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Revision: 1.59
Committed: Mon Aug 27 05:10:51 2007 UTC (16 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.58: +4 -11 lines
Log Message:
fix cure disease giving exp for the wrong skill

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 root 1.59 dump_spells ()
137 elmex 1.1 {
138 root 1.51 for_all_archetypes (at)
139 root 1.59 if (at->type == SPELL)
140     fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
141     &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
142 elmex 1.1 }
143    
144     /* pretty basic function - basically just takes
145     * an object, sets the x,y, and calls insert_ob_in_map
146     */
147 root 1.11 void
148 root 1.17 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
149 elmex 1.1 {
150 root 1.29 if (spob->other_arch)
151     map->insert (arch_to_object (spob->other_arch), x, y, originator);
152 elmex 1.1 }
153    
154     /*
155     * This function takes a caster and spell and presents the
156     * effective level the caster needs to be to cast the spell.
157     * basically, it just adjusts the spell->level with attuned/repelled
158 root 1.30 * spellpaths. Was called path_level_mod.
159 elmex 1.1 *
160 root 1.30 * caster is person casting the spell.
161 elmex 1.1 * spell is the spell object.
162     * Returns modified level.
163     */
164 root 1.11 int
165     min_casting_level (object *caster, object *spell)
166 elmex 1.1 {
167 root 1.11 int new_level;
168 elmex 1.1
169 root 1.11 if (caster->path_denied & spell->path_attuned)
170 root 1.18 return 1;
171    
172 root 1.11 new_level = spell->level
173 root 1.30 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
174     + (caster->path_attuned & spell->path_attuned ? -2 : 0);
175 root 1.18
176 root 1.30 return max (1, new_level);
177 elmex 1.1 }
178    
179     /* This function returns the effective level the spell
180     * is being cast at.
181     * Note that I changed the repelled/attuned bonus to 2 from 5.
182     * This is because the new code compares casting_level against
183     * min_caster_level, so the difference is effectively 4
184     */
185 root 1.11 int
186     caster_level (object *caster, object *spell)
187 elmex 1.1 {
188 root 1.11 int level = caster->level;
189    
190     /* If this is a player, try to find the matching skill */
191     if (caster->type == PLAYER && spell->skill)
192 root 1.18 for (int i = 0; i < NUM_SKILLS; i++)
193     if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
194     {
195     level = caster->contr->last_skill_ob[i]->level;
196     break;
197     }
198 root 1.11
199     /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
200     if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
201     {
202     object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
203     int sk_level = skill ? skill->level : 1;
204    
205     level = MIN (level, sk_level + level / 10 + 1);
206 elmex 1.1 }
207    
208 root 1.11 /* Got valid caster level. Now adjust for attunement */
209 root 1.38 level += caster->path_repelled & spell->path_attuned ? -2 : 0;
210     level += caster->path_attuned & spell->path_attuned ? +2 : 0;
211 root 1.11
212     /* Always make this at least 1. If this is zero, we get divide by zero
213     * errors in various places.
214     */
215 root 1.38 return max (level, 1);
216 elmex 1.1 }
217    
218     /* The following function scales the spellpoint cost of
219     * a spell by it's increased effectiveness. Some of the
220     * lower level spells become incredibly vicious at high
221     * levels. Very cheap mass destruction. This function is
222     * intended to keep the sp cost related to the effectiveness.
223     * op is the player/monster
224     * caster is what is casting the spell, can be op.
225     * spell is the spell object.
226     * Note that it is now possible for a spell to cost both grace and
227     * mana. In that case, we return which ever value is higher.
228     */
229    
230 root 1.11 sint16
231     SP_level_spellpoint_cost (object *caster, object *spell, int flags)
232 elmex 1.1 {
233 root 1.11 int sp, grace, level = caster_level (caster, spell);
234 elmex 1.1
235 root 1.11 if (settings.spellpoint_level_depend == TRUE)
236     {
237     if (spell->stats.sp && spell->stats.maxsp)
238     {
239     sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
240 root 1.8 }
241 root 1.11 else
242     sp = spell->stats.sp;
243 root 1.8
244 root 1.11 sp *= (int) PATH_SP_MULT (caster, spell);
245     if (!sp && spell->stats.sp)
246     sp = 1;
247 root 1.8
248 root 1.11 if (spell->stats.grace && spell->stats.maxgrace)
249     {
250     grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
251 root 1.8 }
252 root 1.11 else
253     grace = spell->stats.grace;
254 elmex 1.1
255 root 1.11 grace *= (int) PATH_SP_MULT (caster, spell);
256     if (spell->stats.grace && !grace)
257     grace = 1;
258     }
259     else
260     {
261     sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
262     if (spell->stats.sp && !sp)
263     sp = 1;
264     grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
265     if (spell->stats.grace && !grace)
266     grace = 1;
267     }
268     if (flags == SPELL_HIGHEST)
269     return MAX (sp, grace);
270     else if (flags == SPELL_GRACE)
271     return grace;
272     else if (flags == SPELL_MANA)
273     return sp;
274     else
275     {
276     LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
277     return 0;
278 elmex 1.1 }
279     }
280    
281    
282     /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
283     * spob is the spell we are adjusting.
284     */
285 root 1.11 int
286     SP_level_dam_adjust (object *caster, object *spob)
287 elmex 1.1 {
288 root 1.11 int level = caster_level (caster, spob);
289     int adj = level - min_casting_level (caster, spob);
290 elmex 1.1
291 root 1.11 if (adj < 0)
292     adj = 0;
293     if (spob->dam_modifier)
294     adj /= spob->dam_modifier;
295     else
296     adj = 0;
297     return adj;
298 elmex 1.1 }
299    
300     /* Adjust the strength of the spell based on level.
