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Revision: 1.38
Committed: Fri Feb 23 21:52:21 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.37: +3 -6 lines
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# 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 root 1.11 int
194     caster_level (object *caster, object *spell)
195 elmex 1.1 {
196 root 1.11 int level = caster->level;
197    
198     /* If this is a player, try to find the matching skill */
199     if (caster->type == PLAYER && spell->skill)
200 root 1.18 for (int i = 0; i < NUM_SKILLS; i++)
201     if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
202     {
203     level = caster->contr->last_skill_ob[i]->level;
204     break;
205     }
206 root 1.11
207     /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
208     if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
209     {
210     object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
211     int sk_level = skill ? skill->level : 1;
212    
213     level = MIN (level, sk_level + level / 10 + 1);
214 elmex 1.1 }
215    
216 root 1.11 /* Got valid caster level. Now adjust for attunement */
217 root 1.38 level += caster->path_repelled & spell->path_attuned ? -2 : 0;
218     level += caster->path_attuned & spell->path_attuned ? +2 : 0;
219 root 1.11
220     /* Always make this at least 1. If this is zero, we get divide by zero
221     * errors in various places.
222     */
223 root 1.38 return max (level, 1);
224 elmex 1.1 }
225    
226     /* The following function scales the spellpoint cost of
227     * a spell by it's increased effectiveness. Some of the
228     * lower level spells become incredibly vicious at high
229     * levels. Very cheap mass destruction. This function is
230     * intended to keep the sp cost related to the effectiveness.
231     * op is the player/monster
232     * caster is what is casting the spell, can be op.
233     * spell is the spell object.
234     * Note that it is now possible for a spell to cost both grace and
235     * mana. In that case, we return which ever value is higher.
236     */
237    
238 root 1.11 sint16
239     SP_level_spellpoint_cost (object *caster, object *spell, int flags)
240 elmex 1.1 {
241 root 1.11 int sp, grace, level = caster_level (caster, spell);
242 elmex 1.1
243 root 1.11 if (settings.spellpoint_level_depend == TRUE)
244     {
245     if (spell->stats.sp && spell->stats.maxsp)
246     {
247     sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
248 root 1.8 }
249 root 1.11 else
250     sp = spell->stats.sp;
251 root 1.8
252 root 1.11 sp *= (int) PATH_SP_MULT (caster, spell);
253     if (!sp && spell->stats.sp)
254     sp = 1;
255 root 1.8
256 root 1.11 if (spell->stats.grace && spell->stats.maxgrace)
257     {
258     grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
259 root 1.8 }
260 root 1.11 else
261     grace = spell->stats.grace;
262 elmex 1.1
263 root 1.11 grace *= (int) PATH_SP_MULT (caster, spell);
264     if (spell->stats.grace && !grace)
265     grace = 1;
266     }
267     else
268     {
269     sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
270     if (spell->stats.sp && !sp)
271     sp = 1;
272     grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
273     if (spell->stats.grace && !grace)
274     grace = 1;
275     }
276     if (flags == SPELL_HIGHEST)
277     return MAX (sp, grace);
278     else if (flags == SPELL_GRACE)
279     return grace;
280     else if (flags == SPELL_MANA)
281     return sp;
282     else
283     {
284     LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
285     return 0;
286 elmex 1.1 }
287     }
288    
289    
290     /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
291     * spob is the spell we are adjusting.
292     */
293 root 1.11 int
294     SP_level_dam_adjust (object *caster, object *spob)
295 elmex 1.1 {
296 root 1.11 int level = caster_level (caster, spob);
297     int adj = level - min_casting_level (caster, spob);
298 elmex 1.1
299 root 1.11 if (adj < 0)
300     adj = 0;
301     if (spob->dam_modifier)
302     adj /= spob->dam_modifier;
303     else
304     adj = 0;
305     return adj;
306 elmex 1.1 }
307    
308     /* Adjust the strength of the spell based on level.
309     * This is basically the same as SP_level_dam_adjust above,
310     * but instead looks at the level_modifier value.
311     */
312 root 1.11 int
313     SP_level_duration_adjust (object *caster, object *spob)
314 elmex 1.1 {
315 root 1.11 int level = caster_level (caster, spob);
316     int adj = level - min_casting_level (caster, spob);
317 elmex 1.1
318 root 1.11 if (adj < 0)
319     adj = 0;
320     if (spob->duration_modifier)
321     adj /= spob->duration_modifier;
322     else
323     adj = 0;
324 elmex 1.1
325 root 1.11 return adj;
326 elmex 1.1 }
327    
328     /* Adjust the strength of the spell based on level.
329     * This is basically the same as SP_level_dam_adjust above,
330     * but instead looks at the level_modifier value.
331     */
332 root 1.11 int
333     SP_level_range_adjust (object *caster, object *spob)
334 elmex 1.1 {
335 root 1.11 int level = caster_level (caster, spob);
336     int adj = level - min_casting_level (caster, spob);
337 elmex 1.1
338 root 1.11 if (adj < 0)
339     adj = 0;
340     if (spob->range_modifier)
341     adj /= spob->range_modifier;
342     else
343     adj = 0;
344 elmex 1.1
345 root 1.11 return adj;
346 elmex 1.1 }
347    
348     /* Checks to see if player knows the spell. If the name is the same
349     * as an existing spell, we presume they know it.
350     * returns 1 if they know the spell, 0 if they don't.
