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Revision: 1.43
Committed: Mon Apr 30 04:43:46 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.42: +9 -0 lines
Log Message:
re-add 'content'

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.42 * CrossFire, A Multiplayer game
3 pippijn 1.34 *
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     #include <global.h>
26     #include <spells.h>
27     #include <object.h>
28     #include <errno.h>
29 root 1.28 #include <sproto.h>
30 elmex 1.1 #include <sounds.h>
31    
32     extern char *spell_mapping[];
33    
34     /* This returns a random spell from 'ob'. If skill is set, then
35     * the spell must be of this skill, it can be NULL in which case all
36     * matching spells are used.
37     */
38 root 1.11 object *
39     find_random_spell_in_ob (object *ob, const char *skill)
40 elmex 1.1 {
41 root 1.11 int k = 0, s;
42     object *tmp;
43 elmex 1.1
44 root 1.11 for (tmp = ob->inv; tmp; tmp = tmp->below)
45     if (tmp->type == SPELL && (!skill || tmp->skill == skill))
46     k++;
47 elmex 1.1
48 root 1.11 /* No spells, no need to progess further */
49     if (!k)
50     return NULL;
51 elmex 1.1
52 root 1.11 s = RANDOM () % k;
53 elmex 1.1
54 root 1.11 for (tmp = ob->inv; tmp; tmp = tmp->below)
55     if (tmp->type == SPELL && (!skill || tmp->skill == skill))
56     {
57     if (!s)
58     return tmp;
59     else
60     s--;
61     }
62     /* Should never get here, but just in case */
63     return NULL;
64 elmex 1.1 }
65    
66     /* Relatively simple function that gets used a lot.
67     * Basically, it sets up the skill pointer for the spell being
68     * cast. If op is really casting the spell, then the skill
69     * is whatever skill the spell requires.
70     * if instead caster (rod, horn, wand, etc) is casting the skill,
71     * then they get exp for the skill that you need to use for
72     * that object (use magic device).
73     */
74 root 1.11 void
75     set_spell_skill (object *op, object *caster, object *spob, object *dest)
76 elmex 1.1 {
77 root 1.10 if (caster == op && spob->skill)
78     dest->skill = spob->skill;
79     else
80     dest->skill = caster->skill;
81 elmex 1.1 }
82    
83     /* init_spells: This should really be called check_spells, as that
84     * is what it does. It goes through the spells looking for any
85     * obvious errors. This was most useful in debugging when re-doing
86     * all the spells to catch simple errors. To use it all the time
87     * will result in it spitting out messages that aren't really errors.
88     */
89 root 1.11 void
90     init_spells (void)
91     {
92 elmex 1.1 #ifdef SPELL_DEBUG
93 root 1.11 static int init_spells_done = 0;
94     int i;
95     archetype *at;
96    
97     if (init_spells_done)
98     return;
99     LOG (llevDebug, "Checking spells...\n");
100    
101     for (at = first_archetype; at; at = at->next)
102     {
103     if (at->clone.type == SPELL)
104     {
105     if (at->clone.skill)
106     {
107     for (i = 1; i < NUM_SKILLS; i++)
108     if (!strcmp (skill_names[i], at->clone.skill))
109     break;
110     if (i == NUM_SKILLS)
111     {
112     LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
113 root 1.8 }
114     }
115 root 1.11 /* other_arch is already checked for in the loader */
116 root 1.8 }
117 elmex 1.1 }
118    
119 root 1.11 i = 0;
120     while (spell_mapping[i])
121     {
122 root 1.14 if (!archetype::find (spell_mapping[i]))
123 root 1.11 {
124     LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
125 root 1.8 }
126 root 1.11 i++;
127 elmex 1.1 }
128 root 1.11 LOG (llevDebug, "Checking spells completed.\n");
129 elmex 1.1 #endif
130     }
131    
132     /* Dumps all the spells - now also dumps skill associated with the spell.
133     * not sure what this would be used for, as the data seems pretty
134     * minimal, but easy enough to keep around.
135     */
136 root 1.11 void
137     dump_spells (void)
138 elmex 1.1 {
139 root 1.11 archetype *at;
140 elmex 1.1
141 root 1.11 for (at = first_archetype; at; at = at->next)
142     {
143     if (at->clone.type == SPELL)
144     {
145     fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
146     &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
147 root 1.8 }
148 elmex 1.1 }
149     }
150    
151     /* pretty basic function - basically just takes
152     * an object, sets the x,y, and calls insert_ob_in_map
153     */
154 root 1.11 void
155 root 1.17 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
156 elmex 1.1 {
157 root 1.29 if (spob->other_arch)
158     map->insert (arch_to_object (spob->other_arch), x, y, originator);
159 elmex 1.1 }
160    
161     /*
162     * This function takes a caster and spell and presents the
163     * effective level the caster needs to be to cast the spell.
164     * basically, it just adjusts the spell->level with attuned/repelled
165 root 1.30 * spellpaths. Was called path_level_mod.
166 elmex 1.1 *
167 root 1.30 * caster is person casting the spell.
168 elmex 1.1 * spell is the spell object.
169     * Returns modified level.
170     */
171 root 1.11 int
172     min_casting_level (object *caster, object *spell)
173 elmex 1.1 {
174 root 1.11 int new_level;
175 elmex 1.1
176 root 1.11 if (caster->path_denied & spell->path_attuned)
177 root 1.18 return 1;
178    
179 root 1.11 new_level = spell->level
180 root 1.30 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
181     + (caster->path_attuned & spell->path_attuned ? -2 : 0);
182 root 1.18
183 root 1.30 return max (1, new_level);
184 elmex 1.1 }
185    
186     /* This function returns the effective level the spell
187     * is being cast at.
188     * Note that I changed the repelled/attuned bonus to 2 from 5.
189     * This is because the new code compares casting_level against
190     * min_caster_level, so the difference is effectively 4
191     */
192 root 1.11 int
193     caster_level (object *caster, object *spell)
194 elmex 1.1 {
195 root 1.11 int level = caster->level;
196    
197     /* If this is a player, try to find the matching skill */
198     if (caster->type == PLAYER && spell->skill)
199 root 1.18 for (int i = 0; i < NUM_SKILLS; i++)
200     if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
201     {
202     level = caster->contr->last_skill_ob[i]->level;
203     break;
204     }
205 root 1.11
206     /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
207     if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
208     {
209     object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
210     int sk_level = skill ? skill->level : 1;
211    
212     level = MIN (level, sk_level + level / 10 + 1);
213 elmex 1.1 }
214    
215 root 1.11 /* Got valid caster level. Now adjust for attunement */
216 root 1.38 level += caster->path_repelled & spell->path_attuned ? -2 : 0;
217     level += caster->path_attuned & spell->path_attuned ? +2 : 0;
218 root 1.11
219     /* Always make this at least 1. If this is zero, we get divide by zero
220     * errors in various places.