301     * This is basically the same as SP_level_dam_adjust above,
302     * but instead looks at the level_modifier value.
303     */
304 root 1.11 int
305     SP_level_duration_adjust (object *caster, object *spob)
306 elmex 1.1 {
307 root 1.11 int level = caster_level (caster, spob);
308     int adj = level - min_casting_level (caster, spob);
309 elmex 1.1
310 root 1.11 if (adj < 0)
311     adj = 0;
312     if (spob->duration_modifier)
313     adj /= spob->duration_modifier;
314     else
315     adj = 0;
316 elmex 1.1
317 root 1.11 return adj;
318 elmex 1.1 }
319    
320     /* Adjust the strength of the spell based on level.
321     * This is basically the same as SP_level_dam_adjust above,
322     * but instead looks at the level_modifier value.
323     */
324 root 1.11 int
325     SP_level_range_adjust (object *caster, object *spob)
326 elmex 1.1 {
327 root 1.11 int level = caster_level (caster, spob);
328     int adj = level - min_casting_level (caster, spob);
329 elmex 1.1
330 root 1.11 if (adj < 0)
331     adj = 0;
332     if (spob->range_modifier)
333     adj /= spob->range_modifier;
334     else
335     adj = 0;
336 elmex 1.1
337 root 1.11 return adj;
338 elmex 1.1 }
339    
340     /* Checks to see if player knows the spell. If the name is the same
341     * as an existing spell, we presume they know it.
342     * returns 1 if they know the spell, 0 if they don't.
343     */
344 root 1.11 object *
345     check_spell_known (object *op, const char *name)
346 elmex 1.1 {
347 root 1.11 object *spop;
348 elmex 1.1
349 root 1.11 for (spop = op->inv; spop; spop = spop->below)
350     if (spop->type == SPELL && !strcmp (spop->name, name))
351     return spop;
352 elmex 1.1
353 root 1.11 return NULL;
354 elmex 1.1 }
355    
356    
357     /*
358     * Look at object 'op' and see if they know the spell
359     * spname. This is pretty close to check_spell_known
360     * above, but it uses a looser matching mechanism.
361     * returns the matching spell object, or NULL.
362     * If we match multiple spells but don't get an
363     * exact match, we also return NULL.
364     */
365    
366 root 1.11 object *
367     lookup_spell_by_name (object *op, const char *spname)
368     {
369     object *spob1 = NULL, *spob2 = NULL, *spob;
370     int nummatch = 0;
371    
372     if (spname == NULL)
373     return NULL;
374    
375     /* Try to find the spell. We store the results in spob1
376     * and spob2 - spob1 is only taking the length of
377     * the past spname, spob2 uses the length of the spell name.
378     */
379     for (spob = op->inv; spob; spob = spob->below)
380     {
381     if (spob->type == SPELL)
382     {
383     if (!strncmp (spob->name, spname, strlen (spname)))
384     {
385     nummatch++;
386     spob1 = spob;
387     }
388     else if (!strncmp (spob->name, spname, strlen (spob->name)))
389     {
390     /* if spells have ambiguous names, it makes matching
391     * really difficult. (eg, fire and fireball would
392     * fall into this category). It shouldn't be hard to
393     * make sure spell names don't overlap in that fashion.
394     */
395     if (spob2)
396     LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
397     spob2 = spob;
398 root 1.8 }
399     }
400 elmex 1.1 }
401 root 1.11 /* if we have best match, return it. Otherwise, if we have one match
402     * on the loser match, return that, otehrwise null
403     */
404     if (spob2)
405     return spob2;
406     if (spob1 && nummatch == 1)
407     return spob1;
408     return NULL;
409 elmex 1.1 }
410    
411     /* reflwall - decides weither the (spell-)object sp_op will
412     * be reflected from the given mapsquare. Returns 1 if true.
413     * (Note that for living creatures there is a small chance that
414     * reflect_spell fails.)
415     * Caller should be sure it passes us valid map coordinates
416     * eg, updated for tiled maps.
417     */
418 root 1.11 int
419 root 1.17 reflwall (maptile *m, int x, int y, object *sp_op)
420 root 1.11 {
421     object *op;
422 elmex 1.1
423 root 1.11 if (OUT_OF_REAL_MAP (m, x, y))
424     return 0;
425 root 1.24 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
426 elmex 1.23 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
427     && (!QUERY_FLAG (op, FLAG_ALIVE)
428     || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
429 root 1.11 return 1;
430 elmex 1.1
431 root 1.11 return 0;
432 elmex 1.1 }
433    
434     /* cast_create_object: creates object new_op in direction dir
435     * or if that is blocked, beneath the player (op).
436     * we pass 'caster', but don't use it for anything.
437     * This is really just a simple wrapper function .
438     * returns the direction that the object was actually placed
439     * in.
440     */
441 root 1.11 int
442     cast_create_obj (object *op, object *caster, object *new_op, int dir)
443 elmex 1.1 {
444 root 1.17 maptile *m;
445 root 1.11 sint16 sx, sy;
446 elmex 1.1
447 root 1.11 if (dir &&
448     ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
449     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
450     {
451     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
452     new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
453     dir = 0;
454     }
455 root 1.29
456 elmex 1.56 SET_FLAG (new_op, FLAG_IDENTIFIED);
457 root 1.29 op->map->insert (new_op,
458     op->x + freearr_x[dir], op->y + freearr_y[dir],
459     op,
460     dir ? 0 : INS_BELOW_ORIGINATOR);
461    
462 root 1.11 return dir;
463 elmex 1.1 }
464    
465     /* Returns true if it is ok to put spell *op on the space/may provided.