351     */
352 root 1.11 object *
353     check_spell_known (object *op, const char *name)
354 elmex 1.1 {
355 root 1.11 object *spop;
356 elmex 1.1
357 root 1.11 for (spop = op->inv; spop; spop = spop->below)
358     if (spop->type == SPELL && !strcmp (spop->name, name))
359     return spop;
360 elmex 1.1
361 root 1.11 return NULL;
362 elmex 1.1 }
363    
364    
365     /*
366     * Look at object 'op' and see if they know the spell
367     * spname. This is pretty close to check_spell_known
368     * above, but it uses a looser matching mechanism.
369     * returns the matching spell object, or NULL.
370     * If we match multiple spells but don't get an
371     * exact match, we also return NULL.
372     */
373    
374 root 1.11 object *
375     lookup_spell_by_name (object *op, const char *spname)
376     {
377     object *spob1 = NULL, *spob2 = NULL, *spob;
378     int nummatch = 0;
379    
380     if (spname == NULL)
381     return NULL;
382    
383     /* Try to find the spell. We store the results in spob1
384     * and spob2 - spob1 is only taking the length of
385     * the past spname, spob2 uses the length of the spell name.
386     */
387     for (spob = op->inv; spob; spob = spob->below)
388     {
389     if (spob->type == SPELL)
390     {
391     if (!strncmp (spob->name, spname, strlen (spname)))
392     {
393     nummatch++;
394     spob1 = spob;
395     }
396     else if (!strncmp (spob->name, spname, strlen (spob->name)))
397     {
398     /* if spells have ambiguous names, it makes matching
399     * really difficult. (eg, fire and fireball would
400     * fall into this category). It shouldn't be hard to
401     * make sure spell names don't overlap in that fashion.
402     */
403     if (spob2)
404     LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
405     spob2 = spob;
406 root 1.8 }
407     }
408 elmex 1.1 }
409 root 1.11 /* if we have best match, return it. Otherwise, if we have one match
410     * on the loser match, return that, otehrwise null
411     */
412     if (spob2)
413     return spob2;
414     if (spob1 && nummatch == 1)
415     return spob1;
416     return NULL;
417 elmex 1.1 }
418    
419     /* reflwall - decides weither the (spell-)object sp_op will
420     * be reflected from the given mapsquare. Returns 1 if true.
421     * (Note that for living creatures there is a small chance that
422     * reflect_spell fails.)
423     * Caller should be sure it passes us valid map coordinates
424     * eg, updated for tiled maps.
425     */
426 root 1.11 int
427 root 1.17 reflwall (maptile *m, int x, int y, object *sp_op)
428 root 1.11 {
429     object *op;
430 elmex 1.1
431 root 1.11 if (OUT_OF_REAL_MAP (m, x, y))
432     return 0;
433 root 1.24 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
434 elmex 1.23 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
435     && (!QUERY_FLAG (op, FLAG_ALIVE)
436     || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
437 root 1.11 return 1;
438 elmex 1.1
439 root 1.11 return 0;
440 elmex 1.1 }
441    
442     /* cast_create_object: creates object new_op in direction dir
443     * or if that is blocked, beneath the player (op).
444     * we pass 'caster', but don't use it for anything.
445     * This is really just a simple wrapper function .
446     * returns the direction that the object was actually placed
447     * in.
448     */
449 root 1.11 int
450     cast_create_obj (object *op, object *caster, object *new_op, int dir)
451 elmex 1.1 {
452 root 1.17 maptile *m;
453 root 1.11 sint16 sx, sy;
454 elmex 1.1
455 root 1.11 if (dir &&
456     ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
457     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
458     {
459     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
460     new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
461     dir = 0;
462     }
463 root 1.29
464     op->map->insert (new_op,
465     op->x + freearr_x[dir], op->y + freearr_y[dir],
466     op,
467     dir ? 0 : INS_BELOW_ORIGINATOR);
468    
469 root 1.11 return dir;
470 elmex 1.1 }
471    
472     /* Returns true if it is ok to put spell *op on the space/may provided.
473     * immune_stop is basically the attacktype of the spell (why
474     * passed as a different value, not sure of). If immune_stop
475     * has the AT_MAGIC bit set, and there is a counterwall
476     * on the space, the object doesn't get placed. if immune stop
477     * does not have AT_MAGIC, then counterwalls do not effect the spell.
478     *
479     */
480 root 1.11 int
481 root 1.17 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
482 root 1.11 {
483 root 1.32 if (!xy_normalise (m, x, y))
484     return 0;
485 root 1.11
486 root 1.32 mapspace &ms = m->at (x, y);
487 root 1.11
488 root 1.32 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
489 root 1.11 return 0;
490    
491 root 1.32 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
492 root 1.11 {
493     /* If there is a counterspell on the space, and this
494     * object is using magic, don't progress. I believe we could
495     * leave this out and let in progress, and other areas of the code
496     * will then remove it, but that would seem to to use more
497     * resources, and may not work as well if a player is standing
498     * on top of a counterwall spell (may hit the player before being
499     * removed.) On the other hand, it may be more dramatic for the
500     * spell to actually hit the counterwall and be sucked up.
501     */
502     if ((tmp->attacktype & AT_COUNTERSPELL) &&
503     (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) &&
504     (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC))
505     return 0;
506    
507     /* This is to prevent 'out of control' spells. Basically, this
508     * limits one spell effect per space per spell. This is definately
509     * needed for performance reasons, and just for playability I believe.
510     * there are no such things as multispaced spells right now, so
511     * we don't need to worry about the head.
512     */
513     if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
514     return 0;
515    
516     /*
517     * Combine similar spell effects into one spell effect. Needed for
518     * performance reasons with meteor swarm and the like, but also for
519     * playability reasons.
