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Revision: 1.40
Committed: Sun Apr 15 16:25:16 2007 UTC (17 years, 1 month ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.39: +14 -3 lines
Log Message:
fixed sanctuary spell for floor-spell-effects
and added my todo file to the cvs

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 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 elmex 1.40 if ((tmp->attacktype & AT_COUNTERSPELL)
503     && !QUERY_FLAG (tmp, FLAG_MONSTER)
504     && (tmp->type != PLAYER)
505     && (tmp->type != WEAPON)
506     && (tmp->type != BOW)
507     && (tmp->type != ARROW)
508     && (tmp->type != GOLEM)
509     && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
510     // we special case floor here because there
511     // are sometimes spell effect floors
512     // which are used to inflict damage
513     // (and those shouldn't go away from
514     // sanctuary) see also: permanent lava
515     && (immune_stop & AT_MAGIC))
516 root 1.11 return 0;
517    
518     /* This is to prevent 'out of control' spells. Basically, this
519     * limits one spell effect per space per spell. This is definately
520     * needed for performance reasons, and just for playability I believe.
521     * there are no such things as multispaced spells right now, so
522     * we don't need to worry about the head.
523     */
524     if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
525     return 0;
526    
527     /*
528     * Combine similar spell effects into one spell effect. Needed for
529     * performance reasons with meteor swarm and the like, but also for
530     * playability reasons.
531     */
532     if (tmp->arch == op->arch
533     && tmp->type == op->type
534     && tmp->subtype == op->subtype
535 root 1.33 && tmp->owner == op->owner
536     && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
537 root 1.11 {
538     tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
539     tmp->range = MAX (tmp->range, op->range);
540     tmp->duration = MAX (tmp->duration, op->duration);
541     return 0;
542 elmex 1.1 }
543    
544 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
545     * ground to prevent it from moving along?
546     */
547 elmex 1.1 }
548 root 1.32
549 root 1.11 /* If it passes the above tests, it must be OK */
550     return 1;
551 elmex 1.1 }
552    
553     /* fire_arch_from_position: fires an archetype.
554     * op: person firing the object.
555     * caster: object casting the spell.
556     * x, y: where to fire the spell (note, it then uses op->map for the map
557     * for these coordinates, which is probably a really bad idea.
558     * dir: direction to fire in.
559     * spell: spell that is being fired. It uses other_arch for the archetype
560     * to fire.
561     * returns 0 on failure, 1 on success.
562     */
563    
564 root 1.11 int
565     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
566     {
567     object *tmp;
568     int mflags;
569 root 1.17 maptile *m;
570 root 1.11
571     if (spell->other_arch == NULL)
572     return 0;
573    
574     m = op->map;
575     mflags = get_map_flags (m, &m, x, y, &x, &y);
576     if (mflags & P_OUT_OF_MAP)
577     {
578     return 0;
579 elmex 1.1 }
580    
581 root 1.11 tmp = arch_to_object (spell->other_arch);
582 elmex 1.1
583 root 1.11 if (tmp == NULL)
584     return 0;
585 elmex 1.1
586 root 1.11 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
587     {
588     new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
589 root 1.20 tmp->destroy ();
590 root 1.11 return 0;
591 elmex 1.1 }
592    
593 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
594     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
595     /* code in time.c uses food for some things, duration for others */
596     tmp->stats.food = tmp->duration;
597     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
598     tmp->attacktype = spell->attacktype;
599     tmp->x = x;
600     tmp->y = y;
601     tmp->direction = dir;
602 root 1.21 if (op->owner != NULL)
603     tmp->set_owner (op);
604 root 1.11 else
605 root 1.21 tmp->set_owner (op);
606 root 1.11 tmp->level = caster_level (caster, spell);
607     set_spell_skill (op, caster, spell, tmp);
608    
609     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
610     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
611     {
612     if (!tailor_god_spell (tmp, op))
613     return 0;
614 elmex 1.1 }
615 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
616     SET_ANIMATION (tmp, dir);
617 elmex 1.1
618 root 1.29 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
619     move_spell_effect (tmp);
620 elmex 1.1
621 root 1.11 return 1;
622 elmex 1.1 }
623    
624     /*****************************************************************************
625     *
626     * Code related to rods - perhaps better located in another file?
