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Revision: 1.29
Committed: Tue Dec 26 20:04:09 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.28: +13 -32 lines
Log Message:
- added maptile->insert and object->insert_at methods that might
  make code using it clearer.
- replaced some insert_ob_in_map calls.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.15 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24    
25     #include <global.h>
26     #include <spells.h>
27     #include <object.h>
28     #include <errno.h>
29 root 1.28 #include <sproto.h>
30 elmex 1.1 #include <sounds.h>
31    
32     extern char *spell_mapping[];
33    
34     /* This returns a random spell from 'ob'. If skill is set, then
35     * the spell must be of this skill, it can be NULL in which case all
36     * matching spells are used.
37     */
38 root 1.11 object *
39     find_random_spell_in_ob (object *ob, const char *skill)
40 elmex 1.1 {
41 root 1.11 int k = 0, s;
42     object *tmp;
43 elmex 1.1
44 root 1.11 for (tmp = ob->inv; tmp; tmp = tmp->below)
45     if (tmp->type == SPELL && (!skill || tmp->skill == skill))
46     k++;
47 elmex 1.1
48 root 1.11 /* No spells, no need to progess further */
49     if (!k)
50     return NULL;
51 elmex 1.1
52 root 1.11 s = RANDOM () % k;
53 elmex 1.1
54 root 1.11 for (tmp = ob->inv; tmp; tmp = tmp->below)
55     if (tmp->type == SPELL && (!skill || tmp->skill == skill))
56     {
57     if (!s)
58     return tmp;
59     else
60     s--;
61     }
62     /* Should never get here, but just in case */
63     return NULL;
64 elmex 1.1 }
65    
66     /* Relatively simple function that gets used a lot.
67     * Basically, it sets up the skill pointer for the spell being
68     * cast. If op is really casting the spell, then the skill
69     * is whatever skill the spell requires.
70     * if instead caster (rod, horn, wand, etc) is casting the skill,
71     * then they get exp for the skill that you need to use for
72     * that object (use magic device).
73     */
74 root 1.11 void
75     set_spell_skill (object *op, object *caster, object *spob, object *dest)
76 elmex 1.1 {
77 root 1.10 if (caster == op && spob->skill)
78     dest->skill = spob->skill;
79     else
80     dest->skill = caster->skill;
81 elmex 1.1 }
82    
83     /* init_spells: This should really be called check_spells, as that
84     * is what it does. It goes through the spells looking for any
85     * obvious errors. This was most useful in debugging when re-doing
86     * all the spells to catch simple errors. To use it all the time
87     * will result in it spitting out messages that aren't really errors.
88     */
89 root 1.11 void
90     init_spells (void)
91     {
92 elmex 1.1 #ifdef SPELL_DEBUG
93 root 1.11 static int init_spells_done = 0;
94     int i;
95     archetype *at;
96    
97     if (init_spells_done)
98     return;
99     LOG (llevDebug, "Checking spells...\n");
100    
101     for (at = first_archetype; at; at = at->next)
102     {
103     if (at->clone.type == SPELL)
104     {
105     if (at->clone.skill)
106     {
107     for (i = 1; i < NUM_SKILLS; i++)
108     if (!strcmp (skill_names[i], at->clone.skill))
109     break;
110     if (i == NUM_SKILLS)
111     {
112     LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
113 root 1.8 }
114     }
115 root 1.11 /* other_arch is already checked for in the loader */
116 root 1.8 }
117 elmex 1.1 }
118    
119 root 1.11 i = 0;
120     while (spell_mapping[i])
121     {
122 root 1.14 if (!archetype::find (spell_mapping[i]))
123 root 1.11 {
124     LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
125 root 1.8 }
126 root 1.11 i++;
127 elmex 1.1 }
128 root 1.11 LOG (llevDebug, "Checking spells completed.\n");
129 elmex 1.1 #endif
130     }
131    
132     /* Dumps all the spells - now also dumps skill associated with the spell.
133     * not sure what this would be used for, as the data seems pretty
134     * minimal, but easy enough to keep around.
135     */
136 root 1.11 void
137     dump_spells (void)
138 elmex 1.1 {
139 root 1.11 archetype *at;
140 elmex 1.1
141 root 1.11 for (at = first_archetype; at; at = at->next)
142     {
143     if (at->clone.type == SPELL)
144     {
145     fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
146     &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
147 root 1.8 }
148 elmex 1.1 }
149     }
150    
151     /* pretty basic function - basically just takes
152     * an object, sets the x,y, and calls insert_ob_in_map
153     */
154 root 1.11 void
155 root 1.17 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
156 elmex 1.1 {
157 root 1.29 if (spob->other_arch)
158     map->insert (arch_to_object (spob->other_arch), x, y, originator);
159 elmex 1.1 }
160    
161     /*
162     * This function takes a caster and spell and presents the
163     * effective level the caster needs to be to cast the spell.
164     * basically, it just adjusts the spell->level with attuned/repelled
165     * spellpaths. Was called path_level_mod
166     *
167     * caster is person casting hte spell.
168     * spell is the spell object.
169     * Returns modified level.
170     */
171 root 1.11 int
172     min_casting_level (object *caster, object *spell)
173 elmex 1.1 {
174 root 1.11 int new_level;
175 elmex 1.1
176 root 1.11 if (caster->path_denied & spell->path_attuned)
177 root 1.18 return 1;
178    
179 root 1.11 new_level = spell->level
180     + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
181 root 1.18
182 root 1.11 return (new_level < 1) ? 1 : new_level;
183 elmex 1.1 }
184    
185    
186     /* This function returns the effective level the spell
187     * is being cast at.
188     * Note that I changed the repelled/attuned bonus to 2 from 5.
189     * This is because the new code compares casting_level against
190     * min_caster_level, so the difference is effectively 4
191     */
192    
193 root 1.11 int
194     caster_level (object *caster, object *spell)
195 elmex 1.1 {
196 root 1.11 int level = caster->level;
197    
198     /* If this is a player, try to find the matching skill */
199     if (caster->type == PLAYER && spell->skill)
200 root 1.18 for (int i = 0; i < NUM_SKILLS; i++)
201     if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
202     {
203     level = caster->contr->last_skill_ob[i]->level;
204     break;
205     }
206 root 1.11
207     /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
208     if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
209     {
210     object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
211     int sk_level = skill ? skill->level : 1;
212    
213     level = MIN (level, sk_level + level / 10 + 1);
214 elmex 1.1 }
215    
216 root 1.11 /* Got valid caster level. Now adjust for attunement */
217     level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
218    
219     /* Always make this at least 1. If this is zero, we get divide by zero
220     * errors in various places.
