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Revision: 1.31
Committed: Sat Jan 6 14:42:31 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.30: +1 -0 lines
Log Message:
added some copyrights

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4 pippijn 1.31 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 elmex 1.1 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22 root 1.15 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 elmex 1.1 */
24    
25    
26     #include <global.h>
27     #include <spells.h>
28     #include <object.h>
29     #include <errno.h>
30 root 1.28 #include <sproto.h>
31 elmex 1.1 #include <sounds.h>
32    
33     extern char *spell_mapping[];
34    
35     /* This returns a random spell from 'ob'. If skill is set, then
36     * the spell must be of this skill, it can be NULL in which case all
37     * matching spells are used.
38     */
39 root 1.11 object *
40     find_random_spell_in_ob (object *ob, const char *skill)
41 elmex 1.1 {
42 root 1.11 int k = 0, s;
43     object *tmp;
44 elmex 1.1
45 root 1.11 for (tmp = ob->inv; tmp; tmp = tmp->below)
46     if (tmp->type == SPELL && (!skill || tmp->skill == skill))
47     k++;
48 elmex 1.1
49 root 1.11 /* No spells, no need to progess further */
50     if (!k)
51     return NULL;
52 elmex 1.1
53 root 1.11 s = RANDOM () % k;
54 elmex 1.1
55 root 1.11 for (tmp = ob->inv; tmp; tmp = tmp->below)
56     if (tmp->type == SPELL && (!skill || tmp->skill == skill))
57     {
58     if (!s)
59     return tmp;
60     else
61     s--;
62     }
63     /* Should never get here, but just in case */
64     return NULL;
65 elmex 1.1 }
66    
67     /* Relatively simple function that gets used a lot.
68     * Basically, it sets up the skill pointer for the spell being
69     * cast. If op is really casting the spell, then the skill
70     * is whatever skill the spell requires.
71     * if instead caster (rod, horn, wand, etc) is casting the skill,
72     * then they get exp for the skill that you need to use for
73     * that object (use magic device).
74     */
75 root 1.11 void
76     set_spell_skill (object *op, object *caster, object *spob, object *dest)
77 elmex 1.1 {
78 root 1.10 if (caster == op && spob->skill)
79     dest->skill = spob->skill;
80     else
81     dest->skill = caster->skill;
82 elmex 1.1 }
83    
84     /* init_spells: This should really be called check_spells, as that
85     * is what it does. It goes through the spells looking for any
86     * obvious errors. This was most useful in debugging when re-doing
87     * all the spells to catch simple errors. To use it all the time
88     * will result in it spitting out messages that aren't really errors.
89     */
90 root 1.11 void
91     init_spells (void)
92     {
93 elmex 1.1 #ifdef SPELL_DEBUG
94 root 1.11 static int init_spells_done = 0;
95     int i;
96     archetype *at;
97    
98     if (init_spells_done)
99     return;
100     LOG (llevDebug, "Checking spells...\n");
101    
102     for (at = first_archetype; at; at = at->next)
103     {
104     if (at->clone.type == SPELL)
105     {
106     if (at->clone.skill)
107     {
108     for (i = 1; i < NUM_SKILLS; i++)
109     if (!strcmp (skill_names[i], at->clone.skill))
110     break;
111     if (i == NUM_SKILLS)
112     {
113     LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
114 root 1.8 }
115     }
116 root 1.11 /* other_arch is already checked for in the loader */
117 root 1.8 }
118 elmex 1.1 }
119    
120 root 1.11 i = 0;
121     while (spell_mapping[i])
122     {
123 root 1.14 if (!archetype::find (spell_mapping[i]))
124 root 1.11 {
125     LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
126 root 1.8 }
127 root 1.11 i++;
128 elmex 1.1 }
129 root 1.11 LOG (llevDebug, "Checking spells completed.\n");
130 elmex 1.1 #endif
131     }
132    
133     /* Dumps all the spells - now also dumps skill associated with the spell.
134     * not sure what this would be used for, as the data seems pretty
135     * minimal, but easy enough to keep around.
136     */
137 root 1.11 void
138     dump_spells (void)
139 elmex 1.1 {
140 root 1.11 archetype *at;
141 elmex 1.1
142 root 1.11 for (at = first_archetype; at; at = at->next)
143     {
144     if (at->clone.type == SPELL)
145     {
146     fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
147     &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
148 root 1.8 }
149 elmex 1.1 }
150     }
151    
152     /* pretty basic function - basically just takes
153     * an object, sets the x,y, and calls insert_ob_in_map
154     */
155 root 1.11 void
156 root 1.17 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
157 elmex 1.1 {
158 root 1.29 if (spob->other_arch)
159     map->insert (arch_to_object (spob->other_arch), x, y, originator);
160 elmex 1.1 }
161    
162     /*
163     * This function takes a caster and spell and presents the
164     * effective level the caster needs to be to cast the spell.
165     * basically, it just adjusts the spell->level with attuned/repelled
166 root 1.30 * spellpaths. Was called path_level_mod.
167 elmex 1.1 *
168 root 1.30 * caster is person casting the spell.
169 elmex 1.1 * spell is the spell object.
170     * Returns modified level.
171     */
172 root 1.11 int
173     min_casting_level (object *caster, object *spell)
174 elmex 1.1 {
175 root 1.11 int new_level;
176 elmex 1.1
177 root 1.11 if (caster->path_denied & spell->path_attuned)
178 root 1.18 return 1;
179    
180 root 1.11 new_level = spell->level
181 root 1.30 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
182     + (caster->path_attuned & spell->path_attuned ? -2 : 0);
183 root 1.18
184 root 1.30 return max (1, new_level);
185 elmex 1.1 }
186    
187     /* This function returns the effective level the spell
188     * is being cast at.
189     * Note that I changed the repelled/attuned bonus to 2 from 5.
190     * This is because the new code compares casting_level against
191     * min_caster_level, so the difference is effectively 4
192     */
193    
194 root 1.11 int
195     caster_level (object *caster, object *spell)
196 elmex 1.1 {
197 root 1.11 int level = caster->level;
198    
199     /* If this is a player, try to find the matching skill */
200     if (caster->type == PLAYER && spell->skill)
201 root 1.18 for (int i = 0; i < NUM_SKILLS; i++)
202     if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
203     {
204     level = caster->contr->last_skill_ob[i]->level;
205     break;
206     }
207 root 1.11
208     /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
209     if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
210     {
211     object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
212     int sk_level = skill ? skill->level : 1;
213    
214     level = MIN (level, sk_level + level / 10 + 1);
215 elmex 1.1 }
216    
217 root 1.11 /* Got valid caster level. Now adjust for attunement */
218     level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
219    
220     /* Always make this at least 1. If this is zero, we get divide by zero
221     * errors in various places.
