ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_util.C
Revision: 1.62
Committed: Sun Oct 21 01:35:14 2007 UTC (16 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_3
Changes since 1.61: +13 -30 lines
Log Message:
reformatting

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 root 1.62
269 root 1.11 if (flags == SPELL_HIGHEST)
270     return MAX (sp, grace);
271     else if (flags == SPELL_GRACE)
272     return grace;
273     else if (flags == SPELL_MANA)
274     return sp;
275     else
276     {
277     LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
278     return 0;
279 elmex 1.1 }
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 1.62 if (!spob->dam_modifier)
289     return 0;
290    
291 root 1.11 int level = caster_level (caster, spob);
292 root 1.62 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier;
293 elmex 1.1 }
294    
295     /* Adjust the strength of the spell based on level.
296     * This is basically the same as SP_level_dam_adjust above,
297     * but instead looks at the level_modifier value.
298     */
299 root 1.11 int
300     SP_level_duration_adjust (object *caster, object *spob)
301 elmex 1.1 {
302 root 1.62 if (!spob->duration_modifier)
303     return 0;
304    
305 root 1.11 int level = caster_level (caster, spob);
306 root 1.62 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier;
307 elmex 1.1 }
308    
309     /* Adjust the strength of the spell based on level.
310     * This is basically the same as SP_level_dam_adjust above,
311     * but instead looks at the level_modifier value.
312     */
313 root 1.11 int
314     SP_level_range_adjust (object *caster, object *spob)
315 elmex 1.1 {
316 root 1.62 if (!spob->range_modifier)
317     return 0;
318    
319 root 1.11 int level = caster_level (caster, spob);
320 root 1.62 return (level - min_casting_level (caster, spob)) / spob->range_modifier;
321 elmex 1.1 }
322    
323     /* Checks to see if player knows the spell. If the name is the same
324     * as an existing spell, we presume they know it.
325     * returns 1 if they know the spell, 0 if they don't.
326     */
327 root 1.11 object *
328     check_spell_known (object *op, const char *name)
329 elmex 1.1 {
330 root 1.11 object *spop;
331 elmex 1.1
332 root 1.11 for (spop = op->inv; spop; spop = spop->below)
333     if (spop->type == SPELL && !strcmp (spop->name, name))
334     return spop;
335 elmex 1.1
336 root 1.11 return NULL;
337 elmex 1.1 }
338    
339    
340     /*
341     * Look at object 'op' and see if they know the spell
342     * spname. This is pretty close to check_spell_known
343     * above, but it uses a looser matching mechanism.
344     * returns the matching spell object, or NULL.
345     * If we match multiple spells but don't get an
346     * exact match, we also return NULL.
347     */
348    
349 root 1.11 object *
350     lookup_spell_by_name (object *op, const char *spname)
351     {
352     object *spob1 = NULL, *spob2 = NULL, *spob;
353     int nummatch = 0;
354    
355     if (spname == NULL)
356     return NULL;
357    
358     /* Try to find the spell. We store the results in spob1
359     * and spob2 - spob1 is only taking the length of
360     * the past spname, spob2 uses the length of the spell name.
361     */
362     for (spob = op->inv; spob; spob = spob->below)
363     {
364     if (spob->type == SPELL)
365     {
366     if (!strncmp (spob->name, spname, strlen (spname)))
367     {
368     nummatch++;
369     spob1 = spob;
370     }
371     else if (!strncmp (spob->name, spname, strlen (spob->name)))
372     {
373     /* if spells have ambiguous names, it makes matching
374     * really difficult. (eg, fire and fireball would
375     * fall into this category). It shouldn't be hard to
376     * make sure spell names don't overlap in that fashion.
377     */
378     if (spob2)
379     LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
380     spob2 = spob;
381 root 1.8 }
382     }
383 elmex 1.1 }
384 root 1.11 /* if we have best match, return it. Otherwise, if we have one match
385     * on the loser match, return that, otehrwise null
386     */
387     if (spob2)
388     return spob2;
389     if (spob1 && nummatch == 1)
390     return spob1;
391     return NULL;
392 elmex 1.1 }
393    
394     /* reflwall - decides weither the (spell-)object sp_op will
395     * be reflected from the given mapsquare. Returns 1 if true.
396     * (Note that for living creatures there is a small chance that
397     * reflect_spell fails.)
398     * Caller should be sure it passes us valid map coordinates
399     * eg, updated for tiled maps.
400     */
401 root 1.11 int
402 root 1.17 reflwall (maptile *m, int x, int y, object *sp_op)
403 root 1.11 {
404     object *op;
405 elmex 1.1
406 root 1.11 if (OUT_OF_REAL_MAP (m, x, y))
407     return 0;
408 root 1.24 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
409 elmex 1.23 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
410     && (!QUERY_FLAG (op, FLAG_ALIVE)
411     || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
412 root 1.11 return 1;
413 elmex 1.1
414 root 1.11 return 0;
415 elmex 1.1 }
416    
417     /* cast_create_object: creates object new_op in direction dir
418     * or if that is blocked, beneath the player (op).
419     * we pass 'caster', but don't use it for anything.
420     * This is really just a simple wrapper function .
421     * returns the direction that the object was actually placed
422     * in.