221     */
222     if (level < 1)
223     level = 1;
224 root 1.18
225 root 1.11 return level;
226 elmex 1.1 }
227    
228     /* The following function scales the spellpoint cost of
229     * a spell by it's increased effectiveness. Some of the
230     * lower level spells become incredibly vicious at high
231     * levels. Very cheap mass destruction. This function is
232     * intended to keep the sp cost related to the effectiveness.
233     * op is the player/monster
234     * caster is what is casting the spell, can be op.
235     * spell is the spell object.
236     * Note that it is now possible for a spell to cost both grace and
237     * mana. In that case, we return which ever value is higher.
238     */
239    
240 root 1.11 sint16
241     SP_level_spellpoint_cost (object *caster, object *spell, int flags)
242 elmex 1.1 {
243 root 1.11 int sp, grace, level = caster_level (caster, spell);
244 elmex 1.1
245 root 1.11 if (settings.spellpoint_level_depend == TRUE)
246     {
247     if (spell->stats.sp && spell->stats.maxsp)
248     {
249     sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
250 root 1.8 }
251 root 1.11 else
252     sp = spell->stats.sp;
253 root 1.8
254 root 1.11 sp *= (int) PATH_SP_MULT (caster, spell);
255     if (!sp && spell->stats.sp)
256     sp = 1;
257 root 1.8
258 root 1.11 if (spell->stats.grace && spell->stats.maxgrace)
259     {
260     grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
261 root 1.8 }
262 root 1.11 else
263     grace = spell->stats.grace;
264 elmex 1.1
265 root 1.11 grace *= (int) PATH_SP_MULT (caster, spell);
266     if (spell->stats.grace && !grace)
267     grace = 1;
268     }
269     else
270     {
271     sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
272     if (spell->stats.sp && !sp)
273     sp = 1;
274     grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
275     if (spell->stats.grace && !grace)
276     grace = 1;
277     }
278     if (flags == SPELL_HIGHEST)
279     return MAX (sp, grace);
280     else if (flags == SPELL_GRACE)
281     return grace;
282     else if (flags == SPELL_MANA)
283     return sp;
284     else
285     {
286     LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
287     return 0;
288 elmex 1.1 }
289     }
290    
291    
292     /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
293     * spob is the spell we are adjusting.
294     */
295 root 1.11 int
296     SP_level_dam_adjust (object *caster, object *spob)
297 elmex 1.1 {
298 root 1.11 int level = caster_level (caster, spob);
299     int adj = level - min_casting_level (caster, spob);
300 elmex 1.1
301 root 1.11 if (adj < 0)
302     adj = 0;
303     if (spob->dam_modifier)
304     adj /= spob->dam_modifier;
305     else
306     adj = 0;
307     return adj;
308 elmex 1.1 }
309    
310     /* Adjust the strength of the spell based on level.
311     * This is basically the same as SP_level_dam_adjust above,
312     * but instead looks at the level_modifier value.
313     */
314 root 1.11 int
315     SP_level_duration_adjust (object *caster, object *spob)
316 elmex 1.1 {
317 root 1.11 int level = caster_level (caster, spob);
318     int adj = level - min_casting_level (caster, spob);
319 elmex 1.1
320 root 1.11 if (adj < 0)
321     adj = 0;
322     if (spob->duration_modifier)
323     adj /= spob->duration_modifier;
324     else
325     adj = 0;
326 elmex 1.1
327 root 1.11 return adj;
328 elmex 1.1 }
329    
330     /* Adjust the strength of the spell based on level.
331     * This is basically the same as SP_level_dam_adjust above,
332     * but instead looks at the level_modifier value.
333     */
334 root 1.11 int
335     SP_level_range_adjust (object *caster, object *spob)
336 elmex 1.1 {
337 root 1.11 int level = caster_level (caster, spob);
338     int adj = level - min_casting_level (caster, spob);
339 elmex 1.1
340 root 1.11 if (adj < 0)
341     adj = 0;
342     if (spob->range_modifier)
343     adj /= spob->range_modifier;
344     else
345     adj = 0;
346 elmex 1.1
347 root 1.11 return adj;
348 elmex 1.1 }
349    
350     /* Checks to see if player knows the spell. If the name is the same
351     * as an existing spell, we presume they know it.
352     * returns 1 if they know the spell, 0 if they don't.
353     */
354 root 1.11 object *
355     check_spell_known (object *op, const char *name)
356 elmex 1.1 {
357 root 1.11 object *spop;
358 elmex 1.1
359 root 1.11 for (spop = op->inv; spop; spop = spop->below)
360     if (spop->type == SPELL && !strcmp (spop->name, name))
361     return spop;
362 elmex 1.1
363 root 1.11 return NULL;
364 elmex 1.1 }
365    
366    
367     /*
368     * Look at object 'op' and see if they know the spell
369     * spname. This is pretty close to check_spell_known
370     * above, but it uses a looser matching mechanism.
371     * returns the matching spell object, or NULL.
372     * If we match multiple spells but don't get an
373     * exact match, we also return NULL.
374     */
375    
376 root 1.11 object *
377     lookup_spell_by_name (object *op, const char *spname)
378     {
379     object *spob1 = NULL, *spob2 = NULL, *spob;
380     int nummatch = 0;
381    
382     if (spname == NULL)
383     return NULL;
384    
385     /* Try to find the spell. We store the results in spob1
386     * and spob2 - spob1 is only taking the length of
387     * the past spname, spob2 uses the length of the spell name.
388     */
389     for (spob = op->inv; spob; spob = spob->below)
390     {
391     if (spob->type == SPELL)
392     {
393     if (!strncmp (spob->name, spname, strlen (spname)))
394     {
395     nummatch++;
396     spob1 = spob;
397     }
398     else if (!strncmp (spob->name, spname, strlen (spob->name)))
399     {
400     /* if spells have ambiguous names, it makes matching
401     * really difficult. (eg, fire and fireball would
402     * fall into this category). It shouldn't be hard to
403     * make sure spell names don't overlap in that fashion.
