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Revision: 1.65
Committed: Sat Mar 15 13:33:40 2008 UTC (16 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.64: +8 -9 lines
Log Message:
µ-opt

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.63 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.34 *
4 root 1.63 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.49 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.34 *
8 root 1.63 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.54 * 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 root 1.63 * The authors can be reached via e-mail to <support@deliantra.net>
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 if (caster->path_denied & spell->path_attuned)
168 root 1.18 return 1;
169    
170 root 1.64 int new_level = spell->level
171     + (caster->path_repelled & spell->path_attuned ? +8 : 0)
172     + (caster->path_attuned & spell->path_attuned ? -8 : 0);
173 root 1.18
174 root 1.30 return max (1, new_level);
175 elmex 1.1 }
176    
177     /* This function returns the effective level the spell
178     * is being cast at.
179     * Note that I changed the repelled/attuned bonus to 2 from 5.
180     * This is because the new code compares casting_level against
181     * min_caster_level, so the difference is effectively 4
182     */
183 root 1.11 int
184     caster_level (object *caster, object *spell)
185 elmex 1.1 {
186 root 1.11 int level = caster->level;
187    
188     /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
189     if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
190     {
191     object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
192     int sk_level = skill ? skill->level : 1;
193    
194     level = MIN (level, sk_level + level / 10 + 1);
195 elmex 1.1 }
196 root 1.65 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */
197     for (int i = 0; i < NUM_SKILLS; i++)
198     if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
199     {
200     level = caster->contr->last_skill_ob[i]->level;
201     break;
202     }
203 elmex 1.1
204 root 1.11 /* Got valid caster level. Now adjust for attunement */
205 root 1.64 level += caster->path_repelled & spell->path_attuned ? -8 : 0;
206     level += caster->path_attuned & spell->path_attuned ? +8 : 0;
207 root 1.11
208     /* Always make this at least 1. If this is zero, we get divide by zero
209     * errors in various places.
210     */
211 root 1.38 return max (level, 1);
212 elmex 1.1 }
213    
214     /* The following function scales the spellpoint cost of
215     * a spell by it's increased effectiveness. Some of the
216     * lower level spells become incredibly vicious at high
217     * levels. Very cheap mass destruction. This function is
218     * intended to keep the sp cost related to the effectiveness.
219     * op is the player/monster
220     * caster is what is casting the spell, can be op.
221     * spell is the spell object.
222     * Note that it is now possible for a spell to cost both grace and
223     * mana. In that case, we return which ever value is higher.
224     */
225    
226 root 1.11 sint16
227     SP_level_spellpoint_cost (object *caster, object *spell, int flags)
228 elmex 1.1 {
229 root 1.11 int sp, grace, level = caster_level (caster, spell);
230 elmex 1.1
231 root 1.11 if (settings.spellpoint_level_depend == TRUE)
232     {
233     if (spell->stats.sp && spell->stats.maxsp)
234     {
235     sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
236 root 1.8 }
237 root 1.11 else
238     sp = spell->stats.sp;
239 root 1.8
240 root 1.11 sp *= (int) PATH_SP_MULT (caster, spell);
241     if (!sp && spell->stats.sp)
242     sp = 1;
243 root 1.8
244 root 1.11 if (spell->stats.grace && spell->stats.maxgrace)
245     {
246     grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
247 root 1.8 }
248 root 1.11 else
249     grace = spell->stats.grace;
250 elmex 1.1
251 root 1.11 grace *= (int) PATH_SP_MULT (caster, spell);
252     if (spell->stats.grace && !grace)
253     grace = 1;
254     }
255     else
256     {
257     sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
258     if (spell->stats.sp && !sp)
259     sp = 1;
260 root 1.65
261 root 1.11 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
262     if (spell->stats.grace && !grace)
263     grace = 1;
264     }
265 root 1.62
266 root 1.11 if (flags == SPELL_HIGHEST)
267     return MAX (sp, grace);
268     else if (flags == SPELL_GRACE)
269     return grace;
270     else if (flags == SPELL_MANA)
271     return sp;
272     else
273     {
274     LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
275     return 0;
276 elmex 1.1 }
277     }
278    
279     /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
280     * spob is the spell we are adjusting.
281     */
282 root 1.11 int
283     SP_level_dam_adjust (object *caster, object *spob)
284 elmex 1.1 {
285 root 1.62 if (!spob->dam_modifier)
286     return 0;
287    
288 root 1.11 int level = caster_level (caster, spob);
289 root 1.62 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier;
290 elmex 1.1 }
291    
292     /* Adjust the strength of the spell based on level.
293     * This is basically the same as SP_level_dam_adjust above,
294     * but instead looks at the level_modifier value.
295     */
296 root 1.11 int
297     SP_level_duration_adjust (object *caster, object *spob)
298 elmex 1.1 {
299 root 1.62 if (!spob->duration_modifier)
300     return 0;
301    
302 root 1.11 int level = caster_level (caster, spob);
303 root 1.62 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier;
304 elmex 1.1 }
305    
306     /* Adjust the strength of the spell based on level.
307     * This is basically the same as SP_level_dam_adjust above,
308     * but instead looks at the level_modifier value.
309     */
310 root 1.11 int
311     SP_level_range_adjust (object *caster, object *spob)
312 elmex 1.1 {
313 root 1.62 if (!spob->range_modifier)
314     return 0;
315    
316 root 1.11 int level = caster_level (caster, spob);
317 root 1.62 return (level - min_casting_level (caster, spob)) / spob->range_modifier;
318 elmex 1.1 }
319    
320     /* Checks to see if player knows the spell. If the name is the same
321     * as an existing spell, we presume they know it.
