ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_util.C
Revision: 1.44
Committed: Tue May 15 16:45:23 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.43: +1 -7 lines
Log Message:
*** empty log message ***

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 root 1.44 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
633 elmex 1.1 }
634    
635 root 1.11 void
636     drain_rod_charge (object *rod)
637     {
638     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
639 elmex 1.1 }
640    
641     /* this function is commonly used to find a friendly target for
642     * spells such as heal or protection or armour
643     * op is what is looking for the target (which can be a player),
644     * dir is the direction we are looking in. Return object found, or
645     * NULL if no good object.
646     */
647 root 1.11 object *
648     find_target_for_friendly_spell (object *op, int dir)
649     {
650     object *tmp;
651    
652     /* I don't really get this block - if op isn't a player or rune,
653     * we then make the owner of this object the target.
654     * The owner could very well be no where near op.
655     */
656     if (op->type != PLAYER && op->type != RUNE)
657     {
658 root 1.21 tmp = op->owner;
659 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
660     * to the caster.
661     */
662     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
663     tmp = op;
664 elmex 1.1 }
665 root 1.11 else
666     {
667 root 1.37 maptile *m = op->map;
668     sint16 x = op->x + freearr_x[dir];
669     sint16 y = op->y + freearr_y[dir];
670    
671     tmp = xy_normalise (m, x, y)
672     ? m->at (x, y).player ()
673     : 0;
674 root 1.11 }
675 root 1.26
676 root 1.11 /* didn't find a player there, look in current square for a player */
677 root 1.26 if (!tmp)
678     tmp = op->ms ().player ();
679 elmex 1.1
680 root 1.11 return tmp;
681 elmex 1.1 }
682    
683    
684    
685     /* raytrace:
686     * spell_find_dir(map, x, y, exclude) will search first the center square
687     * then some close squares in the given map at the given coordinates for
688     * live objects.
689     * It will not consider the object given as exclude (= caster) among possible
690     * live objects. If the caster is a player, the spell will go after
691     * monsters/generators only. If not, the spell will hunt players only.
692     * It returns the direction toward the first/closest live object if it finds
693     * any, otherwise -1.
694     * note that exclude can be NULL, in which case all bets are off.
695     */
696    
697 root 1.11 int
698 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
699 root 1.11 {
700     int i, max = SIZEOFFREE;
701     sint16 nx, ny;
702     int owner_type = 0, mflags;
703     object *tmp;
704 root 1.17 maptile *mp;
705 root 1.11
706     if (exclude && exclude->head)
707     exclude = exclude->head;
708     if (exclude && exclude->type)
709     owner_type = exclude->type;
710    
711     for (i = rndm (1, 8); i < max; i++)
712     {
713     nx = x + freearr_x[i];
714     ny = y + freearr_y[i];
715     mp = m;
716     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
717     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
718     continue;
719    
720 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
721 root 1.11
722     while (tmp != NULL && (((owner_type == PLAYER &&
723     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
724     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
725     tmp = tmp->above;
726 elmex 1.1
727 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
728     return freedir[i];
729 elmex 1.1 }
730 root 1.11 return -1; /* flag for "keep going the way you were" */
731 elmex 1.1 }
732    
733     /* put_a_monster: puts a monster named monstername near by
734     * op. This creates the treasures for the monsters, and
735     * also deals with multipart monsters properly.
736     */
737 root 1.11 void
738     put_a_monster (object *op, const char *monstername)
739     {
740     object *tmp, *head = NULL, *prev = NULL;
741     archetype *at;
742     int dir;
743    
744     /* Handle cases where we are passed a bogus mosntername */
745    
746 root 1.14 if ((at = archetype::find (monstername)) == NULL)
747 root 1.11 return;
748    
749     /* find a free square nearby
750     * first we check the closest square for free squares
751     */
752    
753     dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
754     if (dir != -1)
755     {
756     /* This is basically grabbed for generate monster. Fixed 971225 to
757     * insert multipart monsters properly
758     */
759     while (at != NULL)
760     {
761     tmp = arch_to_object (at);
762     tmp->x = op->x + freearr_x[dir] + at->clone.x;
763     tmp->y = op->y + freearr_y[dir] + at->clone.y;
764     tmp->map = op->map;
765     if (head)
766     {
767     tmp->head = head;
768     prev->more = tmp;
769 root 1.8 }
770 root 1.11 if (!head)
771     head = tmp;
772     prev = tmp;
773     at = at->more;
774 root 1.8 }
775    
776 root 1.11 if (head->randomitems)
777     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
778 root 1.8
779 root 1.11 insert_ob_in_map (head, op->map, op, 0);
780 root 1.8
781 root 1.11 /* thought it'd be cool to insert a burnout, too. */
782 root 1.29 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
783 elmex 1.1 }
784     }
785    
786     /* peterm: function which summons hostile monsters and
787     * places them in nearby squares.