221     */
222 root 1.38 return max (level, 1);
223 elmex 1.1 }
224    
225     /* The following function scales the spellpoint cost of
226     * a spell by it's increased effectiveness. Some of the
227     * lower level spells become incredibly vicious at high
228     * levels. Very cheap mass destruction. This function is
229     * intended to keep the sp cost related to the effectiveness.
230     * op is the player/monster
231     * caster is what is casting the spell, can be op.
232     * spell is the spell object.
233     * Note that it is now possible for a spell to cost both grace and
234     * mana. In that case, we return which ever value is higher.
235     */
236    
237 root 1.11 sint16
238     SP_level_spellpoint_cost (object *caster, object *spell, int flags)
239 elmex 1.1 {
240 root 1.11 int sp, grace, level = caster_level (caster, spell);
241 elmex 1.1
242 root 1.11 if (settings.spellpoint_level_depend == TRUE)
243     {
244     if (spell->stats.sp && spell->stats.maxsp)
245     {
246     sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
247 root 1.8 }
248 root 1.11 else
249     sp = spell->stats.sp;
250 root 1.8
251 root 1.11 sp *= (int) PATH_SP_MULT (caster, spell);
252     if (!sp && spell->stats.sp)
253     sp = 1;
254 root 1.8
255 root 1.11 if (spell->stats.grace && spell->stats.maxgrace)
256     {
257     grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
258 root 1.8 }
259 root 1.11 else
260     grace = spell->stats.grace;
261 elmex 1.1
262 root 1.11 grace *= (int) PATH_SP_MULT (caster, spell);
263     if (spell->stats.grace && !grace)
264     grace = 1;
265     }
266     else
267     {
268     sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
269     if (spell->stats.sp && !sp)
270     sp = 1;
271     grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
272     if (spell->stats.grace && !grace)
273     grace = 1;
274     }
275     if (flags == SPELL_HIGHEST)
276     return MAX (sp, grace);
277     else if (flags == SPELL_GRACE)
278     return grace;
279     else if (flags == SPELL_MANA)
280     return sp;
281     else
282     {
283     LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
284     return 0;
285 elmex 1.1 }
286     }
287    
288    
289     /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
290     * spob is the spell we are adjusting.
291     */
292 root 1.11 int
293     SP_level_dam_adjust (object *caster, object *spob)
294 elmex 1.1 {
295 root 1.11 int level = caster_level (caster, spob);
296     int adj = level - min_casting_level (caster, spob);
297 elmex 1.1
298 root 1.11 if (adj < 0)
299     adj = 0;
300     if (spob->dam_modifier)
301     adj /= spob->dam_modifier;
302     else
303     adj = 0;
304     return adj;
305 elmex 1.1 }
306    
307     /* Adjust the strength of the spell based on level.
308     * This is basically the same as SP_level_dam_adjust above,
309     * but instead looks at the level_modifier value.
310     */
311 root 1.11 int
312     SP_level_duration_adjust (object *caster, object *spob)
313 elmex 1.1 {
314 root 1.11 int level = caster_level (caster, spob);
315     int adj = level - min_casting_level (caster, spob);
316 elmex 1.1
317 root 1.11 if (adj < 0)
318     adj = 0;
319     if (spob->duration_modifier)
320     adj /= spob->duration_modifier;
321     else
322     adj = 0;
323 elmex 1.1
324 root 1.11 return adj;
325 elmex 1.1 }
326    
327     /* Adjust the strength of the spell based on level.
328     * This is basically the same as SP_level_dam_adjust above,
329     * but instead looks at the level_modifier value.
330     */
331 root 1.11 int
332     SP_level_range_adjust (object *caster, object *spob)
333 elmex 1.1 {
334 root 1.11 int level = caster_level (caster, spob);
335     int adj = level - min_casting_level (caster, spob);
336 elmex 1.1
337 root 1.11 if (adj < 0)
338     adj = 0;
339     if (spob->range_modifier)
340     adj /= spob->range_modifier;
341     else
342     adj = 0;
343 elmex 1.1
344 root 1.11 return adj;
345 elmex 1.1 }
346    
347     /* Checks to see if player knows the spell. If the name is the same
348     * as an existing spell, we presume they know it.
349     * returns 1 if they know the spell, 0 if they don't.
350     */
351 root 1.11 object *
352     check_spell_known (object *op, const char *name)
353 elmex 1.1 {
354 root 1.11 object *spop;
355 elmex 1.1
356 root 1.11 for (spop = op->inv; spop; spop = spop->below)
357     if (spop->type == SPELL && !strcmp (spop->name, name))
358     return spop;
359 elmex 1.1
360 root 1.11 return NULL;
361 elmex 1.1 }
362    
363    
364     /*
365     * Look at object 'op' and see if they know the spell
366     * spname. This is pretty close to check_spell_known
367     * above, but it uses a looser matching mechanism.
368     * returns the matching spell object, or NULL.
369     * If we match multiple spells but don't get an
370     * exact match, we also return NULL.
371     */
372    
373 root 1.11 object *
374     lookup_spell_by_name (object *op, const char *spname)
375     {
376     object *spob1 = NULL, *spob2 = NULL, *spob;
377     int nummatch = 0;
378    
379     if (spname == NULL)
380     return NULL;
381    
382     /* Try to find the spell. We store the results in spob1
383     * and spob2 - spob1 is only taking the length of
384     * the past spname, spob2 uses the length of the spell name.
385     */
386     for (spob = op->inv; spob; spob = spob->below)
387     {
388     if (spob->type == SPELL)
389     {
390     if (!strncmp (spob->name, spname, strlen (spname)))
391     {
392     nummatch++;
393     spob1 = spob;
394     }
395     else if (!strncmp (spob->name, spname, strlen (spob->name)))
396     {
397     /* if spells have ambiguous names, it makes matching
398     * really difficult. (eg, fire and fireball would
399     * fall into this category). It shouldn't be hard to
400     * make sure spell names don't overlap in that fashion.