322     * returns 1 if they know the spell, 0 if they don't.
323     */
324 root 1.11 object *
325     check_spell_known (object *op, const char *name)
326 elmex 1.1 {
327 root 1.11 object *spop;
328 elmex 1.1
329 root 1.11 for (spop = op->inv; spop; spop = spop->below)
330     if (spop->type == SPELL && !strcmp (spop->name, name))
331     return spop;
332 elmex 1.1
333 root 1.11 return NULL;
334 elmex 1.1 }
335    
336    
337     /*
338     * Look at object 'op' and see if they know the spell
339     * spname. This is pretty close to check_spell_known
340     * above, but it uses a looser matching mechanism.
341     * returns the matching spell object, or NULL.
342     * If we match multiple spells but don't get an
343     * exact match, we also return NULL.
344     */
345    
346 root 1.11 object *
347     lookup_spell_by_name (object *op, const char *spname)
348     {
349     object *spob1 = NULL, *spob2 = NULL, *spob;
350     int nummatch = 0;
351    
352     if (spname == NULL)
353     return NULL;
354    
355     /* Try to find the spell. We store the results in spob1
356     * and spob2 - spob1 is only taking the length of
357     * the past spname, spob2 uses the length of the spell name.
358     */
359     for (spob = op->inv; spob; spob = spob->below)
360     {
361     if (spob->type == SPELL)
362     {
363     if (!strncmp (spob->name, spname, strlen (spname)))
364     {
365     nummatch++;
366     spob1 = spob;
367     }
368     else if (!strncmp (spob->name, spname, strlen (spob->name)))
369     {
370     /* if spells have ambiguous names, it makes matching
371     * really difficult. (eg, fire and fireball would
372     * fall into this category). It shouldn't be hard to
373     * make sure spell names don't overlap in that fashion.
374     */
375     if (spob2)
376     LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
377     spob2 = spob;
378 root 1.8 }
379     }
380 elmex 1.1 }
381 root 1.11 /* if we have best match, return it. Otherwise, if we have one match
382     * on the loser match, return that, otehrwise null
383     */
384     if (spob2)
385     return spob2;
386     if (spob1 && nummatch == 1)
387     return spob1;
388     return NULL;
389 elmex 1.1 }
390    
391     /* reflwall - decides weither the (spell-)object sp_op will
392     * be reflected from the given mapsquare. Returns 1 if true.
393     * (Note that for living creatures there is a small chance that
394     * reflect_spell fails.)
395     * Caller should be sure it passes us valid map coordinates
396     * eg, updated for tiled maps.
397     */
398 root 1.11 int
399 root 1.17 reflwall (maptile *m, int x, int y, object *sp_op)
400 root 1.11 {
401     object *op;
402 elmex 1.1
403 root 1.11 if (OUT_OF_REAL_MAP (m, x, y))
404     return 0;
405 root 1.24 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
406 elmex 1.23 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
407     && (!QUERY_FLAG (op, FLAG_ALIVE)
408     || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
409 root 1.11 return 1;
410 elmex 1.1
411 root 1.11 return 0;
412 elmex 1.1 }
413    
414     /* cast_create_object: creates object new_op in direction dir
415     * or if that is blocked, beneath the player (op).
416     * we pass 'caster', but don't use it for anything.
417     * This is really just a simple wrapper function .
418     * returns the direction that the object was actually placed
419     * in.
420     */
421 root 1.11 int
422     cast_create_obj (object *op, object *caster, object *new_op, int dir)
423 elmex 1.1 {
424 root 1.17 maptile *m;
425 root 1.11 sint16 sx, sy;
426 elmex 1.1
427 root 1.11 if (dir &&
428     ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
429     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
430     {
431     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
432     new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
433     dir = 0;
434     }
435 root 1.29
436 elmex 1.56 SET_FLAG (new_op, FLAG_IDENTIFIED);
437 root 1.29 op->map->insert (new_op,
438     op->x + freearr_x[dir], op->y + freearr_y[dir],
439     op,
440     dir ? 0 : INS_BELOW_ORIGINATOR);
441    
442 root 1.11 return dir;
443 elmex 1.1 }
444    
445     /* Returns true if it is ok to put spell *op on the space/may provided.
446     * immune_stop is basically the attacktype of the spell (why
447     * passed as a different value, not sure of). If immune_stop
448     * has the AT_MAGIC bit set, and there is a counterwall
449     * on the space, the object doesn't get placed. if immune stop
450     * does not have AT_MAGIC, then counterwalls do not effect the spell.
451     *
452     */
453 root 1.11 int
454 root 1.17 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
455 root 1.11 {
456 root 1.32 if (!xy_normalise (m, x, y))
457     return 0;
458 root 1.11
459 root 1.32 mapspace &ms = m->at (x, y);
460 root 1.11
461 root 1.32 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
462 root 1.11 return 0;
463    
464 root 1.32 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
465 root 1.11 {
466     /* If there is a counterspell on the space, and this
467     * object is using magic, don't progress. I believe we could
468     * leave this out and let in progress, and other areas of the code
469     * will then remove it, but that would seem to to use more
470     * resources, and may not work as well if a player is standing
471     * on top of a counterwall spell (may hit the player before being
472     * removed.) On the other hand, it may be more dramatic for the
473     * spell to actually hit the counterwall and be sucked up.
