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Revision: 1.56
Committed: Tue Jul 31 10:05:45 2007 UTC (16 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.55: +1 -0 lines
Log Message:
cast create food now also makes identified items.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.49 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.34 *
4 root 1.49 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.34 *
8 root 1.54 * Crossfire TRT 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 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.34 *
13 root 1.54 * 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 pippijn 1.34 *
18 root 1.54 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.49 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 pippijn 1.34 */
23 elmex 1.1
24     #include <global.h>
25     #include <spells.h>
26     #include <object.h>
27     #include <errno.h>
28 root 1.28 #include <sproto.h>
29 elmex 1.1 #include <sounds.h>
30    
31     extern char *spell_mapping[];
32    
33     /* This returns a random spell from 'ob'. If skill is set, then
34     * the spell must be of this skill, it can be NULL in which case all
35     * matching spells are used.
36     */
37 root 1.11 object *
38     find_random_spell_in_ob (object *ob, const char *skill)
39 elmex 1.1 {
40 root 1.11 int k = 0, s;
41     object *tmp;
42 elmex 1.1
43 root 1.11 for (tmp = ob->inv; tmp; tmp = tmp->below)
44     if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45     k++;
46 elmex 1.1
47 root 1.11 /* No spells, no need to progess further */
48     if (!k)
49     return NULL;
50 elmex 1.1
51 root 1.11 s = RANDOM () % k;
52 elmex 1.1
53 root 1.11 for (tmp = ob->inv; tmp; tmp = tmp->below)
54     if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55     {
56     if (!s)
57     return tmp;
58     else
59     s--;
60     }
61     /* Should never get here, but just in case */
62     return NULL;
63 elmex 1.1 }
64    
65     /* Relatively simple function that gets used a lot.
66     * Basically, it sets up the skill pointer for the spell being
67     * cast. If op is really casting the spell, then the skill
68     * is whatever skill the spell requires.
69     * if instead caster (rod, horn, wand, etc) is casting the skill,
70     * then they get exp for the skill that you need to use for
71     * that object (use magic device).
72     */
73 root 1.11 void
74     set_spell_skill (object *op, object *caster, object *spob, object *dest)
75 elmex 1.1 {
76 root 1.10 if (caster == op && spob->skill)
77     dest->skill = spob->skill;
78     else
79     dest->skill = caster->skill;
80 elmex 1.1 }
81    
82     /* init_spells: This should really be called check_spells, as that
83     * is what it does. It goes through the spells looking for any
84     * obvious errors. This was most useful in debugging when re-doing
85     * all the spells to catch simple errors. To use it all the time
86     * will result in it spitting out messages that aren't really errors.
87     */
88 root 1.11 void
89     init_spells (void)
90     {
91 elmex 1.1 #ifdef SPELL_DEBUG
92 root 1.11 static int init_spells_done = 0;
93     int i;
94     archetype *at;
95    
96     if (init_spells_done)
97     return;
98     LOG (llevDebug, "Checking spells...\n");
99    
100 root 1.51 for_all_archetypes (at)
101 root 1.11 {
102 root 1.51 if (at->type == SPELL)
103 root 1.11 {
104 root 1.51 if (at->skill)
105 root 1.11 {
106     for (i = 1; i < NUM_SKILLS; i++)
107 root 1.51 if (!strcmp (skill_names[i], at->skill))
108 root 1.11 break;
109     if (i == NUM_SKILLS)
110     {
111 root 1.51 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
112 root 1.8 }
113     }
114 root 1.11 /* other_arch is already checked for in the loader */
115 root 1.8 }
116 elmex 1.1 }
117    
118 root 1.11 i = 0;
119     while (spell_mapping[i])
120     {
121 root 1.14 if (!archetype::find (spell_mapping[i]))
122 root 1.11 {
123     LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
124 root 1.8 }
125 root 1.11 i++;
126 elmex 1.1 }
127 root 1.11 LOG (llevDebug, "Checking spells completed.\n");
128 elmex 1.1 #endif
129     }
130    
131     /* Dumps all the spells - now also dumps skill associated with the spell.
132     * not sure what this would be used for, as the data seems pretty
133     * minimal, but easy enough to keep around.
134     */
135 root 1.11 void
136     dump_spells (void)
137 elmex 1.1 {
138 root 1.11 archetype *at;
139 elmex 1.1
140 root 1.51 for_all_archetypes (at)
141 root 1.11 {
142 root 1.51 if (at->type == SPELL)
143 root 1.11 {
144 root 1.51 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
145     &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
146 root 1.8 }
147 elmex 1.1 }
148     }
149    
150     /* pretty basic function - basically just takes
151     * an object, sets the x,y, and calls insert_ob_in_map
152     */
153 root 1.11 void
154 root 1.17 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
155 elmex 1.1 {
156 root 1.29 if (spob->other_arch)
157     map->insert (arch_to_object (spob->other_arch), x, y, originator);
158 elmex 1.1 }
159    
160     /*
161     * This function takes a caster and spell and presents the
162     * effective level the caster needs to be to cast the spell.
163     * basically, it just adjusts the spell->level with attuned/repelled
164 root 1.30 * spellpaths. Was called path_level_mod.