404     */
405     if (spob2)
406     LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
407     spob2 = spob;
408 root 1.8 }
409     }
410 elmex 1.1 }
411 root 1.11 /* if we have best match, return it. Otherwise, if we have one match
412     * on the loser match, return that, otehrwise null
413     */
414     if (spob2)
415     return spob2;
416     if (spob1 && nummatch == 1)
417     return spob1;
418     return NULL;
419 elmex 1.1 }
420    
421     /* reflwall - decides weither the (spell-)object sp_op will
422     * be reflected from the given mapsquare. Returns 1 if true.
423     * (Note that for living creatures there is a small chance that
424     * reflect_spell fails.)
425     * Caller should be sure it passes us valid map coordinates
426     * eg, updated for tiled maps.
427     */
428 root 1.11 int
429 root 1.17 reflwall (maptile *m, int x, int y, object *sp_op)
430 root 1.11 {
431     object *op;
432 elmex 1.1
433 root 1.11 if (OUT_OF_REAL_MAP (m, x, y))
434     return 0;
435 root 1.24 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
436 elmex 1.23 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
437     && (!QUERY_FLAG (op, FLAG_ALIVE)
438     || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
439 root 1.11 return 1;
440 elmex 1.1
441 root 1.11 return 0;
442 elmex 1.1 }
443    
444     /* cast_create_object: creates object new_op in direction dir
445     * or if that is blocked, beneath the player (op).
446     * we pass 'caster', but don't use it for anything.
447     * This is really just a simple wrapper function .
448     * returns the direction that the object was actually placed
449     * in.
450     */
451 root 1.11 int
452     cast_create_obj (object *op, object *caster, object *new_op, int dir)
453 elmex 1.1 {
454 root 1.17 maptile *m;
455 root 1.11 sint16 sx, sy;
456 elmex 1.1
457 root 1.11 if (dir &&
458     ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
459     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
460     {
461     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
462     new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
463     dir = 0;
464     }
465 root 1.29
466     op->map->insert (new_op,
467     op->x + freearr_x[dir], op->y + freearr_y[dir],
468     op,
469     dir ? 0 : INS_BELOW_ORIGINATOR);
470    
471 root 1.11 return dir;
472 elmex 1.1 }
473    
474     /* Returns true if it is ok to put spell *op on the space/may provided.
475     * immune_stop is basically the attacktype of the spell (why
476     * passed as a different value, not sure of). If immune_stop
477     * has the AT_MAGIC bit set, and there is a counterwall
478     * on the space, the object doesn't get placed. if immune stop
479     * does not have AT_MAGIC, then counterwalls do not effect the spell.
480     *
481     */
482    
483 root 1.11 int
484 root 1.17 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
485 root 1.11 {
486     object *tmp;
487     int mflags;
488 root 1.17 maptile *mp;
489 root 1.11
490     mp = m;
491     mflags = get_map_flags (m, &mp, x, y, &x, &y);
492    
493     if (mflags & P_OUT_OF_MAP)
494     return 0;
495    
496     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y)))
497     return 0;
498    
499 root 1.24 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above)
500 root 1.11 {
501     /* If there is a counterspell on the space, and this
502     * object is using magic, don't progress. I believe we could
503     * leave this out and let in progress, and other areas of the code
504     * will then remove it, but that would seem to to use more
505     * resources, and may not work as well if a player is standing
506     * on top of a counterwall spell (may hit the player before being
507     * removed.) On the other hand, it may be more dramatic for the
508     * spell to actually hit the counterwall and be sucked up.
509     */
510     if ((tmp->attacktype & AT_COUNTERSPELL) &&
511     (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) &&
512     (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC))
513     return 0;
514    
515     /* This is to prevent 'out of control' spells. Basically, this
516     * limits one spell effect per space per spell. This is definately
517     * needed for performance reasons, and just for playability I believe.
518     * there are no such things as multispaced spells right now, so
519     * we don't need to worry about the head.
520     */
521     if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
522     return 0;
523    
524     /*
525     * Combine similar spell effects into one spell effect. Needed for
526     * performance reasons with meteor swarm and the like, but also for
527     * playability reasons.
528     */
529     if (tmp->arch == op->arch
530     && tmp->type == op->type
531     && tmp->subtype == op->subtype
532     && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
533     {
534     tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
535     tmp->range = MAX (tmp->range, op->range);
536     tmp->duration = MAX (tmp->duration, op->duration);
537     return 0;
538 elmex 1.1 }
539    
540 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
541     * ground to prevent it from moving along?
542     */
543 elmex 1.1 }
544 root 1.11 /* If it passes the above tests, it must be OK */
545     return 1;
546 elmex 1.1 }
547    
548     /* fire_arch_from_position: fires an archetype.
549     * op: person firing the object.
550     * caster: object casting the spell.
551     * x, y: where to fire the spell (note, it then uses op->map for the map
552     * for these coordinates, which is probably a really bad idea.
553     * dir: direction to fire in.
554     * spell: spell that is being fired. It uses other_arch for the archetype
555     * to fire.
556     * returns 0 on failure, 1 on success.
557     */
558    
559 root 1.11 int
560     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
561     {
562     object *tmp;
563     int mflags;
564 root 1.17 maptile *m;
565 root 1.11
566     if (spell->other_arch == NULL)
567     return 0;
568    
569     m = op->map;
570     mflags = get_map_flags (m, &m, x, y, &x, &y);
571     if (mflags & P_OUT_OF_MAP)
572     {
573     return 0;
574 elmex 1.1 }
575    
576 root 1.11 tmp = arch_to_object (spell->other_arch);
577 elmex 1.1
578 root 1.11 if (tmp == NULL)
579     return 0;
580 elmex 1.1
581 root 1.11 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
582     {
583     new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
584 root 1.20 tmp->destroy ();
585 root 1.11 return 0;
586 elmex 1.1 }
587    
588 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
589     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
590     /* code in time.c uses food for some things, duration for others */
591     tmp->stats.food = tmp->duration;
592     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
593     tmp->attacktype = spell->attacktype;
594     tmp->x = x;
595     tmp->y = y;
596     tmp->direction = dir;
597 root 1.21 if (op->owner != NULL)
598     tmp->set_owner (op);
599 root 1.11 else
600 root 1.21 tmp->set_owner (op);
601 root 1.11 tmp->level = caster_level (caster, spell);
602     set_spell_skill (op, caster, spell, tmp);
603    
604     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
605     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
606     {
607     if (!tailor_god_spell (tmp, op))
608     return 0;
609 elmex 1.1 }
610 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
611     SET_ANIMATION (tmp, dir);
612 elmex 1.1
613 root 1.29 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
614     move_spell_effect (tmp);
615 elmex 1.1
616 root 1.11 return 1;
617 elmex 1.1 }
618    
619     /*****************************************************************************
620     *
621     * Code related to rods - perhaps better located in another file?