474     */
475 elmex 1.40 if ((tmp->attacktype & AT_COUNTERSPELL)
476     && !QUERY_FLAG (tmp, FLAG_MONSTER)
477     && (tmp->type != PLAYER)
478     && (tmp->type != WEAPON)
479     && (tmp->type != BOW)
480     && (tmp->type != ARROW)
481     && (tmp->type != GOLEM)
482     && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
483     // we special case floor here because there
484     // are sometimes spell effect floors
485     // which are used to inflict damage
486     // (and those shouldn't go away from
487     // sanctuary) see also: permanent lava
488     && (immune_stop & AT_MAGIC))
489 root 1.11 return 0;
490    
491     /* This is to prevent 'out of control' spells. Basically, this
492     * limits one spell effect per space per spell. This is definately
493     * needed for performance reasons, and just for playability I believe.
494     * there are no such things as multispaced spells right now, so
495     * we don't need to worry about the head.
496     */
497     if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
498     return 0;
499    
500     /*
501     * Combine similar spell effects into one spell effect. Needed for
502     * performance reasons with meteor swarm and the like, but also for
503     * playability reasons.
504     */
505     if (tmp->arch == op->arch
506     && tmp->type == op->type
507     && tmp->subtype == op->subtype
508 root 1.33 && tmp->owner == op->owner
509     && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
510 root 1.11 {
511     tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
512     tmp->range = MAX (tmp->range, op->range);
513     tmp->duration = MAX (tmp->duration, op->duration);
514     return 0;
515 elmex 1.1 }
516    
517 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
518     * ground to prevent it from moving along?
519     */
520 elmex 1.1 }
521 root 1.32
522 root 1.11 /* If it passes the above tests, it must be OK */
523     return 1;
524 elmex 1.1 }
525    
526     /* fire_arch_from_position: fires an archetype.
527     * op: person firing the object.
528     * caster: object casting the spell.
529     * x, y: where to fire the spell (note, it then uses op->map for the map
530     * for these coordinates, which is probably a really bad idea.
531     * dir: direction to fire in.
532     * spell: spell that is being fired. It uses other_arch for the archetype
533     * to fire.
534     * returns 0 on failure, 1 on success.
535     */
536 root 1.11 int
537     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
538     {
539     object *tmp;
540     int mflags;
541 root 1.17 maptile *m;
542 root 1.11
543     if (spell->other_arch == NULL)
544     return 0;
545    
546     m = op->map;
547     mflags = get_map_flags (m, &m, x, y, &x, &y);
548     if (mflags & P_OUT_OF_MAP)
549     {
550     return 0;
551 elmex 1.1 }
552    
553 root 1.11 tmp = arch_to_object (spell->other_arch);
554 elmex 1.1
555 root 1.11 if (tmp == NULL)
556     return 0;
557 elmex 1.1
558 root 1.11 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
559     {
560     new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
561 root 1.20 tmp->destroy ();
562 root 1.11 return 0;
563 elmex 1.1 }
564    
565 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
566     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
567     /* code in time.c uses food for some things, duration for others */
568     tmp->stats.food = tmp->duration;
569     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
570     tmp->attacktype = spell->attacktype;
571     tmp->x = x;
572     tmp->y = y;
573     tmp->direction = dir;
574 root 1.21 if (op->owner != NULL)
575     tmp->set_owner (op);
576 root 1.11 else
577 root 1.21 tmp->set_owner (op);
578 root 1.11 tmp->level = caster_level (caster, spell);
579     set_spell_skill (op, caster, spell, tmp);
580    
581     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
582     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
583     {
584     if (!tailor_god_spell (tmp, op))
585     return 0;
586 elmex 1.1 }
587 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
588     SET_ANIMATION (tmp, dir);
589 elmex 1.1
590 root 1.29 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
591     move_spell_effect (tmp);
592 elmex 1.1
593 root 1.11 return 1;
594 elmex 1.1 }
595    
596     /*****************************************************************************
597     *
598     * Code related to rods - perhaps better located in another file?
599     *
600     ****************************************************************************/
601 root 1.11 void
602     regenerate_rod (object *rod)
603     {
604     if (rod->stats.hp < rod->stats.maxhp)
605 root 1.44 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
606 elmex 1.1 }
607    
608 root 1.11 void
609     drain_rod_charge (object *rod)
610     {
611     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
612 elmex 1.1 }
613    
614     /* this function is commonly used to find a friendly target for
615     * spells such as heal or protection or armour
616     * op is what is looking for the target (which can be a player),
617     * dir is the direction we are looking in. Return object found, or
618     * NULL if no good object.
619     */
620 root 1.11 object *
621     find_target_for_friendly_spell (object *op, int dir)
622     {
623     object *tmp;
624    
625     /* I don't really get this block - if op isn't a player or rune,
626     * we then make the owner of this object the target.
627     * The owner could very well be no where near op.
628     */
629     if (op->type != PLAYER && op->type != RUNE)
630     {
631 root 1.21 tmp = op->owner;
632 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
633     * to the caster.
634     */
635     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
636     tmp = op;
637 elmex 1.1 }
638 root 1.11 else
639     {
640 root 1.37 maptile *m = op->map;
641     sint16 x = op->x + freearr_x[dir];
642     sint16 y = op->y + freearr_y[dir];
643    
644     tmp = xy_normalise (m, x, y)
645     ? m->at (x, y).player ()
646     : 0;
647 root 1.11 }
648 root 1.26
649 root 1.11 /* didn't find a player there, look in current square for a player */
650 root 1.26 if (!tmp)
651     tmp = op->ms ().player ();
652 elmex 1.1
653 root 1.11 return tmp;
654 elmex 1.1 }
655    
656    
657    
658     /* raytrace:
659     * spell_find_dir(map, x, y, exclude) will search first the center square
660     * then some close squares in the given map at the given coordinates for
661     * live objects.
662     * It will not consider the object given as exclude (= caster) among possible
663     * live objects. If the caster is a player, the spell will go after
664     * monsters/generators only. If not, the spell will hunt players only.