627     *
628     ****************************************************************************/
629 root 1.11 void
630     regenerate_rod (object *rod)
631     {
632     if (rod->stats.hp < rod->stats.maxhp)
633     {
634     rod->stats.hp += 1 + rod->stats.maxhp / 10;
635 elmex 1.1
636 root 1.11 if (rod->stats.hp > rod->stats.maxhp)
637     rod->stats.hp = rod->stats.maxhp;
638 elmex 1.1 }
639     }
640    
641    
642 root 1.11 void
643     drain_rod_charge (object *rod)
644     {
645     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
646 elmex 1.1 }
647    
648     /* this function is commonly used to find a friendly target for
649     * spells such as heal or protection or armour
650     * op is what is looking for the target (which can be a player),
651     * dir is the direction we are looking in. Return object found, or
652     * NULL if no good object.
653     */
654 root 1.11 object *
655     find_target_for_friendly_spell (object *op, int dir)
656     {
657     object *tmp;
658    
659     /* I don't really get this block - if op isn't a player or rune,
660     * we then make the owner of this object the target.
661     * The owner could very well be no where near op.
662     */
663     if (op->type != PLAYER && op->type != RUNE)
664     {
665 root 1.21 tmp = op->owner;
666 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
667     * to the caster.
668     */
669     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
670     tmp = op;
671 elmex 1.1 }
672 root 1.11 else
673     {
674 root 1.37 maptile *m = op->map;
675     sint16 x = op->x + freearr_x[dir];
676     sint16 y = op->y + freearr_y[dir];
677    
678     tmp = xy_normalise (m, x, y)
679     ? m->at (x, y).player ()
680     : 0;
681 root 1.11 }
682 root 1.26
683 root 1.11 /* didn't find a player there, look in current square for a player */
684 root 1.26 if (!tmp)
685     tmp = op->ms ().player ();
686 elmex 1.1
687 root 1.11 return tmp;
688 elmex 1.1 }
689    
690    
691    
692     /* raytrace:
693     * spell_find_dir(map, x, y, exclude) will search first the center square
694     * then some close squares in the given map at the given coordinates for
695     * live objects.
696     * It will not consider the object given as exclude (= caster) among possible
697     * live objects. If the caster is a player, the spell will go after
698     * monsters/generators only. If not, the spell will hunt players only.
699     * It returns the direction toward the first/closest live object if it finds
700     * any, otherwise -1.
701     * note that exclude can be NULL, in which case all bets are off.
702     */
703    
704 root 1.11 int
705 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
706 root 1.11 {
707     int i, max = SIZEOFFREE;
708     sint16 nx, ny;
709     int owner_type = 0, mflags;
710     object *tmp;
711 root 1.17 maptile *mp;
712 root 1.11
713     if (exclude && exclude->head)
714     exclude = exclude->head;
715     if (exclude && exclude->type)
716     owner_type = exclude->type;
717    
718     for (i = rndm (1, 8); i < max; i++)
719     {
720     nx = x + freearr_x[i];
721     ny = y + freearr_y[i];
722     mp = m;
723     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
724     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
725     continue;
726    
727 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
728 root 1.11
729     while (tmp != NULL && (((owner_type == PLAYER &&
730     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
731     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
732     tmp = tmp->above;
733 elmex 1.1
734 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
735     return freedir[i];
736 elmex 1.1 }
737 root 1.11 return -1; /* flag for "keep going the way you were" */
738 elmex 1.1 }
739    
740    
741    
742     /* put_a_monster: puts a monster named monstername near by
743     * op. This creates the treasures for the monsters, and
744     * also deals with multipart monsters properly.
745     */
746    
747 root 1.11 void
748     put_a_monster (object *op, const char *monstername)
749     {
750     object *tmp, *head = NULL, *prev = NULL;
751     archetype *at;
752     int dir;
753    
754     /* Handle cases where we are passed a bogus mosntername */
755    
756 root 1.14 if ((at = archetype::find (monstername)) == NULL)
757 root 1.11 return;
758    
759     /* find a free square nearby
760     * first we check the closest square for free squares
761     */
762    
763     dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
764     if (dir != -1)
765     {
766     /* This is basically grabbed for generate monster. Fixed 971225 to
767     * insert multipart monsters properly
768     */
769     while (at != NULL)
770     {
771     tmp = arch_to_object (at);
772     tmp->x = op->x + freearr_x[dir] + at->clone.x;
773     tmp->y = op->y + freearr_y[dir] + at->clone.y;
774     tmp->map = op->map;
775     if (head)
776     {
777     tmp->head = head;
778     prev->more = tmp;
779 root 1.8 }
780 root 1.11 if (!head)
781     head = tmp;
782     prev = tmp;
783     at = at->more;
784 root 1.8 }
785    
786 root 1.11 if (head->randomitems)
787     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
788 root 1.8
789 root 1.11 insert_ob_in_map (head, op->map, op, 0);
790 root 1.8
791 root 1.11 /* thought it'd be cool to insert a burnout, too. */
792 root 1.29 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
793 elmex 1.1 }
794     }
795    
796     /* peterm: function which summons hostile monsters and
797     * places them in nearby squares.