222     */
223     if (level < 1)
224     level = 1;
225 root 1.18
226 root 1.11 return level;
227 elmex 1.1 }
228    
229     /* The following function scales the spellpoint cost of
230     * a spell by it's increased effectiveness. Some of the
231     * lower level spells become incredibly vicious at high
232     * levels. Very cheap mass destruction. This function is
233     * intended to keep the sp cost related to the effectiveness.
234     * op is the player/monster
235     * caster is what is casting the spell, can be op.
236     * spell is the spell object.
237     * Note that it is now possible for a spell to cost both grace and
238     * mana. In that case, we return which ever value is higher.
239     */
240    
241 root 1.11 sint16
242     SP_level_spellpoint_cost (object *caster, object *spell, int flags)
243 elmex 1.1 {
244 root 1.11 int sp, grace, level = caster_level (caster, spell);
245 elmex 1.1
246 root 1.11 if (settings.spellpoint_level_depend == TRUE)
247     {
248     if (spell->stats.sp && spell->stats.maxsp)
249     {
250     sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
251 root 1.8 }
252 root 1.11 else
253     sp = spell->stats.sp;
254 root 1.8
255 root 1.11 sp *= (int) PATH_SP_MULT (caster, spell);
256     if (!sp && spell->stats.sp)
257     sp = 1;
258 root 1.8
259 root 1.11 if (spell->stats.grace && spell->stats.maxgrace)
260     {
261     grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
262 root 1.8 }
263 root 1.11 else
264     grace = spell->stats.grace;
265 elmex 1.1
266 root 1.11 grace *= (int) PATH_SP_MULT (caster, spell);
267     if (spell->stats.grace && !grace)
268     grace = 1;
269     }
270     else
271     {
272     sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
273     if (spell->stats.sp && !sp)
274     sp = 1;
275     grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
276     if (spell->stats.grace && !grace)
277     grace = 1;
278     }
279     if (flags == SPELL_HIGHEST)
280     return MAX (sp, grace);
281     else if (flags == SPELL_GRACE)
282     return grace;
283     else if (flags == SPELL_MANA)
284     return sp;
285     else
286     {
287     LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
288     return 0;
289 elmex 1.1 }
290     }
291    
292    
293     /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
294     * spob is the spell we are adjusting.
295     */
296 root 1.11 int
297     SP_level_dam_adjust (object *caster, object *spob)
298 elmex 1.1 {
299 root 1.11 int level = caster_level (caster, spob);
300     int adj = level - min_casting_level (caster, spob);
301 elmex 1.1
302 root 1.11 if (adj < 0)
303     adj = 0;
304     if (spob->dam_modifier)
305     adj /= spob->dam_modifier;
306     else
307     adj = 0;
308     return adj;
309 elmex 1.1 }
310    
311     /* Adjust the strength of the spell based on level.
312     * This is basically the same as SP_level_dam_adjust above,
313     * but instead looks at the level_modifier value.
314     */
315 root 1.11 int
316     SP_level_duration_adjust (object *caster, object *spob)
317 elmex 1.1 {
318 root 1.11 int level = caster_level (caster, spob);
319     int adj = level - min_casting_level (caster, spob);
320 elmex 1.1
321 root 1.11 if (adj < 0)
322     adj = 0;
323     if (spob->duration_modifier)
324     adj /= spob->duration_modifier;
325     else
326     adj = 0;
327 elmex 1.1
328 root 1.11 return adj;
329 elmex 1.1 }
330    
331     /* Adjust the strength of the spell based on level.
332     * This is basically the same as SP_level_dam_adjust above,
333     * but instead looks at the level_modifier value.
334     */
335 root 1.11 int
336     SP_level_range_adjust (object *caster, object *spob)
337 elmex 1.1 {
338 root 1.11 int level = caster_level (caster, spob);
339     int adj = level - min_casting_level (caster, spob);
340 elmex 1.1
341 root 1.11 if (adj < 0)
342     adj = 0;
343     if (spob->range_modifier)
344     adj /= spob->range_modifier;
345     else
346     adj = 0;
347 elmex 1.1
348 root 1.11 return adj;
349 elmex 1.1 }
350    
351     /* Checks to see if player knows the spell. If the name is the same
352     * as an existing spell, we presume they know it.
353     * returns 1 if they know the spell, 0 if they don't.
354     */
355 root 1.11 object *
356     check_spell_known (object *op, const char *name)
357 elmex 1.1 {
358 root 1.11 object *spop;
359 elmex 1.1
360 root 1.11 for (spop = op->inv; spop; spop = spop->below)
361     if (spop->type == SPELL && !strcmp (spop->name, name))
362     return spop;
363 elmex 1.1
364 root 1.11 return NULL;
365 elmex 1.1 }
366    
367    
368     /*
369     * Look at object 'op' and see if they know the spell
370     * spname. This is pretty close to check_spell_known
371     * above, but it uses a looser matching mechanism.
372     * returns the matching spell object, or NULL.
373     * If we match multiple spells but don't get an
374     * exact match, we also return NULL.
375     */
376    
377 root 1.11 object *
378     lookup_spell_by_name (object *op, const char *spname)
379     {
380     object *spob1 = NULL, *spob2 = NULL, *spob;
381     int nummatch = 0;
382    
383     if (spname == NULL)
384     return NULL;
385    
386     /* Try to find the spell. We store the results in spob1
387     * and spob2 - spob1 is only taking the length of
388     * the past spname, spob2 uses the length of the spell name.
389     */
390     for (spob = op->inv; spob; spob = spob->below)
391     {
392     if (spob->type == SPELL)
393     {
394     if (!strncmp (spob->name, spname, strlen (spname)))
395     {
396     nummatch++;
397     spob1 = spob;
398     }
399     else if (!strncmp (spob->name, spname, strlen (spob->name)))
400     {
401     /* if spells have ambiguous names, it makes matching
402     * really difficult. (eg, fire and fireball would
403     * fall into this category). It shouldn't be hard to
404     * make sure spell names don't overlap in that fashion.
