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/cvs/deliantra/server/server/spell_util.C
Revision: 1.37
Committed: Tue Feb 13 21:28:11 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.36: +7 -17 lines
Log Message:
uglyness prevails in fixing nekosan

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.34 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * 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     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
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 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 root 1.32 if (!xy_normalise (m, x, y))
487     return 0;
488 root 1.11
489 root 1.32 mapspace &ms = m->at (x, y);
490 root 1.11
491 root 1.32 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
492 root 1.11 return 0;
493    
494 root 1.32 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
495 root 1.11 {
496     /* If there is a counterspell on the space, and this
497     * object is using magic, don't progress. I believe we could
498     * leave this out and let in progress, and other areas of the code
499     * will then remove it, but that would seem to to use more
500     * resources, and may not work as well if a player is standing
501     * on top of a counterwall spell (may hit the player before being
502     * removed.) On the other hand, it may be more dramatic for the
503     * spell to actually hit the counterwall and be sucked up.
504     */
505     if ((tmp->attacktype & AT_COUNTERSPELL) &&
506     (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) &&
507     (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC))
508     return 0;
509    
510     /* This is to prevent 'out of control' spells. Basically, this
511     * limits one spell effect per space per spell. This is definately
512     * needed for performance reasons, and just for playability I believe.
513     * there are no such things as multispaced spells right now, so
514     * we don't need to worry about the head.
515     */
516     if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
517     return 0;
518    
519     /*
520     * Combine similar spell effects into one spell effect. Needed for
521     * performance reasons with meteor swarm and the like, but also for
522     * playability reasons.
523     */
524     if (tmp->arch == op->arch
525     && tmp->type == op->type
526     && tmp->subtype == op->subtype
527 root 1.33 && tmp->owner == op->owner
528     && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
529 root 1.11 {
530     tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
531     tmp->range = MAX (tmp->range, op->range);
532     tmp->duration = MAX (tmp->duration, op->duration);
533     return 0;
534 elmex 1.1 }
535    
536 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
537     * ground to prevent it from moving along?
538     */
539 elmex 1.1 }
540 root 1.32
541 root 1.11 /* If it passes the above tests, it must be OK */
542     return 1;
543 elmex 1.1 }
544    
545     /* fire_arch_from_position: fires an archetype.
546     * op: person firing the object.
547     * caster: object casting the spell.
548     * x, y: where to fire the spell (note, it then uses op->map for the map
549     * for these coordinates, which is probably a really bad idea.
550     * dir: direction to fire in.
551     * spell: spell that is being fired. It uses other_arch for the archetype
552     * to fire.
553     * returns 0 on failure, 1 on success.
554     */
555    
556 root 1.11 int
557     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
558     {
559     object *tmp;
560     int mflags;
561 root 1.17 maptile *m;
562 root 1.11
563     if (spell->other_arch == NULL)
564     return 0;
565    
566     m = op->map;
567     mflags = get_map_flags (m, &m, x, y, &x, &y);
568     if (mflags & P_OUT_OF_MAP)
569     {
570     return 0;
571 elmex 1.1 }
572    
573 root 1.11 tmp = arch_to_object (spell->other_arch);
574 elmex 1.1
575 root 1.11 if (tmp == NULL)
576     return 0;
577 elmex 1.1
578 root 1.11 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
579     {
580     new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
581 root 1.20 tmp->destroy ();
582 root 1.11 return 0;
583 elmex 1.1 }
584    
585 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
586     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
587     /* code in time.c uses food for some things, duration for others */
588     tmp->stats.food = tmp->duration;
589     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
590     tmp->attacktype = spell->attacktype;
591     tmp->x = x;
592     tmp->y = y;
593     tmp->direction = dir;
594 root 1.21 if (op->owner != NULL)
595     tmp->set_owner (op);
596 root 1.11 else
597 root 1.21 tmp->set_owner (op);
598 root 1.11 tmp->level = caster_level (caster, spell);
599     set_spell_skill (op, caster, spell, tmp);
600    
601     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
602     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
603     {
604     if (!tailor_god_spell (tmp, op))
605     return 0;
606 elmex 1.1 }
607 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
608     SET_ANIMATION (tmp, dir);
609 elmex 1.1
610 root 1.29 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
611     move_spell_effect (tmp);
612 elmex 1.1
613 root 1.11 return 1;
614 elmex 1.1 }
615    
616     /*****************************************************************************
617     *
618     * Code related to rods - perhaps better located in another file?
