/* * static char *rcsid_spell_util_c = * "$Id: spell_util.C,v 1.7 2006/08/29 07:34:00 root Exp $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2001 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ #include #include #include #include #ifndef __CEXTRACT__ #include #endif #include extern char *spell_mapping[]; /* This returns a random spell from 'ob'. If skill is set, then * the spell must be of this skill, it can be NULL in which case all * matching spells are used. */ object *find_random_spell_in_ob(object *ob, const char *skill) { int k=0,s; object *tmp; for (tmp=ob->inv; tmp; tmp=tmp->below) if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++; /* No spells, no need to progess further */ if (!k) return NULL; s = RANDOM() % k; for (tmp=ob->inv; tmp; tmp=tmp->below) if (tmp->type == SPELL && (!skill || tmp->skill == skill)) { if (!s) return tmp; else s--; } /* Should never get here, but just in case */ return NULL; } /* Relatively simple function that gets used a lot. * Basically, it sets up the skill pointer for the spell being * cast. If op is really casting the spell, then the skill * is whatever skill the spell requires. * if instead caster (rod, horn, wand, etc) is casting the skill, * then they get exp for the skill that you need to use for * that object (use magic device). */ void set_spell_skill(object *op, object *caster, object *spob, object *dest) { if (dest->skill) FREE_AND_CLEAR_STR(dest->skill); if (caster == op && spob->skill) dest->skill = add_refcount(spob->skill); else if (caster->skill) dest->skill = add_refcount(caster->skill); } /* init_spells: This should really be called check_spells, as that * is what it does. It goes through the spells looking for any * obvious errors. This was most useful in debugging when re-doing * all the spells to catch simple errors. To use it all the time * will result in it spitting out messages that aren't really errors. */ void init_spells(void) { #ifdef SPELL_DEBUG static int init_spells_done = 0; int i; archetype *at; if (init_spells_done) return; LOG(llevDebug, "Checking spells...\n"); for (at=first_archetype; at; at=at->next) { if (at->clone.type == SPELL) { if (at->clone.skill) { for (i=1; iclone.skill)) break; if (i==NUM_SKILLS) { LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill); } } /* other_arch is already checked for in the loader */ } } i=0; while (spell_mapping[i]) { if (!find_archetype(spell_mapping[i])) { LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i); } i++; } LOG(llevDebug, "Checking spells completed.\n"); #endif } /* Dumps all the spells - now also dumps skill associated with the spell. * not sure what this would be used for, as the data seems pretty * minimal, but easy enough to keep around. */ void dump_spells(void) { archetype *at; for (at=first_archetype; at; at=at->next) { if (at->clone.type == SPELL) { fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name?at->clone.name:"null", at->name, at->clone.other_arch?at->clone.other_arch->name:"null", at->clone.skill?at->clone.skill:"null", at->clone.level); } } } /* pretty basic function - basically just takes * an object, sets the x,y, and calls insert_ob_in_map */ void spell_effect (object *spob, int x, int y, mapstruct *map, object *originator) { if (spob->other_arch != NULL) { object *effect = arch_to_object(spob->other_arch); effect->x = x; effect->y = y; insert_ob_in_map(effect, map, originator,0); } } /* * This function takes a caster and spell and presents the * effective level the caster needs to be to cast the spell. * basically, it just adjusts the spell->level with attuned/repelled * spellpaths. Was called path_level_mod * * caster is person casting hte spell. * spell is the spell object. * Returns modified level. */ int min_casting_level(object *caster, object *spell) { int new_level; if (caster->path_denied & spell->path_attuned) { /* This case is not a bug, just the fact that this function is * usually called BEFORE checking for path_deny. -AV */ #if 0 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " "spell\n", caster->arch->name, caster->name); #endif return 1; } new_level = spell->level + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); return (new_level < 1) ? 