401     */
402     if (spob2)
403     LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
404     spob2 = spob;
405 root 1.8 }
406     }
407 elmex 1.1 }
408 root 1.11 /* if we have best match, return it. Otherwise, if we have one match
409     * on the loser match, return that, otehrwise null
410     */
411     if (spob2)
412     return spob2;
413     if (spob1 && nummatch == 1)
414     return spob1;
415     return NULL;
416 elmex 1.1 }
417    
418     /* reflwall - decides weither the (spell-)object sp_op will
419     * be reflected from the given mapsquare. Returns 1 if true.
420     * (Note that for living creatures there is a small chance that
421     * reflect_spell fails.)
422     * Caller should be sure it passes us valid map coordinates
423     * eg, updated for tiled maps.
424     */
425 root 1.11 int
426 root 1.17 reflwall (maptile *m, int x, int y, object *sp_op)
427 root 1.11 {
428     object *op;
429 elmex 1.1
430 root 1.11 if (OUT_OF_REAL_MAP (m, x, y))
431     return 0;
432 root 1.24 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
433 elmex 1.23 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
434     && (!QUERY_FLAG (op, FLAG_ALIVE)
435     || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
436 root 1.11 return 1;
437 elmex 1.1
438 root 1.11 return 0;
439 elmex 1.1 }
440    
441     /* cast_create_object: creates object new_op in direction dir
442     * or if that is blocked, beneath the player (op).
443     * we pass 'caster', but don't use it for anything.
444     * This is really just a simple wrapper function .
445     * returns the direction that the object was actually placed
446     * in.
447     */
448 root 1.11 int
449     cast_create_obj (object *op, object *caster, object *new_op, int dir)
450 elmex 1.1 {
451 root 1.17 maptile *m;
452 root 1.11 sint16 sx, sy;
453 elmex 1.1
454 root 1.11 if (dir &&
455     ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
456     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
457     {
458     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
459     new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
460     dir = 0;
461     }
462 root 1.29
463     op->map->insert (new_op,
464     op->x + freearr_x[dir], op->y + freearr_y[dir],
465     op,
466     dir ? 0 : INS_BELOW_ORIGINATOR);
467    
468 root 1.11 return dir;
469 elmex 1.1 }
470    
471     /* Returns true if it is ok to put spell *op on the space/may provided.
472     * immune_stop is basically the attacktype of the spell (why
473     * passed as a different value, not sure of). If immune_stop
474     * has the AT_MAGIC bit set, and there is a counterwall
475     * on the space, the object doesn't get placed. if immune stop
476     * does not have AT_MAGIC, then counterwalls do not effect the spell.
477     *
478     */
479 root 1.11 int
480 root 1.17 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
481 root 1.11 {
482 root 1.32 if (!xy_normalise (m, x, y))
483     return 0;
484 root 1.11
485 root 1.32 mapspace &ms = m->at (x, y);
486 root 1.11
487 root 1.32 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
488 root 1.11 return 0;
489    
490 root 1.32 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
491 root 1.11 {
492     /* If there is a counterspell on the space, and this
493     * object is using magic, don't progress. I believe we could
494     * leave this out and let in progress, and other areas of the code
495     * will then remove it, but that would seem to to use more
496     * resources, and may not work as well if a player is standing
497     * on top of a counterwall spell (may hit the player before being
498     * removed.) On the other hand, it may be more dramatic for the
499     * spell to actually hit the counterwall and be sucked up.
500     */
501 elmex 1.40 if ((tmp->attacktype & AT_COUNTERSPELL)
502     && !QUERY_FLAG (tmp, FLAG_MONSTER)
503     && (tmp->type != PLAYER)
504     && (tmp->type != WEAPON)
505     && (tmp->type != BOW)
506     && (tmp->type != ARROW)
507     && (tmp->type != GOLEM)
508     && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
509     // we special case floor here because there
510     // are sometimes spell effect floors
511     // which are used to inflict damage
512     // (and those shouldn't go away from
513     // sanctuary) see also: permanent lava
514     && (immune_stop & AT_MAGIC))
515 root 1.11 return 0;
516    
517     /* This is to prevent 'out of control' spells. Basically, this
518     * limits one spell effect per space per spell. This is definately
519     * needed for performance reasons, and just for playability I believe.
520     * there are no such things as multispaced spells right now, so
521     * we don't need to worry about the head.
522     */
523     if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
524     return 0;
525    
526     /*
527     * Combine similar spell effects into one spell effect. Needed for
528     * performance reasons with meteor swarm and the like, but also for
529     * playability reasons.
530     */
531     if (tmp->arch == op->arch
532     && tmp->type == op->type
533     && tmp->subtype == op->subtype
534 root 1.33 && tmp->owner == op->owner
535     && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
536 root 1.11 {
537     tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
538     tmp->range = MAX (tmp->range, op->range);
539     tmp->duration = MAX (tmp->duration, op->duration);
540     return 0;
541 elmex 1.1 }
542    
543 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
544     * ground to prevent it from moving along?
545     */
546 elmex 1.1 }
547 root 1.32
548 root 1.11 /* If it passes the above tests, it must be OK */
549     return 1;
550 elmex 1.1 }
551    
552     /* fire_arch_from_position: fires an archetype.
553     * op: person firing the object.
554     * caster: object casting the spell.
555     * x, y: where to fire the spell (note, it then uses op->map for the map
556     * for these coordinates, which is probably a really bad idea.
557     * dir: direction to fire in.
558     * spell: spell that is being fired. It uses other_arch for the archetype
559     * to fire.
560     * returns 0 on failure, 1 on success.