619     *
620     ****************************************************************************/
621 root 1.11 void
622     regenerate_rod (object *rod)
623     {
624     if (rod->stats.hp < rod->stats.maxhp)
625     {
626     rod->stats.hp += 1 + rod->stats.maxhp / 10;
627 elmex 1.1
628 root 1.11 if (rod->stats.hp > rod->stats.maxhp)
629     rod->stats.hp = rod->stats.maxhp;
630 elmex 1.1 }
631     }
632    
633    
634 root 1.11 void
635     drain_rod_charge (object *rod)
636     {
637     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
638 elmex 1.1 }
639    
640     /* this function is commonly used to find a friendly target for
641     * spells such as heal or protection or armour
642     * op is what is looking for the target (which can be a player),
643     * dir is the direction we are looking in. Return object found, or
644     * NULL if no good object.
645     */
646 root 1.11 object *
647     find_target_for_friendly_spell (object *op, int dir)
648     {
649     object *tmp;
650    
651     /* I don't really get this block - if op isn't a player or rune,
652     * we then make the owner of this object the target.
653     * The owner could very well be no where near op.
654     */
655     if (op->type != PLAYER && op->type != RUNE)
656     {
657 root 1.21 tmp = op->owner;
658 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
659     * to the caster.
660     */
661     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
662     tmp = op;
663 elmex 1.1 }
664 root 1.11 else
665     {
666 root 1.37 maptile *m = op->map;
667     sint16 x = op->x + freearr_x[dir];
668     sint16 y = op->y + freearr_y[dir];
669    
670     tmp = xy_normalise (m, x, y)
671     ? m->at (x, y).player ()
672     : 0;
673 root 1.11 }
674 root 1.26
675 root 1.11 /* didn't find a player there, look in current square for a player */
676 root 1.26 if (!tmp)
677     tmp = op->ms ().player ();
678 elmex 1.1
679 root 1.11 return tmp;
680 elmex 1.1 }
681    
682    
683    
684     /* raytrace:
685     * spell_find_dir(map, x, y, exclude) will search first the center square
686     * then some close squares in the given map at the given coordinates for
687     * live objects.
688     * It will not consider the object given as exclude (= caster) among possible
689     * live objects. If the caster is a player, the spell will go after
690     * monsters/generators only. If not, the spell will hunt players only.
691     * It returns the direction toward the first/closest live object if it finds
692     * any, otherwise -1.
693     * note that exclude can be NULL, in which case all bets are off.
694     */
695    
696 root 1.11 int
697 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
698 root 1.11 {
699     int i, max = SIZEOFFREE;
700     sint16 nx, ny;
701     int owner_type = 0, mflags;
702     object *tmp;
703 root 1.17 maptile *mp;
704 root 1.11
705     if (exclude && exclude->head)
706     exclude = exclude->head;
707     if (exclude && exclude->type)
708     owner_type = exclude->type;
709    
710     for (i = rndm (1, 8); i < max; i++)
711     {
712     nx = x + freearr_x[i];
713     ny = y + freearr_y[i];
714     mp = m;
715     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
716     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
717     continue;
718    
719 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
720 root 1.11
721     while (tmp != NULL && (((owner_type == PLAYER &&
722     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
723     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
724     tmp = tmp->above;
725 elmex 1.1
726 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
727     return freedir[i];
728 elmex 1.1 }
729 root 1.11 return -1; /* flag for "keep going the way you were" */
730 elmex 1.1 }
731    
732    
733    
734     /* put_a_monster: puts a monster named monstername near by
735     * op. This creates the treasures for the monsters, and
736     * also deals with multipart monsters properly.
737     */
738    
739 root 1.11 void
740     put_a_monster (object *op, const char *monstername)
741     {
742     object *tmp, *head = NULL, *prev = NULL;
743     archetype *at;
744     int dir;
745    
746     /* Handle cases where we are passed a bogus mosntername */
747    
748 root 1.14 if ((at = archetype::find (monstername)) == NULL)
749 root 1.11 return;
750    
751     /* find a free square nearby
752     * first we check the closest square for free squares
753     */
754    
755     dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
756     if (dir != -1)
757     {
758     /* This is basically grabbed for generate monster. Fixed 971225 to
759     * insert multipart monsters properly
760     */
761     while (at != NULL)
762     {
763     tmp = arch_to_object (at);
764     tmp->x = op->x + freearr_x[dir] + at->clone.x;
765     tmp->y = op->y + freearr_y[dir] + at->clone.y;
766     tmp->map = op->map;
767     if (head)
768     {
769     tmp->head = head;
770     prev->more = tmp;
771 root 1.8 }
772 root 1.11 if (!head)
773     head = tmp;
774     prev = tmp;
775     at = at->more;
776 root 1.8 }
777    
778 root 1.11 if (head->randomitems)
779     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
780 root 1.8
781 root 1.11 insert_ob_in_map (head, op->map, op, 0);
782 root 1.8
783 root 1.11 /* thought it'd be cool to insert a burnout, too. */
784 root 1.29 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
785 elmex 1.1 }
786     }
787    
788     /* peterm: function which summons hostile monsters and
789     * places them in nearby squares.