788     * op is the summoner.
789     * n is the number of monsters.
790     * monstername is the name of the monster.
791     * returns the number of monsters, which is basically n.
792     * it should really see how many it successfully replaced and
793     * return that instead.
794     * Note that this is not used by any spells (summon evil monsters
795     * use to call this, but best I can tell, that spell/ability was
796     * never used. This is however used by various failures on the
797     * players part (alchemy, reincarnation, etc)
798     */
799    
800 root 1.11 int
801     summon_hostile_monsters (object *op, int n, const char *monstername)
802     {
803     int i;
804    
805     for (i = 0; i < n; i++)
806     put_a_monster (op, monstername);
807 elmex 1.1
808 root 1.11 return n;
809 elmex 1.1 }
810    
811    
812     /* Some local definitions for shuffle-attack */
813 root 1.11 struct attacktype_shuffle
814     {
815     int attacktype;
816     int face;
817     } ATTACKS[22] =
818     {
819 root 1.41 { AT_PHYSICAL, 0},
820     { AT_PHYSICAL, 0}, /*face = explosion */
821     { AT_PHYSICAL, 0},
822     { AT_MAGIC, 1},
823     { AT_MAGIC, 1}, /* face = last-burnout */
824     { AT_MAGIC, 1},
825     { AT_FIRE, 2},
826     { AT_FIRE, 2}, /* face = fire.... */
827     { AT_FIRE, 2},
828     { AT_ELECTRICITY, 3},
829     { AT_ELECTRICITY, 3}, /* ball_lightning */
830     { AT_ELECTRICITY, 3},
831     { AT_COLD, 4},
832     { AT_COLD, 4}, /* face=icestorm */
833     { AT_COLD, 4},
834     { AT_CONFUSION, 5},
835     { AT_POISON, 7},
836     { AT_POISON, 7}, /* face = acid sphere. generator */
837     { AT_POISON, 7}, /* poisoncloud face */
838     { AT_SLOW, 8},
839     { AT_PARALYZE, 9},
840     { AT_FEAR, 10},
841     };
842 elmex 1.1
843     /* shuffle_attack: peterm
844     * This routine shuffles the attack of op to one of the
845     * ones in the list. It does this at random. It also
846     * chooses a face appropriate to the attack that is
847     * being committed by that square at the moment.
848     * right now it's being used by color spray and create pool of
849     * chaos.
850     * This could really be a better implementation - the
851     * faces and attacktypes above are hardcoded, which is never
852     * good. The faces refer to faces in the animation sequence.
853     * Not sure how to do better - but not having it hardcoded
854     * would be nice.
855     * I also fixed a bug here in that attacktype was |= -
856     * to me, that would be that it would quickly get all
857     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
858     */
859 root 1.11 void
860     shuffle_attack (object *op, int change_face)
861 elmex 1.1 {
862 root 1.11 int i;
863 elmex 1.1
864 root 1.11 i = rndm (0, 21);
865 elmex 1.1
866 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
867    
868     if (change_face)
869     {
870     SET_ANIMATION (op, ATTACKS[i].face);
871 elmex 1.1 }
872     }
873    
874    
875     /* prayer_failure: This is called when a player fails
876     * at casting a prayer.
877     * op is the player.
878     * failure is basically how much grace they had.
879     * power is how much grace the spell would normally take to cast.