165 elmex 1.1 *
166 root 1.30 * caster is person casting the spell.
167 elmex 1.1 * spell is the spell object.
168     * Returns modified level.
169     */
170 root 1.11 int
171     min_casting_level (object *caster, object *spell)
172 elmex 1.1 {
173 root 1.11 int new_level;
174 elmex 1.1
175 root 1.11 if (caster->path_denied & spell->path_attuned)
176 root 1.18 return 1;
177    
178 root 1.11 new_level = spell->level
179 root 1.30 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
180     + (caster->path_attuned & spell->path_attuned ? -2 : 0);
181 root 1.18
182 root 1.30 return max (1, new_level);
183 elmex 1.1 }
184    
185     /* This function returns the effective level the spell
186     * is being cast at.
187     * Note that I changed the repelled/attuned bonus to 2 from 5.
188     * This is because the new code compares casting_level against
189     * min_caster_level, so the difference is effectively 4
190     */
191 root 1.11 int
192     caster_level (object *caster, object *spell)
193 elmex 1.1 {
194 root 1.11 int level = caster->level;
195    
196     /* If this is a player, try to find the matching skill */
197     if (caster->type == PLAYER && spell->skill)
198 root 1.18 for (int i = 0; i < NUM_SKILLS; i++)
199     if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
200     {
201     level = caster->contr->last_skill_ob[i]->level;
202     break;
203     }
204 root 1.11
205     /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
206     if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
207     {
208     object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
209     int sk_level = skill ? skill->level : 1;
210    
211     level = MIN (level, sk_level + level / 10 + 1);
212 elmex 1.1 }
213    
214 root 1.11 /* Got valid caster level. Now adjust for attunement */
215 root 1.38 level += caster->path_repelled & spell->path_attuned ? -2 : 0;
216     level += caster->path_attuned & spell->path_attuned ? +2 : 0;
217 root 1.11
218     /* Always make this at least 1. If this is zero, we get divide by zero
219     * errors in various places.
220     */
221 root 1.38 return max (level, 1);
222 elmex 1.1 }
223    
224     /* The following function scales the spellpoint cost of
225     * a spell by it's increased effectiveness. Some of the
226     * lower level spells become incredibly vicious at high
227     * levels. Very cheap mass destruction. This function is
228     * intended to keep the sp cost related to the effectiveness.
229     * op is the player/monster
230     * caster is what is casting the spell, can be op.
231     * spell is the spell object.
232     * Note that it is now possible for a spell to cost both grace and
233     * mana. In that case, we return which ever value is higher.
234     */
235    
236 root 1.11 sint16
237     SP_level_spellpoint_cost (object *caster, object *spell, int flags)
238 elmex 1.1 {
239 root 1.11 int sp, grace, level = caster_level (caster, spell);
240 elmex 1.1
241 root 1.11 if (settings.spellpoint_level_depend == TRUE)
242     {
243     if (spell->stats.sp && spell->stats.maxsp)
244     {
245     sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
246 root 1.8 }
247 root 1.11 else
248     sp = spell->stats.sp;
249 root 1.8
250 root 1.11 sp *= (int) PATH_SP_MULT (caster, spell);
251     if (!sp && spell->stats.sp)
252     sp = 1;
253 root 1.8
254 root 1.11 if (spell->stats.grace && spell->stats.maxgrace)
255     {
256     grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
257 root 1.8 }
258 root 1.11 else
259     grace = spell->stats.grace;
260 elmex 1.1
261 root 1.11 grace *= (int) PATH_SP_MULT (caster, spell);
262     if (spell->stats.grace && !grace)
263     grace = 1;
264     }
265     else
266     {
267     sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
268     if (spell->stats.sp && !sp)
269     sp = 1;
270     grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
271     if (spell->stats.grace && !grace)
272     grace = 1;
273     }
274     if (flags == SPELL_HIGHEST)
275     return MAX (sp, grace);
276     else if (flags == SPELL_GRACE)
277     return grace;
278     else if (flags == SPELL_MANA)
279     return sp;
280     else
281     {
282     LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
283     return 0;
284 elmex 1.1 }
285     }
286    
287    
288     /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289     * spob is the spell we are adjusting.
290     */
291 root 1.11 int
292     SP_level_dam_adjust (object *caster, object *spob)
293 elmex 1.1 {
294 root 1.11 int level = caster_level (caster, spob);
295     int adj = level - min_casting_level (caster, spob);
296 elmex 1.1
297 root 1.11 if (adj < 0)
298     adj = 0;
299     if (spob->dam_modifier)
300     adj /= spob->dam_modifier;
301     else
302     adj = 0;
303     return adj;
304 elmex 1.1 }
305    
306     /* Adjust the strength of the spell based on level.
307     * This is basically the same as SP_level_dam_adjust above,
308     * but instead looks at the level_modifier value.