622     *
623     ****************************************************************************/
624 root 1.11 void
625     regenerate_rod (object *rod)
626     {
627     if (rod->stats.hp < rod->stats.maxhp)
628     {
629     rod->stats.hp += 1 + rod->stats.maxhp / 10;
630 elmex 1.1
631 root 1.11 if (rod->stats.hp > rod->stats.maxhp)
632     rod->stats.hp = rod->stats.maxhp;
633 elmex 1.1 }
634     }
635    
636    
637 root 1.11 void
638     drain_rod_charge (object *rod)
639     {
640     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
641 elmex 1.1 }
642    
643    
644    
645    
646     /* this function is commonly used to find a friendly target for
647     * spells such as heal or protection or armour
648     * op is what is looking for the target (which can be a player),
649     * dir is the direction we are looking in. Return object found, or
650     * NULL if no good object.
651     */
652    
653 root 1.11 object *
654     find_target_for_friendly_spell (object *op, int dir)
655     {
656     object *tmp;
657 root 1.17 maptile *m;
658 root 1.11 sint16 x, y;
659     int mflags;
660    
661     /* I don't really get this block - if op isn't a player or rune,
662     * we then make the owner of this object the target.
663     * The owner could very well be no where near op.
664     */
665     if (op->type != PLAYER && op->type != RUNE)
666     {
667 root 1.21 tmp = op->owner;
668 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
669     * to the caster.
670     */
671     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
672     tmp = op;
673 elmex 1.1 }
674 root 1.11 else
675     {
676     m = op->map;
677     x = op->x + freearr_x[dir];
678     y = op->y + freearr_y[dir];
679    
680     mflags = get_map_flags (m, &m, x, y, &x, &y);
681    
682     if (mflags & P_OUT_OF_MAP)
683 root 1.26 tmp = 0;
684 root 1.11 else
685 root 1.26 tmp = m->at (x, y).player ();
686 root 1.11 }
687 root 1.26
688 root 1.11 /* didn't find a player there, look in current square for a player */
689 root 1.26 if (!tmp)
690     tmp = op->ms ().player ();
691 elmex 1.1
692 root 1.11 return tmp;
693 elmex 1.1 }
694    
695    
696    
697     /* raytrace:
698     * spell_find_dir(map, x, y, exclude) will search first the center square
699     * then some close squares in the given map at the given coordinates for
700     * live objects.
701     * It will not consider the object given as exclude (= caster) among possible
702     * live objects. If the caster is a player, the spell will go after
703     * monsters/generators only. If not, the spell will hunt players only.
704     * It returns the direction toward the first/closest live object if it finds
705     * any, otherwise -1.
706     * note that exclude can be NULL, in which case all bets are off.
707     */
708    
709 root 1.11 int
710 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
711 root 1.11 {
712     int i, max = SIZEOFFREE;
713     sint16 nx, ny;
714     int owner_type = 0, mflags;
715     object *tmp;
716 root 1.17 maptile *mp;
717 root 1.11
718     if (exclude && exclude->head)
719     exclude = exclude->head;
720     if (exclude && exclude->type)
721     owner_type = exclude->type;
722    
723     for (i = rndm (1, 8); i < max; i++)
724     {
725     nx = x + freearr_x[i];
726     ny = y + freearr_y[i];
727     mp = m;
728     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
729     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
730     continue;
731    
732 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
733 root 1.11
734     while (tmp != NULL && (((owner_type == PLAYER &&
735     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
736     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
737     tmp = tmp->above;
738 elmex 1.1
739 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
740     return freedir[i];
741 elmex 1.1 }
742 root 1.11 return -1; /* flag for "keep going the way you were" */
743 elmex 1.1 }
744    
745    
746    
747     /* put_a_monster: puts a monster named monstername near by
748     * op. This creates the treasures for the monsters, and
749     * also deals with multipart monsters properly.
750     */
751    
752 root 1.11 void
753     put_a_monster (object *op, const char *monstername)
754     {
755     object *tmp, *head = NULL, *prev = NULL;
756     archetype *at;
757     int dir;
758    
759     /* Handle cases where we are passed a bogus mosntername */
760    
761 root 1.14 if ((at = archetype::find (monstername)) == NULL)
762 root 1.11 return;
763    
764     /* find a free square nearby
765     * first we check the closest square for free squares
766     */
767    
768     dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
769     if (dir != -1)
770     {
771     /* This is basically grabbed for generate monster. Fixed 971225 to
772     * insert multipart monsters properly
773     */
774     while (at != NULL)
775     {
776     tmp = arch_to_object (at);
777     tmp->x = op->x + freearr_x[dir] + at->clone.x;
778     tmp->y = op->y + freearr_y[dir] + at->clone.y;
779     tmp->map = op->map;
780     if (head)
781     {
782     tmp->head = head;
783     prev->more = tmp;
784 root 1.8 }
785 root 1.11 if (!head)
786     head = tmp;
787     prev = tmp;
788     at = at->more;
789 root 1.8 }
790    
791 root 1.11 if (head->randomitems)
792     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
793 root 1.8
794 root 1.11 insert_ob_in_map (head, op->map, op, 0);
795 root 1.8
796 root 1.11 /* thought it'd be cool to insert a burnout, too. */
797 root 1.29 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
798 elmex 1.1 }
799     }
800    
801     /* peterm: function which summons hostile monsters and
802     * places them in nearby squares.
803     * op is the summoner.
804     * n is the number of monsters.
805     * monstername is the name of the monster.
806     * returns the number of monsters, which is basically n.
807     * it should really see how many it successfully replaced and
808     * return that instead.