520     */
521     if (tmp->arch == op->arch
522     && tmp->type == op->type
523     && tmp->subtype == op->subtype
524 root 1.33 && tmp->owner == op->owner
525     && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
526 root 1.11 {
527     tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
528     tmp->range = MAX (tmp->range, op->range);
529     tmp->duration = MAX (tmp->duration, op->duration);
530     return 0;
531 elmex 1.1 }
532    
533 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
534     * ground to prevent it from moving along?
535     */
536 elmex 1.1 }
537 root 1.32
538 root 1.11 /* If it passes the above tests, it must be OK */
539     return 1;
540 elmex 1.1 }
541    
542     /* fire_arch_from_position: fires an archetype.
543     * op: person firing the object.
544     * caster: object casting the spell.
545     * x, y: where to fire the spell (note, it then uses op->map for the map
546     * for these coordinates, which is probably a really bad idea.
547     * dir: direction to fire in.
548     * spell: spell that is being fired. It uses other_arch for the archetype
549     * to fire.
550     * returns 0 on failure, 1 on success.
551     */
552    
553 root 1.11 int
554     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
555     {
556     object *tmp;
557     int mflags;
558 root 1.17 maptile *m;
559 root 1.11
560     if (spell->other_arch == NULL)
561     return 0;
562    
563     m = op->map;
564     mflags = get_map_flags (m, &m, x, y, &x, &y);
565     if (mflags & P_OUT_OF_MAP)
566     {
567     return 0;
568 elmex 1.1 }
569    
570 root 1.11 tmp = arch_to_object (spell->other_arch);
571 elmex 1.1
572 root 1.11 if (tmp == NULL)
573     return 0;
574 elmex 1.1
575 root 1.11 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
576     {
577     new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
578 root 1.20 tmp->destroy ();
579 root 1.11 return 0;
580 elmex 1.1 }
581    
582 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
583     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
584     /* code in time.c uses food for some things, duration for others */
585     tmp->stats.food = tmp->duration;
586     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
587     tmp->attacktype = spell->attacktype;
588     tmp->x = x;
589     tmp->y = y;
590     tmp->direction = dir;
591 root 1.21 if (op->owner != NULL)
592     tmp->set_owner (op);
593 root 1.11 else
594 root 1.21 tmp->set_owner (op);
595 root 1.11 tmp->level = caster_level (caster, spell);
596     set_spell_skill (op, caster, spell, tmp);
597    
598     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
599     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
600     {
601     if (!tailor_god_spell (tmp, op))
602     return 0;
603 elmex 1.1 }
604 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
605     SET_ANIMATION (tmp, dir);
606 elmex 1.1
607 root 1.29 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
608     move_spell_effect (tmp);
609 elmex 1.1
610 root 1.11 return 1;
611 elmex 1.1 }
612    
613     /*****************************************************************************
614     *
615     * Code related to rods - perhaps better located in another file?
616     *
617     ****************************************************************************/
618 root 1.11 void
619     regenerate_rod (object *rod)
620     {
621     if (rod->stats.hp < rod->stats.maxhp)
622     {
623     rod->stats.hp += 1 + rod->stats.maxhp / 10;
624 elmex 1.1
625 root 1.11 if (rod->stats.hp > rod->stats.maxhp)
626     rod->stats.hp = rod->stats.maxhp;
627 elmex 1.1 }
628     }
629    
630    
631 root 1.11 void
632     drain_rod_charge (object *rod)
633     {
634     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
635 elmex 1.1 }
636    
637     /* this function is commonly used to find a friendly target for
638     * spells such as heal or protection or armour
639     * op is what is looking for the target (which can be a player),
640     * dir is the direction we are looking in. Return object found, or
641     * NULL if no good object.
642     */
643 root 1.11 object *
644     find_target_for_friendly_spell (object *op, int dir)
645     {
646     object *tmp;
647    
648     /* I don't really get this block - if op isn't a player or rune,
649     * we then make the owner of this object the target.
650     * The owner could very well be no where near op.
651     */
652     if (op->type != PLAYER && op->type != RUNE)
653     {
654 root 1.21 tmp = op->owner;
655 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
656     * to the caster.
657     */
658     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
659     tmp = op;
660 elmex 1.1 }
661 root 1.11 else
662     {
663 root 1.37 maptile *m = op->map;
664     sint16 x = op->x + freearr_x[dir];
665     sint16 y = op->y + freearr_y[dir];
666    
667     tmp = xy_normalise (m, x, y)
668     ? m->at (x, y).player ()
669     : 0;
670 root 1.11 }
671 root 1.26
672 root 1.11 /* didn't find a player there, look in current square for a player */
673 root 1.26 if (!tmp)
674     tmp = op->ms ().player ();
675 elmex 1.1
676 root 1.11 return tmp;
677 elmex 1.1 }
678    
679    
680    
681     /* raytrace:
682     * spell_find_dir(map, x, y, exclude) will search first the center square
683     * then some close squares in the given map at the given coordinates for
684     * live objects.
685     * It will not consider the object given as exclude (= caster) among possible
686     * live objects. If the caster is a player, the spell will go after
687     * monsters/generators only. If not, the spell will hunt players only.
688     * It returns the direction toward the first/closest live object if it finds
689     * any, otherwise -1.
690     * note that exclude can be NULL, in which case all bets are off.
