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Revision: 1.27
Committed: Mon Dec 25 11:25:50 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.26: +1 -1 lines
Log Message:
- small, but subtle, rewrite of object management
- perl will now keep attachable objects alive
- objects are now refcounted
- refcouts need to be tested explicitly (refcnt_chk)
- explicit destroy is required current
- explicit destroy asks "nicely" for the object to self destruct, if possible
- refcounts will be used during mortal killing
- minor bugfixes, optimisations etc.
- some former hacks removed.

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 root 1.26 tmp = 0;
700 root 1.11 else
701 root 1.26 tmp = m->at (x, y).player ();
702 root 1.11 }
703 root 1.26
704 root 1.11 /* didn't find a player there, look in current square for a player */
705 root 1.26 if (!tmp)
706     tmp = op->ms ().player ();
707 elmex 1.1
708 root 1.11 return tmp;
709 elmex 1.1 }
710    
711    
712    
713     /* raytrace:
714     * spell_find_dir(map, x, y, exclude) will search first the center square
715     * then some close squares in the given map at the given coordinates for
716     * live objects.
717     * It will not consider the object given as exclude (= caster) among possible
718     * live objects. If the caster is a player, the spell will go after
719     * monsters/generators only. If not, the spell will hunt players only.
720     * It returns the direction toward the first/closest live object if it finds
721     * any, otherwise -1.
722     * note that exclude can be NULL, in which case all bets are off.
723     */
724    
725 root 1.11 int
726 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
727 root 1.11 {
728     int i, max = SIZEOFFREE;
729     sint16 nx, ny;
730     int owner_type = 0, mflags;
731     object *tmp;
732 root 1.17 maptile *mp;
733 root 1.11
734     if (exclude && exclude->head)
735     exclude = exclude->head;
736     if (exclude && exclude->type)
737     owner_type = exclude->type;
738    
739     for (i = rndm (1, 8); i < max; i++)
740     {
741     nx = x + freearr_x[i];
742     ny = y + freearr_y[i];
743     mp = m;
744     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
745     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
746     continue;
747    
748 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
749 root 1.11
750     while (tmp != NULL && (((owner_type == PLAYER &&
751     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
752     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
753     tmp = tmp->above;
754 elmex 1.1
755 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
756     return freedir[i];
757 elmex 1.1 }
758 root 1.11 return -1; /* flag for "keep going the way you were" */
759 elmex 1.1 }
760    
761    
762    
763     /* put_a_monster: puts a monster named monstername near by
764     * op. This creates the treasures for the monsters, and
765     * also deals with multipart monsters properly.
766     */
767    
768 root 1.11 void
769     put_a_monster (object *op, const char *monstername)
770     {
771     object *tmp, *head = NULL, *prev = NULL;
772     archetype *at;
773     int dir;
774    
775     /* Handle cases where we are passed a bogus mosntername */
776    
777 root 1.14 if ((at = archetype::find (monstername)) == NULL)
778 root 1.11 return;
779    
780     /* find a free square nearby
781     * first we check the closest square for free squares
782     */
783    
784     dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
785     if (dir != -1)
786     {
787     /* This is basically grabbed for generate monster. Fixed 971225 to
788     * insert multipart monsters properly
789     */
790     while (at != NULL)
791     {
792     tmp = arch_to_object (at);
793     tmp->x = op->x + freearr_x[dir] + at->clone.x;
794     tmp->y = op->y + freearr_y[dir] + at->clone.y;
795     tmp->map = op->map;
796     if (head)
797     {
798     tmp->head = head;
799     prev->more = tmp;
800 root 1.8 }
801 root 1.11 if (!head)
802     head = tmp;
803     prev = tmp;
804     at = at->more;
805 root 1.8 }
806    
807 root 1.11 if (head->randomitems)
808     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
809 root 1.8
810 root 1.11 insert_ob_in_map (head, op->map, op, 0);
811 root 1.8
812 root 1.11 /* thought it'd be cool to insert a burnout, too. */
813     tmp = get_archetype ("burnout");
814     tmp->map = op->map;
815     tmp->x = op->x + freearr_x[dir];
816     tmp->y = op->y + freearr_y[dir];
817     insert_ob_in_map (tmp, op->map, op, 0);
818 elmex 1.1 }
819     }
820    
821     /* peterm: function which summons hostile monsters and
822     * places them in nearby squares.
823     * op is the summoner.
824     * n is the number of monsters.