790     * op is the summoner.
791     * n is the number of monsters.
792     * monstername is the name of the monster.
793     * returns the number of monsters, which is basically n.
794     * it should really see how many it successfully replaced and
795     * return that instead.
796     * Note that this is not used by any spells (summon evil monsters
797     * use to call this, but best I can tell, that spell/ability was
798     * never used. This is however used by various failures on the
799     * players part (alchemy, reincarnation, etc)
800     */
801    
802 root 1.11 int
803     summon_hostile_monsters (object *op, int n, const char *monstername)
804     {
805     int i;
806    
807     for (i = 0; i < n; i++)
808     put_a_monster (op, monstername);
809 elmex 1.1
810 root 1.11 return n;
811 elmex 1.1 }
812    
813    
814     /* Some local definitions for shuffle-attack */
815 root 1.11 struct attacktype_shuffle
816     {
817     int attacktype;
818     int face;
819     } ATTACKS[22] =
820     {
821     {
822     AT_PHYSICAL, 0},
823     {
824     AT_PHYSICAL, 0}, /*face = explosion */
825     {
826     AT_PHYSICAL, 0},
827     {
828     AT_MAGIC, 1},
829     {
830     AT_MAGIC, 1}, /* face = last-burnout */
831     {
832     AT_MAGIC, 1},
833     {
834     AT_FIRE, 2},
835     {
836     AT_FIRE, 2}, /* face = fire.... */
837     {
838     AT_FIRE, 2},
839     {
840     AT_ELECTRICITY, 3},
841     {
842     AT_ELECTRICITY, 3}, /* ball_lightning */
843     {
844     AT_ELECTRICITY, 3},
845     {
846     AT_COLD, 4},
847     {
848     AT_COLD, 4}, /* face=icestorm */
849     {
850     AT_COLD, 4},
851     {
852     AT_CONFUSION, 5},
853     {
854     AT_POISON, 7},
855     {
856     AT_POISON, 7}, /* face = acid sphere. generator */
857     {
858     AT_POISON, 7}, /* poisoncloud face */
859     {
860     AT_SLOW, 8},
861     {
862     AT_PARALYZE, 9},
863     {
864     AT_FEAR, 10}};
865 elmex 1.1
866    
867    
868     /* shuffle_attack: peterm
869     * This routine shuffles the attack of op to one of the
870     * ones in the list. It does this at random. It also
871     * chooses a face appropriate to the attack that is
872     * being committed by that square at the moment.
873     * right now it's being used by color spray and create pool of
874     * chaos.
875     * This could really be a better implementation - the
876     * faces and attacktypes above are hardcoded, which is never
877     * good. The faces refer to faces in the animation sequence.
878     * Not sure how to do better - but not having it hardcoded
879     * would be nice.
880     * I also fixed a bug here in that attacktype was |= -
881     * to me, that would be that it would quickly get all
882     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
883     */
884 root 1.11 void
885     shuffle_attack (object *op, int change_face)
886 elmex 1.1 {
887 root 1.11 int i;
888 elmex 1.1
889 root 1.11 i = rndm (0, 21);
890 elmex 1.1
891 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
892    
893     if (change_face)
894     {
895     SET_ANIMATION (op, ATTACKS[i].face);
896 elmex 1.1 }
897     }
898    
899    
900     /* prayer_failure: This is called when a player fails
901     * at casting a prayer.
902     * op is the player.
903     * failure is basically how much grace they had.
904     * power is how much grace the spell would normally take to cast.