561     */
562    
563 root 1.11 int
564     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
565     {
566     object *tmp;
567     int mflags;
568 root 1.17 maptile *m;
569 root 1.11
570     if (spell->other_arch == NULL)
571     return 0;
572    
573     m = op->map;
574     mflags = get_map_flags (m, &m, x, y, &x, &y);
575     if (mflags & P_OUT_OF_MAP)
576     {
577     return 0;
578 elmex 1.1 }
579    
580 root 1.11 tmp = arch_to_object (spell->other_arch);
581 elmex 1.1
582 root 1.11 if (tmp == NULL)
583     return 0;
584 elmex 1.1
585 root 1.11 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
586     {
587     new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
588 root 1.20 tmp->destroy ();
589 root 1.11 return 0;
590 elmex 1.1 }
591    
592 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
593     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
594     /* code in time.c uses food for some things, duration for others */
595     tmp->stats.food = tmp->duration;
596     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
597     tmp->attacktype = spell->attacktype;
598     tmp->x = x;
599     tmp->y = y;
600     tmp->direction = dir;
601 root 1.21 if (op->owner != NULL)
602     tmp->set_owner (op);
603 root 1.11 else
604 root 1.21 tmp->set_owner (op);
605 root 1.11 tmp->level = caster_level (caster, spell);
606     set_spell_skill (op, caster, spell, tmp);
607    
608     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
609     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
610     {
611     if (!tailor_god_spell (tmp, op))
612     return 0;
613 elmex 1.1 }
614 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
615     SET_ANIMATION (tmp, dir);
616 elmex 1.1
617 root 1.29 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
618     move_spell_effect (tmp);
619 elmex 1.1
620 root 1.11 return 1;
621 elmex 1.1 }
622    
623     /*****************************************************************************
624     *
625     * Code related to rods - perhaps better located in another file?
626     *
627     ****************************************************************************/
628 root 1.11 void
629     regenerate_rod (object *rod)
630     {
631     if (rod->stats.hp < rod->stats.maxhp)
632     {
633     rod->stats.hp += 1 + rod->stats.maxhp / 10;
634 elmex 1.1
635 root 1.11 if (rod->stats.hp > rod->stats.maxhp)
636     rod->stats.hp = rod->stats.maxhp;
637 elmex 1.1 }
638     }
639    
640    
641 root 1.11 void
642     drain_rod_charge (object *rod)
643     {
644     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
645 elmex 1.1 }
646    
647     /* this function is commonly used to find a friendly target for
648     * spells such as heal or protection or armour
649     * op is what is looking for the target (which can be a player),
650     * dir is the direction we are looking in. Return object found, or
651     * NULL if no good object.
652     */
653 root 1.11 object *
654     find_target_for_friendly_spell (object *op, int dir)
655     {
656     object *tmp;
657    
658     /* I don't really get this block - if op isn't a player or rune,
659     * we then make the owner of this object the target.
660     * The owner could very well be no where near op.
661     */
662     if (op->type != PLAYER && op->type != RUNE)
663     {
664 root 1.21 tmp = op->owner;
665 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
666     * to the caster.
667     */
668     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
669     tmp = op;
670 elmex 1.1 }
671 root 1.11 else
672     {
673 root 1.37 maptile *m = op->map;
674     sint16 x = op->x + freearr_x[dir];
675     sint16 y = op->y + freearr_y[dir];
676    
677     tmp = xy_normalise (m, x, y)
678     ? m->at (x, y).player ()
679     : 0;
680 root 1.11 }
681 root 1.26
682 root 1.11 /* didn't find a player there, look in current square for a player */
683 root 1.26 if (!tmp)
684     tmp = op->ms ().player ();
685 elmex 1.1
686 root 1.11 return tmp;
687 elmex 1.1 }
688    
689    
690    
691     /* raytrace:
692     * spell_find_dir(map, x, y, exclude) will search first the center square
693     * then some close squares in the given map at the given coordinates for
694     * live objects.
695     * It will not consider the object given as exclude (= caster) among possible
696     * live objects. If the caster is a player, the spell will go after
697     * monsters/generators only. If not, the spell will hunt players only.
698     * It returns the direction toward the first/closest live object if it finds
699     * any, otherwise -1.
700     * note that exclude can be NULL, in which case all bets are off.
701     */
702    
703 root 1.11 int
704 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
705 root 1.11 {
706     int i, max = SIZEOFFREE;
707     sint16 nx, ny;
708     int owner_type = 0, mflags;
709     object *tmp;
710 root 1.17 maptile *mp;
711 root 1.11
712     if (exclude && exclude->head)
713     exclude = exclude->head;
714     if (exclude && exclude->type)
715     owner_type = exclude->type;
716    
717     for (i = rndm (1, 8); i < max; i++)
718     {
719     nx = x + freearr_x[i];
720     ny = y + freearr_y[i];
721     mp = m;
722     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
723     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
724     continue;
725    
726 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
727 root 1.11
728     while (tmp != NULL && (((owner_type == PLAYER &&
729     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
730     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
731     tmp = tmp->above;
732 elmex 1.1
733 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
734     return freedir[i];
735 elmex 1.1 }
736 root 1.11 return -1; /* flag for "keep going the way you were" */
737 elmex 1.1 }
738    
739     /* put_a_monster: puts a monster named monstername near by
740     * op. This creates the treasures for the monsters, and
741     * also deals with multipart monsters properly.
742     */
743 root 1.11 void
744     put_a_monster (object *op, const char *monstername)
745     {
746     object *tmp, *head = NULL, *prev = NULL;
747     archetype *at;
748     int dir;
749    
750     /* Handle cases where we are passed a bogus mosntername */
751    
752 root 1.14 if ((at = archetype::find (monstername)) == NULL)
753 root 1.11 return;
754    
755     /* find a free square nearby
756     * first we check the closest square for free squares
757     */
758    
759     dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
760     if (dir != -1)
761     {
762     /* This is basically grabbed for generate monster. Fixed 971225 to
763     * insert multipart monsters properly
764     */
765     while (at != NULL)
766     {
767     tmp = arch_to_object (at);
768     tmp->x = op->x + freearr_x[dir] + at->clone.x;
769     tmp->y = op->y + freearr_y[dir] + at->clone.y;
770     tmp->map = op->map;
771     if (head)
772     {
773     tmp->head = head;
774     prev->more = tmp;
775 root 1.8 }
776 root 1.11 if (!head)
777     head = tmp;
778     prev = tmp;
779     at = at->more;
780 root 1.8 }
781    
782 root 1.11 if (head->randomitems)
783     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
784 root 1.8
785 root 1.11 insert_ob_in_map (head, op->map, op, 0);
786 root 1.8
787 root 1.11 /* thought it'd be cool to insert a burnout, too. */
788 root 1.29 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
789 elmex 1.1 }
790     }
791    
792     /* peterm: function which summons hostile monsters and
793     * places them in nearby squares.
794     * op is the summoner.
795     * n is the number of monsters.