309     */
310 root 1.11 int
311     SP_level_duration_adjust (object *caster, object *spob)
312 elmex 1.1 {
313 root 1.11 int level = caster_level (caster, spob);
314     int adj = level - min_casting_level (caster, spob);
315 elmex 1.1
316 root 1.11 if (adj < 0)
317     adj = 0;
318     if (spob->duration_modifier)
319     adj /= spob->duration_modifier;
320     else
321     adj = 0;
322 elmex 1.1
323 root 1.11 return adj;
324 elmex 1.1 }
325    
326     /* Adjust the strength of the spell based on level.
327     * This is basically the same as SP_level_dam_adjust above,
328     * but instead looks at the level_modifier value.
329     */
330 root 1.11 int
331     SP_level_range_adjust (object *caster, object *spob)
332 elmex 1.1 {
333 root 1.11 int level = caster_level (caster, spob);
334     int adj = level - min_casting_level (caster, spob);
335 elmex 1.1
336 root 1.11 if (adj < 0)
337     adj = 0;
338     if (spob->range_modifier)
339     adj /= spob->range_modifier;
340     else
341     adj = 0;
342 elmex 1.1
343 root 1.11 return adj;
344 elmex 1.1 }
345    
346     /* Checks to see if player knows the spell. If the name is the same
347     * as an existing spell, we presume they know it.
348     * returns 1 if they know the spell, 0 if they don't.
349     */
350 root 1.11 object *
351     check_spell_known (object *op, const char *name)
352 elmex 1.1 {
353 root 1.11 object *spop;
354 elmex 1.1
355 root 1.11 for (spop = op->inv; spop; spop = spop->below)
356     if (spop->type == SPELL && !strcmp (spop->name, name))
357     return spop;
358 elmex 1.1
359 root 1.11 return NULL;
360 elmex 1.1 }
361    
362    
363     /*
364     * Look at object 'op' and see if they know the spell
365     * spname. This is pretty close to check_spell_known
366     * above, but it uses a looser matching mechanism.
367     * returns the matching spell object, or NULL.
368     * If we match multiple spells but don't get an
369     * exact match, we also return NULL.
370     */
371    
372 root 1.11 object *
373     lookup_spell_by_name (object *op, const char *spname)
374     {
375     object *spob1 = NULL, *spob2 = NULL, *spob;
376     int nummatch = 0;
377    
378     if (spname == NULL)
379     return NULL;
380    
381     /* Try to find the spell. We store the results in spob1
382     * and spob2 - spob1 is only taking the length of
383     * the past spname, spob2 uses the length of the spell name.
384     */
385     for (spob = op->inv; spob; spob = spob->below)
386     {
387     if (spob->type == SPELL)
388     {
389     if (!strncmp (spob->name, spname, strlen (spname)))
390     {
391     nummatch++;
392     spob1 = spob;
393     }
394     else if (!strncmp (spob->name, spname, strlen (spob->name)))
395     {
396     /* if spells have ambiguous names, it makes matching
397     * really difficult. (eg, fire and fireball would
398     * fall into this category). It shouldn't be hard to
399     * make sure spell names don't overlap in that fashion.
400     */
401     if (spob2)
402     LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
403     spob2 = spob;
404 root 1.8 }
405     }
406 elmex 1.1 }
407 root 1.11 /* if we have best match, return it. Otherwise, if we have one match
408     * on the loser match, return that, otehrwise null
409     */
410     if (spob2)
411     return spob2;
412     if (spob1 && nummatch == 1)
413     return spob1;
414     return NULL;
415 elmex 1.1 }
416    
417     /* reflwall - decides weither the (spell-)object sp_op will
418     * be reflected from the given mapsquare. Returns 1 if true.
419     * (Note that for living creatures there is a small chance that
420     * reflect_spell fails.)
421     * Caller should be sure it passes us valid map coordinates
422     * eg, updated for tiled maps.
423     */
424 root 1.11 int
425 root 1.17 reflwall (maptile *m, int x, int y, object *sp_op)
426 root 1.11 {
427     object *op;
428 elmex 1.1
429 root 1.11 if (OUT_OF_REAL_MAP (m, x, y))
430     return 0;
431 root 1.24 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
432 elmex 1.23 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
433     && (!QUERY_FLAG (op, FLAG_ALIVE)
434     || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
435 root 1.11 return 1;
436 elmex 1.1
437 root 1.11 return 0;
438 elmex 1.1 }
439    
440     /* cast_create_object: creates object new_op in direction dir
441     * or if that is blocked, beneath the player (op).
442     * we pass 'caster', but don't use it for anything.
443     * This is really just a simple wrapper function .
444     * returns the direction that the object was actually placed
445     * in.
446     */
447 root 1.11 int
448     cast_create_obj (object *op, object *caster, object *new_op, int dir)
449 elmex 1.1 {
450 root 1.17 maptile *m;
451 root 1.11 sint16 sx, sy;
452 elmex 1.1
453 root 1.11 if (dir &&
454     ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
455     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
456     {
457     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
458     new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
459     dir = 0;
460     }
461 root 1.29
462 elmex 1.56 SET_FLAG (new_op, FLAG_IDENTIFIED);
463 root 1.29 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 root 1.51 dir = find_first_free_spot (at, op->map, op->x, op->y);
754 root 1.11 if (dir != -1)
755     {
756     /* This is basically grabbed for generate monster. Fixed 971225 to
757     * insert multipart monsters properly
758     */
759 root 1.52 //TODO: use expand_tail + ...