665     * It returns the direction toward the first/closest live object if it finds
666     * any, otherwise -1.
667     * note that exclude can be NULL, in which case all bets are off.
668     */
669    
670 root 1.11 int
671 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
672 root 1.11 {
673     int i, max = SIZEOFFREE;
674     sint16 nx, ny;
675     int owner_type = 0, mflags;
676     object *tmp;
677 root 1.17 maptile *mp;
678 root 1.11
679     if (exclude && exclude->head)
680     exclude = exclude->head;
681     if (exclude && exclude->type)
682     owner_type = exclude->type;
683    
684     for (i = rndm (1, 8); i < max; i++)
685     {
686     nx = x + freearr_x[i];
687     ny = y + freearr_y[i];
688     mp = m;
689     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
690     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
691     continue;
692    
693 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
694 root 1.11
695     while (tmp != NULL && (((owner_type == PLAYER &&
696     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
697     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
698     tmp = tmp->above;
699 elmex 1.1
700 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
701     return freedir[i];
702 elmex 1.1 }
703 root 1.11 return -1; /* flag for "keep going the way you were" */
704 elmex 1.1 }
705    
706     /* put_a_monster: puts a monster named monstername near by
707     * op. This creates the treasures for the monsters, and
708     * also deals with multipart monsters properly.
709     */
710 root 1.11 void
711     put_a_monster (object *op, const char *monstername)
712     {
713     object *tmp, *head = NULL, *prev = NULL;
714     archetype *at;
715     int dir;
716    
717     /* Handle cases where we are passed a bogus mosntername */
718    
719 root 1.14 if ((at = archetype::find (monstername)) == NULL)
720 root 1.11 return;
721    
722     /* find a free square nearby
723     * first we check the closest square for free squares
724     */
725    
726 root 1.51 dir = find_first_free_spot (at, op->map, op->x, op->y);
727 root 1.11 if (dir != -1)
728     {
729     /* This is basically grabbed for generate monster. Fixed 971225 to
730     * insert multipart monsters properly
731     */
732 root 1.52 //TODO: use expand_tail + ...
733 root 1.11 while (at != NULL)
734     {
735     tmp = arch_to_object (at);
736 root 1.51 tmp->x = op->x + freearr_x[dir] + at->x;
737     tmp->y = op->y + freearr_y[dir] + at->y;
738 root 1.11 tmp->map = op->map;
739     if (head)
740     {
741     tmp->head = head;
742     prev->more = tmp;
743 root 1.8 }
744 root 1.52
745 root 1.11 if (!head)
746     head = tmp;
747 root 1.52
748 root 1.11 prev = tmp;
749 root 1.52
750     at = (archetype *)at->more;
751 root 1.8 }
752    
753 root 1.11 if (head->randomitems)
754     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
755 root 1.8
756 root 1.11 insert_ob_in_map (head, op->map, op, 0);
757 root 1.8
758 root 1.11 /* thought it'd be cool to insert a burnout, too. */
759 root 1.29 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
760 elmex 1.1 }
761     }
762    
763     /* peterm: function which summons hostile monsters and
764     * places them in nearby squares.
765     * op is the summoner.
766     * n is the number of monsters.
767     * monstername is the name of the monster.
768     * returns the number of monsters, which is basically n.
769     * it should really see how many it successfully replaced and
770     * return that instead.
771     * Note that this is not used by any spells (summon evil monsters
772     * use to call this, but best I can tell, that spell/ability was
773     * never used. This is however used by various failures on the
774     * players part (alchemy, reincarnation, etc)
775     */
776    
777 root 1.11 int
778     summon_hostile_monsters (object *op, int n, const char *monstername)
779     {
780     int i;
781    
782     for (i = 0; i < n; i++)
783     put_a_monster (op, monstername);
784 elmex 1.1
785 root 1.11 return n;
786 elmex 1.1 }
787    
788    
789     /* Some local definitions for shuffle-attack */
790 root 1.11 struct attacktype_shuffle
791     {
792     int attacktype;
793     int face;
794     } ATTACKS[22] =
795     {
796 root 1.41 { AT_PHYSICAL, 0},
797     { AT_PHYSICAL, 0}, /*face = explosion */
798     { AT_PHYSICAL, 0},
799     { AT_MAGIC, 1},
800     { AT_MAGIC, 1}, /* face = last-burnout */
801     { AT_MAGIC, 1},
802     { AT_FIRE, 2},
803     { AT_FIRE, 2}, /* face = fire.... */
804     { AT_FIRE, 2},
805     { AT_ELECTRICITY, 3},
806     { AT_ELECTRICITY, 3}, /* ball_lightning */
807     { AT_ELECTRICITY, 3},
808     { AT_COLD, 4},
809     { AT_COLD, 4}, /* face=icestorm */
810     { AT_COLD, 4},
811     { AT_CONFUSION, 5},
812     { AT_POISON, 7},
813     { AT_POISON, 7}, /* face = acid sphere. generator */
814     { AT_POISON, 7}, /* poisoncloud face */
815     { AT_SLOW, 8},
816     { AT_PARALYZE, 9},
817     { AT_FEAR, 10},
818     };
819 elmex 1.1
820     /* shuffle_attack: peterm
821     * This routine shuffles the attack of op to one of the
822     * ones in the list. It does this at random. It also
823     * chooses a face appropriate to the attack that is
824     * being committed by that square at the moment.
825     * right now it's being used by color spray and create pool of
826     * chaos.
827     * This could really be a better implementation - the
828     * faces and attacktypes above are hardcoded, which is never
829     * good. The faces refer to faces in the animation sequence.
830     * Not sure how to do better - but not having it hardcoded
831     * would be nice.