405     */
406     if (spob2)
407     LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
408     spob2 = spob;
409 root 1.8 }
410     }
411 elmex 1.1 }
412 root 1.11 /* if we have best match, return it. Otherwise, if we have one match
413     * on the loser match, return that, otehrwise null
414     */
415     if (spob2)
416     return spob2;
417     if (spob1 && nummatch == 1)
418     return spob1;
419     return NULL;
420 elmex 1.1 }
421    
422     /* reflwall - decides weither the (spell-)object sp_op will
423     * be reflected from the given mapsquare. Returns 1 if true.
424     * (Note that for living creatures there is a small chance that
425     * reflect_spell fails.)
426     * Caller should be sure it passes us valid map coordinates
427     * eg, updated for tiled maps.
428     */
429 root 1.11 int
430 root 1.17 reflwall (maptile *m, int x, int y, object *sp_op)
431 root 1.11 {
432     object *op;
433 elmex 1.1
434 root 1.11 if (OUT_OF_REAL_MAP (m, x, y))
435     return 0;
436 root 1.24 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
437 elmex 1.23 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
438     && (!QUERY_FLAG (op, FLAG_ALIVE)
439     || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
440 root 1.11 return 1;
441 elmex 1.1
442 root 1.11 return 0;
443 elmex 1.1 }
444    
445     /* cast_create_object: creates object new_op in direction dir
446     * or if that is blocked, beneath the player (op).
447     * we pass 'caster', but don't use it for anything.
448     * This is really just a simple wrapper function .
449     * returns the direction that the object was actually placed
450     * in.
451     */
452 root 1.11 int
453     cast_create_obj (object *op, object *caster, object *new_op, int dir)
454 elmex 1.1 {
455 root 1.17 maptile *m;
456 root 1.11 sint16 sx, sy;
457 elmex 1.1
458 root 1.11 if (dir &&
459     ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
460     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
461     {
462     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
463     new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
464     dir = 0;
465     }
466 root 1.29
467     op->map->insert (new_op,
468     op->x + freearr_x[dir], op->y + freearr_y[dir],
469     op,
470     dir ? 0 : INS_BELOW_ORIGINATOR);
471    
472 root 1.11 return dir;
473 elmex 1.1 }
474    
475     /* Returns true if it is ok to put spell *op on the space/may provided.
476     * immune_stop is basically the attacktype of the spell (why
477     * passed as a different value, not sure of). If immune_stop
478     * has the AT_MAGIC bit set, and there is a counterwall
479     * on the space, the object doesn't get placed. if immune stop
480     * does not have AT_MAGIC, then counterwalls do not effect the spell.
481     *
482     */
483    
484 root 1.11 int
485 root 1.17 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
486 root 1.11 {
487     object *tmp;
488     int mflags;
489 root 1.17 maptile *mp;
490 root 1.11
491     mp = m;
492     mflags = get_map_flags (m, &mp, x, y, &x, &y);
493    
494     if (mflags & P_OUT_OF_MAP)
495     return 0;
496    
497     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y)))
498     return 0;
499    
500 root 1.24 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above)
501 root 1.11 {
502     /* If there is a counterspell on the space, and this
503     * object is using magic, don't progress. I believe we could
504     * leave this out and let in progress, and other areas of the code
505     * will then remove it, but that would seem to to use more
506     * resources, and may not work as well if a player is standing
507     * on top of a counterwall spell (may hit the player before being
508     * removed.) On the other hand, it may be more dramatic for the
509     * spell to actually hit the counterwall and be sucked up.
510     */
511     if ((tmp->attacktype & AT_COUNTERSPELL) &&
512     (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) &&
513     (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC))
514     return 0;
515    
516     /* This is to prevent 'out of control' spells. Basically, this
517     * limits one spell effect per space per spell. This is definately
518     * needed for performance reasons, and just for playability I believe.
519     * there are no such things as multispaced spells right now, so
520     * we don't need to worry about the head.
521     */
522     if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
523     return 0;
524    
525     /*
526     * Combine similar spell effects into one spell effect. Needed for
527     * performance reasons with meteor swarm and the like, but also for
528     * playability reasons.
529     */
530     if (tmp->arch == op->arch
531     && tmp->type == op->type
532     && tmp->subtype == op->subtype
533     && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
534     {
535     tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
536     tmp->range = MAX (tmp->range, op->range);
537     tmp->duration = MAX (tmp->duration, op->duration);
538     return 0;
539 elmex 1.1 }
540    
541 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
542     * ground to prevent it from moving along?
543     */
544 elmex 1.1 }
545 root 1.11 /* If it passes the above tests, it must be OK */
546     return 1;
547 elmex 1.1 }
548    
549     /* fire_arch_from_position: fires an archetype.
550     * op: person firing the object.
551     * caster: object casting the spell.
552     * x, y: where to fire the spell (note, it then uses op->map for the map
553     * for these coordinates, which is probably a really bad idea.
554     * dir: direction to fire in.
555     * spell: spell that is being fired. It uses other_arch for the archetype
556     * to fire.
557     * returns 0 on failure, 1 on success.
558     */
559    
560 root 1.11 int
561     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
562     {
563     object *tmp;
564     int mflags;
565 root 1.17 maptile *m;
566 root 1.11
567     if (spell->other_arch == NULL)
568     return 0;
569    
570     m = op->map;
571     mflags = get_map_flags (m, &m, x, y, &x, &y);
572     if (mflags & P_OUT_OF_MAP)
573     {
574     return 0;
575 elmex 1.1 }
576    
577 root 1.11 tmp = arch_to_object (spell->other_arch);
578 elmex 1.1
579 root 1.11 if (tmp == NULL)
580     return 0;
581 elmex 1.1
582 root 1.11 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
583     {
584     new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
585 root 1.20 tmp->destroy ();
586 root 1.11 return 0;
587 elmex 1.1 }
588    
589 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
590     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
591     /* code in time.c uses food for some things, duration for others */
592     tmp->stats.food = tmp->duration;
593     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
594     tmp->attacktype = spell->attacktype;
595     tmp->x = x;
596     tmp->y = y;
597     tmp->direction = dir;
598 root 1.21 if (op->owner != NULL)
599     tmp->set_owner (op);
600 root 1.11 else
601 root 1.21 tmp->set_owner (op);
602 root 1.11 tmp->level = caster_level (caster, spell);
603     set_spell_skill (op, caster, spell, tmp);
604    
605     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
606     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
607     {
608     if (!tailor_god_spell (tmp, op))
609     return 0;
610 elmex 1.1 }
611 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
612     SET_ANIMATION (tmp, dir);
613 elmex 1.1
614 root 1.29 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
615     move_spell_effect (tmp);
616 elmex 1.1
617 root 1.11 return 1;
618 elmex 1.1 }
619    
620     /*****************************************************************************
621     *
622     * Code related to rods - perhaps better located in another file?