760 root 1.11 while (at != NULL)
761     {
762     tmp = arch_to_object (at);
763 root 1.51 tmp->x = op->x + freearr_x[dir] + at->x;
764     tmp->y = op->y + freearr_y[dir] + at->y;
765 root 1.11 tmp->map = op->map;
766     if (head)
767     {
768     tmp->head = head;
769     prev->more = tmp;
770 root 1.8 }
771 root 1.52
772 root 1.11 if (!head)
773     head = tmp;
774 root 1.52
775 root 1.11 prev = tmp;
776 root 1.52
777     at = (archetype *)at->more;
778 root 1.8 }
779    
780 root 1.11 if (head->randomitems)
781     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
782 root 1.8
783 root 1.11 insert_ob_in_map (head, op->map, op, 0);
784 root 1.8
785 root 1.11 /* thought it'd be cool to insert a burnout, too. */
786 root 1.29 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
787 elmex 1.1 }
788     }
789    
790     /* peterm: function which summons hostile monsters and
791     * places them in nearby squares.
792     * op is the summoner.
793     * n is the number of monsters.
794     * monstername is the name of the monster.
795     * returns the number of monsters, which is basically n.
796     * it should really see how many it successfully replaced and
797     * return that instead.
798     * Note that this is not used by any spells (summon evil monsters
799     * use to call this, but best I can tell, that spell/ability was
800     * never used. This is however used by various failures on the
801     * players part (alchemy, reincarnation, etc)
802     */
803    
804 root 1.11 int
805     summon_hostile_monsters (object *op, int n, const char *monstername)
806     {
807     int i;
808    
809     for (i = 0; i < n; i++)
810     put_a_monster (op, monstername);
811 elmex 1.1
812 root 1.11 return n;
813 elmex 1.1 }
814    
815    
816     /* Some local definitions for shuffle-attack */
817 root 1.11 struct attacktype_shuffle
818     {
819     int attacktype;
820     int face;
821     } ATTACKS[22] =
822     {
823 root 1.41 { AT_PHYSICAL, 0},
824     { AT_PHYSICAL, 0}, /*face = explosion */
825     { AT_PHYSICAL, 0},
826     { AT_MAGIC, 1},
827     { AT_MAGIC, 1}, /* face = last-burnout */
828     { AT_MAGIC, 1},
829     { AT_FIRE, 2},
830     { AT_FIRE, 2}, /* face = fire.... */
831     { AT_FIRE, 2},
832     { AT_ELECTRICITY, 3},
833     { AT_ELECTRICITY, 3}, /* ball_lightning */
834     { AT_ELECTRICITY, 3},
835     { AT_COLD, 4},
836     { AT_COLD, 4}, /* face=icestorm */
837     { AT_COLD, 4},
838     { AT_CONFUSION, 5},
839     { AT_POISON, 7},
840     { AT_POISON, 7}, /* face = acid sphere. generator */
841     { AT_POISON, 7}, /* poisoncloud face */
842     { AT_SLOW, 8},
843     { AT_PARALYZE, 9},
844     { AT_FEAR, 10},
845     };
846 elmex 1.1
847     /* shuffle_attack: peterm
848     * This routine shuffles the attack of op to one of the
849     * ones in the list. It does this at random. It also
850     * chooses a face appropriate to the attack that is
851     * being committed by that square at the moment.
852     * right now it's being used by color spray and create pool of
853     * chaos.
854     * This could really be a better implementation - the
855     * faces and attacktypes above are hardcoded, which is never
856     * good. The faces refer to faces in the animation sequence.
857     * Not sure how to do better - but not having it hardcoded
858     * would be nice.
859     * I also fixed a bug here in that attacktype was |= -
860     * to me, that would be that it would quickly get all
861     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
862     */
863 root 1.11 void
864     shuffle_attack (object *op, int change_face)
865 elmex 1.1 {
866 root 1.11 int i;
867 elmex 1.1
868 root 1.11 i = rndm (0, 21);
869 elmex 1.1
870 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
871    
872     if (change_face)
873     {
874     SET_ANIMATION (op, ATTACKS[i].face);
875 elmex 1.1 }
876     }
877    
878    
879     /* prayer_failure: This is called when a player fails
880     * at casting a prayer.
881     * op is the player.
882     * failure is basically how much grace they had.
883     * power is how much grace the spell would normally take to cast.
884     */
885    
886 root 1.11 void
887     prayer_failure (object *op, int failure, int power)
888     {
889     const char *godname;
890     object *tmp;
891 elmex 1.1
892 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
893     godname = "Your spirit";
894 elmex 1.1
895 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
896 elmex 1.1 {
897 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
898     tmp = get_archetype (SPELL_WONDER);
899     cast_cone (op, op, 0, tmp);
900 root 1.20 tmp->destroy ();
901 elmex 1.1 }
902    
903 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
904 elmex 1.1 {
905 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
906     confuse_player (op, op, 99);
907 elmex 1.1 }
908 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
909 elmex 1.1 {
910 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
911     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
912     paralyze_player (op, op, 99);
913 elmex 1.1 }
914 root 1.11 else if (failure <= -150) /* blast the immediate area */
915     {
916     tmp = get_archetype (GOD_POWER);
917     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
918     cast_magic_storm (op, tmp, power);
919 elmex 1.1 }
920     }
921    
922     /*
923     * spell_failure() handles the various effects for differing degrees
924     * of failure badness.