832     * I also fixed a bug here in that attacktype was |= -
833     * to me, that would be that it would quickly get all
834     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
835     */
836 root 1.11 void
837     shuffle_attack (object *op, int change_face)
838 elmex 1.1 {
839 root 1.11 int i;
840 elmex 1.1
841 root 1.11 i = rndm (0, 21);
842 elmex 1.1
843 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
844    
845     if (change_face)
846     {
847     SET_ANIMATION (op, ATTACKS[i].face);
848 elmex 1.1 }
849     }
850    
851    
852     /* prayer_failure: This is called when a player fails
853     * at casting a prayer.
854     * op is the player.
855     * failure is basically how much grace they had.
856     * power is how much grace the spell would normally take to cast.
857     */
858    
859 root 1.11 void
860     prayer_failure (object *op, int failure, int power)
861     {
862     const char *godname;
863     object *tmp;
864 elmex 1.1
865 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
866     godname = "Your spirit";
867 elmex 1.1
868 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
869 elmex 1.1 {
870 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
871     tmp = get_archetype (SPELL_WONDER);
872     cast_cone (op, op, 0, tmp);
873 root 1.20 tmp->destroy ();
874 elmex 1.1 }
875    
876 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
877 elmex 1.1 {
878 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
879     confuse_player (op, op, 99);
880 elmex 1.1 }
881 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
882 elmex 1.1 {
883 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
884     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
885     paralyze_player (op, op, 99);
886 elmex 1.1 }
887 root 1.11 else if (failure <= -150) /* blast the immediate area */
888     {
889     tmp = get_archetype (GOD_POWER);
890     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
891     cast_magic_storm (op, tmp, power);
892 elmex 1.1 }
893     }
894    
895     /*
896     * spell_failure() handles the various effects for differing degrees
897     * of failure badness.
898     * op is the player that failed.
899     * failure is a random value of how badly you failed.
900     * power is how many spellpoints you'd normally need for the spell.
901     * skill is the skill you'd need to cast the spell.
902     */
903    
904 root 1.11 void
905     spell_failure (object *op, int failure, int power, object *skill)
906     {
907     object *tmp;
908 elmex 1.1
909 root 1.11 if (settings.spell_failure_effects == FALSE)
910     return;
911 elmex 1.1
912 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
913 elmex 1.1 {
914 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
915     tmp = get_archetype (SPELL_WONDER);
916     cast_cone (op, op, 0, tmp);
917 root 1.20 tmp->destroy ();
918 elmex 1.1 }
919    
920 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
921 elmex 1.1 {
922 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
923     confuse_player (op, op, 99);
924 elmex 1.1 }
925 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
926 elmex 1.1 {
927 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
928     paralyze_player (op, op, 99);
929 elmex 1.1 }
930 root 1.11 else if (failure <= -80) /* blast the immediate area */
931     {
932     object *tmp;
933 root 1.8
934 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
935     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
936     {
937     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
938     hit_player (op, 9998, op, AT_INTERNAL, 1);
939 root 1.8
940 root 1.11 }
941     else
942     {
943     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
944     tmp = get_archetype (LOOSE_MANA);
945     tmp->level = skill->level;
946    
947     /* increase the area of destruction a little for more powerful spells */
948     tmp->range += isqrt (power);
949    
950     if (power > 25)
951     tmp->stats.dam = 25 + isqrt (power);
952     else
953     tmp->stats.dam = power; /* nasty recoils! */
954 root 1.8
955 root 1.11 tmp->stats.maxhp = tmp->count;
956 root 1.29
957     tmp->insert_at (op);
958 root 1.8 }
959 elmex 1.1 }
960     }
961    
962 root 1.11 int
963     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
964     {
965     int success;
966     object *spell;
967    
968     if (!spell_ob->other_arch)
969 elmex 1.1 {
970 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
971     return 0;
972     }
973 root 1.57
974 root 1.11 spell = arch_to_object (spell_ob->other_arch);
975 elmex 1.1
976 root 1.11 /* Always cast spell on caster */
977     success = cast_spell (op, caster, dir, spell, stringarg);
978 elmex 1.1
979 root 1.11 if (caster->contr->party == NULL)
980     {
981 root 1.19 spell->remove ();
982 root 1.11 return success;
983 elmex 1.1 }
984 root 1.57
985 root 1.27 for_all_players (pl)
986 root 1.11 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
987 root 1.57 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
988    
989 root 1.19 spell->remove ();
990 root 1.11 return success;
991     }
992 elmex 1.1
993     /* This is where the main dispatch when someone casts a spell.
994     *
995     * op is the creature that is owner of the object that is casting the spell -
996     * eg, the player or monster.
997     * caster is the actual object (wand, potion) casting the spell. can be
998     * same as op.
999     * dir is the direction to cast in. Note in some cases, if the spell
1000     * is self only, dir really doesn't make a difference.
1001     * spell_ob is the spell object that is being cast. From that,
1002     * we can determine what to do.
1003     * stringarg is any options that are being used. It can be NULL. Almost
1004     * certainly, only players will set it. It is basically used as optional
1005     * parameters to a spell (eg, item to create, information for marking runes,
1006     * etc.
1007     * returns 1 on successful cast, or 0 on error. These values should really
1008     * be swapped, so that 0 is successful, and non zero is failure, with a code
1009     * of what it failed.
1010     *
1011     * Note that this function is really a dispatch routine that calls other
1012     * functions - it just blindly returns what ever value those functions
1013     * return. So if your writing a new function that is called from this,
1014     * it shoudl also return 1 on success, 0 on failure.
1015     *
1016     * if it is a player casting the spell (op->type == PLAYER, op == caster),
1017     * this function will decrease the mana/grace appropriately. For other
1018     * objects, the caller should do what it considers appropriate.
