this
527     * limits one spell effect per space per spell. This is definately
528     * needed for performance reasons, and just for playability I believe.
529     * there are no such things as multispaced spells right now, so
530     * we don't need to worry about the head.
531     */
532     if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
533     return 0;
534    
535     /*
536     * Combine similar spell effects into one spell effect. Needed for
537     * performance reasons with meteor swarm and the like, but also for
538     * playability reasons.
539     */
540     if (tmp->arch == op->arch
541     && tmp->type == op->type
542     && tmp->subtype == op->subtype
543     && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
544     {
545     tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
546     tmp->range = MAX (tmp->range, op->range);
547     tmp->duration = MAX (tmp->duration, op->duration);
548     return 0;
549 elmex 1.1 }
550    
551 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
552     * ground to prevent it from moving along?
553     */
554 elmex 1.1 }
555 root 1.11 /* If it passes the above tests, it must be OK */
556     return 1;
557 elmex 1.1 }
558    
559     /* fire_arch_from_position: fires an archetype.
560     * op: person firing the object.
561     * caster: object casting the spell.
562     * x, y: where to fire the spell (note, it then uses op->map for the map
563     * for these coordinates, which is probably a really bad idea.
564     * dir: direction to fire in.
565     * spell: spell that is being fired. It uses other_arch for the archetype
566     * to fire.
567     * returns 0 on failure, 1 on success.
568     */
569    
570 root 1.11 int
571     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
572     {
573     object *tmp;
574     int mflags;
575 root 1.17 maptile *m;
576 root 1.11
577     if (spell->other_arch == NULL)
578     return 0;
579    
580     m = op->map;
581     mflags = get_map_flags (m, &m, x, y, &x, &y);
582     if (mflags & P_OUT_OF_MAP)
583     {
584     return 0;
585 elmex 1.1 }
586    
587 root 1.11 tmp = arch_to_object (spell->other_arch);
588 elmex 1.1
589 root 1.11 if (tmp == NULL)
590     return 0;
591 elmex 1.1
592 root 1.11 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
593     {
594     new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
595 root 1.20 tmp->destroy ();
596 root 1.11 return 0;
597 elmex 1.1 }
598    
599 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
600     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
601     /* code in time.c uses food for some things, duration for others */
602     tmp->stats.food = tmp->duration;
603     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
604     tmp->attacktype = spell->attacktype;
605     tmp->x = x;
606     tmp->y = y;
607     tmp->direction = dir;
608 root 1.21 if (op->owner != NULL)
609     tmp->set_owner (op);
610 root 1.11 else
611 root 1.21 tmp->set_owner (op);
612 root 1.11 tmp->level = caster_level (caster, spell);
613     set_spell_skill (op, caster, spell, tmp);
614    
615     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
616     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
617     {
618     if (!tailor_god_spell (tmp, op))
619     return 0;
620 elmex 1.1 }
621 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
622     SET_ANIMATION (tmp, dir);
623 elmex 1.1
624 root 1.11 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL)
625     return 1;
626 elmex 1.1
627 root 1.11 move_spell_effect (tmp);
628 elmex 1.1
629 root 1.11 return 1;
630 elmex 1.1 }
631    
632    
633    
634     /*****************************************************************************
635     *
636     * Code related to rods - perhaps better located in another file?
637     *
638     ****************************************************************************/
639    
640 root 1.11 void
641     regenerate_rod (object *rod)
642     {
643     if (rod->stats.hp < rod->stats.maxhp)
644     {
645     rod->stats.hp += 1 + rod->stats.maxhp / 10;
646 elmex 1.1
647 root 1.11 if (rod->stats.hp > rod->stats.maxhp)
648     rod->stats.hp = rod->stats.maxhp;
649 elmex 1.1 }
650     }
651    
652    
653 root 1.11 void
654     drain_rod_charge (object *rod)
655     {
656     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
657 elmex 1.1 }
658    
659    
660    
661    
662     /* this function is commonly used to find a friendly target for
663     * spells such as heal or protection or armour
664     * op is what is looking for the target (which can be a player),
665     * dir is the direction we are looking in. Return object found, or
666     * NULL if no good object.
667     */
668    
669 root 1.11 object *
670     find_target_for_friendly_spell (object *op, int dir)
671     {
672     object *tmp;
673 root 1.17 maptile *m;
674 root 1.11 sint16 x, y;
675     int mflags;
676    
677     /* I don't really get this block - if op isn't a player or rune,
678     * we then make the owner of this object the target.