880     */
881    
882 root 1.11 void
883     prayer_failure (object *op, int failure, int power)
884     {
885     const char *godname;
886     object *tmp;
887 elmex 1.1
888 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
889     godname = "Your spirit";
890 elmex 1.1
891 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
892 elmex 1.1 {
893 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
894     tmp = get_archetype (SPELL_WONDER);
895     cast_cone (op, op, 0, tmp);
896 root 1.20 tmp->destroy ();
897 elmex 1.1 }
898    
899 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
900 elmex 1.1 {
901 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
902     confuse_player (op, op, 99);
903 elmex 1.1 }
904 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
905 elmex 1.1 {
906 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
907     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
908     paralyze_player (op, op, 99);
909 elmex 1.1 }
910 root 1.11 else if (failure <= -150) /* blast the immediate area */
911     {
912     tmp = get_archetype (GOD_POWER);
913     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
914     cast_magic_storm (op, tmp, power);
915 elmex 1.1 }
916     }
917    
918     /*
919     * spell_failure() handles the various effects for differing degrees
920     * of failure badness.
921     * op is the player that failed.
922     * failure is a random value of how badly you failed.
923     * power is how many spellpoints you'd normally need for the spell.
924     * skill is the skill you'd need to cast the spell.
925     */
926    
927 root 1.11 void
928     spell_failure (object *op, int failure, int power, object *skill)
929     {
930     object *tmp;
931 elmex 1.1
932 root 1.11 if (settings.spell_failure_effects == FALSE)
933     return;
934 elmex 1.1
935 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
936 elmex 1.1 {
937 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
938     tmp = get_archetype (SPELL_WONDER);
939     cast_cone (op, op, 0, tmp);
940 root 1.20 tmp->destroy ();
941 elmex 1.1 }
942    
943 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
944 elmex 1.1 {
945 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
946     confuse_player (op, op, 99);
947 elmex 1.1 }
948 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
949 elmex 1.1 {
950 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
951     paralyze_player (op, op, 99);
952 elmex 1.1 }
953 root 1.11 else if (failure <= -80) /* blast the immediate area */
954     {
955     object *tmp;
956 root 1.8
957 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
958     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
959     {
960     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
961     hit_player (op, 9998, op, AT_INTERNAL, 1);
962 root 1.8
963 root 1.11 }
964     else
965     {
966     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
967     tmp = get_archetype (LOOSE_MANA);
968     tmp->level = skill->level;
969    
970     /* increase the area of destruction a little for more powerful spells */
971     tmp->range += isqrt (power);
972    
973     if (power > 25)
974     tmp->stats.dam = 25 + isqrt (power);
975     else
976     tmp->stats.dam = power; /* nasty recoils! */
977 root 1.8
978 root 1.11 tmp->stats.maxhp = tmp->count;
979 root 1.29
980     tmp->insert_at (op);
981 root 1.8 }
982 elmex 1.1 }
983     }
984    
985 root 1.11 int
986     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
987     {
988     int success;
989     object *spell;
990    
991     if (!spell_ob->other_arch)
992 elmex 1.1 {
993 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
994     return 0;
995     }
996     spell = arch_to_object (spell_ob->other_arch);
997 elmex 1.1
998 root 1.11 /* Always cast spell on caster */
999     success = cast_spell (op, caster, dir, spell, stringarg);
1000 elmex 1.1
1001 root 1.11 if (caster->contr->party == NULL)
1002     {
1003 root 1.19 spell->remove ();
1004 root 1.11 return success;
1005 elmex 1.1 }
1006 root 1.27 for_all_players (pl)
1007 root 1.11 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1008     {
1009     cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1010     }
1011 root 1.19 spell->remove ();
1012 root 1.11 return success;
1013     }
1014 elmex 1.1
1015     /* This is where the main dispatch when someone casts a spell.
1016     *
1017     * op is the creature that is owner of the object that is casting the spell -
1018     * eg, the player or monster.
1019     * caster is the actual object (wand, potion) casting the spell. can be
1020     * same as op.
1021     * dir is the direction to cast in. Note in some cases, if the spell
1022     * is self only, dir really doesn't make a difference.
1023     * spell_ob is the spell object that is being cast. From that,
1024     * we can determine what to do.
1025     * stringarg is any options that are being used. It can be NULL. Almost
1026     * certainly, only players will set it. It is basically used as optional
1027     * parameters to a spell (eg, item to create, information for marking runes,
1028     * etc.
1029     * returns 1 on successful cast, or 0 on error. These values should really
1030     * be swapped, so that 0 is successful, and non zero is failure, with a code
1031     * of what it failed.
1032     *
1033     * Note that this function is really a dispatch routine that calls other
1034     * functions - it just blindly returns what ever value those functions
1035     * return. So if your writing a new function that is called from this,
1036     * it shoudl also return 1 on success, 0 on failure.