905     */
906    
907 root 1.11 void
908     prayer_failure (object *op, int failure, int power)
909     {
910     const char *godname;
911     object *tmp;
912 elmex 1.1
913 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
914     godname = "Your spirit";
915 elmex 1.1
916 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
917 elmex 1.1 {
918 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
919     tmp = get_archetype (SPELL_WONDER);
920     cast_cone (op, op, 0, tmp);
921 root 1.20 tmp->destroy ();
922 elmex 1.1 }
923    
924 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
925 elmex 1.1 {
926 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
927     confuse_player (op, op, 99);
928 elmex 1.1 }
929 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
930 elmex 1.1 {
931 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
932     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
933     paralyze_player (op, op, 99);
934 elmex 1.1 }
935 root 1.11 else if (failure <= -150) /* blast the immediate area */
936     {
937     tmp = get_archetype (GOD_POWER);
938     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
939     cast_magic_storm (op, tmp, power);
940 elmex 1.1 }
941     }
942    
943     /*
944     * spell_failure() handles the various effects for differing degrees
945     * of failure badness.
946     * op is the player that failed.
947     * failure is a random value of how badly you failed.
948     * power is how many spellpoints you'd normally need for the spell.
949     * skill is the skill you'd need to cast the spell.
950     */
951    
952 root 1.11 void
953     spell_failure (object *op, int failure, int power, object *skill)
954     {
955     object *tmp;
956 elmex 1.1
957 root 1.11 if (settings.spell_failure_effects == FALSE)
958     return;
959 elmex 1.1
960 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
961 elmex 1.1 {
962 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
963     tmp = get_archetype (SPELL_WONDER);
964     cast_cone (op, op, 0, tmp);
965 root 1.20 tmp->destroy ();
966 elmex 1.1 }
967    
968 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
969 elmex 1.1 {
970 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
971     confuse_player (op, op, 99);
972 elmex 1.1 }
973 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
974 elmex 1.1 {
975 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
976     paralyze_player (op, op, 99);
977 elmex 1.1 }
978 root 1.11 else if (failure <= -80) /* blast the immediate area */
979     {
980     object *tmp;
981 root 1.8
982 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
983     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
984     {
985     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
986     hit_player (op, 9998, op, AT_INTERNAL, 1);
987 root 1.8
988 root 1.11 }
989     else
990     {
991     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
992     tmp = get_archetype (LOOSE_MANA);
993     tmp->level = skill->level;
994    
995     /* increase the area of destruction a little for more powerful spells */
996     tmp->range += isqrt (power);
997    
998     if (power > 25)
999     tmp->stats.dam = 25 + isqrt (power);
1000     else
1001     tmp->stats.dam = power; /* nasty recoils! */
1002 root 1.8
1003 root 1.11 tmp->stats.maxhp = tmp->count;
1004 root 1.29
1005     tmp->insert_at (op);
1006 root 1.8 }
1007 elmex 1.1 }
1008     }
1009    
1010 root 1.11 int
1011     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1012     {
1013     int success;
1014     player *pl;
1015     object *spell;
1016    
1017     if (!spell_ob->other_arch)
1018 elmex 1.1 {
1019 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
1020     return 0;
1021     }
1022     spell = arch_to_object (spell_ob->other_arch);
1023 elmex 1.1
1024 root 1.11 /* Always cast spell on caster */
1025     success = cast_spell (op, caster, dir, spell, stringarg);
1026 elmex 1.1
1027 root 1.11 if (caster->contr->party == NULL)
1028     {
1029 root 1.19 spell->remove ();
1030 root 1.11 return success;
1031 elmex 1.1 }
1032 root 1.27 for_all_players (pl)
1033 root 1.11 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1034     {
1035     cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1036     }
1037 root 1.19 spell->remove ();
1038 root 1.11 return success;
1039     }
1040 elmex 1.1
1041     /* This is where the main dispatch when someone casts a spell.
1042     *
1043     * op is the creature that is owner of the object that is casting the spell -
1044     * eg, the player or monster.
1045     * caster is the actual object (wand, potion) casting the spell. can be
1046     * same as op.
1047     * dir is the direction to cast in. Note in some cases, if the spell
1048     * is self only, dir really doesn't make a difference.
1049     * spell_ob is the spell object that is being cast. From that,
1050     * we can determine what to do.
1051     * stringarg is any options that are being used. It can be NULL. Almost
1052     * certainly, only players will set it. It is basically used as optional
1053     * parameters to a spell (eg, item to create, information for marking runes,
1054     * etc.
1055     * returns 1 on successful cast, or 0 on error. These values should really
1056     * be swapped, so that 0 is successful, and non zero is failure, with a code
1057     * of what it failed.
1058     *
1059     * Note that this function is really a dispatch routine that calls other
1060     * functions - it just blindly returns what ever value those functions
1061     * return. So if your writing a new function that is called from this,
1062     * it shoudl also return 1 on success, 0 on failure.
