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Revision: 1.41
Committed: Sat Apr 28 17:51:58 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.40: +23 -49 lines
Log Message:
implement two new flags and associated gadgets:

- FLAG_PRECIOUS: used to mark precious pet monsters. semantics
  are not fleshed out yet, but destroy_pets floors leave them be.
  ideas: save them to the player file, do not kill with killpets
  (but only with killpets all), try harder when following player on other
  maps.

- FLAG_TREASURE_ENV: put treasure into the environment instead of
  into the object, useful for terrain types on the worldmap.
  - bumped chance field in treasures to 16 bit (ideally float).

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     /* put_a_monster: puts a monster named monstername near by
741     * op. This creates the treasures for the monsters, and
742     * also deals with multipart monsters properly.
743     */
744 root 1.11 void
745     put_a_monster (object *op, const char *monstername)
746     {
747     object *tmp, *head = NULL, *prev = NULL;
748     archetype *at;
749     int dir;
750    
751     /* Handle cases where we are passed a bogus mosntername */
752    
753 root 1.14 if ((at = archetype::find (monstername)) == NULL)
754 root 1.11 return;
755    
756     /* find a free square nearby
757     * first we check the closest square for free squares
758     */
759    
760     dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
761     if (dir != -1)
762     {
763     /* This is basically grabbed for generate monster. Fixed 971225 to
764     * insert multipart monsters properly
765     */
766     while (at != NULL)
767     {
768     tmp = arch_to_object (at);
769     tmp->x = op->x + freearr_x[dir] + at->clone.x;
770     tmp->y = op->y + freearr_y[dir] + at->clone.y;
771     tmp->map = op->map;
772     if (head)
773     {
774     tmp->head = head;
775     prev->more = tmp;
776 root 1.8 }
777 root 1.11 if (!head)
778     head = tmp;
779     prev = tmp;
780     at = at->more;
781 root 1.8 }
782    
783 root 1.11 if (head->randomitems)
784     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
785 root 1.8
786 root 1.11 insert_ob_in_map (head, op->map, op, 0);
787 root 1.8
788 root 1.11 /* thought it'd be cool to insert a burnout, too. */
789 root 1.29 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
790 elmex 1.1 }
791     }
792    
793     /* peterm: function which summons hostile monsters and
794     * places them in nearby squares.
795     * op is the summoner.
796     * n is the number of monsters.
797     * monstername is the name of the monster.
798     * returns the number of monsters, which is basically n.
799     * it should really see how many it successfully replaced and
800     * return that instead.
801     * Note that this is not used by any spells (summon evil monsters
802     * use to call this, but best I can tell, that spell/ability was
803     * never used. This is however used by various failures on the
804     * players part (alchemy, reincarnation, etc)
805     */
806    
807 root 1.11 int
808     summon_hostile_monsters (object *op, int n, const char *monstername)
809     {
810     int i;
811    
812     for (i = 0; i < n; i++)
813     put_a_monster (op, monstername);
814 elmex 1.1
815 root 1.11 return n;
816 elmex 1.1 }
817    
818    
819     /* Some local definitions for shuffle-attack */
820 root 1.11 struct attacktype_shuffle
821     {
822     int attacktype;
823     int face;
824     } ATTACKS[22] =
825     {
826 root 1.41 { AT_PHYSICAL, 0},
827     { AT_PHYSICAL, 0}, /*face = explosion */
828     { AT_PHYSICAL, 0},
829     { AT_MAGIC, 1},
830     { AT_MAGIC, 1}, /* face = last-burnout */
831     { AT_MAGIC, 1},
832     { AT_FIRE, 2},
833     { AT_FIRE, 2}, /* face = fire.... */
834     { AT_FIRE, 2},
835     { AT_ELECTRICITY, 3},
836     { AT_ELECTRICITY, 3}, /* ball_lightning */
837     { AT_ELECTRICITY, 3},
838     { AT_COLD, 4},
839     { AT_COLD, 4}, /* face=icestorm */
840     { AT_COLD, 4},
841     { AT_CONFUSION, 5},
842     { AT_POISON, 7},
843     { AT_POISON, 7}, /* face = acid sphere. generator */
844     { AT_POISON, 7}, /* poisoncloud face */
845     { AT_SLOW, 8},
846     { AT_PARALYZE, 9},
847     { AT_FEAR, 10},
848     };
849 elmex 1.1
850     /* shuffle_attack: peterm
851     * This routine shuffles the attack of op to one of the
852     * ones in the list. It does this at random. It also
853     * chooses a face appropriate to the attack that is
854     * being committed by that square at the moment.