796     * monstername is the name of the monster.
797     * returns the number of monsters, which is basically n.
798     * it should really see how many it successfully replaced and
799     * return that instead.
800     * Note that this is not used by any spells (summon evil monsters
801     * use to call this, but best I can tell, that spell/ability was
802     * never used. This is however used by various failures on the
803     * players part (alchemy, reincarnation, etc)
804     */
805    
806 root 1.11 int
807     summon_hostile_monsters (object *op, int n, const char *monstername)
808     {
809     int i;
810    
811     for (i = 0; i < n; i++)
812     put_a_monster (op, monstername);
813 elmex 1.1
814 root 1.11 return n;
815 elmex 1.1 }
816    
817    
818     /* Some local definitions for shuffle-attack */
819 root 1.11 struct attacktype_shuffle
820     {
821     int attacktype;
822     int face;
823     } ATTACKS[22] =
824     {
825 root 1.41 { AT_PHYSICAL, 0},
826     { AT_PHYSICAL, 0}, /*face = explosion */
827     { AT_PHYSICAL, 0},
828     { AT_MAGIC, 1},
829     { AT_MAGIC, 1}, /* face = last-burnout */
830     { AT_MAGIC, 1},
831     { AT_FIRE, 2},
832     { AT_FIRE, 2}, /* face = fire.... */
833     { AT_FIRE, 2},
834     { AT_ELECTRICITY, 3},
835     { AT_ELECTRICITY, 3}, /* ball_lightning */
836     { AT_ELECTRICITY, 3},
837     { AT_COLD, 4},
838     { AT_COLD, 4}, /* face=icestorm */
839     { AT_COLD, 4},
840     { AT_CONFUSION, 5},
841     { AT_POISON, 7},
842     { AT_POISON, 7}, /* face = acid sphere. generator */
843     { AT_POISON, 7}, /* poisoncloud face */
844     { AT_SLOW, 8},
845     { AT_PARALYZE, 9},
846     { AT_FEAR, 10},
847     };
848 elmex 1.1
849     /* shuffle_attack: peterm
850     * This routine shuffles the attack of op to one of the
851     * ones in the list. It does this at random. It also
852     * chooses a face appropriate to the attack that is
853     * being committed by that square at the moment.
854     * right now it's being used by color spray and create pool of
855     * chaos.
856     * This could really be a better implementation - the
857     * faces and attacktypes above are hardcoded, which is never
858     * good. The faces refer to faces in the animation sequence.
859     * Not sure how to do better - but not having it hardcoded
860     * would be nice.
861     * I also fixed a bug here in that attacktype was |= -
862     * to me, that would be that it would quickly get all
863     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
864     */
865 root 1.11 void
866     shuffle_attack (object *op, int change_face)
867 elmex 1.1 {
868 root 1.11 int i;
869 elmex 1.1
870 root 1.11 i = rndm (0, 21);
871 elmex 1.1
872 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
873    
874     if (change_face)
875     {
876     SET_ANIMATION (op, ATTACKS[i].face);
877 elmex 1.1 }
878     }
879    
880    
881     /* prayer_failure: This is called when a player fails
882     * at casting a prayer.
883     * op is the player.
884     * failure is basically how much grace they had.
885     * power is how much grace the spell would normally take to cast.
886     */
887    
888 root 1.11 void
889     prayer_failure (object *op, int failure, int power)
890     {
891     const char *godname;
892     object *tmp;
893 elmex 1.1
894 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
895     godname = "Your spirit";
896 elmex 1.1
897 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
898 elmex 1.1 {
899 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
900     tmp = get_archetype (SPELL_WONDER);
901     cast_cone (op, op, 0, tmp);
902 root 1.20 tmp->destroy ();
903 elmex 1.1 }
904    
905 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
906 elmex 1.1 {
907 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
908     confuse_player (op, op, 99);
909 elmex 1.1 }
910 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
911 elmex 1.1 {
912 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
913     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
914     paralyze_player (op, op, 99);
915 elmex 1.1 }
916 root 1.11 else if (failure <= -150) /* blast the immediate area */
917     {
918     tmp = get_archetype (GOD_POWER);
919     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
920     cast_magic_storm (op, tmp, power);
921 elmex 1.1 }
922     }
923    
924     /*
925     * spell_failure() handles the various effects for differing degrees
926     * of failure badness.
927     * op is the player that failed.
928     * failure is a random value of how badly you failed.
929     * power is how many spellpoints you'd normally need for the spell.
930     * skill is the skill you'd need to cast the spell.
931     */
932    
933 root 1.11 void
934     spell_failure (object *op, int failure, int power, object *skill)
935     {
936     object *tmp;
937 elmex 1.1
938 root 1.11 if (settings.spell_failure_effects == FALSE)
939     return;
940 elmex 1.1
941 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
942 elmex 1.1 {
943 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
944     tmp = get_archetype (SPELL_WONDER);
945     cast_cone (op, op, 0, tmp);
946 root 1.20 tmp->destroy ();
947 elmex 1.1 }
948    
949 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
950 elmex 1.1 {
951 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
952     confuse_player (op, op, 99);
953 elmex 1.1 }
954 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
955 elmex 1.1 {
956 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
957     paralyze_player (op, op, 99);
958 elmex 1.1 }
959 root 1.11 else if (failure <= -80) /* blast the immediate area */
960     {
961     object *tmp;
962 root 1.8
963 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
964     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
965     {
966     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
967     hit_player (op, 9998, op, AT_INTERNAL, 1);
968 root 1.8
969 root 1.11 }
970     else
971     {
972     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
973     tmp = get_archetype (LOOSE_MANA);
974     tmp->level = skill->level;
975    
976     /* increase the area of destruction a little for more powerful spells */
977     tmp->range += isqrt (power);
978    
979     if (power > 25)
980     tmp->stats.dam = 25 + isqrt (power);
981     else
982     tmp->stats.dam = power; /* nasty recoils! */
983 root 1.8
984 root 1.11 tmp->stats.maxhp = tmp->count;
985 root 1.29
986     tmp->insert_at (op);
987 root 1.8 }
988 elmex 1.1 }
989     }
990    
991 root 1.11 int
992     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
993     {
994     int success;
995     object *spell;
996    
997     if (!spell_ob->other_arch)
998 elmex 1.1 {
999 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
1000     return 0;
1001     }
1002     spell = arch_to_object (spell_ob->other_arch);
1003 elmex 1.1
1004 root 1.11 /* Always cast spell on caster */
1005     success = cast_spell (op, caster, dir, spell, stringarg);
1006 elmex 1.1
1007 root 1.11 if (caster->contr->party == NULL)
1008     {
1009 root 1.19 spell->remove ();
1010 root 1.11 return success;
1011 elmex 1.1 }
1012 root 1.27 for_all_players (pl)
1013 root 1.11 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1014     {
1015     cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1016     }
1017 root 1.19 spell->remove ();
1018 root 1.11 return success;
1019     }
1020 elmex 1.1
1021     /* This is where the main dispatch when someone casts a spell.