809     * Note that this is not used by any spells (summon evil monsters
810     * use to call this, but best I can tell, that spell/ability was
811     * never used. This is however used by various failures on the
812     * players part (alchemy, reincarnation, etc)
813     */
814    
815 root 1.11 int
816     summon_hostile_monsters (object *op, int n, const char *monstername)
817     {
818     int i;
819    
820     for (i = 0; i < n; i++)
821     put_a_monster (op, monstername);
822 elmex 1.1
823 root 1.11 return n;
824 elmex 1.1 }
825    
826    
827     /* Some local definitions for shuffle-attack */
828 root 1.11 struct attacktype_shuffle
829     {
830     int attacktype;
831     int face;
832     } ATTACKS[22] =
833     {
834     {
835     AT_PHYSICAL, 0},
836     {
837     AT_PHYSICAL, 0}, /*face = explosion */
838     {
839     AT_PHYSICAL, 0},
840     {
841     AT_MAGIC, 1},
842     {
843     AT_MAGIC, 1}, /* face = last-burnout */
844     {
845     AT_MAGIC, 1},
846     {
847     AT_FIRE, 2},
848     {
849     AT_FIRE, 2}, /* face = fire.... */
850     {
851     AT_FIRE, 2},
852     {
853     AT_ELECTRICITY, 3},
854     {
855     AT_ELECTRICITY, 3}, /* ball_lightning */
856     {
857     AT_ELECTRICITY, 3},
858     {
859     AT_COLD, 4},
860     {
861     AT_COLD, 4}, /* face=icestorm */
862     {
863     AT_COLD, 4},
864     {
865     AT_CONFUSION, 5},
866     {
867     AT_POISON, 7},
868     {
869     AT_POISON, 7}, /* face = acid sphere. generator */
870     {
871     AT_POISON, 7}, /* poisoncloud face */
872     {
873     AT_SLOW, 8},
874     {
875     AT_PARALYZE, 9},
876     {
877     AT_FEAR, 10}};
878 elmex 1.1
879    
880    
881     /* shuffle_attack: peterm
882     * This routine shuffles the attack of op to one of the
883     * ones in the list. It does this at random. It also
884     * chooses a face appropriate to the attack that is
885     * being committed by that square at the moment.
886     * right now it's being used by color spray and create pool of
887     * chaos.
888     * This could really be a better implementation - the
889     * faces and attacktypes above are hardcoded, which is never
890     * good. The faces refer to faces in the animation sequence.
891     * Not sure how to do better - but not having it hardcoded
892     * would be nice.
893     * I also fixed a bug here in that attacktype was |= -
894     * to me, that would be that it would quickly get all
895     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
896     */
897 root 1.11 void
898     shuffle_attack (object *op, int change_face)
899 elmex 1.1 {
900 root 1.11 int i;
901 elmex 1.1
902 root 1.11 i = rndm (0, 21);
903 elmex 1.1
904 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
905    
906     if (change_face)
907     {
908     SET_ANIMATION (op, ATTACKS[i].face);
909 elmex 1.1 }
910     }
911    
912    
913     /* prayer_failure: This is called when a player fails
914     * at casting a prayer.
915     * op is the player.
916     * failure is basically how much grace they had.
917     * power is how much grace the spell would normally take to cast.
918     */
919    
920 root 1.11 void
921     prayer_failure (object *op, int failure, int power)
922     {
923     const char *godname;
924     object *tmp;
925 elmex 1.1
926 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
927     godname = "Your spirit";
928 elmex 1.1
929 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
930 elmex 1.1 {
931 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
932     tmp = get_archetype (SPELL_WONDER);
933     cast_cone (op, op, 0, tmp);
934 root 1.20 tmp->destroy ();
935 elmex 1.1 }
936    
937 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
938 elmex 1.1 {
939 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
940     confuse_player (op, op, 99);
941 elmex 1.1 }
942 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
943 elmex 1.1 {
944 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
945     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
946     paralyze_player (op, op, 99);
947 elmex 1.1 }
948 root 1.11 else if (failure <= -150) /* blast the immediate area */
949     {
950     tmp = get_archetype (GOD_POWER);
951     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
952     cast_magic_storm (op, tmp, power);
953 elmex 1.1 }
954     }
955    
956     /*
957     * spell_failure() handles the various effects for differing degrees
958     * of failure badness.
959     * op is the player that failed.
960     * failure is a random value of how badly you failed.
961     * power is how many spellpoints you'd normally need for the spell.
962     * skill is the skill you'd need to cast the spell.
963     */
964    
965 root 1.11 void
966     spell_failure (object *op, int failure, int power, object *skill)
967     {
968     object *tmp;
969 elmex 1.1
970 root 1.11 if (settings.spell_failure_effects == FALSE)
971     return;
972 elmex 1.1
973 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
974 elmex 1.1 {
975 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
976     tmp = get_archetype (SPELL_WONDER);
977     cast_cone (op, op, 0, tmp);
978 root 1.20 tmp->destroy ();
979 elmex 1.1 }
980    
981 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
982 elmex 1.1 {
983 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
984     confuse_player (op, op, 99);
985 elmex 1.1 }
986 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
987 elmex 1.1 {
988 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
989     paralyze_player (op, op, 99);
990 elmex 1.1 }
991 root 1.11 else if (failure <= -80) /* blast the immediate area */
992     {
993     object *tmp;
994 root 1.8
995 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
996     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
997     {
998     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
999     hit_player (op, 9998, op, AT_INTERNAL, 1);
1000 root 1.8
1001 root 1.11 }
1002     else
1003     {
1004     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1005     tmp = get_archetype (LOOSE_MANA);
1006     tmp->level = skill->level;
1007    
1008     /* increase the area of destruction a little for more powerful spells */
1009     tmp->range += isqrt (power);
1010    
1011     if (power > 25)
1012     tmp->stats.dam = 25 + isqrt (power);
1013     else
1014     tmp->stats.dam = power; /* nasty recoils! */
1015 root 1.8
1016 root 1.11 tmp->stats.maxhp = tmp->count;
1017 root 1.29
1018     tmp->insert_at (op);
1019 root 1.8 }
1020 elmex 1.1 }
1021     }
1022    
1023 root 1.11 int
1024     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1025     {
1026     int success;
1027     player *pl;
1028     object *spell;
1029    
1030     if (!spell_ob->other_arch)
1031 elmex 1.1 {
1032 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
1033     return 0;
1034     }
1035     spell = arch_to_object (spell_ob->other_arch);
1036 elmex 1.1
1037 root 1.11 /* Always cast spell on caster */
1038     success = cast_spell (op, caster, dir, spell, stringarg);
1039 elmex 1.1
1040 root 1.11 if (caster->contr->party == NULL)
1041     {
1042 root 1.19 spell->remove ();
1043 root 1.11 return success;
1044 elmex 1.1 }
1045 root 1.27 for_all_players (pl)
1046 root 1.11 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1047     {
1048     cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1049     }
1050 root 1.19 spell->remove ();
1051 root 1.11 return success;
1052     }
1053 elmex 1.1
1054     /* This is where the main dispatch when someone casts a spell.