925     * op is the player that failed.
926     * failure is a random value of how badly you failed.
927     * power is how many spellpoints you'd normally need for the spell.
928     * skill is the skill you'd need to cast the spell.
929     */
930    
931 root 1.11 void
932     spell_failure (object *op, int failure, int power, object *skill)
933     {
934     object *tmp;
935 elmex 1.1
936 root 1.11 if (settings.spell_failure_effects == FALSE)
937     return;
938 elmex 1.1
939 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
940 elmex 1.1 {
941 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
942     tmp = get_archetype (SPELL_WONDER);
943     cast_cone (op, op, 0, tmp);
944 root 1.20 tmp->destroy ();
945 elmex 1.1 }
946    
947 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
948 elmex 1.1 {
949 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
950     confuse_player (op, op, 99);
951 elmex 1.1 }
952 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
953 elmex 1.1 {
954 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
955     paralyze_player (op, op, 99);
956 elmex 1.1 }
957 root 1.11 else if (failure <= -80) /* blast the immediate area */
958     {
959     object *tmp;
960 root 1.8
961 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
962     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
963     {
964     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
965     hit_player (op, 9998, op, AT_INTERNAL, 1);
966 root 1.8
967 root 1.11 }
968     else
969     {
970     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
971     tmp = get_archetype (LOOSE_MANA);
972     tmp->level = skill->level;
973    
974     /* increase the area of destruction a little for more powerful spells */
975     tmp->range += isqrt (power);
976    
977     if (power > 25)
978     tmp->stats.dam = 25 + isqrt (power);
979     else
980     tmp->stats.dam = power; /* nasty recoils! */
981 root 1.8
982 root 1.11 tmp->stats.maxhp = tmp->count;
983 root 1.29
984     tmp->insert_at (op);
985 root 1.8 }
986 elmex 1.1 }
987     }
988    
989 root 1.11 int
990     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
991     {
992     int success;
993     object *spell;
994    
995     if (!spell_ob->other_arch)
996 elmex 1.1 {
997 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
998     return 0;
999     }
1000     spell = arch_to_object (spell_ob->other_arch);
1001 elmex 1.1
1002 root 1.11 /* Always cast spell on caster */
1003     success = cast_spell (op, caster, dir, spell, stringarg);
1004 elmex 1.1
1005 root 1.11 if (caster->contr->party == NULL)
1006     {
1007 root 1.19 spell->remove ();
1008 root 1.11 return success;
1009 elmex 1.1 }
1010 root 1.27 for_all_players (pl)
1011 root 1.11 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1012     {
1013     cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1014     }
1015 root 1.19 spell->remove ();
1016 root 1.11 return success;
1017     }
1018 elmex 1.1
1019     /* This is where the main dispatch when someone casts a spell.
1020     *
1021     * op is the creature that is owner of the object that is casting the spell -
1022     * eg, the player or monster.
1023     * caster is the actual object (wand, potion) casting the spell. can be
1024     * same as op.
1025     * dir is the direction to cast in. Note in some cases, if the spell
1026     * is self only, dir really doesn't make a difference.
1027     * spell_ob is the spell object that is being cast. From that,
1028     * we can determine what to do.
1029     * stringarg is any options that are being used. It can be NULL. Almost
1030     * certainly, only players will set it. It is basically used as optional
1031     * parameters to a spell (eg, item to create, information for marking runes,
1032     * etc.
1033     * returns 1 on successful cast, or 0 on error. These values should really
1034     * be swapped, so that 0 is successful, and non zero is failure, with a code
1035     * of what it failed.
1036     *
1037     * Note that this function is really a dispatch routine that calls other
1038     * functions - it just blindly returns what ever value those functions
1039     * return. So if your writing a new function that is called from this,
1040     * it shoudl also return 1 on success, 0 on failure.
1041     *
1042     * if it is a player casting the spell (op->type == PLAYER, op == caster),
1043     * this function will decrease the mana/grace appropriately. For other
1044     * objects, the caller should do what it considers appropriate.
1045     */
1046 root 1.11 int
1047     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1048     {
1049     const char *godname;
1050 root 1.42 int success = 0, mflags, cast_level = 0;
1051 root 1.11 object *skill = NULL;
1052 elmex 1.1
1053 root 1.11 if (!spell_ob)
1054     {
1055     LOG (llevError, "cast_spell: null spell object passed\n");
1056     return 0;
1057 elmex 1.1 }
1058 root 1.13
1059 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
1060     godname = "A random spirit";
1061 elmex 1.1
1062 root 1.11 /* the caller should set caster to op if appropriate */
1063     if (!caster)
1064     {
1065     LOG (llevError, "cast_spell: null caster object passed\n");
1066     return 0;
1067 elmex 1.1 }
1068    
1069 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
1070     * an issue, because they don't have any spellpaths set up.