679     * The owner could very well be no where near op.
680     */
681     if (op->type != PLAYER && op->type != RUNE)
682     {
683 root 1.21 tmp = op->owner;
684 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
685     * to the caster.
686     */
687     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
688     tmp = op;
689 elmex 1.1 }
690 root 1.11 else
691     {
692     m = op->map;
693     x = op->x + freearr_x[dir];
694     y = op->y + freearr_y[dir];
695    
696     mflags = get_map_flags (m, &m, x, y, &x, &y);
697    
698     if (mflags & P_OUT_OF_MAP)
699     tmp = NULL;
700     else
701 elmex 1.1 {
702 root 1.24 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
703 root 1.11 if (tmp->type == PLAYER)
704 elmex 1.1 break;
705     }
706 root 1.11 }
707     /* didn't find a player there, look in current square for a player */
708     if (tmp == NULL)
709 root 1.24 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
710 root 1.11 {
711     if (tmp->type == PLAYER)
712     break;
713     }
714 elmex 1.1
715 root 1.11 return tmp;
716 elmex 1.1 }
717    
718    
719    
720     /* raytrace:
721     * spell_find_dir(map, x, y, exclude) will search first the center square
722     * then some close squares in the given map at the given coordinates for
723     * live objects.
724     * It will not consider the object given as exclude (= caster) among possible
725     * live objects. If the caster is a player, the spell will go after
726     * monsters/generators only. If not, the spell will hunt players only.
727     * It returns the direction toward the first/closest live object if it finds
728     * any, otherwise -1.
729     * note that exclude can be NULL, in which case all bets are off.
730     */
731    
732 root 1.11 int
733 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
734 root 1.11 {
735     int i, max = SIZEOFFREE;
736     sint16 nx, ny;
737     int owner_type = 0, mflags;
738     object *tmp;
739 root 1.17 maptile *mp;
740 root 1.11
741     if (exclude && exclude->head)
742     exclude = exclude->head;
743     if (exclude && exclude->type)
744     owner_type = exclude->type;
745    
746     for (i = rndm (1, 8); i < max; i++)
747     {
748     nx = x + freearr_x[i];
749     ny = y + freearr_y[i];
750     mp = m;
751     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
752     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
753     continue;
754    
755 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
756 root 1.11
757     while (tmp != NULL && (((owner_type == PLAYER &&
758     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
759     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
760     tmp = tmp->above;
761 elmex 1.1
762 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
763     return freedir[i];
764 elmex 1.1 }
765 root 1.11 return -1; /* flag for "keep going the way you were" */
766 elmex 1.1 }
767    
768    
769    
770     /* put_a_monster: puts a monster named monstername near by
771     * op. This creates the treasures for the monsters, and
772     * also deals with multipart monsters properly.
773     */
774    
775 root 1.11 void
776     put_a_monster (object *op, const char *monstername)
777     {
778     object *tmp, *head = NULL, *prev = NULL;
779     archetype *at;
780     int dir;
781    
782     /* Handle cases where we are passed a bogus mosntername */
783    
784 root 1.14 if ((at = archetype::find (monstername)) == NULL)
785 root 1.11 return;
786    
787     /* find a free square nearby
788     * first we check the closest square for free squares
789     */
790    
791     dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
792     if (dir != -1)
793     {
794     /* This is basically grabbed for generate monster. Fixed 971225 to
795     * insert multipart monsters properly
796     */
797     while (at != NULL)
798     {
799     tmp = arch_to_object (at);
800     tmp->x = op->x + freearr_x[dir] + at->clone.x;
801     tmp->y = op->y + freearr_y[dir] + at->clone.y;
802     tmp->map = op->map;
803     if (head)
804     {
805     tmp->head = head;
806     prev->more = tmp;
807 root 1.8 }
808 root 1.11 if (!head)
809     head = tmp;
810     prev = tmp;
811     at = at->more;
812 root 1.8 }
813    
814 root 1.11 if (head->randomitems)
815     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
816 root 1.8
817 root 1.11 insert_ob_in_map (head, op->map, op, 0);
818 root 1.8
819 root 1.11 /* thought it'd be cool to insert a burnout, too. */
820     tmp = get_archetype ("burnout");
821     tmp->map = op->map;
822     tmp->x = op->x + freearr_x[dir];
823     tmp->y = op->y + freearr_y[dir];
824     insert_ob_in_map (tmp, op->map, op, 0);
825 elmex 1.1 }
826     }
827    
828     /* peterm: function which summons hostile monsters and
829     * places them in nearby squares.