1055     *
1056     * op is the creature that is owner of the object that is casting the spell -
1057     * eg, the player or monster.
1058     * caster is the actual object (wand, potion) casting the spell. can be
1059     * same as op.
1060     * dir is the direction to cast in. Note in some cases, if the spell
1061     * is self only, dir really doesn't make a difference.
1062     * spell_ob is the spell object that is being cast. From that,
1063     * we can determine what to do.
1064     * stringarg is any options that are being used. It can be NULL. Almost
1065     * certainly, only players will set it. It is basically used as optional
1066     * parameters to a spell (eg, item to create, information for marking runes,
1067     * etc.
1068     * returns 1 on successful cast, or 0 on error. These values should really
1069     * be swapped, so that 0 is successful, and non zero is failure, with a code
1070     * of what it failed.
1071     *
1072     * Note that this function is really a dispatch routine that calls other
1073     * functions - it just blindly returns what ever value those functions
1074     * return. So if your writing a new function that is called from this,
1075     * it shoudl also return 1 on success, 0 on failure.
1076     *
1077     * if it is a player casting the spell (op->type == PLAYER, op == caster),
1078     * this function will decrease the mana/grace appropriately. For other
1079     * objects, the caller should do what it considers appropriate.
1080     */
1081    
1082 root 1.11 int
1083     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1084     {
1085     const char *godname;
1086     int success = 0, mflags, cast_level = 0, old_shoottype;
1087     object *skill = NULL;
1088 elmex 1.1
1089 root 1.11 old_shoottype = op->contr ? op->contr->shoottype : 0;
1090 elmex 1.1
1091 root 1.11 if (!spell_ob)
1092     {
1093     LOG (llevError, "cast_spell: null spell object passed\n");
1094     return 0;
1095 elmex 1.1 }
1096 root 1.13
1097 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
1098     godname = "A random spirit";
1099 elmex 1.1
1100 root 1.11 /* the caller should set caster to op if appropriate */
1101     if (!caster)
1102     {
1103     LOG (llevError, "cast_spell: null caster object passed\n");
1104     return 0;
1105 elmex 1.1 }
1106    
1107 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
1108     * an issue, because they don't have any spellpaths set up.
1109     */
1110 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1111 root 1.11 {
1112     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1113     return 0;
1114 elmex 1.1 }
1115    
1116 root 1.11 /* if it is a player casting the spell, and they are really casting it
1117     * (vs it coming from a wand, scroll, or whatever else), do some
1118     * checks. We let monsters do special things - eg, they
1119     * don't need the skill, bypass level checks, etc. The monster function
1120     * should take care of that.
1121     * Remove the wiz check here and move it further down - some spells
1122     * need to have the right skill pointer passed, so we need to
1123     * at least process that code.
1124     */
1125     if (op->type == PLAYER && op == caster)
1126     {
1127     cast_level = caster_level (caster, spell_ob);
1128     if (spell_ob->skill)
1129     {
1130     skill = find_skill_by_name (op, spell_ob->skill);
1131     if (!skill)
1132     {
1133     new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1134     return 0;
1135 root 1.8 }
1136 root 1.11 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1137     {
1138     new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1139     return 0;
1140 root 1.8 }
1141     }
1142 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1143     * to have sufficient grace/mana.
1144     */
1145     if (!QUERY_FLAG (op, FLAG_WIZ))
1146     {
1147     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1148     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1149     {
1150     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1151     return 0;
1152 root 1.8 }
1153 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1154     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1155     {
1156     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1157     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1158     {
1159     new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1160 root 1.8 }
1161 root 1.11 else
1162     {
1163     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1164     new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1165     return 0;
1166 root 1.8 }
1167     }
1168    
1169 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1170     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1171     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1172     {
1173     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1174     new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1175     if (settings.casting_time == TRUE)
1176     {
1177     op->casting_time = -1;
1178 root 1.8 }
1179 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1180     return 0;
1181     }
1182     else if (spell_ob->stats.sp)
1183     {
1184     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1185    
1186     if (failure < 0)
1187     {
1188     new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1189     if (settings.spell_failure_effects == TRUE)
1190     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1191     op->contr->shoottype = (rangetype) old_shoottype;
1192     op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1193     return 0;
1194 root 1.8 }
1195     }
1196     }
1197 elmex 1.1 }
1198    
1199 root 1.11 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1200    
1201     /* See if we can cast a spell here. If the caster and op are
1202     * not alive, then this would mean that the mapmaker put the
1203     * objects on the space - presume that they know what they are
1204     * doing.
1205     */
1206 elmex 1.9
1207 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1208     {
1209     new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1210     return 0;
1211     }
1212    
1213     if ((spell_ob->type == SPELL)
1214     && (caster->type != POTION)
1215     && !QUERY_FLAG (op, FLAG_WIZCAST)
1216     && (QUERY_FLAG (caster, FLAG_ALIVE)
1217     || QUERY_FLAG (op, FLAG_ALIVE))
1218     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1219     {
1220     if (op->type != PLAYER)
1221 elmex 1.9 return 0;
1222    
1223 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1224     new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1225     else
1226     switch (op->contr->shoottype)
1227     {
1228 root 1.12 case range_magic:
1229     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1230     break;
1231     case range_misc:
1232     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1233     break;
1234     case range_golem:
1235     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1236     break;
1237     default:
1238     break;
1239 root 1.11 }
1240     return 0;
1241     }
1242 elmex 1.1
1243 root 1.11 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1244     {
1245     if (op->casting_time == -1)
1246     { /* begin the casting */
1247     op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1248     op->spell = spell_ob;
1249     /* put the stringarg into the object struct so that when the
1250     * spell is actually cast, it knows about the stringarg.
1251     * necessary for the invoke command spells.