825     * monstername is the name of the monster.
826     * returns the number of monsters, which is basically n.
827     * it should really see how many it successfully replaced and
828     * return that instead.
829     * Note that this is not used by any spells (summon evil monsters
830     * use to call this, but best I can tell, that spell/ability was
831     * never used. This is however used by various failures on the
832     * players part (alchemy, reincarnation, etc)
833     */
834    
835 root 1.11 int
836     summon_hostile_monsters (object *op, int n, const char *monstername)
837     {
838     int i;
839    
840     for (i = 0; i < n; i++)
841     put_a_monster (op, monstername);
842 elmex 1.1
843 root 1.11 return n;
844 elmex 1.1 }
845    
846    
847     /* Some local definitions for shuffle-attack */
848 root 1.11 struct attacktype_shuffle
849     {
850     int attacktype;
851     int face;
852     } ATTACKS[22] =
853     {
854     {
855     AT_PHYSICAL, 0},
856     {
857     AT_PHYSICAL, 0}, /*face = explosion */
858     {
859     AT_PHYSICAL, 0},
860     {
861     AT_MAGIC, 1},
862     {
863     AT_MAGIC, 1}, /* face = last-burnout */
864     {
865     AT_MAGIC, 1},
866     {
867     AT_FIRE, 2},
868     {
869     AT_FIRE, 2}, /* face = fire.... */
870     {
871     AT_FIRE, 2},
872     {
873     AT_ELECTRICITY, 3},
874     {
875     AT_ELECTRICITY, 3}, /* ball_lightning */
876     {
877     AT_ELECTRICITY, 3},
878     {
879     AT_COLD, 4},
880     {
881     AT_COLD, 4}, /* face=icestorm */
882     {
883     AT_COLD, 4},
884     {
885     AT_CONFUSION, 5},
886     {
887     AT_POISON, 7},
888     {
889     AT_POISON, 7}, /* face = acid sphere. generator */
890     {
891     AT_POISON, 7}, /* poisoncloud face */
892     {
893     AT_SLOW, 8},
894     {
895     AT_PARALYZE, 9},
896     {
897     AT_FEAR, 10}};
898 elmex 1.1
899    
900    
901     /* shuffle_attack: peterm
902     * This routine shuffles the attack of op to one of the
903     * ones in the list. It does this at random. It also
904     * chooses a face appropriate to the attack that is
905     * being committed by that square at the moment.
906     * right now it's being used by color spray and create pool of
907     * chaos.
908     * This could really be a better implementation - the
909     * faces and attacktypes above are hardcoded, which is never
910     * good. The faces refer to faces in the animation sequence.
911     * Not sure how to do better - but not having it hardcoded
912     * would be nice.
913     * I also fixed a bug here in that attacktype was |= -
914     * to me, that would be that it would quickly get all
915     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
916     */
917 root 1.11 void
918     shuffle_attack (object *op, int change_face)
919 elmex 1.1 {
920 root 1.11 int i;
921 elmex 1.1
922 root 1.11 i = rndm (0, 21);
923 elmex 1.1
924 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
925    
926     if (change_face)
927     {
928     SET_ANIMATION (op, ATTACKS[i].face);
929 elmex 1.1 }
930     }
931    
932    
933     /* prayer_failure: This is called when a player fails
934     * at casting a prayer.
935     * op is the player.
936     * failure is basically how much grace they had.
937     * power is how much grace the spell would normally take to cast.
938     */
939    
940 root 1.11 void
941     prayer_failure (object *op, int failure, int power)
942     {
943     const char *godname;
944     object *tmp;
945 elmex 1.1
946 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
947     godname = "Your spirit";
948 elmex 1.1
949 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
950 elmex 1.1 {
951 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
952     tmp = get_archetype (SPELL_WONDER);
953     cast_cone (op, op, 0, tmp);
954 root 1.20 tmp->destroy ();
955 elmex 1.1 }
956    
957 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
958 elmex 1.1 {
959 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
960     confuse_player (op, op, 99);
961 elmex 1.1 }
962 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
963 elmex 1.1 {
964 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
965     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
966     paralyze_player (op, op, 99);
967 elmex 1.1 }
968 root 1.11 else if (failure <= -150) /* blast the immediate area */
969     {
970     tmp = get_archetype (GOD_POWER);
971     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
972     cast_magic_storm (op, tmp, power);
973 elmex 1.1 }
974     }
975    
976     /*
977     * spell_failure() handles the various effects for differing degrees
978     * of failure badness.