466     * immune_stop is basically the attacktype of the spell (why
467     * passed as a different value, not sure of). If immune_stop
468     * has the AT_MAGIC bit set, and there is a counterwall
469     * on the space, the object doesn't get placed. if immune stop
470     * does not have AT_MAGIC, then counterwalls do not effect the spell.
471     *
472     */
473 root 1.11 int
474 root 1.17 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
475 root 1.11 {
476 root 1.32 if (!xy_normalise (m, x, y))
477     return 0;
478 root 1.11
479 root 1.32 mapspace &ms = m->at (x, y);
480 root 1.11
481 root 1.32 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
482 root 1.11 return 0;
483    
484 root 1.32 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
485 root 1.11 {
486     /* If there is a counterspell on the space, and this
487     * object is using magic, don't progress. I believe we could
488     * leave this out and let in progress, and other areas of the code
489     * will then remove it, but that would seem to to use more
490     * resources, and may not work as well if a player is standing
491     * on top of a counterwall spell (may hit the player before being
492     * removed.) On the other hand, it may be more dramatic for the
493     * spell to actually hit the counterwall and be sucked up.
494     */
495 elmex 1.40 if ((tmp->attacktype & AT_COUNTERSPELL)
496     && !QUERY_FLAG (tmp, FLAG_MONSTER)
497     && (tmp->type != PLAYER)
498     && (tmp->type != WEAPON)
499     && (tmp->type != BOW)
500     && (tmp->type != ARROW)
501     && (tmp->type != GOLEM)
502     && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
503     // we special case floor here because there
504     // are sometimes spell effect floors
505     // which are used to inflict damage
506     // (and those shouldn't go away from
507     // sanctuary) see also: permanent lava
508     && (immune_stop & AT_MAGIC))
509 root 1.11 return 0;
510    
511     /* This is to prevent 'out of control' spells. Basically, this
512     * limits one spell effect per space per spell. This is definately
513     * needed for performance reasons, and just for playability I believe.
514     * there are no such things as multispaced spells right now, so
515     * we don't need to worry about the head.
516     */
517     if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
518     return 0;
519    
520     /*
521     * Combine similar spell effects into one spell effect. Needed for
522     * performance reasons with meteor swarm and the like, but also for
523     * playability reasons.
524     */
525     if (tmp->arch == op->arch
526     && tmp->type == op->type
527     && tmp->subtype == op->subtype
528 root 1.33 && tmp->owner == op->owner
529     && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
530 root 1.11 {
531     tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
532     tmp->range = MAX (tmp->range, op->range);
533     tmp->duration = MAX (tmp->duration, op->duration);
534     return 0;
535 elmex 1.1 }
536    
537 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
538     * ground to prevent it from moving along?
539     */
540 elmex 1.1 }
541 root 1.32
542 root 1.11 /* If it passes the above tests, it must be OK */
543     return 1;
544 elmex 1.1 }
545    
546     /* fire_arch_from_position: fires an archetype.
547     * op: person firing the object.
548     * caster: object casting the spell.
549     * x, y: where to fire the spell (note, it then uses op->map for the map
550     * for these coordinates, which is probably a really bad idea.
551     * dir: direction to fire in.
552     * spell: spell that is being fired. It uses other_arch for the archetype
553     * to fire.
554     * returns 0 on failure, 1 on success.
555     */
556    
557 root 1.11 int
558     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
559     {
560     object *tmp;
561     int mflags;
562 root 1.17 maptile *m;
563 root 1.11
564     if (spell->other_arch == NULL)
565     return 0;
566    
567     m = op->map;
568     mflags = get_map_flags (m, &m, x, y, &x, &y);
569     if (mflags & P_OUT_OF_MAP)
570     {
571     return 0;
572 elmex 1.1 }
573    
574 root 1.11 tmp = arch_to_object (spell->other_arch);
575 elmex 1.1
576 root 1.11 if (tmp == NULL)
577     return 0;
578 elmex 1.1
579 root 1.11 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
580     {
581     new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
582 root 1.20 tmp->destroy ();
583 root 1.11 return 0;
584 elmex 1.1 }
585    
586 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
587     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
588     /* code in time.c uses food for some things, duration for others */
589     tmp->stats.food = tmp->duration;
590     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
591     tmp->attacktype = spell->attacktype;
592     tmp->x = x;
593     tmp->y = y;
594     tmp->direction = dir;
595 root 1.21 if (op->owner != NULL)
596     tmp->set_owner (op);
597 root 1.11 else
598 root 1.21 tmp->set_owner (op);
599 root 1.11 tmp->level = caster_level (caster, spell);
600     set_spell_skill (op, caster, spell, tmp);
601    
602     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
603     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
604     {
605     if (!tailor_god_spell (tmp, op))
606     return 0;
607 elmex 1.1 }
608 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
609     SET_ANIMATION (tmp, dir);
610 elmex 1.1
611 root 1.29 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
612     move_spell_effect (tmp);
613 elmex 1.1
614 root 1.11 return 1;
615 elmex 1.1 }
616    
617     /*****************************************************************************
618     *
619     * Code related to rods - perhaps better located in another file?