1022     *
1023     * op is the creature that is owner of the object that is casting the spell -
1024     * eg, the player or monster.
1025     * caster is the actual object (wand, potion) casting the spell. can be
1026     * same as op.
1027     * dir is the direction to cast in. Note in some cases, if the spell
1028     * is self only, dir really doesn't make a difference.
1029     * spell_ob is the spell object that is being cast. From that,
1030     * we can determine what to do.
1031     * stringarg is any options that are being used. It can be NULL. Almost
1032     * certainly, only players will set it. It is basically used as optional
1033     * parameters to a spell (eg, item to create, information for marking runes,
1034     * etc.
1035     * returns 1 on successful cast, or 0 on error. These values should really
1036     * be swapped, so that 0 is successful, and non zero is failure, with a code
1037     * of what it failed.
1038     *
1039     * Note that this function is really a dispatch routine that calls other
1040     * functions - it just blindly returns what ever value those functions
1041     * return. So if your writing a new function that is called from this,
1042     * it shoudl also return 1 on success, 0 on failure.
1043     *
1044     * if it is a player casting the spell (op->type == PLAYER, op == caster),
1045     * this function will decrease the mana/grace appropriately. For other
1046     * objects, the caller should do what it considers appropriate.
1047     */
1048 root 1.11 int
1049     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1050     {
1051     const char *godname;
1052 root 1.42 int success = 0, mflags, cast_level = 0;
1053 root 1.11 object *skill = NULL;
1054 elmex 1.1
1055 root 1.11 if (!spell_ob)
1056     {
1057     LOG (llevError, "cast_spell: null spell object passed\n");
1058     return 0;
1059 elmex 1.1 }
1060 root 1.13
1061 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
1062     godname = "A random spirit";
1063 elmex 1.1
1064 root 1.11 /* the caller should set caster to op if appropriate */
1065     if (!caster)
1066     {
1067     LOG (llevError, "cast_spell: null caster object passed\n");
1068     return 0;
1069 elmex 1.1 }
1070    
1071 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
1072     * an issue, because they don't have any spellpaths set up.
1073     */
1074 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1075 root 1.11 {
1076     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1077     return 0;
1078 elmex 1.1 }
1079    
1080 root 1.11 /* if it is a player casting the spell, and they are really casting it
1081     * (vs it coming from a wand, scroll, or whatever else), do some
1082     * checks. We let monsters do special things - eg, they
1083     * don't need the skill, bypass level checks, etc. The monster function
1084     * should take care of that.
1085     * Remove the wiz check here and move it further down - some spells
1086     * need to have the right skill pointer passed, so we need to
1087     * at least process that code.
1088     */
1089     if (op->type == PLAYER && op == caster)
1090     {
1091     cast_level = caster_level (caster, spell_ob);
1092     if (spell_ob->skill)
1093     {
1094     skill = find_skill_by_name (op, spell_ob->skill);
1095     if (!skill)
1096     {
1097     new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1098     return 0;
1099 root 1.8 }
1100 root 1.11 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1101     {
1102     new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1103     return 0;
1104 root 1.8 }
1105     }
1106 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1107     * to have sufficient grace/mana.
1108     */
1109     if (!QUERY_FLAG (op, FLAG_WIZ))
1110     {
1111     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1112     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1113     {
1114     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1115     return 0;
1116 root 1.8 }
1117 root 1.30
1118 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1119     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1120     {
1121     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1122     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1123     {
1124     new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1125 root 1.8 }
1126 root 1.11 else
1127     {
1128     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1129     new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1130     return 0;
1131 root 1.8 }
1132     }
1133    
1134 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1135     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1136     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1137     {
1138     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1139     new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1140 root 1.35
1141 root 1.11 if (settings.casting_time == TRUE)
1142 root 1.35 op->casting_time = -1;
1143    
1144 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1145     return 0;
1146     }
1147     else if (spell_ob->stats.sp)
1148     {
1149     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1150    
1151     if (failure < 0)
1152     {
1153     new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1154     if (settings.spell_failure_effects == TRUE)
1155     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1156 root 1.42
1157 root 1.11 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1158     return 0;
1159 root 1.8 }
1160     }
1161     }
1162 elmex 1.1 }
1163    
1164 root 1.11 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1165    
1166     /* See if we can cast a spell here. If the caster and op are
1167     * not alive, then this would mean that the mapmaker put the
1168     * objects on the space - presume that they know what they are
1169     * doing.
1170     */
1171 elmex 1.9
1172 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1173     {
1174     new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1175     return 0;
1176     }
1177    
1178     if ((spell_ob->type == SPELL)
1179     && (caster->type != POTION)
1180     && !QUERY_FLAG (op, FLAG_WIZCAST)
1181     && (QUERY_FLAG (caster, FLAG_ALIVE)
1182     || QUERY_FLAG (op, FLAG_ALIVE))
1183     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1184     {
1185     if (op->type != PLAYER)
1186 elmex 1.9 return 0;
1187    
1188 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1189 root 1.42 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1190 root 1.43 else if (object *item = op->contr->ranged_ob)
1191     {
1192     if (item->type == SPELL)
1193     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1194     else if (item->type == SCROLL)
1195     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1196     else
1197     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1198     }
1199 root 1.11 else
1200 root 1.42 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1201    
1202 root 1.11 return 0;
1203     }
1204 elmex 1.1
1205 root 1.11 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1206     {
1207     if (op->casting_time == -1)
1208     { /* begin the casting */
1209     op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1210     op->spell = spell_ob;
1211     /* put the stringarg into the object struct so that when the
1212     * spell is actually cast, it knows about the stringarg.
1213     * necessary for the invoke command spells.