623     *
624     ****************************************************************************/
625 root 1.11 void
626     regenerate_rod (object *rod)
627     {
628     if (rod->stats.hp < rod->stats.maxhp)
629     {
630     rod->stats.hp += 1 + rod->stats.maxhp / 10;
631 elmex 1.1
632 root 1.11 if (rod->stats.hp > rod->stats.maxhp)
633     rod->stats.hp = rod->stats.maxhp;
634 elmex 1.1 }
635     }
636    
637    
638 root 1.11 void
639     drain_rod_charge (object *rod)
640     {
641     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
642 elmex 1.1 }
643    
644    
645    
646    
647     /* this function is commonly used to find a friendly target for
648     * spells such as heal or protection or armour
649     * op is what is looking for the target (which can be a player),
650     * dir is the direction we are looking in. Return object found, or
651     * NULL if no good object.
652     */
653    
654 root 1.11 object *
655     find_target_for_friendly_spell (object *op, int dir)
656     {
657     object *tmp;
658 root 1.17 maptile *m;
659 root 1.11 sint16 x, y;
660     int mflags;
661    
662     /* I don't really get this block - if op isn't a player or rune,
663     * we then make the owner of this object the target.
664     * The owner could very well be no where near op.
665     */
666     if (op->type != PLAYER && op->type != RUNE)
667     {
668 root 1.21 tmp = op->owner;
669 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
670     * to the caster.
671     */
672     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
673     tmp = op;
674 elmex 1.1 }
675 root 1.11 else
676     {
677     m = op->map;
678     x = op->x + freearr_x[dir];
679     y = op->y + freearr_y[dir];
680    
681     mflags = get_map_flags (m, &m, x, y, &x, &y);
682    
683     if (mflags & P_OUT_OF_MAP)
684 root 1.26 tmp = 0;
685 root 1.11 else
686 root 1.26 tmp = m->at (x, y).player ();
687 root 1.11 }
688 root 1.26
689 root 1.11 /* didn't find a player there, look in current square for a player */
690 root 1.26 if (!tmp)
691     tmp = op->ms ().player ();
692 elmex 1.1
693 root 1.11 return tmp;
694 elmex 1.1 }
695    
696    
697    
698     /* raytrace:
699     * spell_find_dir(map, x, y, exclude) will search first the center square
700     * then some close squares in the given map at the given coordinates for
701     * live objects.
702     * It will not consider the object given as exclude (= caster) among possible
703     * live objects. If the caster is a player, the spell will go after
704     * monsters/generators only. If not, the spell will hunt players only.
705     * It returns the direction toward the first/closest live object if it finds
706     * any, otherwise -1.
707     * note that exclude can be NULL, in which case all bets are off.
708     */
709    
710 root 1.11 int
711 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
712 root 1.11 {
713     int i, max = SIZEOFFREE;
714     sint16 nx, ny;
715     int owner_type = 0, mflags;
716     object *tmp;
717 root 1.17 maptile *mp;
718 root 1.11
719     if (exclude && exclude->head)
720     exclude = exclude->head;
721     if (exclude && exclude->type)
722     owner_type = exclude->type;
723    
724     for (i = rndm (1, 8); i < max; i++)
725     {
726     nx = x + freearr_x[i];
727     ny = y + freearr_y[i];
728     mp = m;
729     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
730     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
731     continue;
732    
733 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
734 root 1.11
735     while (tmp != NULL && (((owner_type == PLAYER &&
736     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
737     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
738     tmp = tmp->above;
739 elmex 1.1
740 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
741     return freedir[i];
742 elmex 1.1 }
743 root 1.11 return -1; /* flag for "keep going the way you were" */
744 elmex 1.1 }
745    
746    
747    
748     /* put_a_monster: puts a monster named monstername near by
749     * op. This creates the treasures for the monsters, and
750     * also deals with multipart monsters properly.
751     */
752    
753 root 1.11 void
754     put_a_monster (object *op, const char *monstername)
755     {
756     object *tmp, *head = NULL, *prev = NULL;
757     archetype *at;
758     int dir;
759    
760     /* Handle cases where we are passed a bogus mosntername */
761    
762 root 1.14 if ((at = archetype::find (monstername)) == NULL)
763 root 1.11 return;
764    
765     /* find a free square nearby
766     * first we check the closest square for free squares
767     */
768    
769     dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
770     if (dir != -1)
771     {
772     /* This is basically grabbed for generate monster. Fixed 971225 to
773     * insert multipart monsters properly
774     */
775     while (at != NULL)
776     {
777     tmp = arch_to_object (at);
778     tmp->x = op->x + freearr_x[dir] + at->clone.x;
779     tmp->y = op->y + freearr_y[dir] + at->clone.y;
780     tmp->map = op->map;
781     if (head)
782     {
783     tmp->head = head;
784     prev->more = tmp;
785 root 1.8 }
786 root 1.11 if (!head)
787     head = tmp;
788     prev = tmp;
789     at = at->more;
790 root 1.8 }
791    
792 root 1.11 if (head->randomitems)
793     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
794 root 1.8
795 root 1.11 insert_ob_in_map (head, op->map, op, 0);
796 root 1.8
797 root 1.11 /* thought it'd be cool to insert a burnout, too. */
798 root 1.29 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
799 elmex 1.1 }
800     }
801    
802     /* peterm: function which summons hostile monsters and
803     * places them in nearby squares.
804     * op is the summoner.
805     * n is the number of monsters.
806     * monstername is the name of the monster.
807     * returns the number of monsters, which is basically n.
808     * it should really see how many it successfully replaced and
809     * return that instead.