1071     */
1072 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1073 root 1.11 {
1074     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1075     return 0;
1076 elmex 1.1 }
1077    
1078 root 1.11 /* if it is a player casting the spell, and they are really casting it
1079     * (vs it coming from a wand, scroll, or whatever else), do some
1080     * checks. We let monsters do special things - eg, they
1081     * don't need the skill, bypass level checks, etc. The monster function
1082     * should take care of that.
1083     * Remove the wiz check here and move it further down - some spells
1084     * need to have the right skill pointer passed, so we need to
1085     * at least process that code.
1086     */
1087     if (op->type == PLAYER && op == caster)
1088     {
1089     cast_level = caster_level (caster, spell_ob);
1090 root 1.45
1091 root 1.11 if (spell_ob->skill)
1092     {
1093     skill = find_skill_by_name (op, spell_ob->skill);
1094 root 1.45
1095 root 1.11 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 1.45
1101 root 1.11 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1102     {
1103     new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1104     return 0;
1105 root 1.8 }
1106     }
1107 root 1.45
1108 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1109     * to have sufficient grace/mana.
1110     */
1111     if (!QUERY_FLAG (op, FLAG_WIZ))
1112     {
1113     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1114     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1115     {
1116     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1117     return 0;
1118 root 1.8 }
1119 root 1.30
1120 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1121     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1122     {
1123     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1124     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1125     {
1126     new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1127 root 1.8 }
1128 root 1.11 else
1129     {
1130     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1131     new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1132     return 0;
1133 root 1.8 }
1134     }
1135    
1136 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1137     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1138     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1139     {
1140 root 1.55 op->contr->play_sound (sound_find ("fumble_spell"));
1141 root 1.53 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer.");
1142 root 1.35
1143 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1144     return 0;
1145     }
1146     else if (spell_ob->stats.sp)
1147     {
1148     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1149    
1150     if (failure < 0)
1151     {
1152     new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1153     if (settings.spell_failure_effects == TRUE)
1154     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1155 root 1.42
1156 root 1.11 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1157     return 0;
1158 root 1.8 }
1159     }
1160     }
1161 elmex 1.1 }
1162    
1163 root 1.11 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1164    
1165     /* See if we can cast a spell here. If the caster and op are
1166     * not alive, then this would mean that the mapmaker put the
1167     * objects on the space - presume that they know what they are
1168     * doing.
1169     */
1170 elmex 1.9
1171 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1172     {
1173     new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1174     return 0;
1175     }
1176    
1177     if ((spell_ob->type == SPELL)
1178     && (caster->type != POTION)
1179     && !QUERY_FLAG (op, FLAG_WIZCAST)
1180     && (QUERY_FLAG (caster, FLAG_ALIVE)
1181     || QUERY_FLAG (op, FLAG_ALIVE))
1182     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1183     {
1184     if (op->type != PLAYER)
1185 elmex 1.9 return 0;
1186    
1187 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1188 root 1.42 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1189 root 1.43 else if (object *item = op->contr->ranged_ob)
1190     {
1191     if (item->type == SPELL)
1192     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1193     else if (item->type == SCROLL)
1194     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1195     else
1196     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1197     }
1198 root 1.11 else
1199 root 1.42 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1200    
1201 root 1.11 return 0;
1202     }
1203 elmex 1.1
1204 root 1.46 /* Take into account how long it takes to cast the spell.
1205     * if the player is casting it, then we use the time in
1206     * the spell object. If it is a spell object, have it
1207     * take two ticks. Things that cast spells on the players
1208     * behalf (eg, altars, and whatever else) shouldn't cost
1209     * the player any time.
1210     * Ignore casting time for firewalls
1211     */
1212     if (caster == op && caster->type != FIREWALL)
1213 root 1.11 {
1214 root 1.46 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1215     /* Other portions of the code may also decrement the speed of the player, so
1216     * put a lower limit so that the player isn't stuck here too long
1217 root 1.11 */
1218 root 1.46 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1219     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1220 elmex 1.1 }
1221 root 1.46 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1222     op->speed_left -= 2 * FABS (op->speed);
1223 elmex 1.1
1224 root 1.11 if (op->type == PLAYER && op == caster)
1225     {
1226     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1227     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1228 elmex 1.1 }
1229    
1230 root 1.11 /* We want to try to find the skill to properly credit exp.
1231     * for spell casting objects, the exp goes to the skill the casting
1232     * object requires.
1233     */
1234     if (op != caster && !skill && caster->skill)
1235     {
1236     skill = find_skill_by_name (op, caster->skill);
1237     if (!skill)
1238     {
1239     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1240     return 0;
1241 root 1.8 }
1242 root 1.45
1243 root 1.47 op->change_skill (skill); /* needed for proper exp credit */
1244 elmex 1.1 }
1245    
1246 root 1.48 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1247     return RESULT_INT (0);
1248    
1249 root 1.11 switch (spell_ob->subtype)
1250     {
1251 root 1.45 /* The order of case statements is same as the order they show up
1252     * in in spells.h.