691     */
692    
693 root 1.11 int
694 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
695 root 1.11 {
696     int i, max = SIZEOFFREE;
697     sint16 nx, ny;
698     int owner_type = 0, mflags;
699     object *tmp;
700 root 1.17 maptile *mp;
701 root 1.11
702     if (exclude && exclude->head)
703     exclude = exclude->head;
704     if (exclude && exclude->type)
705     owner_type = exclude->type;
706    
707     for (i = rndm (1, 8); i < max; i++)
708     {
709     nx = x + freearr_x[i];
710     ny = y + freearr_y[i];
711     mp = m;
712     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
713     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
714     continue;
715    
716 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
717 root 1.11
718     while (tmp != NULL && (((owner_type == PLAYER &&
719     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
720     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
721     tmp = tmp->above;
722 elmex 1.1
723 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
724     return freedir[i];
725 elmex 1.1 }
726 root 1.11 return -1; /* flag for "keep going the way you were" */
727 elmex 1.1 }
728    
729    
730    
731     /* put_a_monster: puts a monster named monstername near by
732     * op. This creates the treasures for the monsters, and
733     * also deals with multipart monsters properly.
734     */
735    
736 root 1.11 void
737     put_a_monster (object *op, const char *monstername)
738     {
739     object *tmp, *head = NULL, *prev = NULL;
740     archetype *at;
741     int dir;
742    
743     /* Handle cases where we are passed a bogus mosntername */
744    
745 root 1.14 if ((at = archetype::find (monstername)) == NULL)
746 root 1.11 return;
747    
748     /* find a free square nearby
749     * first we check the closest square for free squares
750     */
751    
752     dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
753     if (dir != -1)
754     {
755     /* This is basically grabbed for generate monster. Fixed 971225 to
756     * insert multipart monsters properly
757     */
758     while (at != NULL)
759     {
760     tmp = arch_to_object (at);
761     tmp->x = op->x + freearr_x[dir] + at->clone.x;
762     tmp->y = op->y + freearr_y[dir] + at->clone.y;
763     tmp->map = op->map;
764     if (head)
765     {
766     tmp->head = head;
767     prev->more = tmp;
768 root 1.8 }
769 root 1.11 if (!head)
770     head = tmp;
771     prev = tmp;
772     at = at->more;
773 root 1.8 }
774    
775 root 1.11 if (head->randomitems)
776     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
777 root 1.8
778 root 1.11 insert_ob_in_map (head, op->map, op, 0);
779 root 1.8
780 root 1.11 /* thought it'd be cool to insert a burnout, too. */
781 root 1.29 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
782 elmex 1.1 }
783     }
784    
785     /* peterm: function which summons hostile monsters and
786     * places them in nearby squares.
787     * op is the summoner.
788     * n is the number of monsters.
789     * monstername is the name of the monster.
790     * returns the number of monsters, which is basically n.
791     * it should really see how many it successfully replaced and
792     * return that instead.
793     * Note that this is not used by any spells (summon evil monsters
794     * use to call this, but best I can tell, that spell/ability was
795     * never used. This is however used by various failures on the
796     * players part (alchemy, reincarnation, etc)
797     */
798    
799 root 1.11 int
800     summon_hostile_monsters (object *op, int n, const char *monstername)
801     {
802     int i;
803    
804     for (i = 0; i < n; i++)
805     put_a_monster (op, monstername);
806 elmex 1.1
807 root 1.11 return n;
808 elmex 1.1 }
809    
810    
811     /* Some local definitions for shuffle-attack */
812 root 1.11 struct attacktype_shuffle
813     {
814     int attacktype;
815     int face;
816     } ATTACKS[22] =
817     {
818     {
819     AT_PHYSICAL, 0},
820     {
821     AT_PHYSICAL, 0}, /*face = explosion */
822     {
823     AT_PHYSICAL, 0},
824     {
825     AT_MAGIC, 1},
826     {
827     AT_MAGIC, 1}, /* face = last-burnout */
828     {
829     AT_MAGIC, 1},
830     {
831     AT_FIRE, 2},
832     {
833     AT_FIRE, 2}, /* face = fire.... */
834     {
835     AT_FIRE, 2},
836     {
837     AT_ELECTRICITY, 3},
838     {
839     AT_ELECTRICITY, 3}, /* ball_lightning */
840     {
841     AT_ELECTRICITY, 3},
842     {
843     AT_COLD, 4},
844     {
845     AT_COLD, 4}, /* face=icestorm */
846     {
847     AT_COLD, 4},
848     {
849     AT_CONFUSION, 5},
850     {
851     AT_POISON, 7},
852     {
853     AT_POISON, 7}, /* face = acid sphere. generator */
854     {
855     AT_POISON, 7}, /* poisoncloud face */
856     {
857     AT_SLOW, 8},
858     {
859     AT_PARALYZE, 9},
860     {
861     AT_FEAR, 10}};
862 elmex 1.1
863    
864    
865     /* shuffle_attack: peterm
866     * This routine shuffles the attack of op to one of the
867     * ones in the list. It does this at random. It also
868     * chooses a face appropriate to the attack that is
869     * being committed by that square at the moment.
870     * right now it's being used by color spray and create pool of
871     * chaos.
872     * This could really be a better implementation - the
873     * faces and attacktypes above are hardcoded, which is never
874     * good. The faces refer to faces in the animation sequence.
875     * Not sure how to do better - but not having it hardcoded
876     * would be nice.
877     * I also fixed a bug here in that attacktype was |= -
878     * to me, that would be that it would quickly get all
879     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
880     */
881 root 1.11 void
882     shuffle_attack (object *op, int change_face)
883 elmex 1.1 {
884 root 1.11 int i;
885 elmex 1.1
886 root 1.11 i = rndm (0, 21);
887 elmex 1.1
888 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
889    
890     if (change_face)
891     {
892     SET_ANIMATION (op, ATTACKS[i].face);
893 elmex 1.1 }
894     }
895    
896    
897     /* prayer_failure: This is called when a player fails
898     * at casting a prayer.
899     * op is the player.
900     * failure is basically how much grace they had.
901     * power is how much grace the spell would normally take to cast.