830     * op is the summoner.
831     * n is the number of monsters.
832     * monstername is the name of the monster.
833     * returns the number of monsters, which is basically n.
834     * it should really see how many it successfully replaced and
835     * return that instead.
836     * Note that this is not used by any spells (summon evil monsters
837     * use to call this, but best I can tell, that spell/ability was
838     * never used. This is however used by various failures on the
839     * players part (alchemy, reincarnation, etc)
840     */
841    
842 root 1.11 int
843     summon_hostile_monsters (object *op, int n, const char *monstername)
844     {
845     int i;
846    
847     for (i = 0; i < n; i++)
848     put_a_monster (op, monstername);
849 elmex 1.1
850 root 1.11 return n;
851 elmex 1.1 }
852    
853    
854     /* Some local definitions for shuffle-attack */
855 root 1.11 struct attacktype_shuffle
856     {
857     int attacktype;
858     int face;
859     } ATTACKS[22] =
860     {
861     {
862     AT_PHYSICAL, 0},
863     {
864     AT_PHYSICAL, 0}, /*face = explosion */
865     {
866     AT_PHYSICAL, 0},
867     {
868     AT_MAGIC, 1},
869     {
870     AT_MAGIC, 1}, /* face = last-burnout */
871     {
872     AT_MAGIC, 1},
873     {
874     AT_FIRE, 2},
875     {
876     AT_FIRE, 2}, /* face = fire.... */
877     {
878     AT_FIRE, 2},
879     {
880     AT_ELECTRICITY, 3},
881     {
882     AT_ELECTRICITY, 3}, /* ball_lightning */
883     {
884     AT_ELECTRICITY, 3},
885     {
886     AT_COLD, 4},
887     {
888     AT_COLD, 4}, /* face=icestorm */
889     {
890     AT_COLD, 4},
891     {
892     AT_CONFUSION, 5},
893     {
894     AT_POISON, 7},
895     {
896     AT_POISON, 7}, /* face = acid sphere. generator */
897     {
898     AT_POISON, 7}, /* poisoncloud face */
899     {
900     AT_SLOW, 8},
901     {
902     AT_PARALYZE, 9},
903     {
904     AT_FEAR, 10}};
905 elmex 1.1
906    
907    
908     /* shuffle_attack: peterm
909     * This routine shuffles the attack of op to one of the
910     * ones in the list. It does this at random. It also
911     * chooses a face appropriate to the attack that is
912     * being committed by that square at the moment.
913     * right now it's being used by color spray and create pool of
914     * chaos.
915     * This could really be a better implementation - the
916     * faces and attacktypes above are hardcoded, which is never
917     * good. The faces refer to faces in the animation sequence.
918     * Not sure how to do better - but not having it hardcoded
919     * would be nice.
920     * I also fixed a bug here in that attacktype was |= -
921     * to me, that would be that it would quickly get all
922     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
923     */
924 root 1.11 void
925     shuffle_attack (object *op, int change_face)
926 elmex 1.1 {
927 root 1.11 int i;
928 elmex 1.1
929 root 1.11 i = rndm (0, 21);
930 elmex 1.1
931 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
932    
933     if (change_face)
934     {
935     SET_ANIMATION (op, ATTACKS[i].face);
936 elmex 1.1 }
937     }
938    
939    
940     /* prayer_failure: This is called when a player fails
941     * at casting a prayer.
942     * op is the player.
943     * failure is basically how much grace they had.
944     * power is how much grace the spell would normally take to cast.
945     */
946    
947 root 1.11 void
948     prayer_failure (object *op, int failure, int power)
949     {
950     const char *godname;
951     object *tmp;
952 elmex 1.1
953 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
954     godname = "Your spirit";
955 elmex 1.1
956 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
957 elmex 1.1 {
958 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
959     tmp = get_archetype (SPELL_WONDER);
960     cast_cone (op, op, 0, tmp);
961 root 1.20 tmp->destroy ();
962 elmex 1.1 }
963    
964 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
965 elmex 1.1 {
966 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
967     confuse_player (op, op, 99);
968 elmex 1.1 }
969 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
970 elmex 1.1 {
971 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
972     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
973     paralyze_player (op, op, 99);
974 elmex 1.1 }
975 root 1.11 else if (failure <= -150) /* blast the immediate area */
976     {
977     tmp = get_archetype (GOD_POWER);
978     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
979     cast_magic_storm (op, tmp, power);
980 elmex 1.1 }
981     }
982    
983     /*
984     * spell_failure() handles the various effects for differing degrees
985     * of failure badness.