423     */
424 root 1.11 int
425     cast_create_obj (object *op, object *caster, object *new_op, int dir)
426 elmex 1.1 {
427 root 1.17 maptile *m;
428 root 1.11 sint16 sx, sy;
429 elmex 1.1
430 root 1.11 if (dir &&
431     ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
432     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
433     {
434     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
435     new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
436     dir = 0;
437     }
438 root 1.29
439 elmex 1.56 SET_FLAG (new_op, FLAG_IDENTIFIED);
440 root 1.29 op->map->insert (new_op,
441     op->x + freearr_x[dir], op->y + freearr_y[dir],
442     op,
443     dir ? 0 : INS_BELOW_ORIGINATOR);
444    
445 root 1.11 return dir;
446 elmex 1.1 }
447    
448     /* Returns true if it is ok to put spell *op on the space/may provided.
449     * immune_stop is basically the attacktype of the spell (why
450     * passed as a different value, not sure of). If immune_stop
451     * has the AT_MAGIC bit set, and there is a counterwall
452     * on the space, the object doesn't get placed. if immune stop
453     * does not have AT_MAGIC, then counterwalls do not effect the spell.
454     *
455     */
456 root 1.11 int
457 root 1.17 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
458 root 1.11 {
459 root 1.32 if (!xy_normalise (m, x, y))
460     return 0;
461 root 1.11
462 root 1.32 mapspace &ms = m->at (x, y);
463 root 1.11
464 root 1.32 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
465 root 1.11 return 0;
466    
467 root 1.32 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
468 root 1.11 {
469     /* If there is a counterspell on the space, and this
470     * object is using magic, don't progress. I believe we could
471     * leave this out and let in progress, and other areas of the code
472     * will then remove it, but that would seem to to use more
473     * resources, and may not work as well if a player is standing
474     * on top of a counterwall spell (may hit the player before being
475     * removed.) On the other hand, it may be more dramatic for the
476     * spell to actually hit the counterwall and be sucked up.
477     */
478 elmex 1.40 if ((tmp->attacktype & AT_COUNTERSPELL)
479     && !QUERY_FLAG (tmp, FLAG_MONSTER)
480     && (tmp->type != PLAYER)
481     && (tmp->type != WEAPON)
482     && (tmp->type != BOW)
483     && (tmp->type != ARROW)
484     && (tmp->type != GOLEM)
485     && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
486     // we special case floor here because there
487     // are sometimes spell effect floors
488     // which are used to inflict damage
489     // (and those shouldn't go away from
490     // sanctuary) see also: permanent lava
491     && (immune_stop & AT_MAGIC))
492 root 1.11 return 0;
493    
494     /* This is to prevent 'out of control' spells. Basically, this
495     * limits one spell effect per space per spell. This is definately
496     * needed for performance reasons, and just for playability I believe.
497     * there are no such things as multispaced spells right now, so
498     * we don't need to worry about the head.
499     */
500     if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
501     return 0;
502    
503     /*
504     * Combine similar spell effects into one spell effect. Needed for
505     * performance reasons with meteor swarm and the like, but also for
506     * playability reasons.
507     */
508     if (tmp->arch == op->arch
509     && tmp->type == op->type
510     && tmp->subtype == op->subtype
511 root 1.33 && tmp->owner == op->owner
512     && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
513 root 1.11 {
514     tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
515     tmp->range = MAX (tmp->range, op->range);
516     tmp->duration = MAX (tmp->duration, op->duration);
517     return 0;
518 elmex 1.1 }
519    
520 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
521     * ground to prevent it from moving along?
522     */
523 elmex 1.1 }
524 root 1.32
525 root 1.11 /* If it passes the above tests, it must be OK */
526     return 1;
527 elmex 1.1 }
528    
529     /* fire_arch_from_position: fires an archetype.
530     * op: person firing the object.
531     * caster: object casting the spell.
532     * x, y: where to fire the spell (note, it then uses op->map for the map
533     * for these coordinates, which is probably a really bad idea.
534     * dir: direction to fire in.
535     * spell: spell that is being fired. It uses other_arch for the archetype
536     * to fire.
537     * returns 0 on failure, 1 on success.
538     */
539 root 1.11 int
540     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
541     {
542     object *tmp;
543     int mflags;
544 root 1.17 maptile *m;
545 root 1.11
546     if (spell->other_arch == NULL)
547     return 0;
548    
549     m = op->map;
550     mflags = get_map_flags (m, &m, x, y, &x, &y);
551     if (mflags & P_OUT_OF_MAP)
552     {
553     return 0;
554 elmex 1.1 }
555    
556 root 1.11 tmp = arch_to_object (spell->other_arch);
557 elmex 1.1
558 root 1.11 if (tmp == NULL)
559     return 0;
560 elmex 1.1
561 root 1.11 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
562     {
563     new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
564 root 1.20 tmp->destroy ();
565 root 1.11 return 0;
566 elmex 1.1 }
567    
568 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
569     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
570     /* code in time.c uses food for some things, duration for others */
571     tmp->stats.food = tmp->duration;
572     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
573     tmp->attacktype = spell->attacktype;
574     tmp->x = x;
575     tmp->y = y;
576     tmp->direction = dir;
577 root 1.21 if (op->owner != NULL)
578     tmp->set_owner (op);
579 root 1.11 else
580 root 1.21 tmp->set_owner (op);
581 root 1.11 tmp->level = caster_level (caster, spell);
582     set_spell_skill (op, caster, spell, tmp);
583    
584     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
585     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
586     {
587     if (!tailor_god_spell (tmp, op))
588     return 0;
589 elmex 1.1 }
590 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
591     SET_ANIMATION (tmp, dir);
592 elmex 1.1
593 root 1.29 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
594     move_spell_effect (tmp);
595 elmex 1.1
596 root 1.11 return 1;
597 elmex 1.1 }
598    
599     /*****************************************************************************
600     *
601     * Code related to rods - perhaps better located in another file?