979     * op is the player that failed.
980     * failure is a random value of how badly you failed.
981     * power is how many spellpoints you'd normally need for the spell.
982     * skill is the skill you'd need to cast the spell.
983     */
984    
985 root 1.11 void
986     spell_failure (object *op, int failure, int power, object *skill)
987     {
988     object *tmp;
989 elmex 1.1
990 root 1.11 if (settings.spell_failure_effects == FALSE)
991     return;
992 elmex 1.1
993 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
994 elmex 1.1 {
995 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
996     tmp = get_archetype (SPELL_WONDER);
997     cast_cone (op, op, 0, tmp);
998 root 1.20 tmp->destroy ();
999 elmex 1.1 }
1000    
1001 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
1002 elmex 1.1 {
1003 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
1004     confuse_player (op, op, 99);
1005 elmex 1.1 }
1006 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
1007 elmex 1.1 {
1008 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
1009     paralyze_player (op, op, 99);
1010 elmex 1.1 }
1011 root 1.11 else if (failure <= -80) /* blast the immediate area */
1012     {
1013     object *tmp;
1014 root 1.8
1015 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
1016     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
1017     {
1018     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
1019     hit_player (op, 9998, op, AT_INTERNAL, 1);
1020 root 1.8
1021 root 1.11 }
1022     else
1023     {
1024     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1025     tmp = get_archetype (LOOSE_MANA);
1026     tmp->level = skill->level;
1027     tmp->x = op->x;
1028     tmp->y = op->y;
1029    
1030     /* increase the area of destruction a little for more powerful spells */
1031     tmp->range += isqrt (power);
1032    
1033     if (power > 25)
1034     tmp->stats.dam = 25 + isqrt (power);
1035     else
1036     tmp->stats.dam = power; /* nasty recoils! */
1037 root 1.8
1038 root 1.11 tmp->stats.maxhp = tmp->count;
1039     insert_ob_in_map (tmp, op->map, NULL, 0);
1040 root 1.8 }
1041 elmex 1.1 }
1042     }
1043    
1044 root 1.11 int
1045     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1046     {
1047     int success;
1048     player *pl;
1049     object *spell;
1050    
1051     if (!spell_ob->other_arch)
1052 elmex 1.1 {
1053 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
1054     return 0;
1055     }
1056     spell = arch_to_object (spell_ob->other_arch);
1057 elmex 1.1
1058 root 1.11 /* Always cast spell on caster */
1059     success = cast_spell (op, caster, dir, spell, stringarg);
1060 elmex 1.1
1061 root 1.11 if (caster->contr->party == NULL)
1062     {
1063 root 1.19 spell->remove ();
1064 root 1.11 return success;
1065 elmex 1.1 }
1066 root 1.27 for_all_players (pl)
1067 root 1.11 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1068     {
1069     cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1070     }
1071 root 1.19 spell->remove ();
1072 root 1.11 return success;
1073     }
1074 elmex 1.1
1075     /* This is where the main dispatch when someone casts a spell.
1076     *
1077     * op is the creature that is owner of the object that is casting the spell -
1078     * eg, the player or monster.
1079     * caster is the actual object (wand, potion) casting the spell. can be
1080     * same as op.
1081     * dir is the direction to cast in. Note in some cases, if the spell
1082     * is self only, dir really doesn't make a difference.
1083     * spell_ob is the spell object that is being cast. From that,
1084     * we can determine what to do.
1085     * stringarg is any options that are being used. It can be NULL. Almost
1086     * certainly, only players will set it. It is basically used as optional
1087     * parameters to a spell (eg, item to create, information for marking runes,
1088     * etc.
1089     * returns 1 on successful cast, or 0 on error. These values should really
1090     * be swapped, so that 0 is successful, and non zero is failure, with a code
1091     * of what it failed.
1092     *
1093     * Note that this function is really a dispatch routine that calls other
1094     * functions - it just blindly returns what ever value those functions
1095     * return. So if your writing a new function that is called from this,
1096     * it shoudl also return 1 on success, 0 on failure.
1097     *
1098     * if it is a player casting the spell (op->type == PLAYER, op == caster),
1099     * this function will decrease the mana/grace appropriately. For other
1100     * objects, the caller should do what it considers appropriate.