1037     *
1038     * if it is a player casting the spell (op->type == PLAYER, op == caster),
1039     * this function will decrease the mana/grace appropriately. For other
1040     * objects, the caller should do what it considers appropriate.
1041     */
1042 root 1.11 int
1043     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1044     {
1045     const char *godname;
1046 root 1.42 int success = 0, mflags, cast_level = 0;
1047 root 1.11 object *skill = NULL;
1048 elmex 1.1
1049 root 1.11 if (!spell_ob)
1050     {
1051     LOG (llevError, "cast_spell: null spell object passed\n");
1052     return 0;
1053 elmex 1.1 }
1054 root 1.13
1055 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
1056     godname = "A random spirit";
1057 elmex 1.1
1058 root 1.11 /* the caller should set caster to op if appropriate */
1059     if (!caster)
1060     {
1061     LOG (llevError, "cast_spell: null caster object passed\n");
1062     return 0;
1063 elmex 1.1 }
1064    
1065 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
1066     * an issue, because they don't have any spellpaths set up.
1067     */
1068 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1069 root 1.11 {
1070     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1071     return 0;
1072 elmex 1.1 }
1073    
1074 root 1.11 /* if it is a player casting the spell, and they are really casting it
1075     * (vs it coming from a wand, scroll, or whatever else), do some
1076     * checks. We let monsters do special things - eg, they
1077     * don't need the skill, bypass level checks, etc. The monster function
1078     * should take care of that.
1079     * Remove the wiz check here and move it further down - some spells
1080     * need to have the right skill pointer passed, so we need to
1081     * at least process that code.
1082     */
1083     if (op->type == PLAYER && op == caster)
1084     {
1085     cast_level = caster_level (caster, spell_ob);
1086     if (spell_ob->skill)
1087     {
1088     skill = find_skill_by_name (op, spell_ob->skill);
1089     if (!skill)
1090     {
1091     new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1092     return 0;
1093 root 1.8 }
1094 root 1.11 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1095     {
1096     new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1097     return 0;
1098 root 1.8 }
1099     }
1100 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1101     * to have sufficient grace/mana.
1102     */
1103     if (!QUERY_FLAG (op, FLAG_WIZ))
1104     {
1105     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1106     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1107     {
1108     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1109     return 0;
1110 root 1.8 }
1111 root 1.30
1112 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1113     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1114     {
1115     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1116     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1117     {
1118     new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1119 root 1.8 }
1120 root 1.11 else
1121     {
1122     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1123     new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1124     return 0;
1125 root 1.8 }
1126     }
1127    
1128 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1129     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1130     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1131     {
1132     play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1133     new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1134 root 1.35
1135 root 1.11 if (settings.casting_time == TRUE)
1136 root 1.35 op->casting_time = -1;
1137    
1138 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1139     return 0;
1140     }
1141     else if (spell_ob->stats.sp)
1142     {
1143     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1144    
1145     if (failure < 0)
1146     {
1147     new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1148     if (settings.spell_failure_effects == TRUE)
1149     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1150 root 1.42
1151 root 1.11 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1152     return 0;
1153 root 1.8 }
1154     }
1155     }
1156 elmex 1.1 }
1157    
1158 root 1.11 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1159    
1160     /* See if we can cast a spell here. If the caster and op are
1161     * not alive, then this would mean that the mapmaker put the
1162     * objects on the space - presume that they know what they are
1163     * doing.
1164     */
1165 elmex 1.9
1166 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1167     {
1168     new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1169     return 0;
1170     }
1171    
1172     if ((spell_ob->type == SPELL)
1173     && (caster->type != POTION)
1174     && !QUERY_FLAG (op, FLAG_WIZCAST)
1175     && (QUERY_FLAG (caster, FLAG_ALIVE)
1176     || QUERY_FLAG (op, FLAG_ALIVE))
1177     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1178     {
1179     if (op->type != PLAYER)
1180 elmex 1.9 return 0;
1181    
1182 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1183 root 1.42 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1184 root 1.43 else if (object *item = op->contr->ranged_ob)
1185     {
1186     if (item->type == SPELL)
1187     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1188     else if (item->type == SCROLL)
1189     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1190     else
1191     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1192     }
1193 root 1.11 else
1194 root 1.42 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1195    
1196 root 1.11 return 0;
1197     }
1198 elmex 1.1
1199 root 1.11 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1200     {
1201     if (op->casting_time == -1)
1202     { /* begin the casting */
1203     op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1204     op->spell = spell_ob;
1205     /* put the stringarg into the object struct so that when the
1206     * spell is actually cast, it knows about the stringarg.