1019     */
1020 root 1.11 int
1021     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1022     {
1023     const char *godname;
1024 root 1.60 int success = 0, cast_level = 0;
1025 root 1.11 object *skill = NULL;
1026 elmex 1.1
1027 root 1.11 if (!spell_ob)
1028     {
1029     LOG (llevError, "cast_spell: null spell object passed\n");
1030     return 0;
1031 elmex 1.1 }
1032 root 1.13
1033 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
1034     godname = "A random spirit";
1035 elmex 1.1
1036 root 1.11 /* the caller should set caster to op if appropriate */
1037     if (!caster)
1038     {
1039     LOG (llevError, "cast_spell: null caster object passed\n");
1040     return 0;
1041 elmex 1.1 }
1042    
1043 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
1044     * an issue, because they don't have any spellpaths set up.
1045     */
1046 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1047 root 1.11 {
1048     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1049     return 0;
1050 elmex 1.1 }
1051    
1052 root 1.11 /* if it is a player casting the spell, and they are really casting it
1053     * (vs it coming from a wand, scroll, or whatever else), do some
1054     * checks. We let monsters do special things - eg, they
1055     * don't need the skill, bypass level checks, etc. The monster function
1056     * should take care of that.
1057     * Remove the wiz check here and move it further down - some spells
1058     * need to have the right skill pointer passed, so we need to
1059     * at least process that code.
1060     */
1061     if (op->type == PLAYER && op == caster)
1062     {
1063     cast_level = caster_level (caster, spell_ob);
1064 root 1.45
1065 root 1.11 if (spell_ob->skill)
1066     {
1067     skill = find_skill_by_name (op, spell_ob->skill);
1068 root 1.45
1069 root 1.11 if (!skill)
1070     {
1071 root 1.60 op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name));
1072 root 1.11 return 0;
1073 root 1.8 }
1074 root 1.45
1075 root 1.11 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1076     {
1077 root 1.60 op->failmsg ("You lack enough skill to cast that spell!");
1078 root 1.11 return 0;
1079 root 1.8 }
1080     }
1081 root 1.45
1082 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1083     * to have sufficient grace/mana.
1084     */
1085     if (!QUERY_FLAG (op, FLAG_WIZ))
1086     {
1087     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1088     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1089     {
1090 root 1.60 op->failmsg ("You don't have enough mana!");
1091 root 1.11 return 0;
1092 root 1.8 }
1093 root 1.30
1094 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1095     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1096     {
1097     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1098     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1099 root 1.60 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1100 root 1.11 else
1101     {
1102     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1103 root 1.60 op->failmsg (format ("%s ignores your prayer.", godname));
1104 root 1.11 return 0;
1105 root 1.8 }
1106     }
1107    
1108 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1109     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1110     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1111     {
1112 root 1.55 op->contr->play_sound (sound_find ("fumble_spell"));
1113 root 1.60 op->failmsg ("You fumble the prayer.");
1114 root 1.35
1115 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1116     return 0;
1117     }
1118     else if (spell_ob->stats.sp)
1119     {
1120     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1121    
1122     if (failure < 0)
1123     {
1124 root 1.60 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1125 root 1.11 if (settings.spell_failure_effects == TRUE)
1126     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1127 root 1.42
1128 root 1.11 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1129     return 0;
1130 root 1.8 }
1131     }
1132     }
1133 elmex 1.1 }
1134    
1135 root 1.60 int mflags = op->ms ().flags ();
1136 root 1.11
1137     /* See if we can cast a spell here. If the caster and op are
1138     * not alive, then this would mean that the mapmaker put the
1139     * objects on the space - presume that they know what they are
1140     * doing.
1141     */
1142 elmex 1.9
1143 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1144     {
1145 root 1.58 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1146 root 1.11 return 0;
1147     }
1148    
1149     if ((spell_ob->type == SPELL)
1150     && (caster->type != POTION)
1151     && !QUERY_FLAG (op, FLAG_WIZCAST)
1152     && (QUERY_FLAG (caster, FLAG_ALIVE)
1153     || QUERY_FLAG (op, FLAG_ALIVE))
1154     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1155     {
1156     if (op->type != PLAYER)
1157 elmex 1.9 return 0;
1158    
1159 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1160 root 1.58 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1161 root 1.43 else if (object *item = op->contr->ranged_ob)
1162     {
1163     if (item->type == SPELL)
1164 root 1.60 op->failmsg ("Something blocks your spellcasting.");
1165 root 1.43 else if (item->type == SCROLL)
1166 root 1.60 op->failmsg ("Something blocks the magic of your scroll.");
1167 root 1.43 else
1168 root 1.60 op->failmsg ("Something blocks the magic of your item.");
1169 root 1.43 }
1170 root 1.11 else
1171 root 1.60 op->failmsg ("Something blocks the spell!");
1172 root 1.42
1173 root 1.11 return 0;
1174     }
1175 elmex 1.1
1176 root 1.46 /* Take into account how long it takes to cast the spell.
1177     * if the player is casting it, then we use the time in
1178     * the spell object. If it is a spell object, have it
1179     * take two ticks. Things that cast spells on the players
1180     * behalf (eg, altars, and whatever else) shouldn't cost
1181     * the player any time.
1182     * Ignore casting time for firewalls
1183     */
1184     if (caster == op && caster->type != FIREWALL)
1185 root 1.11 {
1186 root 1.46 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1187     /* Other portions of the code may also decrement the speed of the player, so
1188     * put a lower limit so that the player isn't stuck here too long
1189 root 1.11 */
1190 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))
1191     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1192 elmex 1.1 }
1193 root 1.46 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1194     op->speed_left -= 2 * FABS (op->speed);
1195 elmex 1.1
1196 root 1.11 if (op->type == PLAYER && op == caster)
1197     {
1198     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1199     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1200 elmex 1.1 }
1201    
1202 root 1.11 /* We want to try to find the skill to properly credit exp.