620     *
621     ****************************************************************************/
622 root 1.11 void
623     regenerate_rod (object *rod)
624     {
625     if (rod->stats.hp < rod->stats.maxhp)
626 root 1.44 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
627 elmex 1.1 }
628    
629 root 1.11 void
630     drain_rod_charge (object *rod)
631     {
632     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
633 elmex 1.1 }
634    
635     /* this function is commonly used to find a friendly target for
636     * spells such as heal or protection or armour
637     * op is what is looking for the target (which can be a player),
638     * dir is the direction we are looking in. Return object found, or
639     * NULL if no good object.
640     */
641 root 1.11 object *
642     find_target_for_friendly_spell (object *op, int dir)
643     {
644     object *tmp;
645    
646     /* I don't really get this block - if op isn't a player or rune,
647     * we then make the owner of this object the target.
648     * The owner could very well be no where near op.
649     */
650     if (op->type != PLAYER && op->type != RUNE)
651     {
652 root 1.21 tmp = op->owner;
653 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
654     * to the caster.
655     */
656     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
657     tmp = op;
658 elmex 1.1 }
659 root 1.11 else
660     {
661 root 1.37 maptile *m = op->map;
662     sint16 x = op->x + freearr_x[dir];
663     sint16 y = op->y + freearr_y[dir];
664    
665     tmp = xy_normalise (m, x, y)
666     ? m->at (x, y).player ()
667     : 0;
668 root 1.11 }
669 root 1.26
670 root 1.11 /* didn't find a player there, look in current square for a player */
671 root 1.26 if (!tmp)
672     tmp = op->ms ().player ();
673 elmex 1.1
674 root 1.11 return tmp;
675 elmex 1.1 }
676    
677    
678    
679     /* raytrace:
680     * spell_find_dir(map, x, y, exclude) will search first the center square
681     * then some close squares in the given map at the given coordinates for
682     * live objects.
683     * It will not consider the object given as exclude (= caster) among possible
684     * live objects. If the caster is a player, the spell will go after
685     * monsters/generators only. If not, the spell will hunt players only.
686     * It returns the direction toward the first/closest live object if it finds
687     * any, otherwise -1.
688     * note that exclude can be NULL, in which case all bets are off.
689     */
690    
691 root 1.11 int
692 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
693 root 1.11 {
694     int i, max = SIZEOFFREE;
695     sint16 nx, ny;
696     int owner_type = 0, mflags;
697     object *tmp;
698 root 1.17 maptile *mp;
699 root 1.11
700     if (exclude && exclude->head)
701     exclude = exclude->head;
702     if (exclude && exclude->type)
703     owner_type = exclude->type;
704    
705     for (i = rndm (1, 8); i < max; i++)
706     {
707     nx = x + freearr_x[i];
708     ny = y + freearr_y[i];
709     mp = m;
710     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
711     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
712     continue;
713    
714 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
715 root 1.11
716     while (tmp != NULL && (((owner_type == PLAYER &&
717     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
718     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
719     tmp = tmp->above;
720 elmex 1.1
721 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
722     return freedir[i];
723 elmex 1.1 }
724 root 1.11 return -1; /* flag for "keep going the way you were" */
725 elmex 1.1 }
726    
727     /* put_a_monster: puts a monster named monstername near by
728     * op. This creates the treasures for the monsters, and
729     * also deals with multipart monsters properly.
730     */
731 root 1.11 void
732     put_a_monster (object *op, const char *monstername)
733     {
734     object *tmp, *head = NULL, *prev = NULL;
735     archetype *at;
736     int dir;
737    
738     /* Handle cases where we are passed a bogus mosntername */
739    
740 root 1.14 if ((at = archetype::find (monstername)) == NULL)
741 root 1.11 return;
742    
743     /* find a free square nearby
744     * first we check the closest square for free squares
745     */
746    
747 root 1.51 dir = find_first_free_spot (at, op->map, op->x, op->y);
748 root 1.11 if (dir != -1)
749     {
750     /* This is basically grabbed for generate monster. Fixed 971225 to
751     * insert multipart monsters properly
752     */
753 root 1.52 //TODO: use expand_tail + ...
754 root 1.11 while (at != NULL)
755     {
756     tmp = arch_to_object (at);
757 root 1.51 tmp->x = op->x + freearr_x[dir] + at->x;
758     tmp->y = op->y + freearr_y[dir] + at->y;
759 root 1.11 tmp->map = op->map;
760     if (head)
761     {
762     tmp->head = head;
763     prev->more = tmp;
764 root 1.8 }
765 root 1.52
766 root 1.11 if (!head)
767     head = tmp;
768 root 1.52
769 root 1.11 prev = tmp;
770 root 1.52
771     at = (archetype *)at->more;
772 root 1.8 }
773    
774 root 1.11 if (head->randomitems)
775     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
776 root 1.8
777 root 1.11 insert_ob_in_map (head, op->map, op, 0);
778 root 1.8
779 root 1.11 /* thought it'd be cool to insert a burnout, too. */
780 root 1.29 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
781 elmex 1.1 }
782     }
783    
784     /* peterm: function which summons hostile monsters and
785     * places them in nearby squares.
786     * op is the summoner.
787     * n is the number of monsters.
788     * monstername is the name of the monster.
789     * returns the number of monsters, which is basically n.
790     * it should really see how many it successfully replaced and
791     * return that instead.