1253     */
1254 root 1.12 case SP_RAISE_DEAD:
1255     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1256     break;
1257    
1258     case SP_RUNE:
1259     success = write_rune (op, caster, spell_ob, dir, stringarg);
1260     break;
1261    
1262     case SP_MAKE_MARK:
1263     success = write_mark (op, spell_ob, stringarg);
1264     break;
1265    
1266     case SP_BOLT:
1267     success = fire_bolt (op, caster, dir, spell_ob, skill);
1268     break;
1269    
1270     case SP_BULLET:
1271     success = fire_bullet (op, caster, dir, spell_ob);
1272     break;
1273    
1274     case SP_CONE:
1275     success = cast_cone (op, caster, dir, spell_ob);
1276     break;
1277    
1278     case SP_BOMB:
1279     success = create_bomb (op, caster, dir, spell_ob);
1280     break;
1281    
1282     case SP_WONDER:
1283     success = cast_wonder (op, caster, dir, spell_ob);
1284     break;
1285    
1286     case SP_SMITE:
1287     success = cast_smite_spell (op, caster, dir, spell_ob);
1288     break;
1289    
1290     case SP_MAGIC_MISSILE:
1291     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1292     break;
1293    
1294     case SP_SUMMON_GOLEM:
1295     success = summon_golem (op, caster, dir, spell_ob);
1296     break;
1297    
1298     case SP_DIMENSION_DOOR:
1299     /* dimension door needs the actual caster, because that is what is
1300     * moved.
1301     */
1302     success = dimension_door (op, caster, spell_ob, dir);
1303     break;
1304 root 1.8
1305 root 1.12 case SP_MAGIC_MAPPING:
1306     if (op->type == PLAYER)
1307     {
1308     spell_effect (spell_ob, op->x, op->y, op->map, op);
1309     draw_magic_map (op);
1310     success = 1;
1311     }
1312     else
1313     success = 0;
1314     break;
1315 elmex 1.1
1316 root 1.12 case SP_MAGIC_WALL:
1317     success = magic_wall (op, caster, dir, spell_ob);
1318     break;
1319 root 1.8
1320 root 1.12 case SP_DESTRUCTION:
1321     success = cast_destruction (op, caster, spell_ob);
1322     break;
1323 root 1.8
1324 root 1.12 case SP_PERCEIVE_SELF:
1325     success = perceive_self (op);
1326     break;
1327 root 1.8
1328 root 1.12 case SP_WORD_OF_RECALL:
1329     success = cast_word_of_recall (op, caster, spell_ob);
1330     break;
1331 root 1.8
1332 root 1.12 case SP_INVISIBLE:
1333     success = cast_invisible (op, caster, spell_ob);
1334     break;
1335 root 1.8
1336 root 1.12 case SP_PROBE:
1337     success = probe (op, caster, spell_ob, dir);
1338     break;
1339 root 1.8
1340 root 1.12 case SP_HEALING:
1341     success = cast_heal (op, caster, spell_ob, dir);
1342     break;
1343 root 1.8
1344 root 1.12 case SP_CREATE_FOOD:
1345     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1346     break;
1347 root 1.8
1348 root 1.12 case SP_EARTH_TO_DUST:
1349     success = cast_earth_to_dust (op, caster, spell_ob);
1350     break;
1351 root 1.8
1352 root 1.12 case SP_CHANGE_ABILITY:
1353     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1354     break;
1355 root 1.8
1356 root 1.12 case SP_BLESS:
1357     success = cast_bless (op, caster, spell_ob, dir);
1358     break;
1359 root 1.8
1360 root 1.12 case SP_CURSE:
1361     success = cast_curse (op, caster, spell_ob, dir);
1362     break;
1363 root 1.8
1364 root 1.12 case SP_SUMMON_MONSTER:
1365     success = summon_object (op, caster, spell_ob, dir, stringarg);
1366     break;
1367 root 1.8
1368 root 1.12 case SP_CHARGING:
1369     success = recharge (op, caster, spell_ob);
1370     break;
1371 root 1.8
1372 root 1.12 case SP_POLYMORPH:
1373 elmex 1.1 #ifdef NO_POLYMORPH
1374 root 1.12 /* Not great, but at least provide feedback so if players do have
1375     * polymorph (ie, find it as a preset item or left over from before
1376     * it was disabled), they get some feedback.