855     * right now it's being used by color spray and create pool of
856     * chaos.
857     * This could really be a better implementation - the
858     * faces and attacktypes above are hardcoded, which is never
859     * good. The faces refer to faces in the animation sequence.
860     * Not sure how to do better - but not having it hardcoded
861     * would be nice.
862     * I also fixed a bug here in that attacktype was |= -
863     * to me, that would be that it would quickly get all
864     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
865     */
866 root 1.11 void
867     shuffle_attack (object *op, int change_face)
868 elmex 1.1 {
869 root 1.11 int i;
870 elmex 1.1
871 root 1.11 i = rndm (0, 21);
872 elmex 1.1
873 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
874    
875     if (change_face)
876     {
877     SET_ANIMATION (op, ATTACKS[i].face);
878 elmex 1.1 }
879     }
880    
881    
882     /* prayer_failure: This is called when a player fails
883     * at casting a prayer.
884     * op is the player.
885     * failure is basically how much grace they had.
886     * power is how much grace the spell would normally take to cast.
887     */
888    
889 root 1.11 void
890     prayer_failure (object *op, int failure, int power)
891     {
892     const char *godname;
893     object *tmp;
894 elmex 1.1
895 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
896     godname = "Your spirit";
897 elmex 1.1
898 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
899 elmex 1.1 {
900 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
901     tmp = get_archetype (SPELL_WONDER);
902     cast_cone (op, op, 0, tmp);
903 root 1.20 tmp->destroy ();
904 elmex 1.1 }
905    
906 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
907 elmex 1.1 {
908 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
909     confuse_player (op, op, 99);
910 elmex 1.1 }
911 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
912 elmex 1.1 {
913 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
914     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
915     paralyze_player (op, op, 99);
916 elmex 1.1 }
917 root 1.11 else if (failure <= -150) /* blast the immediate area */
918     {
919     tmp = get_archetype (GOD_POWER);
920     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
921     cast_magic_storm (op, tmp, power);
922 elmex 1.1 }
923     }
924    
925     /*
926     * spell_failure() handles the various effects for differing degrees
927     * of failure badness.
928     * op is the player that failed.
929     * failure is a random value of how badly you failed.
930     * power is how many spellpoints you'd normally need for the spell.
931     * skill is the skill you'd need to cast the spell.
932     */
933    
934 root 1.11 void
935     spell_failure (object *op, int failure, int power, object *skill)
936     {
937     object *tmp;
938 elmex 1.1
939 root 1.11 if (settings.spell_failure_effects == FALSE)
940     return;
941 elmex 1.1
942 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
943 elmex 1.1 {
944 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
945     tmp = get_archetype (SPELL_WONDER);
946     cast_cone (op, op, 0, tmp);
947 root 1.20 tmp->destroy ();
948 elmex 1.1 }
949    
950 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
951 elmex 1.1 {
952 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
953     confuse_player (op, op, 99);
954 elmex 1.1 }
955 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
956 elmex 1.1 {
957 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
958     paralyze_player (op, op, 99);
959 elmex 1.1 }
960 root 1.11 else if (failure <= -80) /* blast the immediate area */
961     {
962     object *tmp;
963 root 1.8
964 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
965     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
966     {
967     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
968     hit_player (op, 9998, op, AT_INTERNAL, 1);
969 root 1.8
970 root 1.11 }
971     else
972     {
973     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
974     tmp = get_archetype (LOOSE_MANA);
975     tmp->level = skill->level;
976    
977     /* increase the area of destruction a little for more powerful spells */
978     tmp->range += isqrt (power);
979    
980     if (power > 25)
981     tmp->stats.dam = 25 + isqrt (power);