1101     */
1102    
1103 root 1.11 int
1104     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1105     {
1106     const char *godname;
1107     int success = 0, mflags, cast_level = 0, old_shoottype;
1108     object *skill = NULL;
1109 elmex 1.1
1110 root 1.11 old_shoottype = op->contr ? op->contr->shoottype : 0;
1111 elmex 1.1
1112 root 1.11 if (!spell_ob)
1113     {
1114     LOG (llevError, "cast_spell: null spell object passed\n");
1115     return 0;
1116 elmex 1.1 }
1117 root 1.13
1118 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
1119     godname = "A random spirit";
1120 elmex 1.1
1121 root 1.11 /* the caller should set caster to op if appropriate */
1122     if (!caster)
1123     {
1124     LOG (llevError, "cast_spell: null caster object passed\n");
1125     return 0;
1126 elmex 1.1 }
1127    
1128 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
1129     * an issue, because they don't have any spellpaths set up.
1130     */
1131 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1132 root 1.11 {
1133     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1134     return 0;
1135 elmex 1.1 }
1136    
1137 root 1.11 /* if it is a player casting the spell, and they are really casting it
1138     * (vs it coming from a wand, scroll, or whatever else), do some
1139     * checks. We let monsters do special things - eg, they
1140     * don't need the skill, bypass level checks, etc. The monster function
1141     * should take care of that.
1142     * Remove the wiz check here and move it further down - some spells
1143     * need to have the right skill pointer passed, so we need to
1144     * at least process that code.
1145     */
1146     if (op->type == PLAYER && op == caster)
1147     {
1148     cast_level = caster_level (caster, spell_ob);
1149     if (spell_ob->skill)
1150     {
1151     skill = find_skill_by_name (op, spell_ob->skill);
1152     if (!skill)
1153     {
1154     new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1155     return 0;
1156 root 1.8 }
1157 root 1.11 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1158     {
1159     new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1160     return 0;
1161 root 1.8 }
1162     }
1163 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1164     * to have sufficient grace/mana.
1165     */
1166     if (!QUERY_FLAG (op, FLAG_WIZ))
1167     {
1168     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1169     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1170     {
1171     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1172     return 0;
1173 root 1.8 }
1174 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1175     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1176     {
1177     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1178     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1179     {
1180     new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1181 root 1.8 }
1182 root 1.11 else
1183     {
1184     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1185     new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1186     return 0;
1187 root 1.8 }
1188     }
1189    
1190 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1191     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1192     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1193     {
1194     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1195     new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1196     if (settings.casting_time == TRUE)
1197     {
1198     op->casting_time = -1;
1199 root 1.8 }
1200 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1201     return 0;
1202     }
1203     else if (spell_ob->stats.sp)
1204     {
1205     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1206    
1207     if (failure < 0)
1208     {
1209     new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1210     if (settings.spell_failure_effects == TRUE)
1211     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1212     op->contr->shoottype = (rangetype) old_shoottype;
1213     op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1214     return 0;
1215 root 1.8 }
1216     }
1217     }
1218 elmex 1.1 }
1219    
1220 root 1.11 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1221    
1222     /* See if we can cast a spell here. If the caster and op are
1223     * not alive, then this would mean that the mapmaker put the
1224     * objects on the space - presume that they know what they are
1225     * doing.
1226     */
1227 elmex 1.9
1228 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1229     {
1230     new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1231     return 0;
1232     }
1233    
1234     if ((spell_ob->type == SPELL)
1235     && (caster->type != POTION)
1236     && !QUERY_FLAG (op, FLAG_WIZCAST)
1237     && (QUERY_FLAG (caster, FLAG_ALIVE)
1238     || QUERY_FLAG (op, FLAG_ALIVE))
1239     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1240     {
1241     if (op->type != PLAYER)
1242 elmex 1.9 return 0;
1243    
1244 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1245     new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1246     else
1247     switch (op->contr->shoottype)
1248     {
1249 root 1.12 case range_magic:
1250     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1251     break;
1252     case range_misc:
1253     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1254     break;
1255     case range_golem:
1256     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1257     break;
1258     default:
1259     break;
1260 root 1.11 }
1261     return 0;
1262     }
1263 elmex 1.1
1264 root 1.11 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1265     {
1266     if (op->casting_time == -1)
1267     { /* begin the casting */
1268     op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1269     op->spell = spell_ob;
1270     /* put the stringarg into the object struct so that when the
1271     * spell is actually cast, it knows about the stringarg.