1207     * necessary for the invoke command spells.
1208     */
1209     if (stringarg)
1210 elmex 1.2 {
1211 root 1.22 op->spellarg = strdup (stringarg);
1212 root 1.8 }
1213 root 1.11 else
1214     op->spellarg = NULL;
1215     return 0;
1216 root 1.8 }
1217 root 1.11 else if (op->casting_time != 0)
1218     {
1219     if (op->type == PLAYER)
1220     new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1221     return 0;
1222 root 1.8 }
1223 root 1.11 else
1224     { /* casting_time == 0 */
1225     op->casting_time = -1;
1226     spell_ob = op->spell;
1227     stringarg = op->spellarg;
1228     }
1229     }
1230     else
1231     {
1232     /* Take into account how long it takes to cast the spell.
1233     * if the player is casting it, then we use the time in
1234     * the spell object. If it is a spell object, have it
1235     * take two ticks. Things that cast spells on the players
1236     * behalf (eg, altars, and whatever else) shouldn't cost
1237     * the player any time.
1238     * Ignore casting time for firewalls
1239     */
1240     if (caster == op && caster->type != FIREWALL)
1241     {
1242     op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1243     /* Other portions of the code may also decrement the speed of the player, so
1244     * put a lower limit so that the player isn't stuck here too long
1245     */
1246     if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1247     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1248     }
1249     else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1250     {
1251     op->speed_left -= 2 * FABS (op->speed);
1252 root 1.8 }
1253 elmex 1.1 }
1254    
1255 root 1.11 if (op->type == PLAYER && op == caster)
1256     {
1257     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1258     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1259 elmex 1.1 }
1260    
1261 root 1.11 /* We want to try to find the skill to properly credit exp.
1262     * for spell casting objects, the exp goes to the skill the casting
1263     * object requires.
1264     */
1265     if (op != caster && !skill && caster->skill)
1266     {
1267     skill = find_skill_by_name (op, caster->skill);
1268     if (!skill)
1269     {
1270     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1271     return 0;
1272 root 1.8 }
1273 root 1.11 change_skill (op, skill, 0); /* needed for proper exp credit */
1274 elmex 1.1 }
1275    
1276 root 1.11 switch (spell_ob->subtype)
1277     {
1278 root 1.12 /* The order of case statements is same as the order they show up
1279     * in in spells.h.
1280     */
1281     case SP_RAISE_DEAD:
1282     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1283     break;
1284    
1285     case SP_RUNE:
1286     success = write_rune (op, caster, spell_ob, dir, stringarg);
1287     break;
1288    
1289     case SP_MAKE_MARK:
1290     success = write_mark (op, spell_ob, stringarg);
1291     break;
1292    
1293     case SP_BOLT:
1294     success = fire_bolt (op, caster, dir, spell_ob, skill);
1295     break;
1296    
1297     case SP_BULLET:
1298     success = fire_bullet (op, caster, dir, spell_ob);
1299     break;
1300    
1301     case SP_CONE:
1302     success = cast_cone (op, caster, dir, spell_ob);
1303     break;
1304    
1305     case SP_BOMB:
1306     success = create_bomb (op, caster, dir, spell_ob);
1307     break;
1308    
1309     case SP_WONDER:
1310     success = cast_wonder (op, caster, dir, spell_ob);
1311     break;
1312    
1313     case SP_SMITE:
1314     success = cast_smite_spell (op, caster, dir, spell_ob);
1315     break;
1316    
1317     case SP_MAGIC_MISSILE:
1318     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1319     break;
1320    
1321     case SP_SUMMON_GOLEM:
1322     success = summon_golem (op, caster, dir, spell_ob);
1323     break;
1324    
1325     case SP_DIMENSION_DOOR:
1326     /* dimension door needs the actual caster, because that is what is
1327     * moved.