798     * op is the summoner.
799     * n is the number of monsters.
800     * monstername is the name of the monster.
801     * returns the number of monsters, which is basically n.
802     * it should really see how many it successfully replaced and
803     * return that instead.
804     * Note that this is not used by any spells (summon evil monsters
805     * use to call this, but best I can tell, that spell/ability was
806     * never used. This is however used by various failures on the
807     * players part (alchemy, reincarnation, etc)
808     */
809    
810 root 1.11 int
811     summon_hostile_monsters (object *op, int n, const char *monstername)
812     {
813     int i;
814    
815     for (i = 0; i < n; i++)
816     put_a_monster (op, monstername);
817 elmex 1.1
818 root 1.11 return n;
819 elmex 1.1 }
820    
821    
822     /* Some local definitions for shuffle-attack */
823 root 1.11 struct attacktype_shuffle
824     {
825     int attacktype;
826     int face;
827     } ATTACKS[22] =
828     {
829     {
830     AT_PHYSICAL, 0},
831     {
832     AT_PHYSICAL, 0}, /*face = explosion */
833     {
834     AT_PHYSICAL, 0},
835     {
836     AT_MAGIC, 1},
837     {
838     AT_MAGIC, 1}, /* face = last-burnout */
839     {
840     AT_MAGIC, 1},
841     {
842     AT_FIRE, 2},
843     {
844     AT_FIRE, 2}, /* face = fire.... */
845     {
846     AT_FIRE, 2},
847     {
848     AT_ELECTRICITY, 3},
849     {
850     AT_ELECTRICITY, 3}, /* ball_lightning */
851     {
852     AT_ELECTRICITY, 3},
853     {
854     AT_COLD, 4},
855     {
856     AT_COLD, 4}, /* face=icestorm */
857     {
858     AT_COLD, 4},
859     {
860     AT_CONFUSION, 5},
861     {
862     AT_POISON, 7},
863     {
864     AT_POISON, 7}, /* face = acid sphere. generator */
865     {
866     AT_POISON, 7}, /* poisoncloud face */
867     {
868     AT_SLOW, 8},
869     {
870     AT_PARALYZE, 9},
871     {
872     AT_FEAR, 10}};
873 elmex 1.1
874    
875    
876     /* shuffle_attack: peterm
877     * This routine shuffles the attack of op to one of the
878     * ones in the list. It does this at random. It also
879     * chooses a face appropriate to the attack that is
880     * being committed by that square at the moment.
881     * right now it's being used by color spray and create pool of
882     * chaos.
883     * This could really be a better implementation - the
884     * faces and attacktypes above are hardcoded, which is never
885     * good. The faces refer to faces in the animation sequence.
886     * Not sure how to do better - but not having it hardcoded
887     * would be nice.
888     * I also fixed a bug here in that attacktype was |= -
889     * to me, that would be that it would quickly get all
890     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
891     */
892 root 1.11 void
893     shuffle_attack (object *op, int change_face)
894 elmex 1.1 {
895 root 1.11 int i;
896 elmex 1.1
897 root 1.11 i = rndm (0, 21);
898 elmex 1.1
899 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
900    
901     if (change_face)
902     {
903     SET_ANIMATION (op, ATTACKS[i].face);
904 elmex 1.1 }
905     }
906    
907    
908     /* prayer_failure: This is called when a player fails
909     * at casting a prayer.
910     * op is the player.
911     * failure is basically how much grace they had.
912     * power is how much grace the spell would normally take to cast.