602     *
603     ****************************************************************************/
604 root 1.11 void
605     regenerate_rod (object *rod)
606     {
607     if (rod->stats.hp < rod->stats.maxhp)
608 root 1.44 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
609 elmex 1.1 }
610    
611 root 1.11 void
612     drain_rod_charge (object *rod)
613     {
614     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
615 elmex 1.1 }
616    
617     /* this function is commonly used to find a friendly target for
618     * spells such as heal or protection or armour
619     * op is what is looking for the target (which can be a player),
620     * dir is the direction we are looking in. Return object found, or
621     * NULL if no good object.
622     */
623 root 1.11 object *
624     find_target_for_friendly_spell (object *op, int dir)
625     {
626     object *tmp;
627    
628     /* I don't really get this block - if op isn't a player or rune,
629     * we then make the owner of this object the target.
630     * The owner could very well be no where near op.
631     */
632     if (op->type != PLAYER && op->type != RUNE)
633     {
634 root 1.21 tmp = op->owner;
635 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
636     * to the caster.
637     */
638     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
639     tmp = op;
640 elmex 1.1 }
641 root 1.11 else
642     {
643 root 1.37 maptile *m = op->map;
644     sint16 x = op->x + freearr_x[dir];
645     sint16 y = op->y + freearr_y[dir];
646    
647     tmp = xy_normalise (m, x, y)
648     ? m->at (x, y).player ()
649     : 0;
650 root 1.11 }
651 root 1.26
652 root 1.11 /* didn't find a player there, look in current square for a player */
653 root 1.26 if (!tmp)
654     tmp = op->ms ().player ();
655 elmex 1.1
656 root 1.11 return tmp;
657 elmex 1.1 }
658    
659    
660    
661     /* raytrace:
662     * spell_find_dir(map, x, y, exclude) will search first the center square
663     * then some close squares in the given map at the given coordinates for
664     * live objects.
665     * It will not consider the object given as exclude (= caster) among possible
666     * live objects. If the caster is a player, the spell will go after
667     * monsters/generators only. If not, the spell will hunt players only.
668     * It returns the direction toward the first/closest live object if it finds
669     * any, otherwise -1.
670     * note that exclude can be NULL, in which case all bets are off.
671     */
672    
673 root 1.11 int
674 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
675 root 1.11 {
676     int i, max = SIZEOFFREE;
677     sint16 nx, ny;
678     int owner_type = 0, mflags;
679     object *tmp;
680 root 1.17 maptile *mp;
681 root 1.11
682     if (exclude && exclude->head)
683     exclude = exclude->head;
684     if (exclude && exclude->type)
685     owner_type = exclude->type;
686    
687     for (i = rndm (1, 8); i < max; i++)
688     {
689     nx = x + freearr_x[i];
690     ny = y + freearr_y[i];
691     mp = m;
692     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
693     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
694     continue;
695    
696 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
697 root 1.11
698     while (tmp != NULL && (((owner_type == PLAYER &&
699     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
700     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
701     tmp = tmp->above;
702 elmex 1.1
703 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
704     return freedir[i];
705 elmex 1.1 }
706 root 1.11 return -1; /* flag for "keep going the way you were" */
707 elmex 1.1 }
708    
709     /* put_a_monster: puts a monster named monstername near by
710     * op. This creates the treasures for the monsters, and
711     * also deals with multipart monsters properly.
712     */
713 root 1.11 void
714     put_a_monster (object *op, const char *monstername)
715     {
716     object *tmp, *head = NULL, *prev = NULL;
717     archetype *at;
718     int dir;
719    
720     /* Handle cases where we are passed a bogus mosntername */
721    
722 root 1.14 if ((at = archetype::find (monstername)) == NULL)
723 root 1.11 return;
724    
725     /* find a free square nearby
726     * first we check the closest square for free squares
727     */
728    
729 root 1.51 dir = find_first_free_spot (at, op->map, op->x, op->y);
730 root 1.11 if (dir != -1)
731     {
732     /* This is basically grabbed for generate monster. Fixed 971225 to
733     * insert multipart monsters properly
734     */
735 root 1.52 //TODO: use expand_tail + ...