1252     */
1253     if (stringarg)
1254 elmex 1.2 {
1255 root 1.22 op->spellarg = strdup (stringarg);
1256 root 1.8 }
1257 root 1.11 else
1258     op->spellarg = NULL;
1259     return 0;
1260 root 1.8 }
1261 root 1.11 else if (op->casting_time != 0)
1262     {
1263     if (op->type == PLAYER)
1264     new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1265     return 0;
1266 root 1.8 }
1267 root 1.11 else
1268     { /* casting_time == 0 */
1269     op->casting_time = -1;
1270     spell_ob = op->spell;
1271     stringarg = op->spellarg;
1272     }
1273     }
1274     else
1275     {
1276     /* Take into account how long it takes to cast the spell.
1277     * if the player is casting it, then we use the time in
1278     * the spell object. If it is a spell object, have it
1279     * take two ticks. Things that cast spells on the players
1280     * behalf (eg, altars, and whatever else) shouldn't cost
1281     * the player any time.
1282     * Ignore casting time for firewalls
1283     */
1284     if (caster == op && caster->type != FIREWALL)
1285     {
1286     op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1287     /* Other portions of the code may also decrement the speed of the player, so
1288     * put a lower limit so that the player isn't stuck here too long
1289     */
1290     if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1291     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1292     }
1293     else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1294     {
1295     op->speed_left -= 2 * FABS (op->speed);
1296 root 1.8 }
1297 elmex 1.1 }
1298    
1299 root 1.11 if (op->type == PLAYER && op == caster)
1300     {
1301     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1302     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1303 elmex 1.1 }
1304    
1305 root 1.11 /* We want to try to find the skill to properly credit exp.
1306     * for spell casting objects, the exp goes to the skill the casting
1307     * object requires.
1308     */
1309     if (op != caster && !skill && caster->skill)
1310     {
1311     skill = find_skill_by_name (op, caster->skill);
1312     if (!skill)
1313     {
1314     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1315     return 0;
1316 root 1.8 }
1317 root 1.11 change_skill (op, skill, 0); /* needed for proper exp credit */
1318 elmex 1.1 }
1319    
1320 root 1.11 switch (spell_ob->subtype)
1321     {
1322 root 1.12 /* The order of case statements is same as the order they show up
1323     * in in spells.h.
1324     */
1325     case SP_RAISE_DEAD:
1326     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1327     break;
1328    
1329     case SP_RUNE:
1330     success = write_rune (op, caster, spell_ob, dir, stringarg);
1331     break;
1332    
1333     case SP_MAKE_MARK:
1334     success = write_mark (op, spell_ob, stringarg);
1335     break;
1336    
1337     case SP_BOLT:
1338     success = fire_bolt (op, caster, dir, spell_ob, skill);
1339     break;
1340    
1341     case SP_BULLET:
1342     success = fire_bullet (op, caster, dir, spell_ob);
1343     break;
1344    
1345     case SP_CONE:
1346     success = cast_cone (op, caster, dir, spell_ob);
1347     break;
1348    
1349     case SP_BOMB:
1350     success = create_bomb (op, caster, dir, spell_ob);
1351     break;
1352    
1353     case SP_WONDER:
1354     success = cast_wonder (op, caster, dir, spell_ob);
1355     break;
1356    
1357     case SP_SMITE:
1358     success = cast_smite_spell (op, caster, dir, spell_ob);
1359     break;
1360    
1361     case SP_MAGIC_MISSILE:
1362     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1363     break;
1364    
1365     case SP_SUMMON_GOLEM:
1366     success = summon_golem (op, caster, dir, spell_ob);
1367     old_shoottype = range_golem;
1368     break;
1369    
1370     case SP_DIMENSION_DOOR:
1371     /* dimension door needs the actual caster, because that is what is
1372     * moved.
1373     */
1374     success = dimension_door (op, caster, spell_ob, dir);
1375     break;
1376 root 1.8
1377 root 1.12 case SP_MAGIC_MAPPING:
1378     if (op->type == PLAYER)
1379     {
1380     spell_effect (spell_ob, op->x, op->y, op->map, op);
1381     draw_magic_map (op);
1382     success = 1;
1383     }
1384     else
1385     success = 0;
1386     break;
1387 elmex 1.1
1388 root 1.12 case SP_MAGIC_WALL:
1389     success = magic_wall (op, caster, dir, spell_ob);
1390     break;
1391 root 1.8
1392 root 1.12 case SP_DESTRUCTION:
1393     success = cast_destruction (op, caster, spell_ob);
1394     break;
1395 root 1.8
1396 root 1.12 case SP_PERCEIVE_SELF:
1397     success = perceive_self (op);
1398     break;
1399 root 1.8
1400 root 1.12 case SP_WORD_OF_RECALL:
1401     success = cast_word_of_recall (op, caster, spell_ob);
1402     break;
1403 root 1.8
1404 root 1.12 case SP_INVISIBLE:
1405     success = cast_invisible (op, caster, spell_ob);
1406     break;
1407 root 1.8
1408 root 1.12 case SP_PROBE:
1409     success = probe (op, caster, spell_ob, dir);
1410     break;
1411 root 1.8
1412 root 1.12 case SP_HEALING:
1413     success = cast_heal (op, caster, spell_ob, dir);
1414     break;
1415 root 1.8
1416 root 1.12 case SP_CREATE_FOOD:
1417     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1418     break;
1419 root 1.8
1420 root 1.12 case SP_EARTH_TO_DUST:
1421     success = cast_earth_to_dust (op, caster, spell_ob);
1422     break;
1423 root 1.8
1424 root 1.12 case SP_CHANGE_ABILITY:
1425     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1426     break;
1427 root 1.8
1428 root 1.12 case SP_BLESS:
1429     success = cast_bless (op, caster, spell_ob, dir);
1430     break;
1431 root 1.8
1432 root 1.12 case SP_CURSE:
1433     success = cast_curse (op, caster, spell_ob, dir);
1434     break;
1435 root 1.8
1436 root 1.12 case SP_SUMMON_MONSTER:
1437     success = summon_object (op, caster, spell_ob, dir, stringarg);
1438     break;
1439 root 1.8
1440 root 1.12 case SP_CHARGING:
1441     success = recharge (op, caster, spell_ob);
1442     break;
1443 root 1.8
1444 root 1.12 case SP_POLYMORPH:
1445 elmex 1.1 #ifdef NO_POLYMORPH
1446 root 1.12 /* Not great, but at least provide feedback so if players do have
1447     * polymorph (ie, find it as a preset item or left over from before
1448     * it was disabled), they get some feedback.