913     */
914    
915 root 1.11 void
916     prayer_failure (object *op, int failure, int power)
917     {
918     const char *godname;
919     object *tmp;
920 elmex 1.1
921 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
922     godname = "Your spirit";
923 elmex 1.1
924 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
925 elmex 1.1 {
926 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
927     tmp = get_archetype (SPELL_WONDER);
928     cast_cone (op, op, 0, tmp);
929 root 1.20 tmp->destroy ();
930 elmex 1.1 }
931    
932 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
933 elmex 1.1 {
934 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
935     confuse_player (op, op, 99);
936 elmex 1.1 }
937 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
938 elmex 1.1 {
939 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
940     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
941     paralyze_player (op, op, 99);
942 elmex 1.1 }
943 root 1.11 else if (failure <= -150) /* blast the immediate area */
944     {
945     tmp = get_archetype (GOD_POWER);
946     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
947     cast_magic_storm (op, tmp, power);
948 elmex 1.1 }
949     }
950    
951     /*
952     * spell_failure() handles the various effects for differing degrees
953     * of failure badness.
954     * op is the player that failed.
955     * failure is a random value of how badly you failed.
956     * power is how many spellpoints you'd normally need for the spell.
957     * skill is the skill you'd need to cast the spell.
958     */
959    
960 root 1.11 void
961     spell_failure (object *op, int failure, int power, object *skill)
962     {
963     object *tmp;
964 elmex 1.1
965 root 1.11 if (settings.spell_failure_effects == FALSE)
966     return;
967 elmex 1.1
968 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
969 elmex 1.1 {
970 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
971     tmp = get_archetype (SPELL_WONDER);
972     cast_cone (op, op, 0, tmp);
973 root 1.20 tmp->destroy ();
974 elmex 1.1 }
975    
976 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
977 elmex 1.1 {
978 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
979     confuse_player (op, op, 99);
980 elmex 1.1 }
981 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
982 elmex 1.1 {
983 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
984     paralyze_player (op, op, 99);
985 elmex 1.1 }
986 root 1.11 else if (failure <= -80) /* blast the immediate area */
987     {
988     object *tmp;
989 root 1.8
990 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
991     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
992     {
993     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
994     hit_player (op, 9998, op, AT_INTERNAL, 1);
995 root 1.8
996 root 1.11 }
997     else
998     {
999     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1000     tmp = get_archetype (LOOSE_MANA);
1001     tmp->level = skill->level;
1002    
1003     /* increase the area of destruction a little for more powerful spells */
1004     tmp->range += isqrt (power);
1005    
1006     if (power > 25)
1007     tmp->stats.dam = 25 + isqrt (power);
1008     else
1009     tmp->stats.dam = power; /* nasty recoils! */
1010 root 1.8
1011 root 1.11 tmp->stats.maxhp = tmp->count;
1012 root 1.29
1013     tmp->insert_at (op);
1014 root 1.8 }
1015 elmex 1.1 }
1016     }
1017    
1018 root 1.11 int
1019     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1020     {
1021     int success;
1022     object *spell;
1023    
1024     if (!spell_ob->other_arch)
1025 elmex 1.1 {
1026 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
1027     return 0;
1028     }
1029     spell = arch_to_object (spell_ob->other_arch);
1030 elmex 1.1
1031 root 1.11 /* Always cast spell on caster */
1032     success = cast_spell (op, caster, dir, spell, stringarg);
1033 elmex 1.1
1034 root 1.11 if (caster->contr->party == NULL)
1035     {
1036 root 1.19 spell->remove ();
1037 root 1.11 return success;
1038 elmex 1.1 }
1039 root 1.27 for_all_players (pl)
1040 root 1.11 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1041     {
1042     cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1043     }
1044 root 1.19 spell->remove ();
1045 root 1.11 return success;
1046     }
1047 elmex 1.1
1048     /* This is where the main dispatch when someone casts a spell.
1049     *
1050     * op is the creature that is owner of the object that is casting the spell -
1051     * eg, the player or monster.
1052     * caster is the actual object (wand, potion) casting the spell. can be
1053     * same as op.
1054     * dir is the direction to cast in. Note in some cases, if the spell
1055     * is self only, dir really doesn't make a difference.
1056     * spell_ob is the spell object that is being cast. From that,
1057     * we can determine what to do.
1058     * stringarg is any options that are being used. It can be NULL. Almost
1059     * certainly, only players will set it. It is basically used as optional
1060     * parameters to a spell (eg, item to create, information for marking runes,
1061     * etc.
1062     * returns 1 on successful cast, or 0 on error. These values should really
1063     * be swapped, so that 0 is successful, and non zero is failure, with a code
1064     * of what it failed.
1065     *
1066     * Note that this function is really a dispatch routine that calls other
1067     * functions - it just blindly returns what ever value those functions
1068     * return. So if your writing a new function that is called from this,
1069     * it shoudl also return 1 on success, 0 on failure.