982     else
983     tmp->stats.dam = power; /* nasty recoils! */
984 root 1.8
985 root 1.11 tmp->stats.maxhp = tmp->count;
986 root 1.29
987     tmp->insert_at (op);
988 root 1.8 }
989 elmex 1.1 }
990     }
991    
992 root 1.11 int
993     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
994     {
995     int success;
996     object *spell;
997    
998     if (!spell_ob->other_arch)
999 elmex 1.1 {
1000 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
1001     return 0;
1002     }
1003     spell = arch_to_object (spell_ob->other_arch);
1004 elmex 1.1
1005 root 1.11 /* Always cast spell on caster */
1006     success = cast_spell (op, caster, dir, spell, stringarg);
1007 elmex 1.1
1008 root 1.11 if (caster->contr->party == NULL)
1009     {
1010 root 1.19 spell->remove ();
1011 root 1.11 return success;
1012 elmex 1.1 }
1013 root 1.27 for_all_players (pl)
1014 root 1.11 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1015     {
1016     cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1017     }
1018 root 1.19 spell->remove ();
1019 root 1.11 return success;
1020     }
1021 elmex 1.1
1022     /* This is where the main dispatch when someone casts a spell.
1023     *
1024     * op is the creature that is owner of the object that is casting the spell -
1025     * eg, the player or monster.
1026     * caster is the actual object (wand, potion) casting the spell. can be
1027     * same as op.
1028     * dir is the direction to cast in. Note in some cases, if the spell
1029     * is self only, dir really doesn't make a difference.
1030     * spell_ob is the spell object that is being cast. From that,
1031     * we can determine what to do.
1032     * stringarg is any options that are being used. It can be NULL. Almost
1033     * certainly, only players will set it. It is basically used as optional
1034     * parameters to a spell (eg, item to create, information for marking runes,
1035     * etc.
1036     * returns 1 on successful cast, or 0 on error. These values should really
1037     * be swapped, so that 0 is successful, and non zero is failure, with a code
1038     * of what it failed.
1039     *
1040     * Note that this function is really a dispatch routine that calls other
1041     * functions - it just blindly returns what ever value those functions
1042     * return. So if your writing a new function that is called from this,
1043     * it shoudl also return 1 on success, 0 on failure.
1044     *
1045     * if it is a player casting the spell (op->type == PLAYER, op == caster),
1046     * this function will decrease the mana/grace appropriately. For other
1047     * objects, the caller should do what it considers appropriate.
1048     */
1049    
1050 root 1.11 int
1051     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1052     {
1053     const char *godname;
1054     int success = 0, mflags, cast_level = 0, old_shoottype;
1055     object *skill = NULL;
1056 elmex 1.1
1057 root 1.11 old_shoottype = op->contr ? op->contr->shoottype : 0;
1058 elmex 1.1
1059 root 1.11 if (!spell_ob)
1060     {
1061     LOG (llevError, "cast_spell: null spell object passed\n");
1062     return 0;
1063 elmex 1.1 }
1064 root 1.13
1065 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
1066     godname = "A random spirit";
1067 elmex 1.1
1068 root 1.11 /* the caller should set caster to op if appropriate */
1069     if (!caster)
1070     {
1071     LOG (llevError, "cast_spell: null caster object passed\n");
1072     return 0;
1073 elmex 1.1 }
1074    
1075 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
1076     * an issue, because they don't have any spellpaths set up.
1077     */
1078 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1079 root 1.11 {
1080     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1081     return 0;
1082 elmex 1.1 }
1083    
1084 root 1.11 /* if it is a player casting the spell, and they are really casting it
1085     * (vs it coming from a wand, scroll, or whatever else), do some
1086     * checks. We let monsters do special things - eg, they
1087     * don't need the skill, bypass level checks, etc. The monster function
1088     * should take care of that.
1089     * Remove the wiz check here and move it further down - some spells
1090     * need to have the right skill pointer passed, so we need to
1091     * at least process that code.