792     * Note that this is not used by any spells (summon evil monsters
793     * use to call this, but best I can tell, that spell/ability was
794     * never used. This is however used by various failures on the
795     * players part (alchemy, reincarnation, etc)
796     */
797    
798 root 1.11 int
799     summon_hostile_monsters (object *op, int n, const char *monstername)
800     {
801     int i;
802    
803     for (i = 0; i < n; i++)
804     put_a_monster (op, monstername);
805 elmex 1.1
806 root 1.11 return n;
807 elmex 1.1 }
808    
809    
810     /* Some local definitions for shuffle-attack */
811 root 1.11 struct attacktype_shuffle
812     {
813     int attacktype;
814     int face;
815     } ATTACKS[22] =
816     {
817 root 1.41 { AT_PHYSICAL, 0},
818     { AT_PHYSICAL, 0}, /*face = explosion */
819     { AT_PHYSICAL, 0},
820     { AT_MAGIC, 1},
821     { AT_MAGIC, 1}, /* face = last-burnout */
822     { AT_MAGIC, 1},
823     { AT_FIRE, 2},
824     { AT_FIRE, 2}, /* face = fire.... */
825     { AT_FIRE, 2},
826     { AT_ELECTRICITY, 3},
827     { AT_ELECTRICITY, 3}, /* ball_lightning */
828     { AT_ELECTRICITY, 3},
829     { AT_COLD, 4},
830     { AT_COLD, 4}, /* face=icestorm */
831     { AT_COLD, 4},
832     { AT_CONFUSION, 5},
833     { AT_POISON, 7},
834     { AT_POISON, 7}, /* face = acid sphere. generator */
835     { AT_POISON, 7}, /* poisoncloud face */
836     { AT_SLOW, 8},
837     { AT_PARALYZE, 9},
838     { AT_FEAR, 10},
839     };
840 elmex 1.1
841     /* shuffle_attack: peterm
842     * This routine shuffles the attack of op to one of the
843     * ones in the list. It does this at random. It also
844     * chooses a face appropriate to the attack that is
845     * being committed by that square at the moment.
846     * right now it's being used by color spray and create pool of
847     * chaos.
848     * This could really be a better implementation - the
849     * faces and attacktypes above are hardcoded, which is never
850     * good. The faces refer to faces in the animation sequence.
851     * Not sure how to do better - but not having it hardcoded
852     * would be nice.
853     * I also fixed a bug here in that attacktype was |= -
854     * to me, that would be that it would quickly get all
855     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
856     */
857 root 1.11 void
858     shuffle_attack (object *op, int change_face)
859 elmex 1.1 {
860 root 1.11 int i;
861 elmex 1.1
862 root 1.11 i = rndm (0, 21);
863 elmex 1.1
864 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
865    
866     if (change_face)
867     {
868     SET_ANIMATION (op, ATTACKS[i].face);
869 elmex 1.1 }
870     }
871    
872    
873     /* prayer_failure: This is called when a player fails
874     * at casting a prayer.
875     * op is the player.
876     * failure is basically how much grace they had.
877     * power is how much grace the spell would normally take to cast.
878     */
879    
880 root 1.11 void
881     prayer_failure (object *op, int failure, int power)
882     {
883     const char *godname;
884     object *tmp;
885 elmex 1.1
886 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
887     godname = "Your spirit";
888 elmex 1.1
889 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
890 elmex 1.1 {
891 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
892     tmp = get_archetype (SPELL_WONDER);
893     cast_cone (op, op, 0, tmp);
894 root 1.20 tmp->destroy ();
895 elmex 1.1 }
896    
897 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
898 elmex 1.1 {
899 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
900     confuse_player (op, op, 99);
901 elmex 1.1 }
902 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
903 elmex 1.1 {
904 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
905     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
906     paralyze_player (op, op, 99);
907 elmex 1.1 }
908 root 1.11 else if (failure <= -150) /* blast the immediate area */
909     {
910     tmp = get_archetype (GOD_POWER);
911     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
912     cast_magic_storm (op, tmp, power);
913 elmex 1.1 }
914     }
915    
916     /*
917     * spell_failure() handles the various effects for differing degrees
918     * of failure badness.
919     * op is the player that failed.
920     * failure is a random value of how badly you failed.
921     * power is how many spellpoints you'd normally need for the spell.
922     * skill is the skill you'd need to cast the spell.
923     */
924    
925 root 1.11 void
926     spell_failure (object *op, int failure, int power, object *skill)
927     {
928     object *tmp;
929 elmex 1.1
930 root 1.11 if (settings.spell_failure_effects == FALSE)
931     return;
932 elmex 1.1
933 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
934 elmex 1.1 {
935 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
936     tmp = get_archetype (SPELL_WONDER);
937     cast_cone (op, op, 0, tmp);
938 root 1.20 tmp->destroy ();
939 elmex 1.1 }
940    
941 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
942 elmex 1.1 {
943 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
944     confuse_player (op, op, 99);
945 elmex 1.1 }
946 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
947 elmex 1.1 {
948 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
949     paralyze_player (op, op, 99);
950 elmex 1.1 }
951 root 1.11 else if (failure <= -80) /* blast the immediate area */
952     {
953     object *tmp;
954 root 1.8
955 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
956     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
957     {
958     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
959     hit_player (op, 9998, op, AT_INTERNAL, 1);
960 root 1.8
961 root 1.11 }
962     else
963     {
964     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
965     tmp = get_archetype (LOOSE_MANA);
966     tmp->level = skill->level;
967    
968     /* increase the area of destruction a little for more powerful spells */
969     tmp->range += isqrt (power);
970    
971     if (power > 25)
972     tmp->stats.dam = 25 + isqrt (power);
973     else
974     tmp->stats.dam = power; /* nasty recoils! */
975 root 1.8
976 root 1.11 tmp->stats.maxhp = tmp->count;
977 root 1.29
978     tmp->insert_at (op);
979 root 1.8 }
980 elmex 1.1 }
981     }
982    
983 root 1.11 int
984     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
985     {
986     int success;
987     object *spell;
988    
989     if (!spell_ob->other_arch)
990 elmex 1.1 {
991 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
992     return 0;
993     }
994 root 1.57
995 root 1.11 spell = arch_to_object (spell_ob->other_arch);
996 elmex 1.1
997 root 1.11 /* Always cast spell on caster */
998     success = cast_spell (op, caster, dir, spell, stringarg);
999 elmex 1.1
1000 root 1.11 if (caster->contr->party == NULL)
1001     {
1002 root 1.19 spell->remove ();
1003 root 1.11 return success;
1004 elmex 1.1 }
1005 root 1.57
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 root 1.57 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1009    
1010 root 1.19 spell->remove ();
1011 root 1.11 return success;
1012     }
1013 elmex 1.1
1014     /* This is where the main dispatch when someone casts a spell.