1070     *
1071     * if it is a player casting the spell (op->type == PLAYER, op == caster),
1072     * this function will decrease the mana/grace appropriately. For other
1073     * objects, the caller should do what it considers appropriate.
1074     */
1075    
1076 root 1.11 int
1077     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1078     {
1079     const char *godname;
1080     int success = 0, mflags, cast_level = 0, old_shoottype;
1081     object *skill = NULL;
1082 elmex 1.1
1083 root 1.11 old_shoottype = op->contr ? op->contr->shoottype : 0;
1084 elmex 1.1
1085 root 1.11 if (!spell_ob)
1086     {
1087     LOG (llevError, "cast_spell: null spell object passed\n");
1088     return 0;
1089 elmex 1.1 }
1090 root 1.13
1091 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
1092     godname = "A random spirit";
1093 elmex 1.1
1094 root 1.11 /* the caller should set caster to op if appropriate */
1095     if (!caster)
1096     {
1097     LOG (llevError, "cast_spell: null caster object passed\n");
1098     return 0;
1099 elmex 1.1 }
1100    
1101 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
1102     * an issue, because they don't have any spellpaths set up.
1103     */
1104 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1105 root 1.11 {
1106     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1107     return 0;
1108 elmex 1.1 }
1109    
1110 root 1.11 /* if it is a player casting the spell, and they are really casting it
1111     * (vs it coming from a wand, scroll, or whatever else), do some
1112     * checks. We let monsters do special things - eg, they
1113     * don't need the skill, bypass level checks, etc. The monster function
1114     * should take care of that.
1115     * Remove the wiz check here and move it further down - some spells
1116     * need to have the right skill pointer passed, so we need to
1117     * at least process that code.
1118     */
1119     if (op->type == PLAYER && op == caster)
1120     {
1121     cast_level = caster_level (caster, spell_ob);
1122     if (spell_ob->skill)
1123     {
1124     skill = find_skill_by_name (op, spell_ob->skill);
1125     if (!skill)
1126     {
1127     new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1128     return 0;
1129 root 1.8 }
1130 root 1.11 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1131     {
1132     new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1133     return 0;
1134 root 1.8 }
1135     }
1136 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1137     * to have sufficient grace/mana.
1138     */
1139     if (!QUERY_FLAG (op, FLAG_WIZ))
1140     {
1141     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1142     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1143     {
1144     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1145     return 0;
1146 root 1.8 }
1147 root 1.30
1148 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1149     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1150     {
1151     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1152     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1153     {
1154     new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1155 root 1.8 }
1156 root 1.11 else
1157     {
1158     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1159     new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1160     return 0;
1161 root 1.8 }
1162     }
1163    
1164 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1165     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1166     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1167     {
1168     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1169     new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1170 root 1.35
1171 root 1.11 if (settings.casting_time == TRUE)
1172 root 1.35 op->casting_time = -1;
1173    
1174 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1175     return 0;
1176     }
1177     else if (spell_ob->stats.sp)
1178     {
1179     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1180    
1181     if (failure < 0)
1182     {
1183     new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1184     if (settings.spell_failure_effects == TRUE)
1185     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1186     op->contr->shoottype = (rangetype) old_shoottype;
1187     op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1188     return 0;
1189 root 1.8 }
1190     }
1191     }
1192 elmex 1.1 }
1193    
1194 root 1.11 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1195    
1196     /* See if we can cast a spell here. If the caster and op are
1197     * not alive, then this would mean that the mapmaker put the
1198     * objects on the space - presume that they know what they are
1199     * doing.
1200     */
1201 elmex 1.9
1202 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1203     {
1204     new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1205     return 0;
1206     }
1207    
1208     if ((spell_ob->type == SPELL)
1209     && (caster->type != POTION)
1210     && !QUERY_FLAG (op, FLAG_WIZCAST)
1211     && (QUERY_FLAG (caster, FLAG_ALIVE)
1212     || QUERY_FLAG (op, FLAG_ALIVE))
1213     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1214     {
1215     if (op->type != PLAYER)
1216 elmex 1.9 return 0;
1217    
1218 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1219     new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1220     else
1221     switch (op->contr->shoottype)
1222     {
1223 root 1.12 case range_magic:
1224     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1225     break;
1226     case range_misc:
1227     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1228     break;
1229     case range_golem:
1230     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1231     break;
1232     default:
1233     break;
1234 root 1.11 }
1235     return 0;
1236     }
1237 elmex 1.1
1238 root 1.11 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1239     {
1240     if (op->casting_time == -1)
1241     { /* begin the casting */
1242     op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1243     op->spell = spell_ob;
1244     /* put the stringarg into the object struct so that when the
1245     * spell is actually cast, it knows about the stringarg.