986     * op is the player that failed.
987     * failure is a random value of how badly you failed.
988     * power is how many spellpoints you'd normally need for the spell.
989     * skill is the skill you'd need to cast the spell.
990     */
991    
992 root 1.11 void
993     spell_failure (object *op, int failure, int power, object *skill)
994     {
995     object *tmp;
996 elmex 1.1
997 root 1.11 if (settings.spell_failure_effects == FALSE)
998     return;
999 elmex 1.1
1000 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
1001 elmex 1.1 {
1002 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
1003     tmp = get_archetype (SPELL_WONDER);
1004     cast_cone (op, op, 0, tmp);
1005 root 1.20 tmp->destroy ();
1006 elmex 1.1 }
1007    
1008 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
1009 elmex 1.1 {
1010 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
1011     confuse_player (op, op, 99);
1012 elmex 1.1 }
1013 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
1014 elmex 1.1 {
1015 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
1016     paralyze_player (op, op, 99);
1017 elmex 1.1 }
1018 root 1.11 else if (failure <= -80) /* blast the immediate area */
1019     {
1020     object *tmp;
1021 root 1.8
1022 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
1023     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
1024     {
1025     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
1026     hit_player (op, 9998, op, AT_INTERNAL, 1);
1027 root 1.8
1028 root 1.11 }
1029     else
1030     {
1031     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1032     tmp = get_archetype (LOOSE_MANA);
1033     tmp->level = skill->level;
1034     tmp->x = op->x;
1035     tmp->y = op->y;
1036    
1037     /* increase the area of destruction a little for more powerful spells */
1038     tmp->range += isqrt (power);
1039    
1040     if (power > 25)
1041     tmp->stats.dam = 25 + isqrt (power);
1042     else
1043     tmp->stats.dam = power; /* nasty recoils! */
1044 root 1.8
1045 root 1.11 tmp->stats.maxhp = tmp->count;
1046     insert_ob_in_map (tmp, op->map, NULL, 0);
1047 root 1.8 }
1048 elmex 1.1 }
1049     }
1050    
1051 root 1.11 int
1052     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1053     {
1054     int success;
1055     player *pl;
1056     object *spell;
1057    
1058     if (!spell_ob->other_arch)
1059 elmex 1.1 {
1060 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
1061     return 0;
1062     }
1063     spell = arch_to_object (spell_ob->other_arch);
1064 elmex 1.1
1065 root 1.11 /* Always cast spell on caster */
1066     success = cast_spell (op, caster, dir, spell, stringarg);
1067 elmex 1.1
1068 root 1.11 if (caster->contr->party == NULL)
1069     {
1070 root 1.19 spell->remove ();
1071 root 1.11 return success;
1072 elmex 1.1 }
1073 root 1.11 for (pl = first_player; pl != NULL; pl = pl->next)
1074     if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1075     {
1076     cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1077     }
1078 root 1.19 spell->remove ();
1079 root 1.11 return success;
1080     }
1081 elmex 1.1
1082     /* This is where the main dispatch when someone casts a spell.
1083     *
1084     * op is the creature that is owner of the object that is casting the spell -
1085     * eg, the player or monster.
1086     * caster is the actual object (wand, potion) casting the spell. can be
1087     * same as op.
1088     * dir is the direction to cast in. Note in some cases, if the spell
1089     * is self only, dir really doesn't make a difference.
1090     * spell_ob is the spell object that is being cast. From that,
1091     * we can determine what to do.
1092     * stringarg is any options that are being used. It can be NULL. Almost
1093     * certainly, only players will set it. It is basically used as optional
1094     * parameters to a spell (eg, item to create, information for marking runes,
1095     * etc.
1096     * returns 1 on successful cast, or 0 on error. These values should really
1097     * be swapped, so that 0 is successful, and non zero is failure, with a code
1098     * of what it failed.
1099     *
1100     * Note that this function is really a dispatch routine that calls other
1101     * functions - it just blindly returns what ever value those functions
1102     * return. So if your writing a new function that is called from this,
1103     * it shoudl also return 1 on success, 0 on failure.
1104     *
1105     * if it is a player casting the spell (op->type == PLAYER, op == caster),
1106     * this function will decrease the mana/grace appropriately. For other
1107     * objects, the caller should do what it considers appropriate.