1272     * necessary for the invoke command spells.
1273     */
1274     if (stringarg)
1275 elmex 1.2 {
1276 root 1.22 op->spellarg = strdup (stringarg);
1277 root 1.8 }
1278 root 1.11 else
1279     op->spellarg = NULL;
1280     return 0;
1281 root 1.8 }
1282 root 1.11 else if (op->casting_time != 0)
1283     {
1284     if (op->type == PLAYER)
1285     new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1286     return 0;
1287 root 1.8 }
1288 root 1.11 else
1289     { /* casting_time == 0 */
1290     op->casting_time = -1;
1291     spell_ob = op->spell;
1292     stringarg = op->spellarg;
1293     }
1294     }
1295     else
1296     {
1297     /* Take into account how long it takes to cast the spell.
1298     * if the player is casting it, then we use the time in
1299     * the spell object. If it is a spell object, have it
1300     * take two ticks. Things that cast spells on the players
1301     * behalf (eg, altars, and whatever else) shouldn't cost
1302     * the player any time.
1303     * Ignore casting time for firewalls
1304     */
1305     if (caster == op && caster->type != FIREWALL)
1306     {
1307     op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1308     /* Other portions of the code may also decrement the speed of the player, so
1309     * put a lower limit so that the player isn't stuck here too long
1310     */
1311     if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1312     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1313     }
1314     else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1315     {
1316     op->speed_left -= 2 * FABS (op->speed);
1317 root 1.8 }
1318 elmex 1.1 }
1319    
1320 root 1.11 if (op->type == PLAYER && op == caster)
1321     {
1322     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1323     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1324 elmex 1.1 }
1325    
1326 root 1.11 /* We want to try to find the skill to properly credit exp.
1327     * for spell casting objects, the exp goes to the skill the casting
1328     * object requires.
1329     */
1330     if (op != caster && !skill && caster->skill)
1331     {
1332     skill = find_skill_by_name (op, caster->skill);
1333     if (!skill)
1334     {
1335     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1336     return 0;
1337 root 1.8 }
1338 root 1.11 change_skill (op, skill, 0); /* needed for proper exp credit */
1339 elmex 1.1 }
1340    
1341 root 1.11 switch (spell_ob->subtype)
1342     {
1343 root 1.12 /* The order of case statements is same as the order they show up
1344     * in in spells.h.
1345     */
1346     case SP_RAISE_DEAD:
1347     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1348     break;
1349    
1350     case SP_RUNE:
1351     success = write_rune (op, caster, spell_ob, dir, stringarg);
1352     break;
1353    
1354     case SP_MAKE_MARK:
1355     success = write_mark (op, spell_ob, stringarg);
1356     break;
1357    
1358     case SP_BOLT:
1359     success = fire_bolt (op, caster, dir, spell_ob, skill);
1360     break;
1361    
1362     case SP_BULLET:
1363     success = fire_bullet (op, caster, dir, spell_ob);
1364     break;
1365    
1366     case SP_CONE:
1367     success = cast_cone (op, caster, dir, spell_ob);
1368     break;
1369    
1370     case SP_BOMB:
1371     success = create_bomb (op, caster, dir, spell_ob);
1372     break;
1373    
1374     case SP_WONDER:
1375     success = cast_wonder (op, caster, dir, spell_ob);
1376     break;
1377    
1378     case SP_SMITE:
1379     success = cast_smite_spell (op, caster, dir, spell_ob);
1380     break;
1381    
1382     case SP_MAGIC_MISSILE:
1383     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1384     break;
1385    
1386     case SP_SUMMON_GOLEM:
1387     success = summon_golem (op, caster, dir, spell_ob);
1388     old_shoottype = range_golem;
1389     break;
1390    
1391     case SP_DIMENSION_DOOR:
1392     /* dimension door needs the actual caster, because that is what is
1393     * moved.