810     * Note that this is not used by any spells (summon evil monsters
811     * use to call this, but best I can tell, that spell/ability was
812     * never used. This is however used by various failures on the
813     * players part (alchemy, reincarnation, etc)
814     */
815    
816 root 1.11 int
817     summon_hostile_monsters (object *op, int n, const char *monstername)
818     {
819     int i;
820    
821     for (i = 0; i < n; i++)
822     put_a_monster (op, monstername);
823 elmex 1.1
824 root 1.11 return n;
825 elmex 1.1 }
826    
827    
828     /* Some local definitions for shuffle-attack */
829 root 1.11 struct attacktype_shuffle
830     {
831     int attacktype;
832     int face;
833     } ATTACKS[22] =
834     {
835     {
836     AT_PHYSICAL, 0},
837     {
838     AT_PHYSICAL, 0}, /*face = explosion */
839     {
840     AT_PHYSICAL, 0},
841     {
842     AT_MAGIC, 1},
843     {
844     AT_MAGIC, 1}, /* face = last-burnout */
845     {
846     AT_MAGIC, 1},
847     {
848     AT_FIRE, 2},
849     {
850     AT_FIRE, 2}, /* face = fire.... */
851     {
852     AT_FIRE, 2},
853     {
854     AT_ELECTRICITY, 3},
855     {
856     AT_ELECTRICITY, 3}, /* ball_lightning */
857     {
858     AT_ELECTRICITY, 3},
859     {
860     AT_COLD, 4},
861     {
862     AT_COLD, 4}, /* face=icestorm */
863     {
864     AT_COLD, 4},
865     {
866     AT_CONFUSION, 5},
867     {
868     AT_POISON, 7},
869     {
870     AT_POISON, 7}, /* face = acid sphere. generator */
871     {
872     AT_POISON, 7}, /* poisoncloud face */
873     {
874     AT_SLOW, 8},
875     {
876     AT_PARALYZE, 9},
877     {
878     AT_FEAR, 10}};
879 elmex 1.1
880    
881    
882     /* shuffle_attack: peterm
883     * This routine shuffles the attack of op to one of the
884     * ones in the list. It does this at random. It also
885     * chooses a face appropriate to the attack that is
886     * being committed by that square at the moment.
887     * right now it's being used by color spray and create pool of
888     * chaos.
889     * This could really be a better implementation - the
890     * faces and attacktypes above are hardcoded, which is never
891     * good. The faces refer to faces in the animation sequence.
892     * Not sure how to do better - but not having it hardcoded
893     * would be nice.
894     * I also fixed a bug here in that attacktype was |= -
895     * to me, that would be that it would quickly get all
896     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
897     */
898 root 1.11 void
899     shuffle_attack (object *op, int change_face)
900 elmex 1.1 {
901 root 1.11 int i;
902 elmex 1.1
903 root 1.11 i = rndm (0, 21);
904 elmex 1.1
905 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
906    
907     if (change_face)
908     {
909     SET_ANIMATION (op, ATTACKS[i].face);
910 elmex 1.1 }
911     }
912    
913    
914     /* prayer_failure: This is called when a player fails
915     * at casting a prayer.
916     * op is the player.
917     * failure is basically how much grace they had.
918     * power is how much grace the spell would normally take to cast.
919     */
920    
921 root 1.11 void
922     prayer_failure (object *op, int failure, int power)
923     {
924     const char *godname;
925     object *tmp;
926 elmex 1.1
927 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
928     godname = "Your spirit";
929 elmex 1.1
930 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
931 elmex 1.1 {
932 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
933     tmp = get_archetype (SPELL_WONDER);
934     cast_cone (op, op, 0, tmp);
935 root 1.20 tmp->destroy ();
936 elmex 1.1 }
937    
938 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
939 elmex 1.1 {
940 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
941     confuse_player (op, op, 99);
942 elmex 1.1 }
943 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
944 elmex 1.1 {
945 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
946     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
947     paralyze_player (op, op, 99);
948 elmex 1.1 }
949 root 1.11 else if (failure <= -150) /* blast the immediate area */
950     {
951     tmp = get_archetype (GOD_POWER);
952     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
953     cast_magic_storm (op, tmp, power);
954 elmex 1.1 }
955     }
956    
957     /*
958     * spell_failure() handles the various effects for differing degrees
959     * of failure badness.
960     * op is the player that failed.
961     * failure is a random value of how badly you failed.
962     * power is how many spellpoints you'd normally need for the spell.
963     * skill is the skill you'd need to cast the spell.
964     */
965    
966 root 1.11 void
967     spell_failure (object *op, int failure, int power, object *skill)
968     {
969     object *tmp;
970 elmex 1.1
971 root 1.11 if (settings.spell_failure_effects == FALSE)
972     return;
973 elmex 1.1
974 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
975 elmex 1.1 {
976 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
977     tmp = get_archetype (SPELL_WONDER);
978     cast_cone (op, op, 0, tmp);
979 root 1.20 tmp->destroy ();
980 elmex 1.1 }
981    
982 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
983 elmex 1.1 {
984 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
985     confuse_player (op, op, 99);
986 elmex 1.1 }
987 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
988 elmex 1.1 {
989 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
990     paralyze_player (op, op, 99);
991 elmex 1.1 }
992 root 1.11 else if (failure <= -80) /* blast the immediate area */
993     {
994     object *tmp;
995 root 1.8
996 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
997     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
998     {
999     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
1000     hit_player (op, 9998, op, AT_INTERNAL, 1);
1001 root 1.8
1002 root 1.11 }
1003     else
1004     {
1005     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1006     tmp = get_archetype (LOOSE_MANA);
1007     tmp->level = skill->level;
1008    
1009     /* increase the area of destruction a little for more powerful spells */
1010     tmp->range += isqrt (power);
1011    
1012     if (power > 25)
1013     tmp->stats.dam = 25 + isqrt (power);
1014     else
1015     tmp->stats.dam = power; /* nasty recoils! */
1016 root 1.8
1017 root 1.11 tmp->stats.maxhp = tmp->count;
1018 root 1.29
1019     tmp->insert_at (op);
1020 root 1.8 }
1021 elmex 1.1 }
1022     }
1023    
1024 root 1.11 int
1025     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1026     {
1027     int success;
1028     player *pl;
1029     object *spell;
1030    
1031     if (!spell_ob->other_arch)
1032 elmex 1.1 {
1033 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
1034     return 0;
1035     }
1036     spell = arch_to_object (spell_ob->other_arch);
1037 elmex 1.1
1038 root 1.11 /* Always cast spell on caster */
1039     success = cast_spell (op, caster, dir, spell, stringarg);
1040 elmex 1.1
1041 root 1.11 if (caster->contr->party == NULL)
1042     {
1043 root 1.19 spell->remove ();
1044 root 1.11 return success;
1045 elmex 1.1 }
1046 root 1.27 for_all_players (pl)
1047 root 1.11 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1048     {
1049     cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1050     }
1051 root 1.19 spell->remove ();
1052 root 1.11 return success;
1053     }
1054 elmex 1.1
1055     /* This is where the main dispatch when someone casts a spell.