1108     */
1109    
1110 root 1.11 int
1111     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1112     {
1113     const char *godname;
1114     int success = 0, mflags, cast_level = 0, old_shoottype;
1115     object *skill = NULL;
1116 elmex 1.1
1117 root 1.11 old_shoottype = op->contr ? op->contr->shoottype : 0;
1118 elmex 1.1
1119 root 1.11 if (!spell_ob)
1120     {
1121     LOG (llevError, "cast_spell: null spell object passed\n");
1122     return 0;
1123 elmex 1.1 }
1124 root 1.13
1125 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
1126     godname = "A random spirit";
1127 elmex 1.1
1128 root 1.11 /* the caller should set caster to op if appropriate */
1129     if (!caster)
1130     {
1131     LOG (llevError, "cast_spell: null caster object passed\n");
1132     return 0;
1133 elmex 1.1 }
1134    
1135 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
1136     * an issue, because they don't have any spellpaths set up.
1137     */
1138 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1139 root 1.11 {
1140     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1141     return 0;
1142 elmex 1.1 }
1143    
1144 root 1.11 /* if it is a player casting the spell, and they are really casting it
1145     * (vs it coming from a wand, scroll, or whatever else), do some
1146     * checks. We let monsters do special things - eg, they
1147     * don't need the skill, bypass level checks, etc. The monster function
1148     * should take care of that.
1149     * Remove the wiz check here and move it further down - some spells
1150     * need to have the right skill pointer passed, so we need to
1151     * at least process that code.
1152     */
1153     if (op->type == PLAYER && op == caster)
1154     {
1155     cast_level = caster_level (caster, spell_ob);
1156     if (spell_ob->skill)
1157     {
1158     skill = find_skill_by_name (op, spell_ob->skill);
1159     if (!skill)
1160     {
1161     new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1162     return 0;
1163 root 1.8 }
1164 root 1.11 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1165     {
1166     new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1167     return 0;
1168 root 1.8 }
1169     }
1170 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1171     * to have sufficient grace/mana.
1172     */
1173     if (!QUERY_FLAG (op, FLAG_WIZ))
1174     {
1175     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1176     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1177     {
1178     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1179     return 0;
1180 root 1.8 }
1181 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1182     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1183     {
1184     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1185     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1186     {
1187     new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1188 root 1.8 }
1189 root 1.11 else
1190     {
1191     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1192     new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1193     return 0;
1194 root 1.8 }
1195     }
1196    
1197 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1198     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1199     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1200     {
1201     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1202     new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1203     if (settings.casting_time == TRUE)
1204     {
1205     op->casting_time = -1;
1206 root 1.8 }
1207 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1208     return 0;
1209     }
1210     else if (spell_ob->stats.sp)
1211     {
1212     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1213    
1214     if (failure < 0)
1215     {
1216     new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1217     if (settings.spell_failure_effects == TRUE)
1218     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1219     op->contr->shoottype = (rangetype) old_shoottype;
1220     op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1221     return 0;
1222 root 1.8 }
1223     }
1224     }
1225 elmex 1.1 }
1226    
1227 root 1.11 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1228    
1229     /* See if we can cast a spell here. If the caster and op are
1230     * not alive, then this would mean that the mapmaker put the
1231     * objects on the space - presume that they know what they are
1232     * doing.
1233     */
1234 elmex 1.9
1235 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1236     {
1237     new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1238     return 0;
1239     }
1240    
1241     if ((spell_ob->type == SPELL)
1242     && (caster->type != POTION)
1243     && !QUERY_FLAG (op, FLAG_WIZCAST)
1244     && (QUERY_FLAG (caster, FLAG_ALIVE)
1245     || QUERY_FLAG (op, FLAG_ALIVE))
1246     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1247     {
1248     if (op->type != PLAYER)
1249 elmex 1.9 return 0;
1250    
1251 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1252     new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1253     else
1254     switch (op->contr->shoottype)
1255     {
1256 root 1.12 case range_magic:
1257     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1258     break;
1259     case range_misc:
1260     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1261     break;
1262     case range_golem:
1263     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1264     break;
1265     default:
1266     break;
1267 root 1.11 }
1268     return 0;
1269     }
1270 elmex 1.1
1271 root 1.11 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1272     {
1273     if (op->casting_time == -1)
1274     { /* begin the casting */
1275     op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1276     op->spell = spell_ob;
1277     /* put the stringarg into the object struct so that when the
1278     * spell is actually cast, it knows about the stringarg.