1015     *
1016     * op is the creature that is owner of the object that is casting the spell -
1017     * eg, the player or monster.
1018     * caster is the actual object (wand, potion) casting the spell. can be
1019     * same as op.
1020     * dir is the direction to cast in. Note in some cases, if the spell
1021     * is self only, dir really doesn't make a difference.
1022     * spell_ob is the spell object that is being cast. From that,
1023     * we can determine what to do.
1024     * stringarg is any options that are being used. It can be NULL. Almost
1025     * certainly, only players will set it. It is basically used as optional
1026     * parameters to a spell (eg, item to create, information for marking runes,
1027     * etc.
1028     * returns 1 on successful cast, or 0 on error. These values should really
1029     * be swapped, so that 0 is successful, and non zero is failure, with a code
1030     * of what it failed.
1031     *
1032     * Note that this function is really a dispatch routine that calls other
1033     * functions - it just blindly returns what ever value those functions
1034     * return. So if your writing a new function that is called from this,
1035     * it shoudl also return 1 on success, 0 on failure.
1036     *
1037     * if it is a player casting the spell (op->type == PLAYER, op == caster),
1038     * this function will decrease the mana/grace appropriately. For other
1039     * objects, the caller should do what it considers appropriate.
1040     */
1041 root 1.11 int
1042     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1043     {
1044     const char *godname;
1045 root 1.42 int success = 0, mflags, cast_level = 0;
1046 root 1.11 object *skill = NULL;
1047 elmex 1.1
1048 root 1.11 if (!spell_ob)
1049     {
1050     LOG (llevError, "cast_spell: null spell object passed\n");
1051     return 0;
1052 elmex 1.1 }
1053 root 1.13
1054 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
1055     godname = "A random spirit";
1056 elmex 1.1
1057 root 1.11 /* the caller should set caster to op if appropriate */
1058     if (!caster)
1059     {
1060     LOG (llevError, "cast_spell: null caster object passed\n");
1061     return 0;
1062 elmex 1.1 }
1063    
1064 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
1065     * an issue, because they don't have any spellpaths set up.
1066     */
1067 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1068 root 1.11 {
1069     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1070     return 0;
1071 elmex 1.1 }
1072    
1073 root 1.11 /* if it is a player casting the spell, and they are really casting it
1074     * (vs it coming from a wand, scroll, or whatever else), do some
1075     * checks. We let monsters do special things - eg, they
1076     * don't need the skill, bypass level checks, etc. The monster function
1077     * should take care of that.
1078     * Remove the wiz check here and move it further down - some spells
1079     * need to have the right skill pointer passed, so we need to
1080     * at least process that code.
1081     */
1082     if (op->type == PLAYER && op == caster)
1083     {
1084     cast_level = caster_level (caster, spell_ob);
1085 root 1.45
1086 root 1.11 if (spell_ob->skill)
1087     {
1088     skill = find_skill_by_name (op, spell_ob->skill);
1089 root 1.45
1090 root 1.11 if (!skill)
1091     {
1092     new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1093     return 0;
1094 root 1.8 }
1095 root 1.45
1096 root 1.11 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1097     {
1098     new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1099     return 0;
1100 root 1.8 }
1101     }
1102 root 1.45
1103 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1104     * to have sufficient grace/mana.
1105     */
1106     if (!QUERY_FLAG (op, FLAG_WIZ))
1107     {
1108     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1109     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1110     {
1111     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1112     return 0;
1113 root 1.8 }
1114 root 1.30
1115 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1116     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1117     {
1118     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1119     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1120     {
1121     new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1122 root 1.8 }
1123 root 1.11 else
1124     {
1125     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1126     new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1127     return 0;
1128 root 1.8 }
1129     }
1130    
1131 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1132     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1133     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1134     {
1135 root 1.55 op->contr->play_sound (sound_find ("fumble_spell"));
1136 root 1.53 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer.");
1137 root 1.35
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 root 1.58 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1169 root 1.11 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 1.58 op->failmsg (format ("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 1.46 /* Take into account how long it takes to cast the spell.
1200     * if the player is casting it, then we use the time in
1201     * the spell object. If it is a spell object, have it
1202     * take two ticks. Things that cast spells on the players
1203     * behalf (eg, altars, and whatever else) shouldn't cost
1204     * the player any time.
1205     * Ignore casting time for firewalls
1206     */
1207     if (caster == op && caster->type != FIREWALL)
1208 root 1.11 {
1209 root 1.46 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1210     /* Other portions of the code may also decrement the speed of the player, so
1211     * put a lower limit so that the player isn't stuck here too long
1212 root 1.11 */
1213 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))
1214     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1215 elmex 1.1 }
1216 root 1.46 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1217     op->speed_left -= 2 * FABS (op->speed);
1218 elmex 1.1
1219 root 1.11 if (op->type == PLAYER && op == caster)
1220     {
1221     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1222     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1223 elmex 1.1 }
1224    
1225 root 1.11 /* We want to try to find the skill to properly credit exp.