1056     *
1057     * op is the creature that is owner of the object that is casting the spell -
1058     * eg, the player or monster.
1059     * caster is the actual object (wand, potion) casting the spell. can be
1060     * same as op.
1061     * dir is the direction to cast in. Note in some cases, if the spell
1062     * is self only, dir really doesn't make a difference.
1063     * spell_ob is the spell object that is being cast. From that,
1064     * we can determine what to do.
1065     * stringarg is any options that are being used. It can be NULL. Almost
1066     * certainly, only players will set it. It is basically used as optional
1067     * parameters to a spell (eg, item to create, information for marking runes,
1068     * etc.
1069     * returns 1 on successful cast, or 0 on error. These values should really
1070     * be swapped, so that 0 is successful, and non zero is failure, with a code
1071     * of what it failed.
1072     *
1073     * Note that this function is really a dispatch routine that calls other
1074     * functions - it just blindly returns what ever value those functions
1075     * return. So if your writing a new function that is called from this,
1076     * it shoudl also return 1 on success, 0 on failure.
1077     *
1078     * if it is a player casting the spell (op->type == PLAYER, op == caster),
1079     * this function will decrease the mana/grace appropriately. For other
1080     * objects, the caller should do what it considers appropriate.
1081     */
1082    
1083 root 1.11 int
1084     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1085     {
1086     const char *godname;
1087     int success = 0, mflags, cast_level = 0, old_shoottype;
1088     object *skill = NULL;
1089 elmex 1.1
1090 root 1.11 old_shoottype = op->contr ? op->contr->shoottype : 0;
1091 elmex 1.1
1092 root 1.11 if (!spell_ob)
1093     {
1094     LOG (llevError, "cast_spell: null spell object passed\n");
1095     return 0;
1096 elmex 1.1 }
1097 root 1.13
1098 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
1099     godname = "A random spirit";
1100 elmex 1.1
1101 root 1.11 /* the caller should set caster to op if appropriate */
1102     if (!caster)
1103     {
1104     LOG (llevError, "cast_spell: null caster object passed\n");
1105     return 0;
1106 elmex 1.1 }
1107    
1108 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
1109     * an issue, because they don't have any spellpaths set up.
1110     */
1111 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1112 root 1.11 {
1113     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1114     return 0;
1115 elmex 1.1 }
1116    
1117 root 1.11 /* if it is a player casting the spell, and they are really casting it
1118     * (vs it coming from a wand, scroll, or whatever else), do some
1119     * checks. We let monsters do special things - eg, they
1120     * don't need the skill, bypass level checks, etc. The monster function
1121     * should take care of that.
1122     * Remove the wiz check here and move it further down - some spells
1123     * need to have the right skill pointer passed, so we need to
1124     * at least process that code.
1125     */
1126     if (op->type == PLAYER && op == caster)
1127     {
1128     cast_level = caster_level (caster, spell_ob);
1129     if (spell_ob->skill)
1130     {
1131     skill = find_skill_by_name (op, spell_ob->skill);
1132     if (!skill)
1133     {
1134     new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1135     return 0;
1136 root 1.8 }
1137 root 1.11 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1138     {
1139     new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1140     return 0;
1141 root 1.8 }
1142     }
1143 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1144     * to have sufficient grace/mana.
1145     */
1146     if (!QUERY_FLAG (op, FLAG_WIZ))
1147     {
1148     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1149     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1150     {
1151     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1152     return 0;
1153 root 1.8 }
1154 root 1.30
1155 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1156     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1157     {
1158     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1159     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1160     {
1161     new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1162 root 1.8 }
1163 root 1.11 else
1164     {
1165     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1166     new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1167     return 0;
1168 root 1.8 }
1169     }
1170    
1171 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1172     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1173     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1174     {
1175     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1176     new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1177     if (settings.casting_time == TRUE)
1178     {
1179     op->casting_time = -1;
1180 root 1.8 }
1181 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1182     return 0;
1183     }
1184     else if (spell_ob->stats.sp)
1185     {
1186     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1187    
1188     if (failure < 0)
1189     {
1190     new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1191     if (settings.spell_failure_effects == TRUE)
1192     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1193     op->contr->shoottype = (rangetype) old_shoottype;
1194     op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1195     return 0;
1196 root 1.8 }
1197     }
1198     }
1199 elmex 1.1 }
1200    
1201 root 1.11 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1202    
1203     /* See if we can cast a spell here. If the caster and op are
1204     * not alive, then this would mean that the mapmaker put the
1205     * objects on the space - presume that they know what they are
1206     * doing.
1207     */
1208 elmex 1.9
1209 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1210     {
1211     new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1212     return 0;
1213     }
1214    
1215     if ((spell_ob->type == SPELL)
1216     && (caster->type != POTION)
1217     && !QUERY_FLAG (op, FLAG_WIZCAST)
1218     && (QUERY_FLAG (caster, FLAG_ALIVE)
1219     || QUERY_FLAG (op, FLAG_ALIVE))
1220     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1221     {
1222     if (op->type != PLAYER)
1223 elmex 1.9 return 0;
1224    
1225 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1226     new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1227     else
1228     switch (op->contr->shoottype)
1229     {
1230 root 1.12 case range_magic:
1231     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1232     break;
1233     case range_misc:
1234     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1235     break;
1236     case range_golem:
1237     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1238     break;
1239     default:
1240     break;
1241 root 1.11 }
1242     return 0;
1243     }
1244 elmex 1.1
1245 root 1.11 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1246     {
1247     if (op->casting_time == -1)
1248     { /* begin the casting */
1249     op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1250     op->spell = spell_ob;
1251     /* put the stringarg into the object struct so that when the
1252     * spell is actually cast, it knows about the stringarg.
1253     * necessary for the invoke command spells.