736 root 1.11 while (at != NULL)
737     {
738     tmp = arch_to_object (at);
739 root 1.51 tmp->x = op->x + freearr_x[dir] + at->x;
740     tmp->y = op->y + freearr_y[dir] + at->y;
741 root 1.11 tmp->map = op->map;
742     if (head)
743     {
744     tmp->head = head;
745     prev->more = tmp;
746 root 1.8 }
747 root 1.52
748 root 1.11 if (!head)
749     head = tmp;
750 root 1.52
751 root 1.11 prev = tmp;
752 root 1.52
753     at = (archetype *)at->more;
754 root 1.8 }
755    
756 root 1.11 if (head->randomitems)
757     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
758 root 1.8
759 root 1.11 insert_ob_in_map (head, op->map, op, 0);
760 root 1.8
761 root 1.11 /* thought it'd be cool to insert a burnout, too. */
762 root 1.29 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
763 elmex 1.1 }
764     }
765    
766     /* peterm: function which summons hostile monsters and
767     * places them in nearby squares.
768     * op is the summoner.
769     * n is the number of monsters.
770     * monstername is the name of the monster.
771     * returns the number of monsters, which is basically n.
772     * it should really see how many it successfully replaced and
773     * return that instead.
774     * Note that this is not used by any spells (summon evil monsters
775     * use to call this, but best I can tell, that spell/ability was
776     * never used. This is however used by various failures on the
777     * players part (alchemy, reincarnation, etc)
778     */
779    
780 root 1.11 int
781     summon_hostile_monsters (object *op, int n, const char *monstername)
782     {
783     int i;
784    
785     for (i = 0; i < n; i++)
786     put_a_monster (op, monstername);
787 elmex 1.1
788 root 1.11 return n;
789 elmex 1.1 }
790    
791    
792     /* Some local definitions for shuffle-attack */
793 root 1.11 struct attacktype_shuffle
794     {
795     int attacktype;
796     int face;
797     } ATTACKS[22] =
798     {
799 root 1.41 { AT_PHYSICAL, 0},
800     { AT_PHYSICAL, 0}, /*face = explosion */
801     { AT_PHYSICAL, 0},
802     { AT_MAGIC, 1},
803     { AT_MAGIC, 1}, /* face = last-burnout */
804     { AT_MAGIC, 1},
805     { AT_FIRE, 2},
806     { AT_FIRE, 2}, /* face = fire.... */
807     { AT_FIRE, 2},
808     { AT_ELECTRICITY, 3},
809     { AT_ELECTRICITY, 3}, /* ball_lightning */
810     { AT_ELECTRICITY, 3},
811     { AT_COLD, 4},
812     { AT_COLD, 4}, /* face=icestorm */
813     { AT_COLD, 4},
814     { AT_CONFUSION, 5},
815     { AT_POISON, 7},
816     { AT_POISON, 7}, /* face = acid sphere. generator */
817     { AT_POISON, 7}, /* poisoncloud face */
818     { AT_SLOW, 8},
819     { AT_PARALYZE, 9},
820     { AT_FEAR, 10},
821     };
822 elmex 1.1
823     /* shuffle_attack: peterm
824     * This routine shuffles the attack of op to one of the
825     * ones in the list. It does this at random. It also
826     * chooses a face appropriate to the attack that is
827     * being committed by that square at the moment.
828     * right now it's being used by color spray and create pool of
829     * chaos.
830     * This could really be a better implementation - the
831     * faces and attacktypes above are hardcoded, which is never
832     * good. The faces refer to faces in the animation sequence.
833     * Not sure how to do better - but not having it hardcoded
834     * would be nice.
835     * I also fixed a bug here in that attacktype was |= -
836     * to me, that would be that it would quickly get all
837     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
838     */
839 root 1.11 void
840     shuffle_attack (object *op, int change_face)
841 elmex 1.1 {
842 root 1.11 int i;
843 elmex 1.1
844 root 1.11 i = rndm (0, 21);
845 elmex 1.1
846 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
847    
848     if (change_face)
849     {
850     SET_ANIMATION (op, ATTACKS[i].face);
851 elmex 1.1 }
852     }
853    
854    
855     /* prayer_failure: This is called when a player fails
856     * at casting a prayer.
857     * op is the player.
858     * failure is basically how much grace they had.
859     * power is how much grace the spell would normally take to cast.
860     */
861    
862 root 1.11 void
863     prayer_failure (object *op, int failure, int power)
864     {
865     const char *godname;
866     object *tmp;
867 elmex 1.1
868 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
869     godname = "Your spirit";
870 elmex 1.1
871 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
872 elmex 1.1 {
873 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
874     tmp = get_archetype (SPELL_WONDER);
875     cast_cone (op, op, 0, tmp);
876 root 1.20 tmp->destroy ();
877 elmex 1.1 }
878    
879 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
880 elmex 1.1 {
881 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
882     confuse_player (op, op, 99);
883 elmex 1.1 }
884 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
885 elmex 1.1 {
886 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
887     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
888     paralyze_player (op, op, 99);
889 elmex 1.1 }
890 root 1.11 else if (failure <= -150) /* blast the immediate area */
891     {
892     tmp = get_archetype (GOD_POWER);
893     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
894     cast_magic_storm (op, tmp, power);
895 elmex 1.1 }
896     }
897    
898     /*
899     * spell_failure() handles the various effects for differing degrees
900     * of failure badness.
901     * op is the player that failed.
902     * failure is a random value of how badly you failed.
903     * power is how many spellpoints you'd normally need for the spell.