1203     * for spell casting objects, the exp goes to the skill the casting
1204     * object requires.
1205     */
1206     if (op != caster && !skill && caster->skill)
1207     {
1208     skill = find_skill_by_name (op, caster->skill);
1209     if (!skill)
1210     {
1211 root 1.60 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1212 root 1.11 return 0;
1213 root 1.8 }
1214 root 1.45
1215 root 1.47 op->change_skill (skill); /* needed for proper exp credit */
1216 elmex 1.1 }
1217    
1218 root 1.48 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1219     return RESULT_INT (0);
1220    
1221 root 1.11 switch (spell_ob->subtype)
1222     {
1223 root 1.45 /* The order of case statements is same as the order they show up
1224     * in in spells.h.
1225     */
1226 root 1.12 case SP_RAISE_DEAD:
1227     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1228     break;
1229    
1230     case SP_RUNE:
1231     success = write_rune (op, caster, spell_ob, dir, stringarg);
1232     break;
1233    
1234     case SP_MAKE_MARK:
1235     success = write_mark (op, spell_ob, stringarg);
1236     break;
1237    
1238     case SP_BOLT:
1239     success = fire_bolt (op, caster, dir, spell_ob, skill);
1240     break;
1241    
1242     case SP_BULLET:
1243     success = fire_bullet (op, caster, dir, spell_ob);
1244     break;
1245    
1246     case SP_CONE:
1247     success = cast_cone (op, caster, dir, spell_ob);
1248     break;
1249    
1250     case SP_BOMB:
1251     success = create_bomb (op, caster, dir, spell_ob);
1252     break;
1253    
1254     case SP_WONDER:
1255     success = cast_wonder (op, caster, dir, spell_ob);
1256     break;
1257    
1258     case SP_SMITE:
1259     success = cast_smite_spell (op, caster, dir, spell_ob);
1260     break;
1261    
1262     case SP_MAGIC_MISSILE:
1263     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1264     break;
1265    
1266     case SP_SUMMON_GOLEM:
1267     success = summon_golem (op, caster, dir, spell_ob);
1268     break;
1269    
1270     case SP_DIMENSION_DOOR:
1271     /* dimension door needs the actual caster, because that is what is
1272     * moved.
1273     */
1274     success = dimension_door (op, caster, spell_ob, dir);
1275     break;
1276 root 1.8
1277 root 1.12 case SP_MAGIC_MAPPING:
1278     if (op->type == PLAYER)
1279     {
1280     spell_effect (spell_ob, op->x, op->y, op->map, op);
1281     draw_magic_map (op);
1282     success = 1;
1283     }
1284     else
1285     success = 0;
1286     break;
1287 elmex 1.1
1288 root 1.12 case SP_MAGIC_WALL:
1289     success = magic_wall (op, caster, dir, spell_ob);
1290     break;
1291 root 1.8
1292 root 1.12 case SP_DESTRUCTION:
1293     success = cast_destruction (op, caster, spell_ob);
1294     break;
1295 root 1.8
1296 root 1.12 case SP_PERCEIVE_SELF:
1297     success = perceive_self (op);
1298     break;
1299 root 1.8
1300 root 1.12 case SP_WORD_OF_RECALL:
1301     success = cast_word_of_recall (op, caster, spell_ob);
1302     break;
1303 root 1.8
1304 root 1.12 case SP_INVISIBLE:
1305     success = cast_invisible (op, caster, spell_ob);
1306     break;
1307 root 1.8
1308 root 1.12 case SP_PROBE:
1309     success = probe (op, caster, spell_ob, dir);
1310     break;
1311 root 1.8
1312 root 1.12 case SP_HEALING:
1313     success = cast_heal (op, caster, spell_ob, dir);
1314     break;
1315 root 1.8
1316 root 1.12 case SP_CREATE_FOOD:
1317     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1318     break;
1319 root 1.8
1320 root 1.12 case SP_EARTH_TO_DUST:
1321     success = cast_earth_to_dust (op, caster, spell_ob);
1322     break;
1323 root 1.8
1324 root 1.12 case SP_CHANGE_ABILITY:
1325     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1326     break;
1327 root 1.8
1328 root 1.12 case SP_BLESS:
1329     success = cast_bless (op, caster, spell_ob, dir);
1330     break;
1331 root 1.8
1332 root 1.12 case SP_CURSE:
1333     success = cast_curse (op, caster, spell_ob, dir);
1334     break;
1335 root 1.8
1336 root 1.12 case SP_SUMMON_MONSTER:
1337     success = summon_object (op, caster, spell_ob, dir, stringarg);
1338     break;
1339 root 1.8
1340 root 1.12 case SP_CHARGING:
1341     success = recharge (op, caster, spell_ob);
1342     break;
1343 root 1.8
1344 root 1.12 case SP_POLYMORPH:
1345 elmex 1.1 #ifdef NO_POLYMORPH
1346 root 1.12 /* Not great, but at least provide feedback so if players do have
1347     * polymorph (ie, find it as a preset item or left over from before
1348     * it was disabled), they get some feedback.