1092     */
1093     if (op->type == PLAYER && op == caster)
1094     {
1095     cast_level = caster_level (caster, spell_ob);
1096     if (spell_ob->skill)
1097     {
1098     skill = find_skill_by_name (op, spell_ob->skill);
1099     if (!skill)
1100     {
1101     new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1102     return 0;
1103 root 1.8 }
1104 root 1.11 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1105     {
1106     new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1107     return 0;
1108 root 1.8 }
1109     }
1110 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1111     * to have sufficient grace/mana.
1112     */
1113     if (!QUERY_FLAG (op, FLAG_WIZ))
1114     {
1115     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1116     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1117     {
1118     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1119     return 0;
1120 root 1.8 }
1121 root 1.30
1122 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1123     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1124     {
1125     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1126     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1127     {
1128     new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1129 root 1.8 }
1130 root 1.11 else
1131     {
1132     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1133     new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1134     return 0;
1135 root 1.8 }
1136     }
1137    
1138 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1139     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1140     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1141     {
1142     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1143     new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1144 root 1.35
1145 root 1.11 if (settings.casting_time == TRUE)
1146 root 1.35 op->casting_time = -1;
1147    
1148 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1149     return 0;
1150     }
1151     else if (spell_ob->stats.sp)
1152     {
1153     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1154    
1155     if (failure < 0)
1156     {
1157     new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1158     if (settings.spell_failure_effects == TRUE)
1159     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1160     op->contr->shoottype = (rangetype) old_shoottype;
1161     op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1162     return 0;
1163 root 1.8 }
1164     }
1165     }
1166 elmex 1.1 }
1167    
1168 root 1.11 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1169    
1170     /* See if we can cast a spell here. If the caster and op are
1171     * not alive, then this would mean that the mapmaker put the
1172     * objects on the space - presume that they know what they are
1173     * doing.
1174     */
1175 elmex 1.9
1176 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1177     {
1178     new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1179     return 0;
1180     }
1181    
1182     if ((spell_ob->type == SPELL)
1183     && (caster->type != POTION)
1184     && !QUERY_FLAG (op, FLAG_WIZCAST)
1185     && (QUERY_FLAG (caster, FLAG_ALIVE)
1186     || QUERY_FLAG (op, FLAG_ALIVE))
1187     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1188     {
1189     if (op->type != PLAYER)
1190 elmex 1.9 return 0;
1191    
1192 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1193     new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1194     else
1195     switch (op->contr->shoottype)
1196     {
1197 root 1.12 case range_magic:
1198     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1199     break;
1200     case range_misc:
1201     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1202     break;
1203     case range_golem:
1204     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1205     break;
1206     default:
1207     break;
1208 root 1.11 }
1209     return 0;
1210     }
1211 elmex 1.1
1212 root 1.11 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1213     {
1214     if (op->casting_time == -1)
1215     { /* begin the casting */
1216     op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1217     op->spell = spell_ob;
1218     /* put the stringarg into the object struct so that when the
1219     * spell is actually cast, it knows about the stringarg.
1220     * necessary for the invoke command spells.
1221     */
1222     if (stringarg)
1223 elmex 1.2 {
1224 root 1.22 op->spellarg = strdup (stringarg);
1225 root 1.8 }
1226 root 1.11 else
1227     op->spellarg = NULL;
1228     return 0;
1229 root 1.8 }
1230 root 1.11 else if (op->casting_time != 0)
1231     {
1232     if (op->type == PLAYER)
1233     new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1234     return 0;
1235 root 1.8 }
1236 root 1.11 else
1237     { /* casting_time == 0 */
1238     op->casting_time = -1;
1239     spell_ob = op->spell;
1240     stringarg = op->spellarg;
1241     }
1242     }
1243     else
1244     {
1245     /* Take into account how long it takes to cast the spell.
1246     * if the player is casting it, then we use the time in
1247     * the spell object. If it is a spell object, have it
1248     * take two ticks. Things that cast spells on the players
1249     * behalf (eg, altars, and whatever else) shouldn't cost
1250     * the player any time.