904     * skill is the skill you'd need to cast the spell.
905     */
906    
907 root 1.11 void
908     spell_failure (object *op, int failure, int power, object *skill)
909     {
910     object *tmp;
911 elmex 1.1
912 root 1.11 if (settings.spell_failure_effects == FALSE)
913     return;
914 elmex 1.1
915 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
916 elmex 1.1 {
917 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
918     tmp = get_archetype (SPELL_WONDER);
919     cast_cone (op, op, 0, tmp);
920 root 1.20 tmp->destroy ();
921 elmex 1.1 }
922    
923 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
924 elmex 1.1 {
925 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
926     confuse_player (op, op, 99);
927 elmex 1.1 }
928 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
929 elmex 1.1 {
930 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
931     paralyze_player (op, op, 99);
932 elmex 1.1 }
933 root 1.11 else if (failure <= -80) /* blast the immediate area */
934     {
935     object *tmp;
936 root 1.8
937 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
938     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
939     {
940     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
941     hit_player (op, 9998, op, AT_INTERNAL, 1);
942 root 1.8
943 root 1.11 }
944     else
945     {
946     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
947     tmp = get_archetype (LOOSE_MANA);
948     tmp->level = skill->level;
949    
950     /* increase the area of destruction a little for more powerful spells */
951     tmp->range += isqrt (power);
952    
953     if (power > 25)
954     tmp->stats.dam = 25 + isqrt (power);
955     else
956     tmp->stats.dam = power; /* nasty recoils! */
957 root 1.8
958 root 1.11 tmp->stats.maxhp = tmp->count;
959 root 1.29
960     tmp->insert_at (op);
961 root 1.8 }
962 elmex 1.1 }
963     }
964    
965 root 1.11 int
966     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
967     {
968     int success;
969     object *spell;
970    
971     if (!spell_ob->other_arch)
972 elmex 1.1 {
973 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
974     return 0;
975     }
976 root 1.57
977 root 1.11 spell = arch_to_object (spell_ob->other_arch);
978 elmex 1.1
979 root 1.11 /* Always cast spell on caster */
980     success = cast_spell (op, caster, dir, spell, stringarg);
981 elmex 1.1
982 root 1.11 if (caster->contr->party == NULL)
983     {
984 root 1.19 spell->remove ();
985 root 1.11 return success;
986 elmex 1.1 }
987 root 1.57
988 root 1.27 for_all_players (pl)
989 root 1.11 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
990 root 1.57 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
991    
992 root 1.19 spell->remove ();
993 root 1.11 return success;
994     }
995 elmex 1.1
996     /* This is where the main dispatch when someone casts a spell.
997     *
998     * op is the creature that is owner of the object that is casting the spell -
999     * eg, the player or monster.
1000     * caster is the actual object (wand, potion) casting the spell. can be
1001     * same as op.
1002     * dir is the direction to cast in. Note in some cases, if the spell
1003     * is self only, dir really doesn't make a difference.
1004     * spell_ob is the spell object that is being cast. From that,
1005     * we can determine what to do.
1006     * stringarg is any options that are being used. It can be NULL. Almost
1007     * certainly, only players will set it. It is basically used as optional
1008     * parameters to a spell (eg, item to create, information for marking runes,
1009     * etc.
1010     * returns 1 on successful cast, or 0 on error. These values should really
1011     * be swapped, so that 0 is successful, and non zero is failure, with a code
1012     * of what it failed.
1013     *
1014     * Note that this function is really a dispatch routine that calls other
1015     * functions - it just blindly returns what ever value those functions
1016     * return. So if your writing a new function that is called from this,
1017     * it shoudl also return 1 on success, 0 on failure.
1018     *
1019     * if it is a player casting the spell (op->type == PLAYER, op == caster),
1020     * this function will decrease the mana/grace appropriately. For other
1021     * objects, the caller should do what it considers appropriate.
1022     */
1023 root 1.11 int
1024     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1025     {
1026     const char *godname;
1027 root 1.60 int success = 0, cast_level = 0;
1028 root 1.11 object *skill = NULL;
1029 elmex 1.1
1030 root 1.11 if (!spell_ob)
1031     {
1032     LOG (llevError, "cast_spell: null spell object passed\n");
1033     return 0;
1034 elmex 1.1 }
1035 root 1.13
1036 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
1037     godname = "A random spirit";
1038 elmex 1.1
1039 root 1.11 /* the caller should set caster to op if appropriate */
1040     if (!caster)
1041     {
1042     LOG (llevError, "cast_spell: null caster object passed\n");
1043     return 0;
1044 elmex 1.1 }
1045    
1046 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
1047     * an issue, because they don't have any spellpaths set up.
1048     */
1049 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1050 root 1.11 {
1051     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1052     return 0;
1053 elmex 1.1 }
1054    
1055 root 1.11 /* if it is a player casting the spell, and they are really casting it
1056     * (vs it coming from a wand, scroll, or whatever else), do some
1057     * checks. We let monsters do special things - eg, they
1058     * don't need the skill, bypass level checks, etc. The monster function
1059     * should take care of that.
1060     * Remove the wiz check here and move it further down - some spells
1061     * need to have the right skill pointer passed, so we need to
1062     * at least process that code.