1063     *
1064     * if it is a player casting the spell (op->type == PLAYER, op == caster),
1065     * this function will decrease the mana/grace appropriately. For other
1066     * objects, the caller should do what it considers appropriate.
1067     */
1068    
1069 root 1.11 int
1070     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1071     {
1072     const char *godname;
1073     int success = 0, mflags, cast_level = 0, old_shoottype;
1074     object *skill = NULL;
1075 elmex 1.1
1076 root 1.11 old_shoottype = op->contr ? op->contr->shoottype : 0;
1077 elmex 1.1
1078 root 1.11 if (!spell_ob)
1079     {
1080     LOG (llevError, "cast_spell: null spell object passed\n");
1081     return 0;
1082 elmex 1.1 }
1083 root 1.13
1084 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
1085     godname = "A random spirit";
1086 elmex 1.1
1087 root 1.11 /* the caller should set caster to op if appropriate */
1088     if (!caster)
1089     {
1090     LOG (llevError, "cast_spell: null caster object passed\n");
1091     return 0;
1092 elmex 1.1 }
1093    
1094 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
1095     * an issue, because they don't have any spellpaths set up.
1096     */
1097 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1098 root 1.11 {
1099     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1100     return 0;
1101 elmex 1.1 }
1102    
1103 root 1.11 /* if it is a player casting the spell, and they are really casting it
1104     * (vs it coming from a wand, scroll, or whatever else), do some
1105     * checks. We let monsters do special things - eg, they
1106     * don't need the skill, bypass level checks, etc. The monster function
1107     * should take care of that.
1108     * Remove the wiz check here and move it further down - some spells
1109     * need to have the right skill pointer passed, so we need to
1110     * at least process that code.
1111     */
1112     if (op->type == PLAYER && op == caster)
1113     {
1114     cast_level = caster_level (caster, spell_ob);
1115     if (spell_ob->skill)
1116     {
1117     skill = find_skill_by_name (op, spell_ob->skill);
1118     if (!skill)
1119     {
1120     new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1121     return 0;
1122 root 1.8 }
1123 root 1.11 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1124     {
1125     new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1126     return 0;
1127 root 1.8 }
1128     }
1129 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1130     * to have sufficient grace/mana.
1131     */
1132     if (!QUERY_FLAG (op, FLAG_WIZ))
1133     {
1134     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1135     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1136     {
1137     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1138     return 0;
1139 root 1.8 }
1140 root 1.30
1141 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1142     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1143     {
1144     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1145     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1146     {
1147     new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1148 root 1.8 }
1149 root 1.11 else
1150     {
1151     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1152     new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1153     return 0;
1154 root 1.8 }
1155     }
1156    
1157 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1158     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1159     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1160     {
1161     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1162     new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1163 root 1.35
1164 root 1.11 if (settings.casting_time == TRUE)
1165 root 1.35 op->casting_time = -1;
1166    
1167 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1168     return 0;
1169     }
1170     else if (spell_ob->stats.sp)
1171     {
1172     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1173    
1174     if (failure < 0)
1175     {
1176     new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1177     if (settings.spell_failure_effects == TRUE)
1178     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1179     op->contr->shoottype = (rangetype) old_shoottype;
1180     op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1181     return 0;
1182 root 1.8 }
1183     }
1184     }
1185 elmex 1.1 }
1186    
1187 root 1.11 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1188    
1189     /* See if we can cast a spell here. If the caster and op are
1190     * not alive, then this would mean that the mapmaker put the
1191     * objects on the space - presume that they know what they are
1192     * doing.
1193     */
1194 elmex 1.9
1195 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1196     {
1197     new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1198     return 0;
1199     }
1200    
1201     if ((spell_ob->type == SPELL)
1202     && (caster->type != POTION)
1203     && !QUERY_FLAG (op, FLAG_WIZCAST)
1204     && (QUERY_FLAG (caster, FLAG_ALIVE)
1205     || QUERY_FLAG (op, FLAG_ALIVE))
1206     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1207     {
1208     if (op->type != PLAYER)
1209 elmex 1.9 return 0;
1210    
1211 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1212     new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1213     else
1214     switch (op->contr->shoottype)
1215     {
1216 root 1.12 case range_magic:
1217     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1218     break;
1219     case range_misc:
1220     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1221     break;
1222     case range_golem:
1223     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1224     break;
1225     default:
1226     break;
1227 root 1.11 }
1228     return 0;
1229     }
1230 elmex 1.1
1231 root 1.11 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1232     {
1233     if (op->casting_time == -1)
1234     { /* begin the casting */
1235     op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1236     op->spell = spell_ob;
1237     /* put the stringarg into the object struct so that when the
1238     * spell is actually cast, it knows about the stringarg.