1349     */
1350 root 1.60 op->failmsg ("The spell fizzles!");
1351 root 1.12 success = 0;
1352 elmex 1.1 #else
1353 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1354 elmex 1.1 #endif
1355 root 1.12 break;
1356 root 1.8
1357 root 1.12 case SP_ALCHEMY:
1358     success = alchemy (op, caster, spell_ob);
1359     break;
1360    
1361     case SP_REMOVE_CURSE:
1362     success = remove_curse (op, caster, spell_ob);
1363     break;
1364    
1365     case SP_IDENTIFY:
1366     success = cast_identify (op, caster, spell_ob);
1367     break;
1368    
1369     case SP_DETECTION:
1370     success = cast_detection (op, caster, spell_ob, skill);
1371     break;
1372    
1373     case SP_MOOD_CHANGE:
1374     success = mood_change (op, caster, spell_ob);
1375     break;
1376 elmex 1.1
1377 root 1.12 case SP_MOVING_BALL:
1378     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1379     {
1380 root 1.60 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1381 root 1.12 success = 0;
1382     }
1383     else
1384     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1385     break;
1386 elmex 1.1
1387 root 1.12 case SP_SWARM:
1388     success = fire_swarm (op, caster, spell_ob, dir);
1389     break;
1390    
1391     case SP_CHANGE_MANA:
1392     success = cast_transfer (op, caster, spell_ob, dir);
1393     break;
1394    
1395     case SP_DISPEL_RUNE:
1396     /* in rune.c */
1397     success = dispel_rune (op, caster, spell_ob, skill, dir);
1398     break;
1399    
1400     case SP_CREATE_MISSILE:
1401     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1402     break;
1403    
1404     case SP_CONSECRATE:
1405     success = cast_consecrate (op, caster, spell_ob);
1406     break;
1407    
1408     case SP_ANIMATE_WEAPON:
1409     success = animate_weapon (op, caster, spell_ob, dir);
1410     break;
1411    
1412     case SP_LIGHT:
1413     success = cast_light (op, caster, spell_ob, dir);
1414     break;
1415    
1416     case SP_CHANGE_MAP_LIGHT:
1417     success = cast_change_map_lightlevel (op, caster, spell_ob);
1418     break;
1419    
1420     case SP_FAERY_FIRE:
1421     success = cast_destruction (op, caster, spell_ob);
1422     break;
1423    
1424     case SP_CAUSE_DISEASE:
1425     success = cast_cause_disease (op, caster, spell_ob, dir);
1426     break;
1427    
1428     case SP_AURA:
1429     success = create_aura (op, caster, spell_ob);
1430     break;
1431    
1432     case SP_PARTY_SPELL:
1433     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1434     break;
1435    
1436     default:
1437 root 1.48 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1438 elmex 1.1 }
1439    
1440 root 1.61 op->play_sound (
1441     success
1442     ? spell_ob->sound
1443     ? spell_ob->sound
1444     : sound_find ("spell_success")
1445     : sound_find ("fumble_spell")
1446     );
1447 elmex 1.1
1448 root 1.11 return success;
1449 elmex 1.1 }
1450    
1451 root 1.60 /* This is called from time.c/process_object(). That function
1452     * calls this for any SPELL_EFFECT type objects. This function
1453 elmex 1.1 * then dispatches them to the appropriate specific routines.
1454     */
1455 root 1.11 void
1456     move_spell_effect (object *op)
1457     {
1458     switch (op->subtype)
1459     {
1460 root 1.12 case SP_BOLT:
1461     move_bolt (op);
1462     break;
1463    
1464     case SP_BULLET:
1465     move_bullet (op);
1466     break;
1467    
1468     case SP_EXPLOSION:
1469     explosion (op);
1470     break;
1471    
1472     case SP_CONE:
1473     move_cone (op);
1474     break;
1475    
1476     case SP_BOMB:
1477     animate_bomb (op);
1478     break;
1479    
1480     case SP_MAGIC_MISSILE:
1481     move_missile (op);
1482     break;
1483    
1484     case SP_WORD_OF_RECALL:
1485     execute_word_of_recall (op);
1486     break;
1487    
1488     case SP_MOVING_BALL:
1489     move_ball_spell (op);
1490     break;
1491    
1492     case SP_SWARM:
1493     move_swarm_spell (op);
1494     break;
1495    
1496     case SP_AURA:
1497     move_aura (op);
1498     break;
1499 elmex 1.1 }
1500     }
1501    
1502     /* this checks to see if something special should happen if
1503     * something runs into the object.
1504     */
1505 root 1.11 void
1506     check_spell_effect (object *op)
1507     {
1508     switch (op->subtype)
1509     {
1510 root 1.12 case SP_BOLT:
1511     move_bolt (op);
1512     return;
1513    
1514     case SP_BULLET:
1515     check_bullet (op);
1516     return;
1517 elmex 1.1 }
1518     }
1519    
1520     /* This is called by move_apply. Basically, if someone
1521     * moves onto a spell effect and the walk_on or fly_on flags
1522     * are set, this is called. This should only be called for
1523     * objects of the appropraite type.
1524     */
1525 root 1.11 void
1526     apply_spell_effect (object *spell, object *victim)
1527 elmex 1.1 {
1528 root 1.11 switch (spell->subtype)
1529     {
1530 root 1.12 case SP_CONE:
1531     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1532     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1533     break;
1534 root 1.8
1535 root 1.12 case SP_MAGIC_MISSILE:
1536     if (QUERY_FLAG (victim, FLAG_ALIVE))
1537     {
1538 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1539 root 1.11
1540 root 1.16 if (!spell->destroyed ())
1541 root 1.20 spell->destroy ();
1542 root 1.12 }
1543     break;
1544 root 1.8
1545 root 1.12 case SP_MOVING_BALL:
1546     if (QUERY_FLAG (victim, FLAG_ALIVE))
1547     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1548 root 1.36 else if (victim->materialname)
1549 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1550     break;
1551 elmex 1.1 }
1552     }
1553 root 1.60