1226     * for spell casting objects, the exp goes to the skill the casting
1227     * object requires.
1228     */
1229     if (op != caster && !skill && caster->skill)
1230     {
1231     skill = find_skill_by_name (op, caster->skill);
1232     if (!skill)
1233     {
1234     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1235     return 0;
1236 root 1.8 }
1237 root 1.45
1238 root 1.47 op->change_skill (skill); /* needed for proper exp credit */
1239 elmex 1.1 }
1240    
1241 root 1.48 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1242     return RESULT_INT (0);
1243    
1244 root 1.11 switch (spell_ob->subtype)
1245     {
1246 root 1.45 /* The order of case statements is same as the order they show up
1247     * in in spells.h.
1248     */
1249 root 1.12 case SP_RAISE_DEAD:
1250     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1251     break;
1252    
1253     case SP_RUNE:
1254     success = write_rune (op, caster, spell_ob, dir, stringarg);
1255     break;
1256    
1257     case SP_MAKE_MARK:
1258     success = write_mark (op, spell_ob, stringarg);
1259     break;
1260    
1261     case SP_BOLT:
1262     success = fire_bolt (op, caster, dir, spell_ob, skill);
1263     break;
1264    
1265     case SP_BULLET:
1266     success = fire_bullet (op, caster, dir, spell_ob);
1267     break;
1268    
1269     case SP_CONE:
1270     success = cast_cone (op, caster, dir, spell_ob);
1271     break;
1272    
1273     case SP_BOMB:
1274     success = create_bomb (op, caster, dir, spell_ob);
1275     break;
1276    
1277     case SP_WONDER:
1278     success = cast_wonder (op, caster, dir, spell_ob);
1279     break;
1280    
1281     case SP_SMITE:
1282     success = cast_smite_spell (op, caster, dir, spell_ob);
1283     break;
1284    
1285     case SP_MAGIC_MISSILE:
1286     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1287     break;
1288    
1289     case SP_SUMMON_GOLEM:
1290     success = summon_golem (op, caster, dir, spell_ob);
1291     break;
1292    
1293     case SP_DIMENSION_DOOR:
1294     /* dimension door needs the actual caster, because that is what is
1295     * moved.
1296     */
1297     success = dimension_door (op, caster, spell_ob, dir);
1298     break;
1299 root 1.8
1300 root 1.12 case SP_MAGIC_MAPPING:
1301     if (op->type == PLAYER)
1302     {
1303     spell_effect (spell_ob, op->x, op->y, op->map, op);
1304     draw_magic_map (op);
1305     success = 1;
1306     }
1307     else
1308     success = 0;
1309     break;
1310 elmex 1.1
1311 root 1.12 case SP_MAGIC_WALL:
1312     success = magic_wall (op, caster, dir, spell_ob);
1313     break;
1314 root 1.8
1315 root 1.12 case SP_DESTRUCTION:
1316     success = cast_destruction (op, caster, spell_ob);
1317     break;
1318 root 1.8
1319 root 1.12 case SP_PERCEIVE_SELF:
1320     success = perceive_self (op);
1321     break;
1322 root 1.8
1323 root 1.12 case SP_WORD_OF_RECALL:
1324     success = cast_word_of_recall (op, caster, spell_ob);
1325     break;
1326 root 1.8
1327 root 1.12 case SP_INVISIBLE:
1328     success = cast_invisible (op, caster, spell_ob);
1329     break;
1330 root 1.8
1331 root 1.12 case SP_PROBE:
1332     success = probe (op, caster, spell_ob, dir);
1333     break;
1334 root 1.8
1335 root 1.12 case SP_HEALING:
1336     success = cast_heal (op, caster, spell_ob, dir);
1337     break;
1338 root 1.8
1339 root 1.12 case SP_CREATE_FOOD:
1340     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1341     break;
1342 root 1.8
1343 root 1.12 case SP_EARTH_TO_DUST:
1344     success = cast_earth_to_dust (op, caster, spell_ob);
1345     break;
1346 root 1.8
1347 root 1.12 case SP_CHANGE_ABILITY:
1348     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1349     break;
1350 root 1.8
1351 root 1.12 case SP_BLESS:
1352     success = cast_bless (op, caster, spell_ob, dir);
1353     break;
1354 root 1.8
1355 root 1.12 case SP_CURSE:
1356     success = cast_curse (op, caster, spell_ob, dir);
1357     break;
1358 root 1.8
1359 root 1.12 case SP_SUMMON_MONSTER:
1360     success = summon_object (op, caster, spell_ob, dir, stringarg);
1361     break;
1362 root 1.8
1363 root 1.12 case SP_CHARGING:
1364     success = recharge (op, caster, spell_ob);
1365     break;
1366 root 1.8
1367 root 1.12 case SP_POLYMORPH:
1368 elmex 1.1 #ifdef NO_POLYMORPH
1369 root 1.12 /* Not great, but at least provide feedback so if players do have
1370     * polymorph (ie, find it as a preset item or left over from before
1371     * it was disabled), they get some feedback.