1251     * Ignore casting time for firewalls
1252     */
1253     if (caster == op && caster->type != FIREWALL)
1254     {
1255     op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1256     /* Other portions of the code may also decrement the speed of the player, so
1257     * put a lower limit so that the player isn't stuck here too long
1258     */
1259     if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1260     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1261     }
1262     else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1263     {
1264     op->speed_left -= 2 * FABS (op->speed);
1265 root 1.8 }
1266 elmex 1.1 }
1267    
1268 root 1.11 if (op->type == PLAYER && op == caster)
1269     {
1270     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1271     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1272 elmex 1.1 }
1273    
1274 root 1.11 /* We want to try to find the skill to properly credit exp.
1275     * for spell casting objects, the exp goes to the skill the casting
1276     * object requires.
1277     */
1278     if (op != caster && !skill && caster->skill)
1279     {
1280     skill = find_skill_by_name (op, caster->skill);
1281     if (!skill)
1282     {
1283     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1284     return 0;
1285 root 1.8 }
1286 root 1.11 change_skill (op, skill, 0); /* needed for proper exp credit */
1287 elmex 1.1 }
1288    
1289 root 1.11 switch (spell_ob->subtype)
1290     {
1291 root 1.12 /* The order of case statements is same as the order they show up
1292     * in in spells.h.
1293     */
1294     case SP_RAISE_DEAD:
1295     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1296     break;
1297    
1298     case SP_RUNE:
1299     success = write_rune (op, caster, spell_ob, dir, stringarg);
1300     break;
1301    
1302     case SP_MAKE_MARK:
1303     success = write_mark (op, spell_ob, stringarg);
1304     break;
1305    
1306     case SP_BOLT:
1307     success = fire_bolt (op, caster, dir, spell_ob, skill);
1308     break;
1309    
1310     case SP_BULLET:
1311     success = fire_bullet (op, caster, dir, spell_ob);
1312     break;
1313    
1314     case SP_CONE:
1315     success = cast_cone (op, caster, dir, spell_ob);
1316     break;
1317    
1318     case SP_BOMB:
1319     success = create_bomb (op, caster, dir, spell_ob);
1320     break;
1321    
1322     case SP_WONDER:
1323     success = cast_wonder (op, caster, dir, spell_ob);
1324     break;
1325    
1326     case SP_SMITE:
1327     success = cast_smite_spell (op, caster, dir, spell_ob);
1328     break;
1329    
1330     case SP_MAGIC_MISSILE:
1331     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1332     break;
1333    
1334     case SP_SUMMON_GOLEM:
1335     success = summon_golem (op, caster, dir, spell_ob);
1336     old_shoottype = range_golem;
1337     break;
1338    
1339     case SP_DIMENSION_DOOR:
1340     /* dimension door needs the actual caster, because that is what is
1341     * moved.
1342     */
1343     success = dimension_door (op, caster, spell_ob, dir);
1344     break;
1345 root 1.8
1346 root 1.12 case SP_MAGIC_MAPPING:
1347     if (op->type == PLAYER)
1348     {
1349     spell_effect (spell_ob, op->x, op->y, op->map, op);
1350     draw_magic_map (op);
1351     success = 1;
1352     }
1353     else
1354     success = 0;
1355     break;
1356 elmex 1.1
1357 root 1.12 case SP_MAGIC_WALL:
1358     success = magic_wall (op, caster, dir, spell_ob);
1359     break;
1360 root 1.8
1361 root 1.12 case SP_DESTRUCTION:
1362     success = cast_destruction (op, caster, spell_ob);
1363     break;
1364 root 1.8
1365 root 1.12 case SP_PERCEIVE_SELF:
1366     success = perceive_self (op);
1367     break;
1368 root 1.8
1369 root 1.12 case SP_WORD_OF_RECALL:
1370     success = cast_word_of_recall (op, caster, spell_ob);
1371     break;
1372 root 1.8
1373 root 1.12 case SP_INVISIBLE:
1374     success = cast_invisible (op, caster, spell_ob);
1375     break;
1376 root 1.8
1377 root 1.12 case SP_PROBE:
1378     success = probe (op, caster, spell_ob, dir);
1379     break;
1380 root 1.8
1381 root 1.12 case SP_HEALING:
1382     success = cast_heal (op, caster, spell_ob, dir);
1383     break;
1384 root 1.8
1385 root 1.12 case SP_CREATE_FOOD:
1386     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1387     break;
1388 root 1.8
1389 root 1.12 case SP_EARTH_TO_DUST:
1390     success = cast_earth_to_dust (op, caster, spell_ob);