1063     */
1064     if (op->type == PLAYER && op == caster)
1065     {
1066     cast_level = caster_level (caster, spell_ob);
1067 root 1.45
1068 root 1.11 if (spell_ob->skill)
1069     {
1070     skill = find_skill_by_name (op, spell_ob->skill);
1071 root 1.45
1072 root 1.11 if (!skill)
1073     {
1074 root 1.60 op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name));
1075 root 1.11 return 0;
1076 root 1.8 }
1077 root 1.45
1078 root 1.11 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1079     {
1080 root 1.60 op->failmsg ("You lack enough skill to cast that spell!");
1081 root 1.11 return 0;
1082 root 1.8 }
1083     }
1084 root 1.45
1085 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1086     * to have sufficient grace/mana.
1087     */
1088     if (!QUERY_FLAG (op, FLAG_WIZ))
1089     {
1090     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1091     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1092     {
1093 root 1.60 op->failmsg ("You don't have enough mana!");
1094 root 1.11 return 0;
1095 root 1.8 }
1096 root 1.30
1097 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1098     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1099     {
1100     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1101     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1102 root 1.60 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1103 root 1.11 else
1104     {
1105     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1106 root 1.60 op->failmsg (format ("%s ignores your prayer.", godname));
1107 root 1.11 return 0;
1108 root 1.8 }
1109     }
1110    
1111 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1112     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1113     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1114     {
1115 root 1.55 op->contr->play_sound (sound_find ("fumble_spell"));
1116 root 1.60 op->failmsg ("You fumble the prayer.");
1117 root 1.35
1118 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1119     return 0;
1120     }
1121     else if (spell_ob->stats.sp)
1122     {
1123     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1124    
1125     if (failure < 0)
1126     {
1127 root 1.60 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1128 root 1.11 if (settings.spell_failure_effects == TRUE)
1129     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1130 root 1.42
1131 root 1.11 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1132     return 0;
1133 root 1.8 }
1134     }
1135     }
1136 elmex 1.1 }
1137    
1138 root 1.60 int mflags = op->ms ().flags ();
1139 root 1.11
1140     /* See if we can cast a spell here. If the caster and op are
1141     * not alive, then this would mean that the mapmaker put the
1142     * objects on the space - presume that they know what they are
1143     * doing.
1144     */
1145 elmex 1.9
1146 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1147     {
1148 root 1.58 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1149 root 1.11 return 0;
1150     }
1151    
1152     if ((spell_ob->type == SPELL)
1153     && (caster->type != POTION)
1154     && !QUERY_FLAG (op, FLAG_WIZCAST)
1155     && (QUERY_FLAG (caster, FLAG_ALIVE)
1156     || QUERY_FLAG (op, FLAG_ALIVE))
1157     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1158     {
1159     if (op->type != PLAYER)
1160 elmex 1.9 return 0;
1161    
1162 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1163 root 1.58 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1164 root 1.43 else if (object *item = op->contr->ranged_ob)
1165     {
1166     if (item->type == SPELL)
1167 root 1.60 op->failmsg ("Something blocks your spellcasting.");
1168 root 1.43 else if (item->type == SCROLL)
1169 root 1.60 op->failmsg ("Something blocks the magic of your scroll.");
1170 root 1.43 else
1171 root 1.60 op->failmsg ("Something blocks the magic of your item.");
1172 root 1.43 }
1173 root 1.11 else
1174 root 1.60 op->failmsg ("Something blocks the spell!");
1175 root 1.42
1176 root 1.11 return 0;
1177     }
1178 elmex 1.1
1179 root 1.46 /* Take into account how long it takes to cast the spell.
1180     * if the player is casting it, then we use the time in
1181     * the spell object. If it is a spell object, have it
1182     * take two ticks. Things that cast spells on the players
1183     * behalf (eg, altars, and whatever else) shouldn't cost
1184     * the player any time.
1185     * Ignore casting time for firewalls
1186     */
1187     if (caster == op && caster->type != FIREWALL)
1188 root 1.11 {
1189 root 1.46 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1190     /* Other portions of the code may also decrement the speed of the player, so
1191     * put a lower limit so that the player isn't stuck here too long
1192 root 1.11 */
1193 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))
1194     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1195 elmex 1.1 }
1196 root 1.46 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1197     op->speed_left -= 2 * FABS (op->speed);
1198 elmex 1.1
1199 root 1.11 if (op->type == PLAYER && op == caster)
1200     {
1201     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1202     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1203 elmex 1.1 }
1204    
1205 root 1.11 /* We want to try to find the skill to properly credit exp.
1206     * for spell casting objects, the exp goes to the skill the casting
1207     * object requires.
1208     */
1209     if (op != caster && !skill && caster->skill)
1210     {
1211     skill = find_skill_by_name (op, caster->skill);
1212     if (!skill)
1213     {
1214 root 1.60 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1215 root 1.11 return 0;
1216 root 1.8 }
1217 root 1.45
1218 root 1.47 op->change_skill (skill); /* needed for proper exp credit */
1219 elmex 1.1 }
1220    
1221 root 1.48 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1222     return RESULT_INT (0);
1223    
1224 root 1.11 switch (spell_ob->subtype)
1225     {
1226 root 1.45 /* The order of case statements is same as the order they show up
1227     * in in spells.h.