1372     */
1373     new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1374     success = 0;
1375 elmex 1.1 #else
1376 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1377 elmex 1.1 #endif
1378 root 1.12 break;
1379 root 1.8
1380 root 1.12 case SP_ALCHEMY:
1381     success = alchemy (op, caster, spell_ob);
1382     break;
1383    
1384     case SP_REMOVE_CURSE:
1385     success = remove_curse (op, caster, spell_ob);
1386     break;
1387    
1388     case SP_IDENTIFY:
1389     success = cast_identify (op, caster, spell_ob);
1390     break;
1391    
1392     case SP_DETECTION:
1393     success = cast_detection (op, caster, spell_ob, skill);
1394     break;
1395    
1396     case SP_MOOD_CHANGE:
1397     success = mood_change (op, caster, spell_ob);
1398     break;
1399 elmex 1.1
1400 root 1.12 case SP_MOVING_BALL:
1401     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1402     {
1403     new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1404     success = 0;
1405     }
1406     else
1407     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1408     break;
1409 elmex 1.1
1410 root 1.12 case SP_SWARM:
1411     success = fire_swarm (op, caster, spell_ob, dir);
1412     break;
1413    
1414     case SP_CHANGE_MANA:
1415     success = cast_transfer (op, caster, spell_ob, dir);
1416     break;
1417    
1418     case SP_DISPEL_RUNE:
1419     /* in rune.c */
1420     success = dispel_rune (op, caster, spell_ob, skill, dir);
1421     break;
1422    
1423     case SP_CREATE_MISSILE:
1424     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1425     break;
1426    
1427     case SP_CONSECRATE:
1428     success = cast_consecrate (op, caster, spell_ob);
1429     break;
1430    
1431     case SP_ANIMATE_WEAPON:
1432     success = animate_weapon (op, caster, spell_ob, dir);
1433     break;
1434    
1435     case SP_LIGHT:
1436     success = cast_light (op, caster, spell_ob, dir);
1437     break;
1438    
1439     case SP_CHANGE_MAP_LIGHT:
1440     success = cast_change_map_lightlevel (op, caster, spell_ob);
1441     break;
1442    
1443     case SP_FAERY_FIRE:
1444     success = cast_destruction (op, caster, spell_ob);
1445     break;
1446    
1447     case SP_CAUSE_DISEASE:
1448     success = cast_cause_disease (op, caster, spell_ob, dir);
1449     break;
1450    
1451     case SP_AURA:
1452     success = create_aura (op, caster, spell_ob);
1453     break;
1454    
1455     case SP_PARTY_SPELL:
1456     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1457     break;
1458    
1459     default:
1460 root 1.48 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1461 elmex 1.1 }
1462    
1463 root 1.58 op->play_sound (success ? spell_ob->sound : sound_find ("fumble_spell"));
1464 elmex 1.1
1465 root 1.11 return success;
1466 elmex 1.1 }
1467    
1468    
1469     /* This is called from time.c/process_object(). That function
1470     * calls this for any SPELL_EFFECT type objects. This function
1471     * then dispatches them to the appropriate specific routines.
1472     */
1473 root 1.11 void
1474     move_spell_effect (object *op)
1475     {
1476     switch (op->subtype)
1477     {
1478 root 1.12 case SP_BOLT:
1479     move_bolt (op);
1480     break;
1481    
1482     case SP_BULLET:
1483     move_bullet (op);
1484     break;
1485    
1486     case SP_EXPLOSION:
1487     explosion (op);
1488     break;
1489    
1490     case SP_CONE:
1491     move_cone (op);
1492     break;
1493    
1494     case SP_BOMB:
1495     animate_bomb (op);
1496     break;
1497    
1498     case SP_MAGIC_MISSILE:
1499     move_missile (op);
1500     break;
1501    
1502     case SP_WORD_OF_RECALL:
1503     execute_word_of_recall (op);
1504     break;
1505    
1506     case SP_MOVING_BALL:
1507     move_ball_spell (op);
1508     break;
1509    
1510     case SP_SWARM:
1511     move_swarm_spell (op);
1512     break;
1513    
1514     case SP_AURA:
1515     move_aura (op);
1516     break;
1517 elmex 1.1 }
1518     }
1519    
1520     /* this checks to see if something special should happen if
1521     * something runs into the object.
1522     */
1523 root 1.11 void
1524     check_spell_effect (object *op)
1525     {
1526     switch (op->subtype)
1527     {
1528 root 1.12 case SP_BOLT:
1529     move_bolt (op);
1530     return;
1531    
1532     case SP_BULLET:
1533     check_bullet (op);
1534     return;
1535 elmex 1.1 }
1536     }
1537    
1538     /* This is called by move_apply. Basically, if someone
1539     * moves onto a spell effect and the walk_on or fly_on flags
1540     * are set, this is called. This should only be called for
1541     * objects of the appropraite type.
1542     */
1543 root 1.11 void
1544     apply_spell_effect (object *spell, object *victim)
1545 elmex 1.1 {
1546 root 1.11 switch (spell->subtype)
1547     {
1548 root 1.12 case SP_CONE:
1549     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1550     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1551     break;
1552 root 1.8
1553 root 1.12 case SP_MAGIC_MISSILE:
1554     if (QUERY_FLAG (victim, FLAG_ALIVE))
1555     {
1556 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1557 root 1.11
1558 root 1.16 if (!spell->destroyed ())
1559 root 1.20 spell->destroy ();
1560 root 1.12 }
1561     break;
1562 root 1.8
1563 root 1.12 case SP_MOVING_BALL:
1564     if (QUERY_FLAG (victim, FLAG_ALIVE))
1565     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1566 root 1.36 else if (victim->materialname)
1567 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1568     break;
1569 elmex 1.1 }
1570     }