902     */
903    
904 root 1.11 void
905     prayer_failure (object *op, int failure, int power)
906     {
907     const char *godname;
908     object *tmp;
909 elmex 1.1
910 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
911     godname = "Your spirit";
912 elmex 1.1
913 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
914 elmex 1.1 {
915 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
916     tmp = get_archetype (SPELL_WONDER);
917     cast_cone (op, op, 0, tmp);
918 root 1.20 tmp->destroy ();
919 elmex 1.1 }
920    
921 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
922 elmex 1.1 {
923 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
924     confuse_player (op, op, 99);
925 elmex 1.1 }
926 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
927 elmex 1.1 {
928 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
929     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
930     paralyze_player (op, op, 99);
931 elmex 1.1 }
932 root 1.11 else if (failure <= -150) /* blast the immediate area */
933     {
934     tmp = get_archetype (GOD_POWER);
935     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
936     cast_magic_storm (op, tmp, power);
937 elmex 1.1 }
938     }
939    
940     /*
941     * spell_failure() handles the various effects for differing degrees
942     * of failure badness.
943     * op is the player that failed.
944     * failure is a random value of how badly you failed.
945     * power is how many spellpoints you'd normally need for the spell.
946     * skill is the skill you'd need to cast the spell.
947     */
948    
949 root 1.11 void
950     spell_failure (object *op, int failure, int power, object *skill)
951     {
952     object *tmp;
953 elmex 1.1
954 root 1.11 if (settings.spell_failure_effects == FALSE)
955     return;
956 elmex 1.1
957 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
958 elmex 1.1 {
959 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
960     tmp = get_archetype (SPELL_WONDER);
961     cast_cone (op, op, 0, tmp);
962 root 1.20 tmp->destroy ();
963 elmex 1.1 }
964    
965 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
966 elmex 1.1 {
967 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
968     confuse_player (op, op, 99);
969 elmex 1.1 }
970 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
971 elmex 1.1 {
972 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
973     paralyze_player (op, op, 99);
974 elmex 1.1 }
975 root 1.11 else if (failure <= -80) /* blast the immediate area */
976     {
977     object *tmp;
978 root 1.8
979 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
980     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
981     {
982     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
983     hit_player (op, 9998, op, AT_INTERNAL, 1);
984 root 1.8
985 root 1.11 }
986     else
987     {
988     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
989     tmp = get_archetype (LOOSE_MANA);
990     tmp->level = skill->level;
991    
992     /* increase the area of destruction a little for more powerful spells */
993     tmp->range += isqrt (power);
994    
995     if (power > 25)
996     tmp->stats.dam = 25 + isqrt (power);
997     else
998     tmp->stats.dam = power; /* nasty recoils! */
999 root 1.8
1000 root 1.11 tmp->stats.maxhp = tmp->count;
1001 root 1.29
1002     tmp->insert_at (op);
1003 root 1.8 }
1004 elmex 1.1 }
1005     }
1006    
1007 root 1.11 int
1008     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1009     {
1010     int success;
1011     player *pl;
1012     object *spell;
1013    
1014     if (!spell_ob->other_arch)
1015 elmex 1.1 {
1016 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
1017     return 0;
1018     }
1019     spell = arch_to_object (spell_ob->other_arch);
1020 elmex 1.1
1021 root 1.11 /* Always cast spell on caster */
1022     success = cast_spell (op, caster, dir, spell, stringarg);
1023 elmex 1.1
1024 root 1.11 if (caster->contr->party == NULL)
1025     {
1026 root 1.19 spell->remove ();
1027 root 1.11 return success;
1028 elmex 1.1 }
1029 root 1.27 for_all_players (pl)
1030 root 1.11 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1031     {
1032     cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1033     }
1034 root 1.19 spell->remove ();
1035 root 1.11 return success;
1036     }
1037 elmex 1.1
1038     /* This is where the main dispatch when someone casts a spell.
1039     *
1040     * op is the creature that is owner of the object that is casting the spell -
1041     * eg, the player or monster.
1042     * caster is the actual object (wand, potion) casting the spell. can be
1043     * same as op.
1044     * dir is the direction to cast in. Note in some cases, if the spell
1045     * is self only, dir really doesn't make a difference.
1046     * spell_ob is the spell object that is being cast. From that,
1047     * we can determine what to do.
1048     * stringarg is any options that are being used. It can be NULL. Almost
1049     * certainly, only players will set it. It is basically used as optional
1050     * parameters to a spell (eg, item to create, information for marking runes,
1051     * etc.
1052     * returns 1 on successful cast, or 0 on error. These values should really
1053     * be swapped, so that 0 is successful, and non zero is failure, with a code
1054     * of what it failed.
1055     *
1056     * Note that this function is really a dispatch routine that calls other
1057     * functions - it just blindly returns what ever value those functions
1058     * return. So if your writing a new function that is called from this,
1059     * it shoudl also return 1 on success, 0 on failure.
1060     *
1061     * if it is a player casting the spell (op->type == PLAYER, op == caster),
1062     * this function will decrease the mana/grace appropriately. For other
1063     * objects, the caller should do what it considers appropriate.
1064     */
1065    
1066 root 1.11 int
1067     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1068     {
1069     const char *godname;
1070     int success = 0, mflags, cast_level = 0, old_shoottype;
1071     object *skill = NULL;
1072 elmex 1.1
1073 root 1.11 old_shoottype = op->contr ? op->contr->shoottype : 0;
1074 elmex 1.1
1075 root 1.11 if (!spell_ob)
1076     {
1077     LOG (llevError, "cast_spell: null spell object passed\n");
1078     return 0;
1079 elmex 1.1 }
1080 root 1.13
1081 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
1082     godname = "A random spirit";
1083 elmex 1.1
1084 root 1.11 /* the caller should set caster to op if appropriate */
1085     if (!caster)
1086     {
1087     LOG (llevError, "cast_spell: null caster object passed\n");
1088     return 0;
1089 elmex 1.1 }
1090    
1091 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
1092     * an issue, because they don't have any spellpaths set up.