1394     */
1395     success = dimension_door (op, caster, spell_ob, dir);
1396     break;
1397 root 1.8
1398 root 1.12 case SP_MAGIC_MAPPING:
1399     if (op->type == PLAYER)
1400     {
1401     spell_effect (spell_ob, op->x, op->y, op->map, op);
1402     draw_magic_map (op);
1403     success = 1;
1404     }
1405     else
1406     success = 0;
1407     break;
1408 elmex 1.1
1409 root 1.12 case SP_MAGIC_WALL:
1410     success = magic_wall (op, caster, dir, spell_ob);
1411     break;
1412 root 1.8
1413 root 1.12 case SP_DESTRUCTION:
1414     success = cast_destruction (op, caster, spell_ob);
1415     break;
1416 root 1.8
1417 root 1.12 case SP_PERCEIVE_SELF:
1418     success = perceive_self (op);
1419     break;
1420 root 1.8
1421 root 1.12 case SP_WORD_OF_RECALL:
1422     success = cast_word_of_recall (op, caster, spell_ob);
1423     break;
1424 root 1.8
1425 root 1.12 case SP_INVISIBLE:
1426     success = cast_invisible (op, caster, spell_ob);
1427     break;
1428 root 1.8
1429 root 1.12 case SP_PROBE:
1430     success = probe (op, caster, spell_ob, dir);
1431     break;
1432 root 1.8
1433 root 1.12 case SP_HEALING:
1434     success = cast_heal (op, caster, spell_ob, dir);
1435     break;
1436 root 1.8
1437 root 1.12 case SP_CREATE_FOOD:
1438     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1439     break;
1440 root 1.8
1441 root 1.12 case SP_EARTH_TO_DUST:
1442     success = cast_earth_to_dust (op, caster, spell_ob);
1443     break;
1444 root 1.8
1445 root 1.12 case SP_CHANGE_ABILITY:
1446     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1447     break;
1448 root 1.8
1449 root 1.12 case SP_BLESS:
1450     success = cast_bless (op, caster, spell_ob, dir);
1451     break;
1452 root 1.8
1453 root 1.12 case SP_CURSE:
1454     success = cast_curse (op, caster, spell_ob, dir);
1455     break;
1456 root 1.8
1457 root 1.12 case SP_SUMMON_MONSTER:
1458     success = summon_object (op, caster, spell_ob, dir, stringarg);
1459     break;
1460 root 1.8
1461 root 1.12 case SP_CHARGING:
1462     success = recharge (op, caster, spell_ob);
1463     break;
1464 root 1.8
1465 root 1.12 case SP_POLYMORPH:
1466 elmex 1.1 #ifdef NO_POLYMORPH
1467 root 1.12 /* Not great, but at least provide feedback so if players do have
1468     * polymorph (ie, find it as a preset item or left over from before
1469     * it was disabled), they get some feedback.
1470     */
1471     new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1472     success = 0;
1473 elmex 1.1 #else
1474 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1475 elmex 1.1 #endif
1476 root 1.12 break;
1477 root 1.8
1478 root 1.12 case SP_ALCHEMY:
1479     success = alchemy (op, caster, spell_ob);
1480     break;
1481    
1482     case SP_REMOVE_CURSE:
1483     success = remove_curse (op, caster, spell_ob);
1484     break;
1485    
1486     case SP_IDENTIFY:
1487     success = cast_identify (op, caster, spell_ob);
1488     break;
1489    
1490     case SP_DETECTION:
1491     success = cast_detection (op, caster, spell_ob, skill);
1492     break;
1493    
1494     case SP_MOOD_CHANGE:
1495     success = mood_change (op, caster, spell_ob);
1496     break;
1497 elmex 1.1
1498 root 1.12 case SP_MOVING_BALL:
1499     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1500     {
1501     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1502     success = 0;
1503     }
1504     else
1505     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1506     break;
1507 elmex 1.1
1508 root 1.12 case SP_SWARM:
1509     success = fire_swarm (op, caster, spell_ob, dir);
1510     break;
1511    
1512     case SP_CHANGE_MANA:
1513     success = cast_transfer (op, caster, spell_ob, dir);
1514     break;
1515    
1516     case SP_DISPEL_RUNE:
1517     /* in rune.c */
1518     success = dispel_rune (op, caster, spell_ob, skill, dir);
1519     break;
1520    
1521     case SP_CREATE_MISSILE:
1522     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1523     break;
1524    
1525     case SP_CONSECRATE:
1526     success = cast_consecrate (op, caster, spell_ob);
1527     break;
1528    
1529     case SP_ANIMATE_WEAPON:
1530     success = animate_weapon (op, caster, spell_ob, dir);
1531     old_shoottype = range_golem;
1532     break;
1533    
1534     case SP_LIGHT:
1535     success = cast_light (op, caster, spell_ob, dir);
1536     break;
1537    
1538     case SP_CHANGE_MAP_LIGHT:
1539     success = cast_change_map_lightlevel (op, caster, spell_ob);
1540     break;
1541    
1542     case SP_FAERY_FIRE:
1543     success = cast_destruction (op, caster, spell_ob);
1544     break;
1545    
1546     case SP_CAUSE_DISEASE:
1547     success = cast_cause_disease (op, caster, spell_ob, dir);
1548     break;
1549    
1550     case SP_AURA:
1551     success = create_aura (op, caster, spell_ob);
1552     break;
1553    
1554     case SP_TOWN_PORTAL:
1555     success = cast_create_town_portal (op, caster, spell_ob, dir);
1556     break;
1557    
1558     case SP_PARTY_SPELL:
1559     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1560     break;
1561    
1562     default:
1563     if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1564     LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1565 elmex 1.1 }
1566    
1567 root 1.11 /* FIXME - we need some better sound suppport */
1568     // yes, for example, augment map info with the spell effect
1569     // so clients can calculate the sounds themselves
1570     //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1571 elmex 1.1
1572 root 1.11 /* free the spell arg */
1573     if (settings.casting_time == TRUE && stringarg)
1574     {
1575     free (stringarg);
1576     stringarg = NULL;
1577 elmex 1.1 }
1578 root 1.11 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1579     * to something like use_magic_item, but you really want to be able to fire
1580     * it again.