1239     * necessary for the invoke command spells.
1240     */
1241     if (stringarg)
1242 elmex 1.2 {
1243 root 1.22 op->spellarg = strdup (stringarg);
1244 root 1.8 }
1245 root 1.11 else
1246     op->spellarg = NULL;
1247     return 0;
1248 root 1.8 }
1249 root 1.11 else if (op->casting_time != 0)
1250     {
1251     if (op->type == PLAYER)
1252     new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1253     return 0;
1254 root 1.8 }
1255 root 1.11 else
1256     { /* casting_time == 0 */
1257     op->casting_time = -1;
1258     spell_ob = op->spell;
1259     stringarg = op->spellarg;
1260     }
1261     }
1262     else
1263     {
1264     /* Take into account how long it takes to cast the spell.
1265     * if the player is casting it, then we use the time in
1266     * the spell object. If it is a spell object, have it
1267     * take two ticks. Things that cast spells on the players
1268     * behalf (eg, altars, and whatever else) shouldn't cost
1269     * the player any time.
1270     * Ignore casting time for firewalls
1271     */
1272     if (caster == op && caster->type != FIREWALL)
1273     {
1274     op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1275     /* Other portions of the code may also decrement the speed of the player, so
1276     * put a lower limit so that the player isn't stuck here too long
1277     */
1278     if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1279     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1280     }
1281     else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1282     {
1283     op->speed_left -= 2 * FABS (op->speed);
1284 root 1.8 }
1285 elmex 1.1 }
1286    
1287 root 1.11 if (op->type == PLAYER && op == caster)
1288     {
1289     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1290     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1291 elmex 1.1 }
1292    
1293 root 1.11 /* We want to try to find the skill to properly credit exp.
1294     * for spell casting objects, the exp goes to the skill the casting
1295     * object requires.
1296     */
1297     if (op != caster && !skill && caster->skill)
1298     {
1299     skill = find_skill_by_name (op, caster->skill);
1300     if (!skill)
1301     {
1302     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1303     return 0;
1304 root 1.8 }
1305 root 1.11 change_skill (op, skill, 0); /* needed for proper exp credit */
1306 elmex 1.1 }
1307    
1308 root 1.11 switch (spell_ob->subtype)
1309     {
1310 root 1.12 /* The order of case statements is same as the order they show up
1311     * in in spells.h.
1312     */
1313     case SP_RAISE_DEAD:
1314     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1315     break;
1316    
1317     case SP_RUNE:
1318     success = write_rune (op, caster, spell_ob, dir, stringarg);
1319     break;
1320    
1321     case SP_MAKE_MARK:
1322     success = write_mark (op, spell_ob, stringarg);
1323     break;
1324    
1325     case SP_BOLT:
1326     success = fire_bolt (op, caster, dir, spell_ob, skill);
1327     break;
1328    
1329     case SP_BULLET:
1330     success = fire_bullet (op, caster, dir, spell_ob);
1331     break;
1332    
1333     case SP_CONE:
1334     success = cast_cone (op, caster, dir, spell_ob);
1335     break;
1336    
1337     case SP_BOMB:
1338     success = create_bomb (op, caster, dir, spell_ob);
1339     break;
1340    
1341     case SP_WONDER:
1342     success = cast_wonder (op, caster, dir, spell_ob);
1343     break;
1344    
1345     case SP_SMITE:
1346     success = cast_smite_spell (op, caster, dir, spell_ob);
1347     break;
1348    
1349     case SP_MAGIC_MISSILE:
1350     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1351     break;
1352    
1353     case SP_SUMMON_GOLEM:
1354     success = summon_golem (op, caster, dir, spell_ob);
1355     old_shoottype = range_golem;
1356     break;
1357    
1358     case SP_DIMENSION_DOOR:
1359     /* dimension door needs the actual caster, because that is what is
1360     * moved.