1093     */
1094 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1095 root 1.11 {
1096     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1097     return 0;
1098 elmex 1.1 }
1099    
1100 root 1.11 /* if it is a player casting the spell, and they are really casting it
1101     * (vs it coming from a wand, scroll, or whatever else), do some
1102     * checks. We let monsters do special things - eg, they
1103     * don't need the skill, bypass level checks, etc. The monster function
1104     * should take care of that.
1105     * Remove the wiz check here and move it further down - some spells
1106     * need to have the right skill pointer passed, so we need to
1107     * at least process that code.
1108     */
1109     if (op->type == PLAYER && op == caster)
1110     {
1111     cast_level = caster_level (caster, spell_ob);
1112     if (spell_ob->skill)
1113     {
1114     skill = find_skill_by_name (op, spell_ob->skill);
1115     if (!skill)
1116     {
1117     new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1118     return 0;
1119 root 1.8 }
1120 root 1.11 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1121     {
1122     new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1123     return 0;
1124 root 1.8 }
1125     }
1126 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1127     * to have sufficient grace/mana.
1128     */
1129     if (!QUERY_FLAG (op, FLAG_WIZ))
1130     {
1131     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1132     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1133     {
1134     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1135     return 0;
1136 root 1.8 }
1137 root 1.30
1138 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1139     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1140     {
1141     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1142     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1143     {
1144     new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1145 root 1.8 }
1146 root 1.11 else
1147     {
1148     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1149     new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1150     return 0;
1151 root 1.8 }
1152     }
1153    
1154 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1155     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1156     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1157     {
1158     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1159     new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1160 root 1.35
1161 root 1.11 if (settings.casting_time == TRUE)
1162 root 1.35 op->casting_time = -1;
1163    
1164 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1165     return 0;
1166     }
1167     else if (spell_ob->stats.sp)
1168     {
1169     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1170    
1171     if (failure < 0)
1172     {
1173     new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1174     if (settings.spell_failure_effects == TRUE)
1175     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1176     op->contr->shoottype = (rangetype) old_shoottype;
1177     op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1178     return 0;
1179 root 1.8 }
1180     }
1181     }
1182 elmex 1.1 }
1183    
1184 root 1.11 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1185    
1186     /* See if we can cast a spell here. If the caster and op are
1187     * not alive, then this would mean that the mapmaker put the
1188     * objects on the space - presume that they know what they are
1189     * doing.
1190     */
1191 elmex 1.9
1192 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1193     {
1194     new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1195     return 0;
1196     }
1197    
1198     if ((spell_ob->type == SPELL)
1199     && (caster->type != POTION)
1200     && !QUERY_FLAG (op, FLAG_WIZCAST)
1201     && (QUERY_FLAG (caster, FLAG_ALIVE)
1202     || QUERY_FLAG (op, FLAG_ALIVE))
1203     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1204     {
1205     if (op->type != PLAYER)
1206 elmex 1.9 return 0;
1207    
1208 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1209     new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1210     else
1211     switch (op->contr->shoottype)
1212     {
1213 root 1.12 case range_magic:
1214     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1215     break;
1216     case range_misc:
1217     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1218     break;
1219     case range_golem:
1220     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1221     break;
1222     default:
1223     break;
1224 root 1.11 }
1225     return 0;
1226     }
1227 elmex 1.1
1228 root 1.11 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1229     {
1230     if (op->casting_time == -1)
1231     { /* begin the casting */
1232     op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1233     op->spell = spell_ob;
1234     /* put the stringarg into the object struct so that when the
1235     * spell is actually cast, it knows about the stringarg.
1236     * necessary for the invoke command spells.
1237     */
1238     if (stringarg)
1239 elmex 1.2 {
1240 root 1.22 op->spellarg = strdup (stringarg);
1241 root 1.8 }
1242 root 1.11 else
1243     op->spellarg = NULL;
1244     return 0;
1245 root 1.8 }
1246 root 1.11 else if (op->casting_time != 0)
1247     {
1248     if (op->type == PLAYER)
1249     new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1250     return 0;
1251 root 1.8 }
1252 root 1.11 else
1253     { /* casting_time == 0 */
1254     op->casting_time = -1;
1255     spell_ob = op->spell;
1256     stringarg = op->spellarg;
1257     }
1258     }
1259     else
1260     {
1261     /* Take into account how long it takes to cast the spell.
1262     * if the player is casting it, then we use the time in
1263     * the spell object. If it is a spell object, have it
1264     * take two ticks. Things that cast spells on the players
1265     * behalf (eg, altars, and whatever else) shouldn't cost
1266     * the player any time.
1267     * Ignore casting time for firewalls
1268     */
1269     if (caster == op && caster->type != FIREWALL)
1270     {
1271     op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1272     /* Other portions of the code may also decrement the speed of the player, so
1273     * put a lower limit so that the player isn't stuck here too long
1274     */
1275     if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1276     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1277     }
1278     else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1279     {
1280     op->speed_left -= 2 * FABS (op->speed);
1281 root 1.8 }
1282 elmex 1.1 }
1283    
1284 root 1.11 if (op->type == PLAYER && op == caster)
1285     {
1286     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1287     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1288 elmex 1.1 }
1289    
1290 root 1.11 /* We want to try to find the skill to properly credit exp.
1291     * for spell casting objects, the exp goes to the skill the casting
1292     * object requires.