1246     * necessary for the invoke command spells.
1247     */
1248     if (stringarg)
1249 elmex 1.2 {
1250 root 1.22 op->spellarg = strdup (stringarg);
1251 root 1.8 }
1252 root 1.11 else
1253     op->spellarg = NULL;
1254     return 0;
1255 root 1.8 }
1256 root 1.11 else if (op->casting_time != 0)
1257     {
1258     if (op->type == PLAYER)
1259     new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1260     return 0;
1261 root 1.8 }
1262 root 1.11 else
1263     { /* casting_time == 0 */
1264     op->casting_time = -1;
1265     spell_ob = op->spell;
1266     stringarg = op->spellarg;
1267     }
1268     }
1269     else
1270     {
1271     /* Take into account how long it takes to cast the spell.
1272     * if the player is casting it, then we use the time in
1273     * the spell object. If it is a spell object, have it
1274     * take two ticks. Things that cast spells on the players
1275     * behalf (eg, altars, and whatever else) shouldn't cost
1276     * the player any time.
1277     * Ignore casting time for firewalls
1278     */
1279     if (caster == op && caster->type != FIREWALL)
1280     {
1281     op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1282     /* Other portions of the code may also decrement the speed of the player, so
1283     * put a lower limit so that the player isn't stuck here too long
1284     */
1285     if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1286     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1287     }
1288     else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1289     {
1290     op->speed_left -= 2 * FABS (op->speed);
1291 root 1.8 }
1292 elmex 1.1 }
1293    
1294 root 1.11 if (op->type == PLAYER && op == caster)
1295     {
1296     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1297     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1298 elmex 1.1 }
1299    
1300 root 1.11 /* We want to try to find the skill to properly credit exp.
1301     * for spell casting objects, the exp goes to the skill the casting
1302     * object requires.
1303     */
1304     if (op != caster && !skill && caster->skill)
1305     {
1306     skill = find_skill_by_name (op, caster->skill);
1307     if (!skill)
1308     {
1309     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1310     return 0;
1311 root 1.8 }
1312 root 1.11 change_skill (op, skill, 0); /* needed for proper exp credit */
1313 elmex 1.1 }
1314    
1315 root 1.11 switch (spell_ob->subtype)
1316     {
1317 root 1.12 /* The order of case statements is same as the order they show up
1318     * in in spells.h.
1319     */
1320     case SP_RAISE_DEAD:
1321     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1322     break;
1323    
1324     case SP_RUNE:
1325     success = write_rune (op, caster, spell_ob, dir, stringarg);
1326     break;
1327    
1328     case SP_MAKE_MARK:
1329     success = write_mark (op, spell_ob, stringarg);
1330     break;
1331    
1332     case SP_BOLT:
1333     success = fire_bolt (op, caster, dir, spell_ob, skill);
1334     break;
1335    
1336     case SP_BULLET:
1337     success = fire_bullet (op, caster, dir, spell_ob);
1338     break;
1339    
1340     case SP_CONE:
1341     success = cast_cone (op, caster, dir, spell_ob);
1342     break;
1343    
1344     case SP_BOMB:
1345     success = create_bomb (op, caster, dir, spell_ob);
1346     break;
1347    
1348     case SP_WONDER:
1349     success = cast_wonder (op, caster, dir, spell_ob);
1350     break;
1351    
1352     case SP_SMITE:
1353     success = cast_smite_spell (op, caster, dir, spell_ob);
1354     break;
1355    
1356     case SP_MAGIC_MISSILE:
1357     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1358     break;
1359    
1360     case SP_SUMMON_GOLEM:
1361     success = summon_golem (op, caster, dir, spell_ob);
1362     old_shoottype = range_golem;
1363     break;
1364    
1365     case SP_DIMENSION_DOOR:
1366     /* dimension door needs the actual caster, because that is what is
1367     * moved.