1391     break;
1392 root 1.8
1393 root 1.12 case SP_CHANGE_ABILITY:
1394     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1395     break;
1396 root 1.8
1397 root 1.12 case SP_BLESS:
1398     success = cast_bless (op, caster, spell_ob, dir);
1399     break;
1400 root 1.8
1401 root 1.12 case SP_CURSE:
1402     success = cast_curse (op, caster, spell_ob, dir);
1403     break;
1404 root 1.8
1405 root 1.12 case SP_SUMMON_MONSTER:
1406     success = summon_object (op, caster, spell_ob, dir, stringarg);
1407     break;
1408 root 1.8
1409 root 1.12 case SP_CHARGING:
1410     success = recharge (op, caster, spell_ob);
1411     break;
1412 root 1.8
1413 root 1.12 case SP_POLYMORPH:
1414 elmex 1.1 #ifdef NO_POLYMORPH
1415 root 1.12 /* Not great, but at least provide feedback so if players do have
1416     * polymorph (ie, find it as a preset item or left over from before
1417     * it was disabled), they get some feedback.
1418     */
1419     new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1420     success = 0;
1421 elmex 1.1 #else
1422 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1423 elmex 1.1 #endif
1424 root 1.12 break;
1425 root 1.8
1426 root 1.12 case SP_ALCHEMY:
1427     success = alchemy (op, caster, spell_ob);
1428     break;
1429    
1430     case SP_REMOVE_CURSE:
1431     success = remove_curse (op, caster, spell_ob);
1432     break;
1433    
1434     case SP_IDENTIFY:
1435     success = cast_identify (op, caster, spell_ob);
1436     break;
1437    
1438     case SP_DETECTION:
1439     success = cast_detection (op, caster, spell_ob, skill);
1440     break;
1441    
1442     case SP_MOOD_CHANGE:
1443     success = mood_change (op, caster, spell_ob);
1444     break;
1445 elmex 1.1
1446 root 1.12 case SP_MOVING_BALL:
1447     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1448     {
1449     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1450     success = 0;
1451     }
1452     else
1453     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1454     break;
1455 elmex 1.1
1456 root 1.12 case SP_SWARM:
1457     success = fire_swarm (op, caster, spell_ob, dir);
1458     break;
1459    
1460     case SP_CHANGE_MANA:
1461     success = cast_transfer (op, caster, spell_ob, dir);
1462     break;
1463    
1464     case SP_DISPEL_RUNE:
1465     /* in rune.c */
1466     success = dispel_rune (op, caster, spell_ob, skill, dir);
1467     break;
1468    
1469     case SP_CREATE_MISSILE:
1470     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1471     break;
1472    
1473     case SP_CONSECRATE:
1474     success = cast_consecrate (op, caster, spell_ob);
1475     break;
1476    
1477     case SP_ANIMATE_WEAPON:
1478     success = animate_weapon (op, caster, spell_ob, dir);
1479     old_shoottype = range_golem;
1480     break;
1481    
1482     case SP_LIGHT:
1483     success = cast_light (op, caster, spell_ob, dir);
1484     break;
1485    
1486     case SP_CHANGE_MAP_LIGHT:
1487     success = cast_change_map_lightlevel (op, caster, spell_ob);
1488     break;
1489    
1490     case SP_FAERY_FIRE:
1491     success = cast_destruction (op, caster, spell_ob);
1492     break;
1493    
1494     case SP_CAUSE_DISEASE:
1495     success = cast_cause_disease (op, caster, spell_ob, dir);
1496     break;
1497    
1498     case SP_AURA:
1499     success = create_aura (op, caster, spell_ob);
1500     break;
1501    
1502     case SP_TOWN_PORTAL:
1503     success = cast_create_town_portal (op, caster, spell_ob, dir);
1504     break;
1505    
1506     case SP_PARTY_SPELL:
1507     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1508     break;
1509    
1510     default:
1511     if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1512     LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1513 elmex 1.1 }
1514    
1515 root 1.11 /* FIXME - we need some better sound suppport */
1516     // yes, for example, augment map info with the spell effect
1517     // so clients can calculate the sounds themselves
1518     //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1519 elmex 1.1
1520 root 1.11 /* free the spell arg */
1521     if (settings.casting_time == TRUE && stringarg)
1522     {
1523     free (stringarg);
1524     stringarg = NULL;
1525 elmex 1.1 }
1526 root 1.11 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1527     * to something like use_magic_item, but you really want to be able to fire
1528     * it again.