1279     * necessary for the invoke command spells.
1280     */
1281     if (stringarg)
1282 elmex 1.2 {
1283 root 1.22 op->spellarg = strdup (stringarg);
1284 root 1.8 }
1285 root 1.11 else
1286     op->spellarg = NULL;
1287     return 0;
1288 root 1.8 }
1289 root 1.11 else if (op->casting_time != 0)
1290     {
1291     if (op->type == PLAYER)
1292     new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1293     return 0;
1294 root 1.8 }
1295 root 1.11 else
1296     { /* casting_time == 0 */
1297     op->casting_time = -1;
1298     spell_ob = op->spell;
1299     stringarg = op->spellarg;
1300     }
1301     }
1302     else
1303     {
1304     /* Take into account how long it takes to cast the spell.
1305     * if the player is casting it, then we use the time in
1306     * the spell object. If it is a spell object, have it
1307     * take two ticks. Things that cast spells on the players
1308     * behalf (eg, altars, and whatever else) shouldn't cost
1309     * the player any time.
1310     * Ignore casting time for firewalls
1311     */
1312     if (caster == op && caster->type != FIREWALL)
1313     {
1314     op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1315     /* Other portions of the code may also decrement the speed of the player, so
1316     * put a lower limit so that the player isn't stuck here too long
1317     */
1318     if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1319     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1320     }
1321     else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1322     {
1323     op->speed_left -= 2 * FABS (op->speed);
1324 root 1.8 }
1325 elmex 1.1 }
1326    
1327 root 1.11 if (op->type == PLAYER && op == caster)
1328     {
1329     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1330     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1331 elmex 1.1 }
1332    
1333 root 1.11 /* We want to try to find the skill to properly credit exp.
1334     * for spell casting objects, the exp goes to the skill the casting
1335     * object requires.
1336     */
1337     if (op != caster && !skill && caster->skill)
1338     {
1339     skill = find_skill_by_name (op, caster->skill);
1340     if (!skill)
1341     {
1342     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1343     return 0;
1344 root 1.8 }
1345 root 1.11 change_skill (op, skill, 0); /* needed for proper exp credit */
1346 elmex 1.1 }
1347    
1348 root 1.11 switch (spell_ob->subtype)
1349     {
1350 root 1.12 /* The order of case statements is same as the order they show up
1351     * in in spells.h.
1352     */
1353     case SP_RAISE_DEAD:
1354     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1355     break;
1356    
1357     case SP_RUNE:
1358     success = write_rune (op, caster, spell_ob, dir, stringarg);
1359     break;
1360    
1361     case SP_MAKE_MARK:
1362     success = write_mark (op, spell_ob, stringarg);
1363     break;
1364    
1365     case SP_BOLT:
1366     success = fire_bolt (op, caster, dir, spell_ob, skill);
1367     break;
1368    
1369     case SP_BULLET:
1370     success = fire_bullet (op, caster, dir, spell_ob);
1371     break;
1372    
1373     case SP_CONE:
1374     success = cast_cone (op, caster, dir, spell_ob);
1375     break;
1376    
1377     case SP_BOMB:
1378     success = create_bomb (op, caster, dir, spell_ob);
1379     break;
1380    
1381     case SP_WONDER:
1382     success = cast_wonder (op, caster, dir, spell_ob);
1383     break;
1384    
1385     case SP_SMITE:
1386     success = cast_smite_spell (op, caster, dir, spell_ob);
1387     break;
1388    
1389     case SP_MAGIC_MISSILE:
1390     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1391     break;
1392    
1393     case SP_SUMMON_GOLEM:
1394     success = summon_golem (op, caster, dir, spell_ob);
1395     old_shoottype = range_golem;
1396     break;
1397    
1398     case SP_DIMENSION_DOOR:
1399     /* dimension door needs the actual caster, because that is what is
1400     * moved.