1368     */
1369     success = dimension_door (op, caster, spell_ob, dir);
1370     break;
1371 root 1.8
1372 root 1.12 case SP_MAGIC_MAPPING:
1373     if (op->type == PLAYER)
1374     {
1375     spell_effect (spell_ob, op->x, op->y, op->map, op);
1376     draw_magic_map (op);
1377     success = 1;
1378     }
1379     else
1380     success = 0;
1381     break;
1382 elmex 1.1
1383 root 1.12 case SP_MAGIC_WALL:
1384     success = magic_wall (op, caster, dir, spell_ob);
1385     break;
1386 root 1.8
1387 root 1.12 case SP_DESTRUCTION:
1388     success = cast_destruction (op, caster, spell_ob);
1389     break;
1390 root 1.8
1391 root 1.12 case SP_PERCEIVE_SELF:
1392     success = perceive_self (op);
1393     break;
1394 root 1.8
1395 root 1.12 case SP_WORD_OF_RECALL:
1396     success = cast_word_of_recall (op, caster, spell_ob);
1397     break;
1398 root 1.8
1399 root 1.12 case SP_INVISIBLE:
1400     success = cast_invisible (op, caster, spell_ob);
1401     break;
1402 root 1.8
1403 root 1.12 case SP_PROBE:
1404     success = probe (op, caster, spell_ob, dir);
1405     break;
1406 root 1.8
1407 root 1.12 case SP_HEALING:
1408     success = cast_heal (op, caster, spell_ob, dir);
1409     break;
1410 root 1.8
1411 root 1.12 case SP_CREATE_FOOD:
1412     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1413     break;
1414 root 1.8
1415 root 1.12 case SP_EARTH_TO_DUST:
1416     success = cast_earth_to_dust (op, caster, spell_ob);
1417     break;
1418 root 1.8
1419 root 1.12 case SP_CHANGE_ABILITY:
1420     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1421     break;
1422 root 1.8
1423 root 1.12 case SP_BLESS:
1424     success = cast_bless (op, caster, spell_ob, dir);
1425     break;
1426 root 1.8
1427 root 1.12 case SP_CURSE:
1428     success = cast_curse (op, caster, spell_ob, dir);
1429     break;
1430 root 1.8
1431 root 1.12 case SP_SUMMON_MONSTER:
1432     success = summon_object (op, caster, spell_ob, dir, stringarg);
1433     break;
1434 root 1.8
1435 root 1.12 case SP_CHARGING:
1436     success = recharge (op, caster, spell_ob);
1437     break;
1438 root 1.8
1439 root 1.12 case SP_POLYMORPH:
1440 elmex 1.1 #ifdef NO_POLYMORPH
1441 root 1.12 /* Not great, but at least provide feedback so if players do have
1442     * polymorph (ie, find it as a preset item or left over from before
1443     * it was disabled), they get some feedback.
1444     */
1445     new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1446     success = 0;
1447 elmex 1.1 #else
1448 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1449 elmex 1.1 #endif
1450 root 1.12 break;
1451 root 1.8
1452 root 1.12 case SP_ALCHEMY:
1453     success = alchemy (op, caster, spell_ob);
1454     break;
1455    
1456     case SP_REMOVE_CURSE:
1457     success = remove_curse (op, caster, spell_ob);
1458     break;
1459    
1460     case SP_IDENTIFY:
1461     success = cast_identify (op, caster, spell_ob);
1462     break;
1463    
1464     case SP_DETECTION:
1465     success = cast_detection (op, caster, spell_ob, skill);
1466     break;
1467    
1468     case SP_MOOD_CHANGE:
1469     success = mood_change (op, caster, spell_ob);
1470     break;
1471 elmex 1.1
1472 root 1.12 case SP_MOVING_BALL:
1473     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1474     {
1475     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1476     success = 0;
1477     }
1478     else
1479     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1480     break;
1481 elmex 1.1
1482 root 1.12 case SP_SWARM:
1483     success = fire_swarm (op, caster, spell_ob, dir);
1484     break;
1485    
1486     case SP_CHANGE_MANA:
1487     success = cast_transfer (op, caster, spell_ob, dir);
1488     break;
1489    
1490     case SP_DISPEL_RUNE:
1491     /* in rune.c */
1492     success = dispel_rune (op, caster, spell_ob, skill, dir);
1493     break;
1494    
1495     case SP_CREATE_MISSILE:
1496     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1497     break;
1498    
1499     case SP_CONSECRATE:
1500     success = cast_consecrate (op, caster, spell_ob);
1501     break;
1502    
1503     case SP_ANIMATE_WEAPON:
1504     success = animate_weapon (op, caster, spell_ob, dir);
1505     old_shoottype = range_golem;
1506     break;
1507    
1508     case SP_LIGHT:
1509     success = cast_light (op, caster, spell_ob, dir);
1510     break;
1511    
1512     case SP_CHANGE_MAP_LIGHT:
1513     success = cast_change_map_lightlevel (op, caster, spell_ob);
1514     break;
1515    
1516     case SP_FAERY_FIRE:
1517     success = cast_destruction (op, caster, spell_ob);
1518     break;
1519    
1520     case SP_CAUSE_DISEASE:
1521     success = cast_cause_disease (op, caster, spell_ob, dir);
1522     break;
1523    
1524     case SP_AURA:
1525     success = create_aura (op, caster, spell_ob);
1526     break;
1527    
1528     case SP_TOWN_PORTAL:
1529     success = cast_create_town_portal (op, caster, spell_ob, dir);
1530     break;
1531    
1532     case SP_PARTY_SPELL:
1533     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1534     break;
1535    
1536     default:
1537     if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1538     LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1539 elmex 1.1 }
1540    
1541 root 1.11 /* FIXME - we need some better sound suppport */
1542     // yes, for example, augment map info with the spell effect
1543     // so clients can calculate the sounds themselves
1544     //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1545 elmex 1.1
1546 root 1.11 /* free the spell arg */
1547     if (settings.casting_time == TRUE && stringarg)
1548     {
1549     free (stringarg);
1550     stringarg = NULL;
1551 elmex 1.1 }
1552 root 1.11 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1553     * to something like use_magic_item, but you really want to be able to fire
1554     * it again.
1555     */
1556     if (op->contr)
1557     op->contr->shoottype = (rangetype) old_shoottype;
1558 elmex 1.1
1559 root 1.11 return success;
1560 elmex 1.1 }
1561    
1562    
1563     /* This is called from time.c/process_object(). That function
1564     * calls this for any SPELL_EFFECT type objects. This function
1565     * then dispatches them to the appropriate specific routines.
1566     */
1567 root 1.11 void
1568     move_spell_effect (object *op)
1569     {
1570     switch (op->subtype)
1571     {
1572 root 1.12 case SP_BOLT:
1573     move_bolt (op);
1574     break;
1575    
1576     case SP_BULLET:
1577     move_bullet (op);
1578     break;
1579    
1580     case SP_EXPLOSION:
1581     explosion (op);
1582     break;
1583    
1584     case SP_CONE:
1585     move_cone (op);
1586     break;
1587    
1588     case SP_BOMB:
1589     animate_bomb (op);
1590     break;
1591    
1592     case SP_MAGIC_MISSILE:
1593     move_missile (op);
1594     break;
1595    
1596     case SP_WORD_OF_RECALL:
1597     execute_word_of_recall (op);
1598     break;
1599    
1600     case SP_MOVING_BALL:
1601     move_ball_spell (op);
1602     break;
1603    
1604     case SP_SWARM:
1605     move_swarm_spell (op);
1606     break;
1607    
1608     case SP_AURA:
1609     move_aura (op);
1610     break;
1611 elmex 1.1 }
1612     }
1613    
1614     /* this checks to see if something special should happen if
1615     * something runs into the object.
1616     */
1617 root 1.11 void
1618     check_spell_effect (object *op)
1619     {
1620     switch (op->subtype)
1621     {
1622 root 1.12 case SP_BOLT:
1623     move_bolt (op);
1624     return;
1625    
1626     case SP_BULLET:
1627     check_bullet (op);
1628     return;
1629 elmex 1.1 }
1630     }
1631    
1632     /* This is called by move_apply. Basically, if someone
1633     * moves onto a spell effect and the walk_on or fly_on flags
1634     * are set, this is called. This should only be called for
1635     * objects of the appropraite type.
1636     */
1637 root 1.11 void
1638     apply_spell_effect (object *spell, object *victim)
1639 elmex 1.1 {
1640 root 1.11 switch (spell->subtype)
1641     {
1642 root 1.12 case SP_CONE:
1643     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1644     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1645     break;
1646 root 1.8
1647 root 1.12 case SP_MAGIC_MISSILE:
1648     if (QUERY_FLAG (victim, FLAG_ALIVE))
1649     {
1650 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1651 root 1.11
1652 root 1.16 if (!spell->destroyed ())
1653 root 1.20 spell->destroy ();
1654 root 1.12 }
1655     break;
1656 root 1.8
1657 root 1.12 case SP_MOVING_BALL:
1658     if (QUERY_FLAG (victim, FLAG_ALIVE))
1659     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1660 root 1.36 else if (victim->materialname)
1661 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1662     break;
1663 elmex 1.1 }
1664     }