1328     */
1329     success = dimension_door (op, caster, spell_ob, dir);
1330     break;
1331 root 1.8
1332 root 1.12 case SP_MAGIC_MAPPING:
1333     if (op->type == PLAYER)
1334     {
1335     spell_effect (spell_ob, op->x, op->y, op->map, op);
1336     draw_magic_map (op);
1337     success = 1;
1338     }
1339     else
1340     success = 0;
1341     break;
1342 elmex 1.1
1343 root 1.12 case SP_MAGIC_WALL:
1344     success = magic_wall (op, caster, dir, spell_ob);
1345     break;
1346 root 1.8
1347 root 1.12 case SP_DESTRUCTION:
1348     success = cast_destruction (op, caster, spell_ob);
1349     break;
1350 root 1.8
1351 root 1.12 case SP_PERCEIVE_SELF:
1352     success = perceive_self (op);
1353     break;
1354 root 1.8
1355 root 1.12 case SP_WORD_OF_RECALL:
1356     success = cast_word_of_recall (op, caster, spell_ob);
1357     break;
1358 root 1.8
1359 root 1.12 case SP_INVISIBLE:
1360     success = cast_invisible (op, caster, spell_ob);
1361     break;
1362 root 1.8
1363 root 1.12 case SP_PROBE:
1364     success = probe (op, caster, spell_ob, dir);
1365     break;
1366 root 1.8
1367 root 1.12 case SP_HEALING:
1368     success = cast_heal (op, caster, spell_ob, dir);
1369     break;
1370 root 1.8
1371 root 1.12 case SP_CREATE_FOOD:
1372     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1373     break;
1374 root 1.8
1375 root 1.12 case SP_EARTH_TO_DUST:
1376     success = cast_earth_to_dust (op, caster, spell_ob);
1377     break;
1378 root 1.8
1379 root 1.12 case SP_CHANGE_ABILITY:
1380     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1381     break;
1382 root 1.8
1383 root 1.12 case SP_BLESS:
1384     success = cast_bless (op, caster, spell_ob, dir);
1385     break;
1386 root 1.8
1387 root 1.12 case SP_CURSE:
1388     success = cast_curse (op, caster, spell_ob, dir);
1389     break;
1390 root 1.8
1391 root 1.12 case SP_SUMMON_MONSTER:
1392     success = summon_object (op, caster, spell_ob, dir, stringarg);
1393     break;
1394 root 1.8
1395 root 1.12 case SP_CHARGING:
1396     success = recharge (op, caster, spell_ob);
1397     break;
1398 root 1.8
1399 root 1.12 case SP_POLYMORPH:
1400 elmex 1.1 #ifdef NO_POLYMORPH
1401 root 1.12 /* Not great, but at least provide feedback so if players do have
1402     * polymorph (ie, find it as a preset item or left over from before
1403     * it was disabled), they get some feedback.
1404     */
1405     new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1406     success = 0;
1407 elmex 1.1 #else
1408 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1409 elmex 1.1 #endif
1410 root 1.12 break;
1411 root 1.8
1412 root 1.12 case SP_ALCHEMY:
1413     success = alchemy (op, caster, spell_ob);
1414     break;
1415    
1416     case SP_REMOVE_CURSE:
1417     success = remove_curse (op, caster, spell_ob);
1418     break;
1419    
1420     case SP_IDENTIFY:
1421     success = cast_identify (op, caster, spell_ob);
1422     break;
1423    
1424     case SP_DETECTION:
1425     success = cast_detection (op, caster, spell_ob, skill);
1426     break;
1427    
1428     case SP_MOOD_CHANGE:
1429     success = mood_change (op, caster, spell_ob);
1430     break;
1431 elmex 1.1
1432 root 1.12 case SP_MOVING_BALL:
1433     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1434     {
1435     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1436     success = 0;
1437     }
1438     else
1439     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1440     break;
1441 elmex 1.1
1442 root 1.12 case SP_SWARM:
1443     success = fire_swarm (op, caster, spell_ob, dir);
1444     break;
1445    
1446     case SP_CHANGE_MANA:
1447     success = cast_transfer (op, caster, spell_ob, dir);
1448     break;
1449    
1450     case SP_DISPEL_RUNE:
1451     /* in rune.c */
1452     success = dispel_rune (op, caster, spell_ob, skill, dir);
1453     break;
1454    
1455     case SP_CREATE_MISSILE:
1456     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1457     break;
1458    
1459     case SP_CONSECRATE:
1460     success = cast_consecrate (op, caster, spell_ob);
1461     break;
1462    
1463     case SP_ANIMATE_WEAPON:
1464     success = animate_weapon (op, caster, spell_ob, dir);
1465     break;
1466    
1467     case SP_LIGHT:
1468     success = cast_light (op, caster, spell_ob, dir);
1469     break;
1470    
1471     case SP_CHANGE_MAP_LIGHT:
1472     success = cast_change_map_lightlevel (op, caster, spell_ob);
1473     break;
1474    
1475     case SP_FAERY_FIRE:
1476     success = cast_destruction (op, caster, spell_ob);
1477     break;
1478    
1479     case SP_CAUSE_DISEASE:
1480     success = cast_cause_disease (op, caster, spell_ob, dir);
1481     break;
1482    
1483     case SP_AURA:
1484     success = create_aura (op, caster, spell_ob);
1485     break;
1486    
1487     case SP_TOWN_PORTAL:
1488     success = cast_create_town_portal (op, caster, spell_ob, dir);
1489     break;
1490    
1491     case SP_PARTY_SPELL:
1492     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1493     break;
1494    
1495     default:
1496     if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1497     LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1498 elmex 1.1 }
1499    
1500 root 1.11 /* FIXME - we need some better sound suppport */
1501     // yes, for example, augment map info with the spell effect
1502     // so clients can calculate the sounds themselves
1503     //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1504 elmex 1.1
1505 root 1.11 /* free the spell arg */
1506     if (settings.casting_time == TRUE && stringarg)
1507     {
1508     free (stringarg);
1509 root 1.42 stringarg = 0;
1510 elmex 1.1 }
1511    
1512 root 1.11 return success;
1513 elmex 1.1 }
1514    
1515    
1516     /* This is called from time.c/process_object(). That function
1517     * calls this for any SPELL_EFFECT type objects. This function
1518     * then dispatches them to the appropriate specific routines.
1519     */
1520 root 1.11 void
1521     move_spell_effect (object *op)
1522     {
1523     switch (op->subtype)
1524     {
1525 root 1.12 case SP_BOLT:
1526     move_bolt (op);
1527     break;
1528    
1529     case SP_BULLET:
1530     move_bullet (op);
1531     break;
1532    
1533     case SP_EXPLOSION:
1534     explosion (op);
1535     break;
1536    
1537     case SP_CONE:
1538     move_cone (op);
1539     break;
1540    
1541     case SP_BOMB:
1542     animate_bomb (op);
1543     break;
1544    
1545     case SP_MAGIC_MISSILE:
1546     move_missile (op);
1547     break;
1548    
1549     case SP_WORD_OF_RECALL:
1550     execute_word_of_recall (op);
1551     break;
1552    
1553     case SP_MOVING_BALL:
1554     move_ball_spell (op);
1555     break;
1556    
1557     case SP_SWARM:
1558     move_swarm_spell (op);
1559     break;
1560    
1561     case SP_AURA:
1562     move_aura (op);
1563     break;
1564 elmex 1.1 }
1565     }
1566    
1567     /* this checks to see if something special should happen if
1568     * something runs into the object.
1569     */
1570 root 1.11 void
1571     check_spell_effect (object *op)
1572     {
1573     switch (op->subtype)
1574     {
1575 root 1.12 case SP_BOLT:
1576     move_bolt (op);
1577     return;
1578    
1579     case SP_BULLET:
1580     check_bullet (op);
1581     return;
1582 elmex 1.1 }
1583     }
1584    
1585     /* This is called by move_apply. Basically, if someone
1586     * moves onto a spell effect and the walk_on or fly_on flags
1587     * are set, this is called. This should only be called for
1588     * objects of the appropraite type.
1589     */
1590 root 1.11 void
1591     apply_spell_effect (object *spell, object *victim)
1592 elmex 1.1 {
1593 root 1.11 switch (spell->subtype)
1594     {
1595 root 1.12 case SP_CONE:
1596     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1597     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1598     break;
1599 root 1.8
1600 root 1.12 case SP_MAGIC_MISSILE:
1601     if (QUERY_FLAG (victim, FLAG_ALIVE))
1602     {
1603 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1604 root 1.11
1605 root 1.16 if (!spell->destroyed ())
1606 root 1.20 spell->destroy ();
1607 root 1.12 }
1608     break;
1609 root 1.8
1610 root 1.12 case SP_MOVING_BALL:
1611     if (QUERY_FLAG (victim, FLAG_ALIVE))
1612     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1613 root 1.36 else if (victim->materialname)
1614 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1615     break;
1616 elmex 1.1 }
1617     }