1529     */
1530     if (op->contr)
1531     op->contr->shoottype = (rangetype) old_shoottype;
1532 elmex 1.1
1533 root 1.11 return success;
1534 elmex 1.1 }
1535    
1536    
1537     /* This is called from time.c/process_object(). That function
1538     * calls this for any SPELL_EFFECT type objects. This function
1539     * then dispatches them to the appropriate specific routines.
1540     */
1541 root 1.11 void
1542     move_spell_effect (object *op)
1543     {
1544     switch (op->subtype)
1545     {
1546 root 1.12 case SP_BOLT:
1547     move_bolt (op);
1548     break;
1549    
1550     case SP_BULLET:
1551     move_bullet (op);
1552     break;
1553    
1554     case SP_EXPLOSION:
1555     explosion (op);
1556     break;
1557    
1558     case SP_CONE:
1559     move_cone (op);
1560     break;
1561    
1562     case SP_BOMB:
1563     animate_bomb (op);
1564     break;
1565    
1566     case SP_MAGIC_MISSILE:
1567     move_missile (op);
1568     break;
1569    
1570     case SP_WORD_OF_RECALL:
1571     execute_word_of_recall (op);
1572     break;
1573    
1574     case SP_MOVING_BALL:
1575     move_ball_spell (op);
1576     break;
1577    
1578     case SP_SWARM:
1579     move_swarm_spell (op);
1580     break;
1581    
1582     case SP_AURA:
1583     move_aura (op);
1584     break;
1585 elmex 1.1 }
1586     }
1587    
1588     /* this checks to see if something special should happen if
1589     * something runs into the object.
1590     */
1591 root 1.11 void
1592     check_spell_effect (object *op)
1593     {
1594     switch (op->subtype)
1595     {
1596 root 1.12 case SP_BOLT:
1597     move_bolt (op);
1598     return;
1599    
1600     case SP_BULLET:
1601     check_bullet (op);
1602     return;
1603 elmex 1.1 }
1604     }
1605    
1606     /* This is called by move_apply. Basically, if someone
1607     * moves onto a spell effect and the walk_on or fly_on flags
1608     * are set, this is called. This should only be called for
1609     * objects of the appropraite type.
1610     */
1611 root 1.11 void
1612     apply_spell_effect (object *spell, object *victim)
1613 elmex 1.1 {
1614 root 1.11 switch (spell->subtype)
1615     {
1616 root 1.12 case SP_CONE:
1617     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1618     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1619     break;
1620 root 1.8
1621 root 1.12 case SP_MAGIC_MISSILE:
1622     if (QUERY_FLAG (victim, FLAG_ALIVE))
1623     {
1624 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1625 root 1.11
1626 root 1.16 if (!spell->destroyed ())
1627 root 1.20 spell->destroy ();
1628 root 1.12 }
1629     break;
1630 root 1.8
1631 root 1.12 case SP_MOVING_BALL:
1632     if (QUERY_FLAG (victim, FLAG_ALIVE))
1633     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1634 root 1.36 else if (victim->materialname)
1635 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1636     break;
1637 elmex 1.1 }
1638     }