1581     */
1582     if (op->contr)
1583     op->contr->shoottype = (rangetype) old_shoottype;
1584 elmex 1.1
1585 root 1.11 return success;
1586 elmex 1.1 }
1587    
1588    
1589     /* This is called from time.c/process_object(). That function
1590     * calls this for any SPELL_EFFECT type objects. This function
1591     * then dispatches them to the appropriate specific routines.
1592     */
1593 root 1.11 void
1594     move_spell_effect (object *op)
1595     {
1596     switch (op->subtype)
1597     {
1598 root 1.12 case SP_BOLT:
1599     move_bolt (op);
1600     break;
1601    
1602     case SP_BULLET:
1603     move_bullet (op);
1604     break;
1605    
1606     case SP_EXPLOSION:
1607     explosion (op);
1608     break;
1609    
1610     case SP_CONE:
1611     move_cone (op);
1612     break;
1613    
1614     case SP_BOMB:
1615     animate_bomb (op);
1616     break;
1617    
1618     case SP_MAGIC_MISSILE:
1619     move_missile (op);
1620     break;
1621    
1622     case SP_WORD_OF_RECALL:
1623     execute_word_of_recall (op);
1624     break;
1625    
1626     case SP_MOVING_BALL:
1627     move_ball_spell (op);
1628     break;
1629    
1630     case SP_SWARM:
1631     move_swarm_spell (op);
1632     break;
1633    
1634     case SP_AURA:
1635     move_aura (op);
1636     break;
1637 elmex 1.1 }
1638     }
1639    
1640     /* this checks to see if something special should happen if
1641     * something runs into the object.
1642     */
1643 root 1.11 void
1644     check_spell_effect (object *op)
1645     {
1646     switch (op->subtype)
1647     {
1648 root 1.12 case SP_BOLT:
1649     move_bolt (op);
1650     return;
1651    
1652     case SP_BULLET:
1653     check_bullet (op);
1654     return;
1655 elmex 1.1 }
1656     }
1657    
1658     /* This is called by move_apply. Basically, if someone
1659     * moves onto a spell effect and the walk_on or fly_on flags
1660     * are set, this is called. This should only be called for
1661     * objects of the appropraite type.
1662     */
1663 root 1.11 void
1664     apply_spell_effect (object *spell, object *victim)
1665 elmex 1.1 {
1666 root 1.11 switch (spell->subtype)
1667     {
1668 root 1.12 case SP_CONE:
1669     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1670     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1671     break;
1672 root 1.8
1673 root 1.12 case SP_MAGIC_MISSILE:
1674     if (QUERY_FLAG (victim, FLAG_ALIVE))
1675     {
1676 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1677 root 1.11
1678 root 1.16 if (!spell->destroyed ())
1679 root 1.20 spell->destroy ();
1680 root 1.12 }
1681     break;
1682 root 1.8
1683 root 1.12 case SP_MOVING_BALL:
1684     if (QUERY_FLAG (victim, FLAG_ALIVE))
1685     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1686     else if (victim->material || victim->materialname)
1687     save_throw_object (victim, spell->attacktype, spell);
1688     break;
1689 elmex 1.1 }
1690     }