1214     */
1215     if (stringarg)
1216 elmex 1.2 {
1217 root 1.22 op->spellarg = strdup (stringarg);
1218 root 1.8 }
1219 root 1.11 else
1220     op->spellarg = NULL;
1221     return 0;
1222 root 1.8 }
1223 root 1.11 else if (op->casting_time != 0)
1224     {
1225     if (op->type == PLAYER)
1226     new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1227     return 0;
1228 root 1.8 }
1229 root 1.11 else
1230     { /* casting_time == 0 */
1231     op->casting_time = -1;
1232     spell_ob = op->spell;
1233     stringarg = op->spellarg;
1234     }
1235     }
1236     else
1237     {
1238     /* Take into account how long it takes to cast the spell.
1239     * if the player is casting it, then we use the time in
1240     * the spell object. If it is a spell object, have it
1241     * take two ticks. Things that cast spells on the players
1242     * behalf (eg, altars, and whatever else) shouldn't cost
1243     * the player any time.
1244     * Ignore casting time for firewalls
1245     */
1246     if (caster == op && caster->type != FIREWALL)
1247     {
1248     op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1249     /* Other portions of the code may also decrement the speed of the player, so
1250     * put a lower limit so that the player isn't stuck here too long
1251     */
1252     if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1253     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1254     }
1255     else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1256     {
1257     op->speed_left -= 2 * FABS (op->speed);
1258 root 1.8 }
1259 elmex 1.1 }
1260    
1261 root 1.11 if (op->type == PLAYER && op == caster)
1262     {
1263     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1264     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1265 elmex 1.1 }
1266    
1267 root 1.11 /* We want to try to find the skill to properly credit exp.
1268     * for spell casting objects, the exp goes to the skill the casting
1269     * object requires.
1270     */
1271     if (op != caster && !skill && caster->skill)
1272     {
1273     skill = find_skill_by_name (op, caster->skill);
1274     if (!skill)
1275     {
1276     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1277     return 0;
1278 root 1.8 }
1279 root 1.11 change_skill (op, skill, 0); /* needed for proper exp credit */
1280 elmex 1.1 }
1281    
1282 root 1.11 switch (spell_ob->subtype)
1283     {
1284 root 1.12 /* The order of case statements is same as the order they show up
1285     * in in spells.h.
1286     */
1287     case SP_RAISE_DEAD:
1288     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1289     break;
1290    
1291     case SP_RUNE:
1292     success = write_rune (op, caster, spell_ob, dir, stringarg);
1293     break;
1294    
1295     case SP_MAKE_MARK:
1296     success = write_mark (op, spell_ob, stringarg);
1297     break;
1298    
1299     case SP_BOLT:
1300     success = fire_bolt (op, caster, dir, spell_ob, skill);
1301     break;
1302    
1303     case SP_BULLET:
1304     success = fire_bullet (op, caster, dir, spell_ob);
1305     break;
1306    
1307     case SP_CONE:
1308     success = cast_cone (op, caster, dir, spell_ob);
1309     break;
1310    
1311     case SP_BOMB:
1312     success = create_bomb (op, caster, dir, spell_ob);
1313     break;
1314    
1315     case SP_WONDER:
1316     success = cast_wonder (op, caster, dir, spell_ob);
1317     break;
1318    
1319     case SP_SMITE:
1320     success = cast_smite_spell (op, caster, dir, spell_ob);
1321     break;
1322    
1323     case SP_MAGIC_MISSILE:
1324     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1325     break;
1326    
1327     case SP_SUMMON_GOLEM:
1328     success = summon_golem (op, caster, dir, spell_ob);
1329     break;
1330    
1331     case SP_DIMENSION_DOOR:
1332     /* dimension door needs the actual caster, because that is what is
1333     * moved.
1334     */
1335     success = dimension_door (op, caster, spell_ob, dir);
1336     break;
1337 root 1.8
1338 root 1.12 case SP_MAGIC_MAPPING:
1339     if (op->type == PLAYER)
1340     {
1341     spell_effect (spell_ob, op->x, op->y, op->map, op);
1342     draw_magic_map (op);
1343     success = 1;
1344     }
1345     else
1346     success = 0;
1347     break;
1348 elmex 1.1
1349 root 1.12 case SP_MAGIC_WALL:
1350     success = magic_wall (op, caster, dir, spell_ob);
1351     break;
1352 root 1.8
1353 root 1.12 case SP_DESTRUCTION:
1354     success = cast_destruction (op, caster, spell_ob);
1355     break;
1356 root 1.8
1357 root 1.12 case SP_PERCEIVE_SELF:
1358     success = perceive_self (op);
1359     break;
1360 root 1.8
1361 root 1.12 case SP_WORD_OF_RECALL:
1362     success = cast_word_of_recall (op, caster, spell_ob);
1363     break;
1364 root 1.8
1365 root 1.12 case SP_INVISIBLE:
1366     success = cast_invisible (op, caster, spell_ob);
1367     break;
1368 root 1.8
1369 root 1.12 case SP_PROBE:
1370     success = probe (op, caster, spell_ob, dir);
1371     break;
1372 root 1.8
1373 root 1.12 case SP_HEALING:
1374     success = cast_heal (op, caster, spell_ob, dir);
1375     break;
1376 root 1.8
1377 root 1.12 case SP_CREATE_FOOD:
1378     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1379     break;
1380 root 1.8
1381 root 1.12 case SP_EARTH_TO_DUST:
1382     success = cast_earth_to_dust (op, caster, spell_ob);
1383     break;
1384 root 1.8
1385 root 1.12 case SP_CHANGE_ABILITY:
1386     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1387     break;
1388 root 1.8
1389 root 1.12 case SP_BLESS:
1390     success = cast_bless (op, caster, spell_ob, dir);
1391     break;
1392 root 1.8
1393 root 1.12 case SP_CURSE:
1394     success = cast_curse (op, caster, spell_ob, dir);
1395     break;
1396 root 1.8
1397 root 1.12 case SP_SUMMON_MONSTER:
1398     success = summon_object (op, caster, spell_ob, dir, stringarg);
1399     break;
1400 root 1.8
1401 root 1.12 case SP_CHARGING:
1402     success = recharge (op, caster, spell_ob);
1403     break;
1404 root 1.8
1405 root 1.12 case SP_POLYMORPH:
1406 elmex 1.1 #ifdef NO_POLYMORPH
1407 root 1.12 /* Not great, but at least provide feedback so if players do have
1408     * polymorph (ie, find it as a preset item or left over from before
1409     * it was disabled), they get some feedback.