1401     */
1402     success = dimension_door (op, caster, spell_ob, dir);
1403     break;
1404 root 1.8
1405 root 1.12 case SP_MAGIC_MAPPING:
1406     if (op->type == PLAYER)
1407     {
1408     spell_effect (spell_ob, op->x, op->y, op->map, op);
1409     draw_magic_map (op);
1410     success = 1;
1411     }
1412     else
1413     success = 0;
1414     break;
1415 elmex 1.1
1416 root 1.12 case SP_MAGIC_WALL:
1417     success = magic_wall (op, caster, dir, spell_ob);
1418     break;
1419 root 1.8
1420 root 1.12 case SP_DESTRUCTION:
1421     success = cast_destruction (op, caster, spell_ob);
1422     break;
1423 root 1.8
1424 root 1.12 case SP_PERCEIVE_SELF:
1425     success = perceive_self (op);
1426     break;
1427 root 1.8
1428 root 1.12 case SP_WORD_OF_RECALL:
1429     success = cast_word_of_recall (op, caster, spell_ob);
1430     break;
1431 root 1.8
1432 root 1.12 case SP_INVISIBLE:
1433     success = cast_invisible (op, caster, spell_ob);
1434     break;
1435 root 1.8
1436 root 1.12 case SP_PROBE:
1437     success = probe (op, caster, spell_ob, dir);
1438     break;
1439 root 1.8
1440 root 1.12 case SP_HEALING:
1441     success = cast_heal (op, caster, spell_ob, dir);
1442     break;
1443 root 1.8
1444 root 1.12 case SP_CREATE_FOOD:
1445     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1446     break;
1447 root 1.8
1448 root 1.12 case SP_EARTH_TO_DUST:
1449     success = cast_earth_to_dust (op, caster, spell_ob);
1450     break;
1451 root 1.8
1452 root 1.12 case SP_CHANGE_ABILITY:
1453     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1454     break;
1455 root 1.8
1456 root 1.12 case SP_BLESS:
1457     success = cast_bless (op, caster, spell_ob, dir);
1458     break;
1459 root 1.8
1460 root 1.12 case SP_CURSE:
1461     success = cast_curse (op, caster, spell_ob, dir);
1462     break;
1463 root 1.8
1464 root 1.12 case SP_SUMMON_MONSTER:
1465     success = summon_object (op, caster, spell_ob, dir, stringarg);
1466     break;
1467 root 1.8
1468 root 1.12 case SP_CHARGING:
1469     success = recharge (op, caster, spell_ob);
1470     break;
1471 root 1.8
1472 root 1.12 case SP_POLYMORPH:
1473 elmex 1.1 #ifdef NO_POLYMORPH
1474 root 1.12 /* Not great, but at least provide feedback so if players do have
1475     * polymorph (ie, find it as a preset item or left over from before
1476     * it was disabled), they get some feedback.
1477     */
1478     new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1479     success = 0;
1480 elmex 1.1 #else
1481 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1482 elmex 1.1 #endif
1483 root 1.12 break;
1484 root 1.8
1485 root 1.12 case SP_ALCHEMY:
1486     success = alchemy (op, caster, spell_ob);
1487     break;
1488    
1489     case SP_REMOVE_CURSE:
1490     success = remove_curse (op, caster, spell_ob);
1491     break;
1492    
1493     case SP_IDENTIFY:
1494     success = cast_identify (op, caster, spell_ob);
1495     break;
1496    
1497     case SP_DETECTION:
1498     success = cast_detection (op, caster, spell_ob, skill);
1499     break;
1500    
1501     case SP_MOOD_CHANGE:
1502     success = mood_change (op, caster, spell_ob);
1503     break;
1504 elmex 1.1
1505 root 1.12 case SP_MOVING_BALL:
1506     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1507     {
1508     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1509     success = 0;
1510     }
1511     else
1512     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1513     break;
1514 elmex 1.1
1515 root 1.12 case SP_SWARM:
1516     success = fire_swarm (op, caster, spell_ob, dir);
1517     break;
1518    
1519     case SP_CHANGE_MANA:
1520     success = cast_transfer (op, caster, spell_ob, dir);
1521     break;
1522    
1523     case SP_DISPEL_RUNE:
1524     /* in rune.c */
1525     success = dispel_rune (op, caster, spell_ob, skill, dir);
1526     break;
1527    
1528     case SP_CREATE_MISSILE:
1529     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1530     break;
1531    
1532     case SP_CONSECRATE:
1533     success = cast_consecrate (op, caster, spell_ob);
1534     break;
1535    
1536     case SP_ANIMATE_WEAPON:
1537     success = animate_weapon (op, caster, spell_ob, dir);
1538     old_shoottype = range_golem;
1539     break;
1540    
1541     case SP_LIGHT:
1542     success = cast_light (op, caster, spell_ob, dir);
1543     break;
1544    
1545     case SP_CHANGE_MAP_LIGHT:
1546     success = cast_change_map_lightlevel (op, caster, spell_ob);
1547     break;
1548    
1549     case SP_FAERY_FIRE:
1550     success = cast_destruction (op, caster, spell_ob);
1551     break;
1552    
1553     case SP_CAUSE_DISEASE:
1554     success = cast_cause_disease (op, caster, spell_ob, dir);
1555     break;
1556    
1557     case SP_AURA:
1558     success = create_aura (op, caster, spell_ob);
1559     break;
1560    
1561     case SP_TOWN_PORTAL:
1562     success = cast_create_town_portal (op, caster, spell_ob, dir);
1563     break;
1564    
1565     case SP_PARTY_SPELL:
1566     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1567     break;
1568    
1569     default:
1570     if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1571     LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1572 elmex 1.1 }
1573    
1574 root 1.11 /* FIXME - we need some better sound suppport */
1575     // yes, for example, augment map info with the spell effect
1576     // so clients can calculate the sounds themselves
1577     //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1578 elmex 1.1
1579 root 1.11 /* free the spell arg */
1580     if (settings.casting_time == TRUE && stringarg)
1581     {
1582     free (stringarg);
1583     stringarg = NULL;
1584 elmex 1.1 }
1585 root 1.11 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1586     * to something like use_magic_item, but you really want to be able to fire
1587     * it again.