1228     */
1229 root 1.12 case SP_RAISE_DEAD:
1230     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1231     break;
1232    
1233     case SP_RUNE:
1234     success = write_rune (op, caster, spell_ob, dir, stringarg);
1235     break;
1236    
1237     case SP_MAKE_MARK:
1238     success = write_mark (op, spell_ob, stringarg);
1239     break;
1240    
1241     case SP_BOLT:
1242     success = fire_bolt (op, caster, dir, spell_ob, skill);
1243     break;
1244    
1245     case SP_BULLET:
1246     success = fire_bullet (op, caster, dir, spell_ob);
1247     break;
1248    
1249     case SP_CONE:
1250     success = cast_cone (op, caster, dir, spell_ob);
1251     break;
1252    
1253     case SP_BOMB:
1254     success = create_bomb (op, caster, dir, spell_ob);
1255     break;
1256    
1257     case SP_WONDER:
1258     success = cast_wonder (op, caster, dir, spell_ob);
1259     break;
1260    
1261     case SP_SMITE:
1262     success = cast_smite_spell (op, caster, dir, spell_ob);
1263     break;
1264    
1265     case SP_MAGIC_MISSILE:
1266     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1267     break;
1268    
1269     case SP_SUMMON_GOLEM:
1270     success = summon_golem (op, caster, dir, spell_ob);
1271     break;
1272    
1273     case SP_DIMENSION_DOOR:
1274     /* dimension door needs the actual caster, because that is what is
1275     * moved.
1276     */
1277     success = dimension_door (op, caster, spell_ob, dir);
1278     break;
1279 root 1.8
1280 root 1.12 case SP_MAGIC_MAPPING:
1281     if (op->type == PLAYER)
1282     {
1283     spell_effect (spell_ob, op->x, op->y, op->map, op);
1284     draw_magic_map (op);
1285     success = 1;
1286     }
1287     else
1288     success = 0;
1289     break;
1290 elmex 1.1
1291 root 1.12 case SP_MAGIC_WALL:
1292     success = magic_wall (op, caster, dir, spell_ob);
1293     break;
1294 root 1.8
1295 root 1.12 case SP_DESTRUCTION:
1296     success = cast_destruction (op, caster, spell_ob);
1297     break;
1298 root 1.8
1299 root 1.12 case SP_PERCEIVE_SELF:
1300     success = perceive_self (op);
1301     break;
1302 root 1.8
1303 root 1.12 case SP_WORD_OF_RECALL:
1304     success = cast_word_of_recall (op, caster, spell_ob);
1305     break;
1306 root 1.8
1307 root 1.12 case SP_INVISIBLE:
1308     success = cast_invisible (op, caster, spell_ob);
1309     break;
1310 root 1.8
1311 root 1.12 case SP_PROBE:
1312     success = probe (op, caster, spell_ob, dir);
1313     break;
1314 root 1.8
1315 root 1.12 case SP_HEALING:
1316     success = cast_heal (op, caster, spell_ob, dir);
1317     break;
1318 root 1.8
1319 root 1.12 case SP_CREATE_FOOD:
1320     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1321     break;
1322 root 1.8
1323 root 1.12 case SP_EARTH_TO_DUST:
1324     success = cast_earth_to_dust (op, caster, spell_ob);
1325     break;
1326 root 1.8
1327 root 1.12 case SP_CHANGE_ABILITY:
1328     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1329     break;
1330 root 1.8
1331 root 1.12 case SP_BLESS:
1332     success = cast_bless (op, caster, spell_ob, dir);
1333     break;
1334 root 1.8
1335 root 1.12 case SP_CURSE:
1336     success = cast_curse (op, caster, spell_ob, dir);
1337     break;
1338 root 1.8
1339 root 1.12 case SP_SUMMON_MONSTER:
1340     success = summon_object (op, caster, spell_ob, dir, stringarg);
1341     break;
1342 root 1.8
1343 root 1.12 case SP_CHARGING:
1344     success = recharge (op, caster, spell_ob);
1345     break;
1346 root 1.8
1347 root 1.12 case SP_POLYMORPH:
1348 elmex 1.1 #ifdef NO_POLYMORPH
1349 root 1.12 /* Not great, but at least provide feedback so if players do have
1350     * polymorph (ie, find it as a preset item or left over from before
1351     * it was disabled), they get some feedback.