1410     */
1411     new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1412     success = 0;
1413 elmex 1.1 #else
1414 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1415 elmex 1.1 #endif
1416 root 1.12 break;
1417 root 1.8
1418 root 1.12 case SP_ALCHEMY:
1419     success = alchemy (op, caster, spell_ob);
1420     break;
1421    
1422     case SP_REMOVE_CURSE:
1423     success = remove_curse (op, caster, spell_ob);
1424     break;
1425    
1426     case SP_IDENTIFY:
1427     success = cast_identify (op, caster, spell_ob);
1428     break;
1429    
1430     case SP_DETECTION:
1431     success = cast_detection (op, caster, spell_ob, skill);
1432     break;
1433    
1434     case SP_MOOD_CHANGE:
1435     success = mood_change (op, caster, spell_ob);
1436     break;
1437 elmex 1.1
1438 root 1.12 case SP_MOVING_BALL:
1439     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1440     {
1441     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1442     success = 0;
1443     }
1444     else
1445     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1446     break;
1447 elmex 1.1
1448 root 1.12 case SP_SWARM:
1449     success = fire_swarm (op, caster, spell_ob, dir);
1450     break;
1451    
1452     case SP_CHANGE_MANA:
1453     success = cast_transfer (op, caster, spell_ob, dir);
1454     break;
1455    
1456     case SP_DISPEL_RUNE:
1457     /* in rune.c */
1458     success = dispel_rune (op, caster, spell_ob, skill, dir);
1459     break;
1460    
1461     case SP_CREATE_MISSILE:
1462     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1463     break;
1464    
1465     case SP_CONSECRATE:
1466     success = cast_consecrate (op, caster, spell_ob);
1467     break;
1468    
1469     case SP_ANIMATE_WEAPON:
1470     success = animate_weapon (op, caster, spell_ob, dir);
1471     break;
1472    
1473     case SP_LIGHT:
1474     success = cast_light (op, caster, spell_ob, dir);
1475     break;
1476    
1477     case SP_CHANGE_MAP_LIGHT:
1478     success = cast_change_map_lightlevel (op, caster, spell_ob);
1479     break;
1480    
1481     case SP_FAERY_FIRE:
1482     success = cast_destruction (op, caster, spell_ob);
1483     break;
1484    
1485     case SP_CAUSE_DISEASE:
1486     success = cast_cause_disease (op, caster, spell_ob, dir);
1487     break;
1488    
1489     case SP_AURA:
1490     success = create_aura (op, caster, spell_ob);
1491     break;
1492    
1493     case SP_TOWN_PORTAL:
1494     success = cast_create_town_portal (op, caster, spell_ob, dir);
1495     break;
1496    
1497     case SP_PARTY_SPELL:
1498     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1499     break;
1500    
1501     default:
1502     if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1503     LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1504 elmex 1.1 }
1505    
1506 root 1.11 /* FIXME - we need some better sound suppport */
1507     // yes, for example, augment map info with the spell effect
1508     // so clients can calculate the sounds themselves
1509     //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1510 elmex 1.1
1511 root 1.11 /* free the spell arg */
1512     if (settings.casting_time == TRUE && stringarg)
1513     {
1514     free (stringarg);
1515 root 1.42 stringarg = 0;
1516 elmex 1.1 }
1517    
1518 root 1.11 return success;
1519 elmex 1.1 }
1520    
1521    
1522     /* This is called from time.c/process_object(). That function
1523     * calls this for any SPELL_EFFECT type objects. This function
1524     * then dispatches them to the appropriate specific routines.
1525     */
1526 root 1.11 void
1527     move_spell_effect (object *op)
1528     {
1529     switch (op->subtype)
1530     {
1531 root 1.12 case SP_BOLT:
1532     move_bolt (op);
1533     break;
1534    
1535     case SP_BULLET:
1536     move_bullet (op);
1537     break;
1538    
1539     case SP_EXPLOSION:
1540     explosion (op);
1541     break;
1542    
1543     case SP_CONE:
1544     move_cone (op);
1545     break;
1546    
1547     case SP_BOMB:
1548     animate_bomb (op);
1549     break;
1550    
1551     case SP_MAGIC_MISSILE:
1552     move_missile (op);
1553     break;
1554    
1555     case SP_WORD_OF_RECALL:
1556     execute_word_of_recall (op);
1557     break;
1558    
1559     case SP_MOVING_BALL:
1560     move_ball_spell (op);
1561     break;
1562    
1563     case SP_SWARM:
1564     move_swarm_spell (op);
1565     break;
1566    
1567     case SP_AURA:
1568     move_aura (op);
1569     break;
1570 elmex 1.1 }
1571     }
1572    
1573     /* this checks to see if something special should happen if
1574     * something runs into the object.
1575     */
1576 root 1.11 void
1577     check_spell_effect (object *op)
1578     {
1579     switch (op->subtype)
1580     {
1581 root 1.12 case SP_BOLT:
1582     move_bolt (op);
1583     return;
1584    
1585     case SP_BULLET:
1586     check_bullet (op);
1587     return;
1588 elmex 1.1 }
1589     }
1590    
1591     /* This is called by move_apply. Basically, if someone
1592     * moves onto a spell effect and the walk_on or fly_on flags
1593     * are set, this is called. This should only be called for
1594     * objects of the appropraite type.
1595     */
1596 root 1.11 void
1597     apply_spell_effect (object *spell, object *victim)
1598 elmex 1.1 {
1599 root 1.11 switch (spell->subtype)
1600     {
1601 root 1.12 case SP_CONE:
1602     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1603     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1604     break;
1605 root 1.8
1606 root 1.12 case SP_MAGIC_MISSILE:
1607     if (QUERY_FLAG (victim, FLAG_ALIVE))
1608     {
1609 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1610 root 1.11
1611 root 1.16 if (!spell->destroyed ())
1612 root 1.20 spell->destroy ();
1613 root 1.12 }
1614     break;
1615 root 1.8
1616 root 1.12 case SP_MOVING_BALL:
1617     if (QUERY_FLAG (victim, FLAG_ALIVE))
1618     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1619 root 1.36 else if (victim->materialname)
1620 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1621     break;
1622 elmex 1.1 }
1623     }