1254     */
1255     if (stringarg)
1256 elmex 1.2 {
1257 root 1.22 op->spellarg = strdup (stringarg);
1258 root 1.8 }
1259 root 1.11 else
1260     op->spellarg = NULL;
1261     return 0;
1262 root 1.8 }
1263 root 1.11 else if (op->casting_time != 0)
1264     {
1265     if (op->type == PLAYER)
1266     new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1267     return 0;
1268 root 1.8 }
1269 root 1.11 else
1270     { /* casting_time == 0 */
1271     op->casting_time = -1;
1272     spell_ob = op->spell;
1273     stringarg = op->spellarg;
1274     }
1275     }
1276     else
1277     {
1278     /* Take into account how long it takes to cast the spell.
1279     * if the player is casting it, then we use the time in
1280     * the spell object. If it is a spell object, have it
1281     * take two ticks. Things that cast spells on the players
1282     * behalf (eg, altars, and whatever else) shouldn't cost
1283     * the player any time.
1284     * Ignore casting time for firewalls
1285     */
1286     if (caster == op && caster->type != FIREWALL)
1287     {
1288     op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1289     /* Other portions of the code may also decrement the speed of the player, so
1290     * put a lower limit so that the player isn't stuck here too long
1291     */
1292     if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1293     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1294     }
1295     else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1296     {
1297     op->speed_left -= 2 * FABS (op->speed);
1298 root 1.8 }
1299 elmex 1.1 }
1300    
1301 root 1.11 if (op->type == PLAYER && op == caster)
1302     {
1303     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1304     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1305 elmex 1.1 }
1306    
1307 root 1.11 /* We want to try to find the skill to properly credit exp.
1308     * for spell casting objects, the exp goes to the skill the casting
1309     * object requires.
1310     */
1311     if (op != caster && !skill && caster->skill)
1312     {
1313     skill = find_skill_by_name (op, caster->skill);
1314     if (!skill)
1315     {
1316     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1317     return 0;
1318 root 1.8 }
1319 root 1.11 change_skill (op, skill, 0); /* needed for proper exp credit */
1320 elmex 1.1 }
1321    
1322 root 1.11 switch (spell_ob->subtype)
1323     {
1324 root 1.12 /* The order of case statements is same as the order they show up
1325     * in in spells.h.
1326     */
1327     case SP_RAISE_DEAD:
1328     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1329     break;
1330    
1331     case SP_RUNE:
1332     success = write_rune (op, caster, spell_ob, dir, stringarg);
1333     break;
1334    
1335     case SP_MAKE_MARK:
1336     success = write_mark (op, spell_ob, stringarg);
1337     break;
1338    
1339     case SP_BOLT:
1340     success = fire_bolt (op, caster, dir, spell_ob, skill);
1341     break;
1342    
1343     case SP_BULLET:
1344     success = fire_bullet (op, caster, dir, spell_ob);
1345     break;
1346    
1347     case SP_CONE:
1348     success = cast_cone (op, caster, dir, spell_ob);
1349     break;
1350    
1351     case SP_BOMB:
1352     success = create_bomb (op, caster, dir, spell_ob);
1353     break;
1354    
1355     case SP_WONDER:
1356     success = cast_wonder (op, caster, dir, spell_ob);
1357     break;
1358    
1359     case SP_SMITE:
1360     success = cast_smite_spell (op, caster, dir, spell_ob);
1361     break;
1362    
1363     case SP_MAGIC_MISSILE:
1364     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1365     break;
1366    
1367     case SP_SUMMON_GOLEM:
1368     success = summon_golem (op, caster, dir, spell_ob);
1369     old_shoottype = range_golem;
1370     break;
1371    
1372     case SP_DIMENSION_DOOR:
1373     /* dimension door needs the actual caster, because that is what is
1374     * moved.
1375     */
1376     success = dimension_door (op, caster, spell_ob, dir);
1377     break;
1378 root 1.8
1379 root 1.12 case SP_MAGIC_MAPPING:
1380     if (op->type == PLAYER)
1381     {
1382     spell_effect (spell_ob, op->x, op->y, op->map, op);
1383     draw_magic_map (op);
1384     success = 1;
1385     }
1386     else
1387     success = 0;
1388     break;
1389 elmex 1.1
1390 root 1.12 case SP_MAGIC_WALL:
1391     success = magic_wall (op, caster, dir, spell_ob);
1392     break;
1393 root 1.8
1394 root 1.12 case SP_DESTRUCTION:
1395     success = cast_destruction (op, caster, spell_ob);
1396     break;
1397 root 1.8
1398 root 1.12 case SP_PERCEIVE_SELF:
1399     success = perceive_self (op);
1400     break;
1401 root 1.8
1402 root 1.12 case SP_WORD_OF_RECALL:
1403     success = cast_word_of_recall (op, caster, spell_ob);
1404     break;
1405 root 1.8
1406 root 1.12 case SP_INVISIBLE:
1407     success = cast_invisible (op, caster, spell_ob);
1408     break;
1409 root 1.8
1410 root 1.12 case SP_PROBE:
1411     success = probe (op, caster, spell_ob, dir);
1412     break;
1413 root 1.8
1414 root 1.12 case SP_HEALING:
1415     success = cast_heal (op, caster, spell_ob, dir);
1416     break;
1417 root 1.8
1418 root 1.12 case SP_CREATE_FOOD:
1419     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1420     break;
1421 root 1.8
1422 root 1.12 case SP_EARTH_TO_DUST:
1423     success = cast_earth_to_dust (op, caster, spell_ob);
1424     break;
1425 root 1.8
1426 root 1.12 case SP_CHANGE_ABILITY:
1427     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1428     break;
1429 root 1.8
1430 root 1.12 case SP_BLESS:
1431     success = cast_bless (op, caster, spell_ob, dir);
1432     break;
1433 root 1.8
1434 root 1.12 case SP_CURSE:
1435     success = cast_curse (op, caster, spell_ob, dir);
1436     break;
1437 root 1.8
1438 root 1.12 case SP_SUMMON_MONSTER:
1439     success = summon_object (op, caster, spell_ob, dir, stringarg);
1440     break;
1441 root 1.8
1442 root 1.12 case SP_CHARGING:
1443     success = recharge (op, caster, spell_ob);
1444     break;
1445 root 1.8
1446 root 1.12 case SP_POLYMORPH:
1447 elmex 1.1 #ifdef NO_POLYMORPH
1448 root 1.12 /* Not great, but at least provide feedback so if players do have
1449     * polymorph (ie, find it as a preset item or left over from before
1450     * it was disabled), they get some feedback.