1377     */
1378     new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1379     success = 0;
1380 elmex 1.1 #else
1381 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1382 elmex 1.1 #endif
1383 root 1.12 break;
1384 root 1.8
1385 root 1.12 case SP_ALCHEMY:
1386     success = alchemy (op, caster, spell_ob);
1387     break;
1388    
1389     case SP_REMOVE_CURSE:
1390     success = remove_curse (op, caster, spell_ob);
1391     break;
1392    
1393     case SP_IDENTIFY:
1394     success = cast_identify (op, caster, spell_ob);
1395     break;
1396    
1397     case SP_DETECTION:
1398     success = cast_detection (op, caster, spell_ob, skill);
1399     break;
1400    
1401     case SP_MOOD_CHANGE:
1402     success = mood_change (op, caster, spell_ob);
1403     break;
1404 elmex 1.1
1405 root 1.12 case SP_MOVING_BALL:
1406     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1407     {
1408     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1409     success = 0;
1410     }
1411     else
1412     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1413     break;
1414 elmex 1.1
1415 root 1.12 case SP_SWARM:
1416     success = fire_swarm (op, caster, spell_ob, dir);
1417     break;
1418    
1419     case SP_CHANGE_MANA:
1420     success = cast_transfer (op, caster, spell_ob, dir);
1421     break;
1422    
1423     case SP_DISPEL_RUNE:
1424     /* in rune.c */
1425     success = dispel_rune (op, caster, spell_ob, skill, dir);
1426     break;
1427    
1428     case SP_CREATE_MISSILE:
1429     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1430     break;
1431    
1432     case SP_CONSECRATE:
1433     success = cast_consecrate (op, caster, spell_ob);
1434     break;
1435    
1436     case SP_ANIMATE_WEAPON:
1437     success = animate_weapon (op, caster, spell_ob, dir);
1438     break;
1439    
1440     case SP_LIGHT:
1441     success = cast_light (op, caster, spell_ob, dir);
1442     break;
1443    
1444     case SP_CHANGE_MAP_LIGHT:
1445     success = cast_change_map_lightlevel (op, caster, spell_ob);
1446     break;
1447    
1448     case SP_FAERY_FIRE:
1449     success = cast_destruction (op, caster, spell_ob);
1450     break;
1451    
1452     case SP_CAUSE_DISEASE:
1453     success = cast_cause_disease (op, caster, spell_ob, dir);
1454     break;
1455    
1456     case SP_AURA:
1457     success = create_aura (op, caster, spell_ob);
1458     break;
1459    
1460     case SP_PARTY_SPELL:
1461     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1462     break;
1463    
1464     default:
1465 root 1.48 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1466 elmex 1.1 }
1467    
1468 root 1.11 /* FIXME - we need some better sound suppport */
1469     // yes, for example, augment map info with the spell effect
1470     // so clients can calculate the sounds themselves
1471     //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1472 elmex 1.1
1473 root 1.11 return success;
1474 elmex 1.1 }
1475    
1476    
1477     /* This is called from time.c/process_object(). That function
1478     * calls this for any SPELL_EFFECT type objects. This function
1479     * then dispatches them to the appropriate specific routines.
1480     */
1481 root 1.11 void
1482     move_spell_effect (object *op)
1483     {
1484     switch (op->subtype)
1485     {
1486 root 1.12 case SP_BOLT:
1487     move_bolt (op);
1488     break;
1489    
1490     case SP_BULLET:
1491     move_bullet (op);
1492     break;
1493    
1494     case SP_EXPLOSION:
1495     explosion (op);
1496     break;
1497    
1498     case SP_CONE:
1499     move_cone (op);
1500     break;
1501    
1502     case SP_BOMB:
1503     animate_bomb (op);
1504     break;
1505    
1506     case SP_MAGIC_MISSILE:
1507     move_missile (op);
1508     break;
1509    
1510     case SP_WORD_OF_RECALL:
1511     execute_word_of_recall (op);
1512     break;
1513    
1514     case SP_MOVING_BALL:
1515     move_ball_spell (op);
1516     break;
1517    
1518     case SP_SWARM:
1519     move_swarm_spell (op);
1520     break;
1521    
1522     case SP_AURA:
1523     move_aura (op);
1524     break;
1525 elmex 1.1 }
1526     }
1527    
1528     /* this checks to see if something special should happen if
1529     * something runs into the object.
1530     */
1531 root 1.11 void
1532     check_spell_effect (object *op)
1533     {
1534     switch (op->subtype)
1535     {
1536 root 1.12 case SP_BOLT:
1537     move_bolt (op);
1538     return;
1539    
1540     case SP_BULLET:
1541     check_bullet (op);
1542     return;
1543 elmex 1.1 }
1544     }
1545    
1546     /* This is called by move_apply. Basically, if someone
1547     * moves onto a spell effect and the walk_on or fly_on flags
1548     * are set, this is called. This should only be called for
1549     * objects of the appropraite type.
1550     */
1551 root 1.11 void
1552     apply_spell_effect (object *spell, object *victim)
1553 elmex 1.1 {
1554 root 1.11 switch (spell->subtype)
1555     {
1556 root 1.12 case SP_CONE:
1557     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1558     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1559     break;
1560 root 1.8
1561 root 1.12 case SP_MAGIC_MISSILE:
1562     if (QUERY_FLAG (victim, FLAG_ALIVE))
1563     {
1564 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1565 root 1.11
1566 root 1.16 if (!spell->destroyed ())
1567 root 1.20 spell->destroy ();
1568 root 1.12 }
1569     break;
1570 root 1.8
1571 root 1.12 case SP_MOVING_BALL:
1572     if (QUERY_FLAG (victim, FLAG_ALIVE))
1573     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1574 root 1.36 else if (victim->materialname)
1575 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1576     break;
1577 elmex 1.1 }
1578     }