1352     */
1353 root 1.60 op->failmsg ("The spell fizzles!");
1354 root 1.12 success = 0;
1355 elmex 1.1 #else
1356 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1357 elmex 1.1 #endif
1358 root 1.12 break;
1359 root 1.8
1360 root 1.12 case SP_ALCHEMY:
1361     success = alchemy (op, caster, spell_ob);
1362     break;
1363    
1364     case SP_REMOVE_CURSE:
1365     success = remove_curse (op, caster, spell_ob);
1366     break;
1367    
1368     case SP_IDENTIFY:
1369     success = cast_identify (op, caster, spell_ob);
1370     break;
1371    
1372     case SP_DETECTION:
1373     success = cast_detection (op, caster, spell_ob, skill);
1374     break;
1375    
1376     case SP_MOOD_CHANGE:
1377     success = mood_change (op, caster, spell_ob);
1378     break;
1379 elmex 1.1
1380 root 1.12 case SP_MOVING_BALL:
1381     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1382     {
1383 root 1.60 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1384 root 1.12 success = 0;
1385     }
1386     else
1387     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1388     break;
1389 elmex 1.1
1390 root 1.12 case SP_SWARM:
1391     success = fire_swarm (op, caster, spell_ob, dir);
1392     break;
1393    
1394     case SP_CHANGE_MANA:
1395     success = cast_transfer (op, caster, spell_ob, dir);
1396     break;
1397    
1398     case SP_DISPEL_RUNE:
1399     /* in rune.c */
1400     success = dispel_rune (op, caster, spell_ob, skill, dir);
1401     break;
1402    
1403     case SP_CREATE_MISSILE:
1404     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1405     break;
1406    
1407     case SP_CONSECRATE:
1408     success = cast_consecrate (op, caster, spell_ob);
1409     break;
1410    
1411     case SP_ANIMATE_WEAPON:
1412     success = animate_weapon (op, caster, spell_ob, dir);
1413     break;
1414    
1415     case SP_LIGHT:
1416     success = cast_light (op, caster, spell_ob, dir);
1417     break;
1418    
1419     case SP_CHANGE_MAP_LIGHT:
1420     success = cast_change_map_lightlevel (op, caster, spell_ob);
1421     break;
1422    
1423     case SP_FAERY_FIRE:
1424     success = cast_destruction (op, caster, spell_ob);
1425     break;
1426    
1427     case SP_CAUSE_DISEASE:
1428     success = cast_cause_disease (op, caster, spell_ob, dir);
1429     break;
1430    
1431     case SP_AURA:
1432     success = create_aura (op, caster, spell_ob);
1433     break;
1434    
1435     case SP_PARTY_SPELL:
1436     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1437     break;
1438    
1439     default:
1440 root 1.48 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1441 elmex 1.1 }
1442    
1443 root 1.61 op->play_sound (
1444     success
1445     ? spell_ob->sound
1446     ? spell_ob->sound
1447     : sound_find ("spell_success")
1448     : sound_find ("fumble_spell")
1449     );
1450 elmex 1.1
1451 root 1.11 return success;
1452 elmex 1.1 }
1453    
1454 root 1.60 /* This is called from time.c/process_object(). That function
1455     * calls this for any SPELL_EFFECT type objects. This function
1456 elmex 1.1 * then dispatches them to the appropriate specific routines.
1457     */
1458 root 1.11 void
1459     move_spell_effect (object *op)
1460     {
1461     switch (op->subtype)
1462     {
1463 root 1.12 case SP_BOLT:
1464     move_bolt (op);
1465     break;
1466    
1467     case SP_BULLET:
1468     move_bullet (op);
1469     break;
1470    
1471     case SP_EXPLOSION:
1472     explosion (op);
1473     break;
1474    
1475     case SP_CONE:
1476     move_cone (op);
1477     break;
1478    
1479     case SP_BOMB:
1480     animate_bomb (op);
1481     break;
1482    
1483     case SP_MAGIC_MISSILE:
1484     move_missile (op);
1485     break;
1486    
1487     case SP_WORD_OF_RECALL:
1488     execute_word_of_recall (op);
1489     break;
1490    
1491     case SP_MOVING_BALL:
1492     move_ball_spell (op);
1493     break;
1494    
1495     case SP_SWARM:
1496     move_swarm_spell (op);
1497     break;
1498    
1499     case SP_AURA:
1500     move_aura (op);
1501     break;
1502 elmex 1.1 }
1503     }
1504    
1505     /* this checks to see if something special should happen if
1506     * something runs into the object.
1507     */
1508 root 1.11 void
1509     check_spell_effect (object *op)
1510     {
1511     switch (op->subtype)
1512     {
1513 root 1.12 case SP_BOLT:
1514     move_bolt (op);
1515     return;
1516    
1517     case SP_BULLET:
1518     check_bullet (op);
1519     return;
1520 elmex 1.1 }
1521     }
1522    
1523     /* This is called by move_apply. Basically, if someone
1524     * moves onto a spell effect and the walk_on or fly_on flags
1525     * are set, this is called. This should only be called for
1526     * objects of the appropraite type.
1527     */
1528 root 1.11 void
1529     apply_spell_effect (object *spell, object *victim)
1530 elmex 1.1 {
1531 root 1.11 switch (spell->subtype)
1532     {
1533 root 1.12 case SP_CONE:
1534     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1535     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1536     break;
1537 root 1.8
1538 root 1.12 case SP_MAGIC_MISSILE:
1539     if (QUERY_FLAG (victim, FLAG_ALIVE))
1540     {
1541 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1542 root 1.11
1543 root 1.16 if (!spell->destroyed ())
1544 root 1.20 spell->destroy ();
1545 root 1.12 }
1546     break;
1547 root 1.8
1548 root 1.12 case SP_MOVING_BALL:
1549     if (QUERY_FLAG (victim, FLAG_ALIVE))
1550     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1551 root 1.36 else if (victim->materialname)
1552 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1553     break;
1554 elmex 1.1 }
1555     }
1556 root 1.60