1451     */
1452     new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1453     success = 0;
1454 elmex 1.1 #else
1455 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1456 elmex 1.1 #endif
1457 root 1.12 break;
1458 root 1.8
1459 root 1.12 case SP_ALCHEMY:
1460     success = alchemy (op, caster, spell_ob);
1461     break;
1462    
1463     case SP_REMOVE_CURSE:
1464     success = remove_curse (op, caster, spell_ob);
1465     break;
1466    
1467     case SP_IDENTIFY:
1468     success = cast_identify (op, caster, spell_ob);
1469     break;
1470    
1471     case SP_DETECTION:
1472     success = cast_detection (op, caster, spell_ob, skill);
1473     break;
1474    
1475     case SP_MOOD_CHANGE:
1476     success = mood_change (op, caster, spell_ob);
1477     break;
1478 elmex 1.1
1479 root 1.12 case SP_MOVING_BALL:
1480     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1481     {
1482     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1483     success = 0;
1484     }
1485     else
1486     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1487     break;
1488 elmex 1.1
1489 root 1.12 case SP_SWARM:
1490     success = fire_swarm (op, caster, spell_ob, dir);
1491     break;
1492    
1493     case SP_CHANGE_MANA:
1494     success = cast_transfer (op, caster, spell_ob, dir);
1495     break;
1496    
1497     case SP_DISPEL_RUNE:
1498     /* in rune.c */
1499     success = dispel_rune (op, caster, spell_ob, skill, dir);
1500     break;
1501    
1502     case SP_CREATE_MISSILE:
1503     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1504     break;
1505    
1506     case SP_CONSECRATE:
1507     success = cast_consecrate (op, caster, spell_ob);
1508     break;
1509    
1510     case SP_ANIMATE_WEAPON:
1511     success = animate_weapon (op, caster, spell_ob, dir);
1512     old_shoottype = range_golem;
1513     break;
1514    
1515     case SP_LIGHT:
1516     success = cast_light (op, caster, spell_ob, dir);
1517     break;
1518    
1519     case SP_CHANGE_MAP_LIGHT:
1520     success = cast_change_map_lightlevel (op, caster, spell_ob);
1521     break;
1522    
1523     case SP_FAERY_FIRE:
1524     success = cast_destruction (op, caster, spell_ob);
1525     break;
1526    
1527     case SP_CAUSE_DISEASE:
1528     success = cast_cause_disease (op, caster, spell_ob, dir);
1529     break;
1530    
1531     case SP_AURA:
1532     success = create_aura (op, caster, spell_ob);
1533     break;
1534    
1535     case SP_TOWN_PORTAL:
1536     success = cast_create_town_portal (op, caster, spell_ob, dir);
1537     break;
1538    
1539     case SP_PARTY_SPELL:
1540     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1541     break;
1542    
1543     default:
1544     if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1545     LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1546 elmex 1.1 }
1547    
1548 root 1.11 /* FIXME - we need some better sound suppport */
1549     // yes, for example, augment map info with the spell effect
1550     // so clients can calculate the sounds themselves
1551     //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1552 elmex 1.1
1553 root 1.11 /* free the spell arg */
1554     if (settings.casting_time == TRUE && stringarg)
1555     {
1556     free (stringarg);
1557     stringarg = NULL;
1558 elmex 1.1 }
1559 root 1.11 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1560     * to something like use_magic_item, but you really want to be able to fire
1561     * it again.
1562     */
1563     if (op->contr)
1564     op->contr->shoottype = (rangetype) old_shoottype;
1565 elmex 1.1
1566 root 1.11 return success;
1567 elmex 1.1 }
1568    
1569    
1570     /* This is called from time.c/process_object(). That function
1571     * calls this for any SPELL_EFFECT type objects. This function
1572     * then dispatches them to the appropriate specific routines.
1573     */
1574 root 1.11 void
1575     move_spell_effect (object *op)
1576     {
1577     switch (op->subtype)
1578     {
1579 root 1.12 case SP_BOLT:
1580     move_bolt (op);
1581     break;
1582    
1583     case SP_BULLET:
1584     move_bullet (op);
1585     break;
1586    
1587     case SP_EXPLOSION:
1588     explosion (op);
1589     break;
1590    
1591     case SP_CONE:
1592     move_cone (op);
1593     break;
1594    
1595     case SP_BOMB:
1596     animate_bomb (op);
1597     break;
1598    
1599     case SP_MAGIC_MISSILE:
1600     move_missile (op);
1601     break;
1602    
1603     case SP_WORD_OF_RECALL:
1604     execute_word_of_recall (op);
1605     break;
1606    
1607     case SP_MOVING_BALL:
1608     move_ball_spell (op);
1609     break;
1610    
1611     case SP_SWARM:
1612     move_swarm_spell (op);
1613     break;
1614    
1615     case SP_AURA:
1616     move_aura (op);
1617     break;
1618 elmex 1.1 }
1619     }
1620    
1621     /* this checks to see if something special should happen if
1622     * something runs into the object.
1623     */
1624 root 1.11 void
1625     check_spell_effect (object *op)
1626     {
1627     switch (op->subtype)
1628     {
1629 root 1.12 case SP_BOLT:
1630     move_bolt (op);
1631     return;
1632    
1633     case SP_BULLET:
1634     check_bullet (op);
1635     return;
1636 elmex 1.1 }
1637     }
1638    
1639     /* This is called by move_apply. Basically, if someone
1640     * moves onto a spell effect and the walk_on or fly_on flags
1641     * are set, this is called. This should only be called for
1642     * objects of the appropraite type.
1643     */
1644 root 1.11 void
1645     apply_spell_effect (object *spell, object *victim)
1646 elmex 1.1 {
1647 root 1.11 switch (spell->subtype)
1648     {
1649 root 1.12 case SP_CONE:
1650     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1651     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1652     break;
1653 root 1.8
1654 root 1.12 case SP_MAGIC_MISSILE:
1655     if (QUERY_FLAG (victim, FLAG_ALIVE))
1656     {
1657 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1658 root 1.11
1659 root 1.16 if (!spell->destroyed ())
1660 root 1.20 spell->destroy ();
1661 root 1.12 }
1662     break;
1663 root 1.8
1664 root 1.12 case SP_MOVING_BALL:
1665     if (QUERY_FLAG (victim, FLAG_ALIVE))
1666     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1667     else if (victim->material || victim->materialname)
1668     save_throw_object (victim, spell->attacktype, spell);
1669     break;
1670 elmex 1.1 }
1671     }