1449     */
1450     new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1451     success = 0;
1452 elmex 1.1 #else
1453 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1454 elmex 1.1 #endif
1455 root 1.12 break;
1456 root 1.8
1457 root 1.12 case SP_ALCHEMY:
1458     success = alchemy (op, caster, spell_ob);
1459     break;
1460    
1461     case SP_REMOVE_CURSE:
1462     success = remove_curse (op, caster, spell_ob);
1463     break;
1464    
1465     case SP_IDENTIFY:
1466     success = cast_identify (op, caster, spell_ob);
1467     break;
1468    
1469     case SP_DETECTION:
1470     success = cast_detection (op, caster, spell_ob, skill);
1471     break;
1472    
1473     case SP_MOOD_CHANGE:
1474     success = mood_change (op, caster, spell_ob);
1475     break;
1476 elmex 1.1
1477 root 1.12 case SP_MOVING_BALL:
1478     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1479     {
1480     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1481     success = 0;
1482     }
1483     else
1484     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1485     break;
1486 elmex 1.1
1487 root 1.12 case SP_SWARM:
1488     success = fire_swarm (op, caster, spell_ob, dir);
1489     break;
1490    
1491     case SP_CHANGE_MANA:
1492     success = cast_transfer (op, caster, spell_ob, dir);
1493     break;
1494    
1495     case SP_DISPEL_RUNE:
1496     /* in rune.c */
1497     success = dispel_rune (op, caster, spell_ob, skill, dir);
1498     break;
1499    
1500     case SP_CREATE_MISSILE:
1501     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1502     break;
1503    
1504     case SP_CONSECRATE:
1505     success = cast_consecrate (op, caster, spell_ob);
1506     break;
1507    
1508     case SP_ANIMATE_WEAPON:
1509     success = animate_weapon (op, caster, spell_ob, dir);
1510     old_shoottype = range_golem;
1511     break;
1512    
1513     case SP_LIGHT:
1514     success = cast_light (op, caster, spell_ob, dir);
1515     break;
1516    
1517     case SP_CHANGE_MAP_LIGHT:
1518     success = cast_change_map_lightlevel (op, caster, spell_ob);
1519     break;
1520    
1521     case SP_FAERY_FIRE:
1522     success = cast_destruction (op, caster, spell_ob);
1523     break;
1524    
1525     case SP_CAUSE_DISEASE:
1526     success = cast_cause_disease (op, caster, spell_ob, dir);
1527     break;
1528    
1529     case SP_AURA:
1530     success = create_aura (op, caster, spell_ob);
1531     break;
1532    
1533     case SP_TOWN_PORTAL:
1534     success = cast_create_town_portal (op, caster, spell_ob, dir);
1535     break;
1536    
1537     case SP_PARTY_SPELL:
1538     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1539     break;
1540    
1541     default:
1542     if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1543     LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1544 elmex 1.1 }
1545    
1546 root 1.11 /* FIXME - we need some better sound suppport */
1547     // yes, for example, augment map info with the spell effect
1548     // so clients can calculate the sounds themselves
1549     //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1550 elmex 1.1
1551 root 1.11 /* free the spell arg */
1552     if (settings.casting_time == TRUE && stringarg)
1553     {
1554     free (stringarg);
1555     stringarg = NULL;
1556 elmex 1.1 }
1557 root 1.11 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1558     * to something like use_magic_item, but you really want to be able to fire
1559     * it again.
1560     */
1561     if (op->contr)
1562     op->contr->shoottype = (rangetype) old_shoottype;
1563 elmex 1.1
1564 root 1.11 return success;
1565 elmex 1.1 }
1566    
1567    
1568     /* This is called from time.c/process_object(). That function
1569     * calls this for any SPELL_EFFECT type objects. This function
1570     * then dispatches them to the appropriate specific routines.
1571     */
1572 root 1.11 void
1573     move_spell_effect (object *op)
1574     {
1575     switch (op->subtype)
1576     {
1577 root 1.12 case SP_BOLT:
1578     move_bolt (op);
1579     break;
1580    
1581     case SP_BULLET:
1582     move_bullet (op);
1583     break;
1584    
1585     case SP_EXPLOSION:
1586     explosion (op);
1587     break;
1588    
1589     case SP_CONE:
1590     move_cone (op);
1591     break;
1592    
1593     case SP_BOMB:
1594     animate_bomb (op);
1595     break;
1596    
1597     case SP_MAGIC_MISSILE:
1598     move_missile (op);
1599     break;
1600    
1601     case SP_WORD_OF_RECALL:
1602     execute_word_of_recall (op);
1603     break;
1604    
1605     case SP_MOVING_BALL:
1606     move_ball_spell (op);
1607     break;
1608    
1609     case SP_SWARM:
1610     move_swarm_spell (op);
1611     break;
1612    
1613     case SP_AURA:
1614     move_aura (op);
1615     break;
1616 elmex 1.1 }
1617     }
1618    
1619     /* this checks to see if something special should happen if
1620     * something runs into the object.
1621     */
1622 root 1.11 void
1623     check_spell_effect (object *op)
1624     {
1625     switch (op->subtype)
1626     {
1627 root 1.12 case SP_BOLT:
1628     move_bolt (op);
1629     return;
1630    
1631     case SP_BULLET:
1632     check_bullet (op);
1633     return;
1634 elmex 1.1 }
1635     }
1636    
1637     /* This is called by move_apply. Basically, if someone
1638     * moves onto a spell effect and the walk_on or fly_on flags
1639     * are set, this is called. This should only be called for
1640     * objects of the appropraite type.
1641     */
1642 root 1.11 void
1643     apply_spell_effect (object *spell, object *victim)
1644 elmex 1.1 {
1645 root 1.11 switch (spell->subtype)
1646     {
1647 root 1.12 case SP_CONE:
1648     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1649     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1650     break;
1651 root 1.8
1652 root 1.12 case SP_MAGIC_MISSILE:
1653     if (QUERY_FLAG (victim, FLAG_ALIVE))
1654     {
1655 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1656 root 1.11
1657 root 1.16 if (!spell->destroyed ())
1658 root 1.20 spell->destroy ();
1659 root 1.12 }
1660     break;
1661 root 1.8
1662 root 1.12 case SP_MOVING_BALL:
1663     if (QUERY_FLAG (victim, FLAG_ALIVE))
1664     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1665     else if (victim->material || victim->materialname)
1666     save_throw_object (victim, spell->attacktype, spell);
1667     break;
1668 elmex 1.1 }
1669     }