1293     */
1294     if (op != caster && !skill && caster->skill)
1295     {
1296     skill = find_skill_by_name (op, caster->skill);
1297     if (!skill)
1298     {
1299     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1300     return 0;
1301 root 1.8 }
1302 root 1.11 change_skill (op, skill, 0); /* needed for proper exp credit */
1303 elmex 1.1 }
1304    
1305 root 1.11 switch (spell_ob->subtype)
1306     {
1307 root 1.12 /* The order of case statements is same as the order they show up
1308     * in in spells.h.
1309     */
1310     case SP_RAISE_DEAD:
1311     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1312     break;
1313    
1314     case SP_RUNE:
1315     success = write_rune (op, caster, spell_ob, dir, stringarg);
1316     break;
1317    
1318     case SP_MAKE_MARK:
1319     success = write_mark (op, spell_ob, stringarg);
1320     break;
1321    
1322     case SP_BOLT:
1323     success = fire_bolt (op, caster, dir, spell_ob, skill);
1324     break;
1325    
1326     case SP_BULLET:
1327     success = fire_bullet (op, caster, dir, spell_ob);
1328     break;
1329    
1330     case SP_CONE:
1331     success = cast_cone (op, caster, dir, spell_ob);
1332     break;
1333    
1334     case SP_BOMB:
1335     success = create_bomb (op, caster, dir, spell_ob);
1336     break;
1337    
1338     case SP_WONDER:
1339     success = cast_wonder (op, caster, dir, spell_ob);
1340     break;
1341    
1342     case SP_SMITE:
1343     success = cast_smite_spell (op, caster, dir, spell_ob);
1344     break;
1345    
1346     case SP_MAGIC_MISSILE:
1347     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1348     break;
1349    
1350     case SP_SUMMON_GOLEM:
1351     success = summon_golem (op, caster, dir, spell_ob);
1352     old_shoottype = range_golem;
1353     break;
1354    
1355     case SP_DIMENSION_DOOR:
1356     /* dimension door needs the actual caster, because that is what is
1357     * moved.
1358     */
1359     success = dimension_door (op, caster, spell_ob, dir);
1360     break;
1361 root 1.8
1362 root 1.12 case SP_MAGIC_MAPPING:
1363     if (op->type == PLAYER)
1364     {
1365     spell_effect (spell_ob, op->x, op->y, op->map, op);
1366     draw_magic_map (op);
1367     success = 1;
1368     }
1369     else
1370     success = 0;
1371     break;
1372 elmex 1.1
1373 root 1.12 case SP_MAGIC_WALL:
1374     success = magic_wall (op, caster, dir, spell_ob);
1375     break;
1376 root 1.8
1377 root 1.12 case SP_DESTRUCTION:
1378     success = cast_destruction (op, caster, spell_ob);
1379     break;
1380 root 1.8
1381 root 1.12 case SP_PERCEIVE_SELF:
1382     success = perceive_self (op);
1383     break;
1384 root 1.8
1385 root 1.12 case SP_WORD_OF_RECALL:
1386     success = cast_word_of_recall (op, caster, spell_ob);
1387     break;
1388 root 1.8
1389 root 1.12 case SP_INVISIBLE:
1390     success = cast_invisible (op, caster, spell_ob);
1391     break;
1392 root 1.8
1393 root 1.12 case SP_PROBE:
1394     success = probe (op, caster, spell_ob, dir);
1395     break;
1396 root 1.8
1397 root 1.12 case SP_HEALING:
1398     success = cast_heal (op, caster, spell_ob, dir);
1399     break;
1400 root 1.8
1401 root 1.12 case SP_CREATE_FOOD:
1402     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1403     break;
1404 root 1.8
1405 root 1.12 case SP_EARTH_TO_DUST:
1406     success = cast_earth_to_dust (op, caster, spell_ob);
1407     break;
1408 root 1.8
1409 root 1.12 case SP_CHANGE_ABILITY:
1410     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1411     break;
1412 root 1.8
1413 root 1.12 case SP_BLESS:
1414     success = cast_bless (op, caster, spell_ob, dir);
1415     break;
1416 root 1.8
1417 root 1.12 case SP_CURSE:
1418     success = cast_curse (op, caster, spell_ob, dir);
1419     break;
1420 root 1.8
1421 root 1.12 case SP_SUMMON_MONSTER:
1422     success = summon_object (op, caster, spell_ob, dir, stringarg);
1423     break;
1424 root 1.8
1425 root 1.12 case SP_CHARGING:
1426     success = recharge (op, caster, spell_ob);
1427     break;
1428 root 1.8
1429 root 1.12 case SP_POLYMORPH:
1430 elmex 1.1 #ifdef NO_POLYMORPH
1431 root 1.12 /* Not great, but at least provide feedback so if players do have
1432     * polymorph (ie, find it as a preset item or left over from before
1433     * it was disabled), they get some feedback.