1361     */
1362     success = dimension_door (op, caster, spell_ob, dir);
1363     break;
1364 root 1.8
1365 root 1.12 case SP_MAGIC_MAPPING:
1366     if (op->type == PLAYER)
1367     {
1368     spell_effect (spell_ob, op->x, op->y, op->map, op);
1369     draw_magic_map (op);
1370     success = 1;
1371     }
1372     else
1373     success = 0;
1374     break;
1375 elmex 1.1
1376 root 1.12 case SP_MAGIC_WALL:
1377     success = magic_wall (op, caster, dir, spell_ob);
1378     break;
1379 root 1.8
1380 root 1.12 case SP_DESTRUCTION:
1381     success = cast_destruction (op, caster, spell_ob);
1382     break;
1383 root 1.8
1384 root 1.12 case SP_PERCEIVE_SELF:
1385     success = perceive_self (op);
1386     break;
1387 root 1.8
1388 root 1.12 case SP_WORD_OF_RECALL:
1389     success = cast_word_of_recall (op, caster, spell_ob);
1390     break;
1391 root 1.8
1392 root 1.12 case SP_INVISIBLE:
1393     success = cast_invisible (op, caster, spell_ob);
1394     break;
1395 root 1.8
1396 root 1.12 case SP_PROBE:
1397     success = probe (op, caster, spell_ob, dir);
1398     break;
1399 root 1.8
1400 root 1.12 case SP_HEALING:
1401     success = cast_heal (op, caster, spell_ob, dir);
1402     break;
1403 root 1.8
1404 root 1.12 case SP_CREATE_FOOD:
1405     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1406     break;
1407 root 1.8
1408 root 1.12 case SP_EARTH_TO_DUST:
1409     success = cast_earth_to_dust (op, caster, spell_ob);
1410     break;
1411 root 1.8
1412 root 1.12 case SP_CHANGE_ABILITY:
1413     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1414     break;
1415 root 1.8
1416 root 1.12 case SP_BLESS:
1417     success = cast_bless (op, caster, spell_ob, dir);
1418     break;
1419 root 1.8
1420 root 1.12 case SP_CURSE:
1421     success = cast_curse (op, caster, spell_ob, dir);
1422     break;
1423 root 1.8
1424 root 1.12 case SP_SUMMON_MONSTER:
1425     success = summon_object (op, caster, spell_ob, dir, stringarg);
1426     break;
1427 root 1.8
1428 root 1.12 case SP_CHARGING:
1429     success = recharge (op, caster, spell_ob);
1430     break;
1431 root 1.8
1432 root 1.12 case SP_POLYMORPH:
1433 elmex 1.1 #ifdef NO_POLYMORPH
1434 root 1.12 /* Not great, but at least provide feedback so if players do have
1435     * polymorph (ie, find it as a preset item or left over from before
1436     * it was disabled), they get some feedback.
1437     */
1438     new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1439     success = 0;
1440 elmex 1.1 #else
1441 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1442 elmex 1.1 #endif
1443 root 1.12 break;
1444 root 1.8
1445 root 1.12 case SP_ALCHEMY:
1446     success = alchemy (op, caster, spell_ob);
1447     break;
1448    
1449     case SP_REMOVE_CURSE:
1450     success = remove_curse (op, caster, spell_ob);
1451     break;
1452    
1453     case SP_IDENTIFY:
1454     success = cast_identify (op, caster, spell_ob);
1455     break;
1456    
1457     case SP_DETECTION:
1458     success = cast_detection (op, caster, spell_ob, skill);
1459     break;
1460    
1461     case SP_MOOD_CHANGE:
1462     success = mood_change (op, caster, spell_ob);
1463     break;
1464 elmex 1.1
1465 root 1.12 case SP_MOVING_BALL:
1466     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1467     {
1468     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1469     success = 0;
1470     }
1471     else
1472     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1473     break;
1474 elmex 1.1
1475 root 1.12 case SP_SWARM:
1476     success = fire_swarm (op, caster, spell_ob, dir);
1477     break;
1478    
1479     case SP_CHANGE_MANA:
1480     success = cast_transfer (op, caster, spell_ob, dir);
1481     break;
1482    
1483     case SP_DISPEL_RUNE:
1484     /* in rune.c */
1485     success = dispel_rune (op, caster, spell_ob, skill, dir);
1486     break;
1487    
1488     case SP_CREATE_MISSILE:
1489     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1490     break;
1491    
1492     case SP_CONSECRATE:
1493     success = cast_consecrate (op, caster, spell_ob);
1494     break;
1495    
1496     case SP_ANIMATE_WEAPON:
1497     success = animate_weapon (op, caster, spell_ob, dir);
1498     old_shoottype = range_golem;
1499     break;
1500    
1501     case SP_LIGHT:
1502     success = cast_light (op, caster, spell_ob, dir);
1503     break;
1504    
1505     case SP_CHANGE_MAP_LIGHT:
1506     success = cast_change_map_lightlevel (op, caster, spell_ob);
1507     break;
1508    
1509     case SP_FAERY_FIRE:
1510     success = cast_destruction (op, caster, spell_ob);
1511     break;
1512    
1513     case SP_CAUSE_DISEASE:
1514     success = cast_cause_disease (op, caster, spell_ob, dir);
1515     break;
1516    
1517     case SP_AURA:
1518     success = create_aura (op, caster, spell_ob);
1519     break;
1520    
1521     case SP_TOWN_PORTAL:
1522     success = cast_create_town_portal (op, caster, spell_ob, dir);
1523     break;
1524    
1525     case SP_PARTY_SPELL:
1526     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1527     break;
1528    
1529     default:
1530     if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1531     LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1532 elmex 1.1 }
1533    
1534 root 1.11 /* FIXME - we need some better sound suppport */
1535     // yes, for example, augment map info with the spell effect
1536     // so clients can calculate the sounds themselves
1537     //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1538 elmex 1.1
1539 root 1.11 /* free the spell arg */
1540     if (settings.casting_time == TRUE && stringarg)
1541     {
1542     free (stringarg);
1543     stringarg = NULL;
1544 elmex 1.1 }
1545 root 1.11 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1546     * to something like use_magic_item, but you really want to be able to fire
1547     * it again.
1548     */
1549     if (op->contr)
1550     op->contr->shoottype = (rangetype) old_shoottype;
1551 elmex 1.1
1552 root 1.11 return success;
1553 elmex 1.1 }
1554    
1555    
1556     /* This is called from time.c/process_object(). That function
1557     * calls this for any SPELL_EFFECT type objects. This function
1558     * then dispatches them to the appropriate specific routines.
1559     */
1560 root 1.11 void
1561     move_spell_effect (object *op)
1562     {
1563     switch (op->subtype)
1564     {
1565 root 1.12 case SP_BOLT:
1566     move_bolt (op);
1567     break;
1568    
1569     case SP_BULLET:
1570     move_bullet (op);
1571     break;
1572    
1573     case SP_EXPLOSION:
1574     explosion (op);
1575     break;
1576    
1577     case SP_CONE:
1578     move_cone (op);
1579     break;
1580    
1581     case SP_BOMB:
1582     animate_bomb (op);
1583     break;
1584    
1585     case SP_MAGIC_MISSILE:
1586     move_missile (op);
1587     break;
1588    
1589     case SP_WORD_OF_RECALL:
1590     execute_word_of_recall (op);
1591     break;
1592    
1593     case SP_MOVING_BALL:
1594     move_ball_spell (op);
1595     break;
1596    
1597     case SP_SWARM:
1598     move_swarm_spell (op);
1599     break;
1600    
1601     case SP_AURA:
1602     move_aura (op);
1603     break;
1604 elmex 1.1 }
1605     }
1606    
1607     /* this checks to see if something special should happen if
1608     * something runs into the object.
1609     */
1610 root 1.11 void
1611     check_spell_effect (object *op)
1612     {
1613     switch (op->subtype)
1614     {
1615 root 1.12 case SP_BOLT:
1616     move_bolt (op);
1617     return;
1618    
1619     case SP_BULLET:
1620     check_bullet (op);
1621     return;
1622 elmex 1.1 }
1623     }
1624    
1625     /* This is called by move_apply. Basically, if someone
1626     * moves onto a spell effect and the walk_on or fly_on flags
1627     * are set, this is called. This should only be called for
1628     * objects of the appropraite type.
1629     */
1630 root 1.11 void
1631     apply_spell_effect (object *spell, object *victim)
1632 elmex 1.1 {
1633 root 1.11 switch (spell->subtype)
1634     {
1635 root 1.12 case SP_CONE:
1636     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1637     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1638     break;
1639 root 1.8
1640 root 1.12 case SP_MAGIC_MISSILE:
1641     if (QUERY_FLAG (victim, FLAG_ALIVE))
1642     {
1643 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1644 root 1.11
1645 root 1.16 if (!spell->destroyed ())
1646 root 1.20 spell->destroy ();
1647 root 1.12 }
1648     break;
1649 root 1.8
1650 root 1.12 case SP_MOVING_BALL:
1651     if (QUERY_FLAG (victim, FLAG_ALIVE))
1652     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1653 root 1.36 else if (victim->materialname)
1654 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1655     break;
1656 elmex 1.1 }
1657     }