1588     */
1589     if (op->contr)
1590     op->contr->shoottype = (rangetype) old_shoottype;
1591 elmex 1.1
1592 root 1.11 return success;
1593 elmex 1.1 }
1594    
1595    
1596     /* This is called from time.c/process_object(). That function
1597     * calls this for any SPELL_EFFECT type objects. This function
1598     * then dispatches them to the appropriate specific routines.
1599     */
1600 root 1.11 void
1601     move_spell_effect (object *op)
1602     {
1603     switch (op->subtype)
1604     {
1605 root 1.12 case SP_BOLT:
1606     move_bolt (op);
1607     break;
1608    
1609     case SP_BULLET:
1610     move_bullet (op);
1611     break;
1612    
1613     case SP_EXPLOSION:
1614     explosion (op);
1615     break;
1616    
1617     case SP_CONE:
1618     move_cone (op);
1619     break;
1620    
1621     case SP_BOMB:
1622     animate_bomb (op);
1623     break;
1624    
1625     case SP_MAGIC_MISSILE:
1626     move_missile (op);
1627     break;
1628    
1629     case SP_WORD_OF_RECALL:
1630     execute_word_of_recall (op);
1631     break;
1632    
1633     case SP_MOVING_BALL:
1634     move_ball_spell (op);
1635     break;
1636    
1637     case SP_SWARM:
1638     move_swarm_spell (op);
1639     break;
1640    
1641     case SP_AURA:
1642     move_aura (op);
1643     break;
1644 elmex 1.1 }
1645     }
1646    
1647     /* this checks to see if something special should happen if
1648     * something runs into the object.
1649     */
1650 root 1.11 void
1651     check_spell_effect (object *op)
1652     {
1653     switch (op->subtype)
1654     {
1655 root 1.12 case SP_BOLT:
1656     move_bolt (op);
1657     return;
1658    
1659     case SP_BULLET:
1660     check_bullet (op);
1661     return;
1662 elmex 1.1 }
1663     }
1664    
1665     /* This is called by move_apply. Basically, if someone
1666     * moves onto a spell effect and the walk_on or fly_on flags
1667     * are set, this is called. This should only be called for
1668     * objects of the appropraite type.
1669     */
1670 root 1.11 void
1671     apply_spell_effect (object *spell, object *victim)
1672 elmex 1.1 {
1673 root 1.11 switch (spell->subtype)
1674     {
1675 root 1.12 case SP_CONE:
1676     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1677     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1678     break;
1679 root 1.8
1680 root 1.12 case SP_MAGIC_MISSILE:
1681     if (QUERY_FLAG (victim, FLAG_ALIVE))
1682     {
1683 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1684 root 1.11
1685 root 1.16 if (!spell->destroyed ())
1686 root 1.20 spell->destroy ();
1687 root 1.12 }
1688     break;
1689 root 1.8
1690 root 1.12 case SP_MOVING_BALL:
1691     if (QUERY_FLAG (victim, FLAG_ALIVE))
1692     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1693     else if (victim->material || victim->materialname)
1694     save_throw_object (victim, spell->attacktype, spell);
1695     break;
1696 elmex 1.1 }
1697     }