1434     */
1435     new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1436     success = 0;
1437 elmex 1.1 #else
1438 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1439 elmex 1.1 #endif
1440 root 1.12 break;
1441 root 1.8
1442 root 1.12 case SP_ALCHEMY:
1443     success = alchemy (op, caster, spell_ob);
1444     break;
1445    
1446     case SP_REMOVE_CURSE:
1447     success = remove_curse (op, caster, spell_ob);
1448     break;
1449    
1450     case SP_IDENTIFY:
1451     success = cast_identify (op, caster, spell_ob);
1452     break;
1453    
1454     case SP_DETECTION:
1455     success = cast_detection (op, caster, spell_ob, skill);
1456     break;
1457    
1458     case SP_MOOD_CHANGE:
1459     success = mood_change (op, caster, spell_ob);
1460     break;
1461 elmex 1.1
1462 root 1.12 case SP_MOVING_BALL:
1463     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1464     {
1465     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1466     success = 0;
1467     }
1468     else
1469     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1470     break;
1471 elmex 1.1
1472 root 1.12 case SP_SWARM:
1473     success = fire_swarm (op, caster, spell_ob, dir);
1474     break;
1475    
1476     case SP_CHANGE_MANA:
1477     success = cast_transfer (op, caster, spell_ob, dir);
1478     break;
1479    
1480     case SP_DISPEL_RUNE:
1481     /* in rune.c */
1482     success = dispel_rune (op, caster, spell_ob, skill, dir);
1483     break;
1484    
1485     case SP_CREATE_MISSILE:
1486     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1487     break;
1488    
1489     case SP_CONSECRATE:
1490     success = cast_consecrate (op, caster, spell_ob);
1491     break;
1492    
1493     case SP_ANIMATE_WEAPON:
1494     success = animate_weapon (op, caster, spell_ob, dir);
1495     old_shoottype = range_golem;
1496     break;
1497    
1498     case SP_LIGHT:
1499     success = cast_light (op, caster, spell_ob, dir);
1500     break;
1501    
1502     case SP_CHANGE_MAP_LIGHT:
1503     success = cast_change_map_lightlevel (op, caster, spell_ob);
1504     break;
1505    
1506     case SP_FAERY_FIRE:
1507     success = cast_destruction (op, caster, spell_ob);
1508     break;
1509    
1510     case SP_CAUSE_DISEASE:
1511     success = cast_cause_disease (op, caster, spell_ob, dir);
1512     break;
1513    
1514     case SP_AURA:
1515     success = create_aura (op, caster, spell_ob);
1516     break;
1517    
1518     case SP_TOWN_PORTAL:
1519     success = cast_create_town_portal (op, caster, spell_ob, dir);
1520     break;
1521    
1522     case SP_PARTY_SPELL:
1523     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1524     break;
1525    
1526     default:
1527     if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1528     LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1529 elmex 1.1 }
1530    
1531 root 1.11 /* FIXME - we need some better sound suppport */
1532     // yes, for example, augment map info with the spell effect
1533     // so clients can calculate the sounds themselves
1534     //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1535 elmex 1.1
1536 root 1.11 /* free the spell arg */
1537     if (settings.casting_time == TRUE && stringarg)
1538     {
1539     free (stringarg);
1540     stringarg = NULL;
1541 elmex 1.1 }
1542 root 1.11 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1543     * to something like use_magic_item, but you really want to be able to fire
1544     * it again.
1545     */
1546     if (op->contr)
1547     op->contr->shoottype = (rangetype) old_shoottype;
1548 elmex 1.1
1549 root 1.11 return success;
1550 elmex 1.1 }
1551    
1552    
1553     /* This is called from time.c/process_object(). That function
1554     * calls this for any SPELL_EFFECT type objects. This function
1555     * then dispatches them to the appropriate specific routines.
1556     */
1557 root 1.11 void
1558     move_spell_effect (object *op)
1559     {
1560     switch (op->subtype)
1561     {
1562 root 1.12 case SP_BOLT:
1563     move_bolt (op);
1564     break;
1565    
1566     case SP_BULLET:
1567     move_bullet (op);
1568     break;
1569    
1570     case SP_EXPLOSION:
1571     explosion (op);
1572     break;
1573    
1574     case SP_CONE:
1575     move_cone (op);
1576     break;
1577    
1578     case SP_BOMB:
1579     animate_bomb (op);
1580     break;
1581    
1582     case SP_MAGIC_MISSILE:
1583     move_missile (op);
1584     break;
1585    
1586     case SP_WORD_OF_RECALL:
1587     execute_word_of_recall (op);
1588     break;
1589    
1590     case SP_MOVING_BALL:
1591     move_ball_spell (op);
1592     break;
1593    
1594     case SP_SWARM:
1595     move_swarm_spell (op);
1596     break;
1597    
1598     case SP_AURA:
1599     move_aura (op);
1600     break;
1601 elmex 1.1 }
1602     }
1603    
1604     /* this checks to see if something special should happen if
1605     * something runs into the object.
1606     */
1607 root 1.11 void
1608     check_spell_effect (object *op)
1609     {
1610     switch (op->subtype)
1611     {
1612 root 1.12 case SP_BOLT:
1613     move_bolt (op);
1614     return;
1615    
1616     case SP_BULLET:
1617     check_bullet (op);
1618     return;
1619 elmex 1.1 }
1620     }
1621    
1622     /* This is called by move_apply. Basically, if someone
1623     * moves onto a spell effect and the walk_on or fly_on flags
1624     * are set, this is called. This should only be called for
1625     * objects of the appropraite type.
1626     */
1627 root 1.11 void
1628     apply_spell_effect (object *spell, object *victim)
1629 elmex 1.1 {
1630 root 1.11 switch (spell->subtype)
1631     {
1632 root 1.12 case SP_CONE:
1633     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1634     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1635     break;
1636 root 1.8
1637 root 1.12 case SP_MAGIC_MISSILE:
1638     if (QUERY_FLAG (victim, FLAG_ALIVE))
1639     {
1640 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1641 root 1.11
1642 root 1.16 if (!spell->destroyed ())
1643 root 1.20 spell->destroy ();
1644 root 1.12 }
1645     break;
1646 root 1.8
1647 root 1.12 case SP_MOVING_BALL:
1648     if (QUERY_FLAG (victim, FLAG_ALIVE))
1649     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1650 root 1.36 else if (victim->materialname)
1651 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1652     break;
1653 elmex 1.1 }
1654     }