1 : new_level; } /* This function returns the effective level the spell * is being cast at. * Note that I changed the repelled/attuned bonus to 2 from 5. * This is because the new code compares casting_level against * min_caster_level, so the difference is effectively 4 */ int caster_level(object *caster, object *spell) { int level = caster->level; /* If this is a player, try to find the matching skill */ if (caster->type == PLAYER && spell->skill) { int i; for (i=0; i < NUM_SKILLS; i++) if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) { level = caster->contr->last_skill_ob[i]->level; break; } } /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ if (caster->type == ROD && caster->env && caster->env->type == PLAYER) { object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); int sk_level = skill ? skill->level : 1; level = MIN (level, sk_level + level / 10 + 1); } /* Got valid caster level. Now adjust for attunement */ level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); /* Always make this at least 1. If this is zero, we get divide by zero * errors in various places. */ if (level < 1) level = 1; return level; } /* The following function scales the spellpoint cost of * a spell by it's increased effectiveness. Some of the * lower level spells become incredibly vicious at high * levels. Very cheap mass destruction. This function is * intended to keep the sp cost related to the effectiveness. * op is the player/monster * caster is what is casting the spell, can be op. * spell is the spell object. * Note that it is now possible for a spell to cost both grace and * mana. In that case, we return which ever value is higher. */ sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags) { int sp, grace, level = caster_level(caster, spell); if (settings.spellpoint_level_depend == TRUE) { if (spell->stats.sp && spell->stats.maxsp) { sp= (int) (spell->stats.sp * (1.0 + MAX(0, (float)(level-spell->level)/ (float)spell->stats.maxsp))); } else sp = spell->stats.sp; sp *= (int) PATH_SP_MULT(caster,spell); if (!sp && spell->stats.sp) sp=1; if (spell->stats.grace && spell->stats.maxgrace) { grace= (int) (spell->stats.grace * (1.0 + MAX(0, (float)(level-spell->level)/ (float)spell->stats.maxgrace))); } else grace = spell->stats.grace; grace *= (int) PATH_SP_MULT(caster,spell); if (spell->stats.grace && !grace) grace=1; } else { sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell)); if (spell->stats.sp && !sp) sp=1; grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell)); if (spell->stats.grace && !grace) grace=1; } if (flags == SPELL_HIGHEST) return MAX(sp, grace); else if (flags == SPELL_GRACE) return grace; else if (flags == SPELL_MANA) return sp; else { LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); return 0; } } /* SP_level_dam_adjust: Returns adjusted damage based on the caster. * spob is the spell we are adjusting. */ int SP_level_dam_adjust(object *caster, object *spob) { int level = caster_level (caster, spob); int adj = level - min_casting_level(caster, spob); if(adj < 0) adj=0; if (spob->dam_modifier) adj/=spob->dam_modifier; else adj=0; return adj; } /* Adjust the strength of the spell based on level. * This is basically the same as SP_level_dam_adjust above, * but instead looks at the level_modifier value. */ int SP_level_duration_adjust(object *caster, object *spob) { int level = caster_level (caster, spob); int adj = level - min_casting_level(caster, spob); if(adj < 0) adj=0; if(spob->duration_modifier) adj/=spob->duration_modifier; else adj=0; return adj; } /* Adjust the strength of the spell based on level. * This is basically the same as SP_level_dam_adjust above, * but instead looks at the level_modifier value. */ int SP_level_range_adjust(object *caster, object *spob) { int level = caster_level (caster, spob); int adj = level - min_casting_level(caster, spob); if(adj < 0) adj=0; if(spob->range_modifier) adj/=spob->range_modifier; else adj=0; return adj; } /* Checks to see if player knows the spell. If the name is the same * as an existing spell, we presume they know it. * returns 1 if they know the spell, 0 if they don't. */ object *check_spell_known (object *op, const char *name) { object *spop; for (spop=op->inv; spop; spop=spop->below) if (spop->type == SPELL && !strcmp(spop->name, name)) return spop; return NULL; } /* * Look at object 'op' and see if they know the spell * spname. This is pretty close to check_spell_known * above, but it uses a looser matching mechanism. * returns the matching spell object, or NULL. * If we match multiple spells but don't get an * exact match, we also return NULL. */ object *lookup_spell_by_name(object *op,const char *spname) { object *spob1=NULL, *spob2=NULL, *spob; int nummatch=0; if(spname==NULL) return NULL; /* Try to find the spell. We store the results in spob1 * and spob2 - spob1 is only taking the length of * the past spname, spob2 uses the length of the spell name. */ for (spob = op->inv; spob; spob=spob->below) { if (spob->type == SPELL) { if (!strncmp(spob->name, spname, strlen(spname))) { nummatch++; spob1 = spob; } else if (!strncmp(spob->name, spname, strlen(spob->name))) { /* if spells have ambiguous names, it makes matching * really difficult. (eg, fire and fireball would * fall into this category). It shouldn't be hard to * make sure spell names don't overlap in that fashion. */ if (spob2) LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n", spob2->name, spob->name); spob2 = spob; } } } /* if we have best match, return it. Otherwise, if we have one match * on the loser match, return that, otehrwise null */ if (spob2) return spob2; if (spob1 && nummatch == 1) return spob1; return NULL; } /* reflwall - decides weither the (spell-)object sp_op will * be reflected from the given mapsquare. Returns 1 if true. * (Note that for living creatures there is a small chance that * reflect_spell fails.) * Caller should be sure it passes us valid map coordinates * eg, updated for tiled maps. */ int reflwall(mapstruct *m,int x,int y, object *sp_op) { object *op; if(OUT_OF_REAL_MAP(m,x,y)) return 0; for(op=get_map_ob(m,x,y);op!=NULL;op=op->above) if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) || sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10))) return 1; return 0; } /* cast_create_object: creates object new_op in direction dir * or if that is blocked, beneath the player (op). * we pass 'caster', but don't use it for anything. * This is really just a simple wrapper function . * returns the direction that the object was actually placed * in. */ int cast_create_obj(object *op,object *caster,object *new_op, int dir) { mapstruct *m; sint16 sx, sy; if(dir && ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) { new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet."); dir = 0; } new_op->x=op->x+freearr_x[dir]; new_op->y=op->y+freearr_y[dir]; if (dir == 0) insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR); else insert_ob_in_map(new_op,op->map,op,0); return dir; } /* Returns true if it is ok to put spell *op on the space/may provided. * immune_stop is basically the attacktype of the spell (why * passed as a different value, not sure of). If immune_stop * has the AT_MAGIC bit set, and there is a counterwall * on the space, the object doesn't get placed. if immune stop * does not have AT_MAGIC, then counterwalls do not effect the spell. * */ int ok_to_put_more(mapstruct *m,sint16 x,sint16 y,object *op,int immune_stop) { object *tmp; int mflags; mapstruct *mp; mp = m; mflags = get_map_flags(m, &mp, x, y, &x, &y); if (mflags & P_OUT_OF_MAP) return 0; if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0; for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) { /* If there is a counterspell on the space, and this * object is using magic, don't progress. I believe we could * leave this out and let in progress, and other areas of the code * will then remove it, but that would seem to to use more * resources, and may not work as well if a player is standing * on top of a counterwall spell (may hit the player before being * removed.) On the other hand, it may be more dramatic for the * spell to actually hit the counterwall and be sucked up. */ if ((tmp->attacktype & AT_COUNTERSPELL) && (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) && (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) return 0; /* This is to prevent 'out of control' spells. Basically, this * limits one spell effect per space per spell. This is definately * needed for performance reasons, and just for playability I believe. * there are no such things as multispaced spells right now, so * we don't need to worry about the head. */ if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype)) return 0; /* * Combine similar spell effects into one spell effect. Needed for * performance reasons with meteor swarm and the like, but also for * playability reasons. */ if (tmp->arch == op->arch && tmp->type == op->type && tmp->subtype == op->subtype && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)) ) { tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); tmp->range = MAX (tmp->range, op->range); tmp->duration = MAX (tmp->duration, op->duration); return 0; } /* Perhaps we should also put checks in for no magic and unholy * ground to prevent it from moving along? */ } /* If it passes the above tests, it must be OK */ return 1; } /* fire_arch_from_position: fires an archetype. * op: person firing the object. * caster: object casting the spell. * x, y: where to fire the spell (note, it then uses op->map for the map * for these coordinates, which is probably a really bad idea. * dir: direction to fire in. * spell: spell that is being fired. It uses other_arch for the archetype * to fire. * returns 0 on failure, 1 on success. */ int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) { object *tmp; int mflags; mapstruct *m; if(spell->other_arch==NULL) return 0; m = op->map; mflags = get_map_flags(m, &m, x, y, &x, &y); if (mflags & P_OUT_OF_MAP) { return 0; } tmp=arch_to_object(spell->other_arch); if(tmp==NULL) return 0; if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) { new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); free_object(tmp); return 0; } tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell); tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell); /* code in time.c uses food for some things, duration for others */ tmp->stats.food = tmp->duration; tmp->range=spell->range+SP_level_range_adjust(caster,spell); tmp->attacktype = spell->attacktype; tmp->x=x; tmp->y=y; tmp->direction=dir; if (get_owner (op) != NULL) copy_owner (tmp, op); else set_owner (tmp, op); tmp->level = caster_level (caster, spell); set_spell_skill(op, caster, spell, tmp); /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) { if(!tailor_god_spell(tmp,op)) return 0; } if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE)) SET_ANIMATION(tmp, dir); if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) return 1; move_spell_effect(tmp); return 1; } /***************************************************************************** * * Code related to rods - perhaps better located in another file? * ****************************************************************************/ void regenerate_rod(object *rod) { if (rod->stats.hp < rod->stats.maxhp) { rod->stats.hp+= 1 + rod->stats.maxhp/10; if (rod->stats.hp > rod->stats.maxhp) rod->stats.hp = rod->stats.maxhp; } } void drain_rod_charge(object *rod) { rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST); } /* this function is commonly used to find a friendly target for * spells such as heal or protection or armour * op is what is looking for the target (which can be a player), * dir is the direction we are looking in. Return object found, or * NULL if no good object. */ object *find_target_for_friendly_spell(object *op,int dir) { object *tmp; mapstruct *m; sint16 x, y; int mflags; /* I don't really get this block - if op isn't a player or rune, * we then make the owner of this object the target. * The owner could very well be no where near op. */ if(op->type!=PLAYER && op->type!=RUNE) { tmp=get_owner(op); /* If the owner does not exist, or is not a monster, than apply the spell * to the caster. */ if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op; } else { m = op->map; x = op->x+freearr_x[dir]; y = op->y+freearr_y[dir]; mflags = get_map_flags(m, &m, x, y, &x, &y); if (mflags & P_OUT_OF_MAP) tmp=NULL; else { for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) if(tmp->type==PLAYER) break; } } /* didn't find a player there, look in current square for a player */ if(tmp==NULL) for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { if(tmp->type==PLAYER) break; } return tmp; } /* raytrace: * spell_find_dir(map, x, y, exclude) will search first the center square * then some close squares in the given map at the given coordinates for * live objects. * It will not consider the object given as exclude (= caster) among possible * live objects. If the caster is a player, the spell will go after * monsters/generators only. If not, the spell will hunt players only. * It returns the direction toward the first/closest live object if it finds * any, otherwise -1. * note that exclude can be NULL, in which case all bets are off. */ int spell_find_dir(mapstruct *m, int x, int y, object *exclude) { int i,max=SIZEOFFREE; sint16 nx,ny; int owner_type=0, mflags; object *tmp; mapstruct *mp; if (exclude && exclude->head) exclude = exclude->head; if (exclude && exclude->type) owner_type = exclude->type; for(i=rndm(1, 8);itype!=PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) tmp=tmp->above; if(tmp!=NULL && can_see_monsterP(m,x,y,i)) return freedir[i]; } return -1; /* flag for "keep going the way you were" */ } /* put_a_monster: puts a monster named monstername near by * op. This creates the treasures for the monsters, and * also deals with multipart monsters properly. */ void put_a_monster(object *op,const char *monstername) { object *tmp,*head=NULL,*prev=NULL; archetype *at; int dir; /* Handle cases where we are passed a bogus mosntername */ if((at=find_archetype(monstername))==NULL) return; /* find a free square nearby * first we check the closest square for free squares */ dir=find_first_free_spot(&at->clone,op->map,op->x,op->y); if(dir!=-1) { /* This is basically grabbed for generate monster. Fixed 971225 to * insert multipart monsters properly */ while (at!=NULL) { tmp=arch_to_object(at); tmp->x=op->x+freearr_x[dir]+at->clone.x; tmp->y=op->y+freearr_y[dir]+at->clone.y; tmp->map = op->map; if (head) { tmp->head=head; prev->more=tmp; } if (!head) head=tmp; prev=tmp; at=at->more; } if (head->randomitems) create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0); insert_ob_in_map(head,op->map,op,0); /* thought it'd be cool to insert a burnout, too.*/ tmp=get_archetype("burnout"); tmp->map = op->map; tmp->x=op->x+freearr_x[dir]; tmp->y=op->y+freearr_y[dir]; insert_ob_in_map(tmp,op->map,op,0); } } /* peterm: function which summons hostile monsters and * places them in nearby squares. * op is the summoner. * n is the number of monsters. * monstername is the name of the monster. * returns the number of monsters, which is basically n. * it should really see how many it successfully replaced and * return that instead. * Note that this is not used by any spells (summon evil monsters * use to call this, but best I can tell, that spell/ability was * never used. This is however used by various failures on the * players part (alchemy, reincarnation, etc) */ int summon_hostile_monsters(object *op,int n,const char *monstername){ int i; for(i=0;iattacktype=ATTACKS[i].attacktype|AT_MAGIC; if(change_face) { SET_ANIMATION(op, ATTACKS[i].face); } } /* prayer_failure: This is called when a player fails * at casting a prayer. * op is the player. * failure is basically how much grace they had. * power is how much grace the spell would normally take to cast. */ void prayer_failure(object *op, int failure,int power) { const char *godname; object *tmp; if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit"; if(failure<= -20 && failure > -40) /* wonder */ { new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname); tmp = get_archetype(SPELL_WONDER); cast_cone(op,op,0,tmp); free_object(tmp); } else if (failure <= -40 && failure > -60) /* confusion */ { new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!"); confuse_player(op,op,99); } else if (failure <= -60 && failure> -150) /* paralysis */ { new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname); new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else."); paralyze_player(op,op,99); } else if (failure <= -150) /* blast the immediate area */ { tmp = get_archetype(GOD_POWER); new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname); cast_magic_storm(op,tmp, power); } } /* * spell_failure() handles the various effects for differing degrees * of failure badness. * op is the player that failed. * failure is a random value of how badly you failed. * power is how many spellpoints you'd normally need for the spell. * skill is the skill you'd need to cast the spell. */ void spell_failure(object *op, int failure,int power, object *skill) { object *tmp; if (settings.spell_failure_effects == FALSE) return; if (failure<=-20 && failure > -40) /* wonder */ { new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect."); tmp = get_archetype(SPELL_WONDER); cast_cone(op,op,0,tmp); free_object(tmp); } else if (failure <= -40 && failure > -60) /* confusion */ { new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!"); confuse_player(op,op,99); } else if (failure <= -60 && failure> -80) /* paralysis */ { new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!"); paralyze_player(op,op,99); } else if (failure <= -80) /* blast the immediate area */ { object *tmp; /* Safety check to make sure we don't get any mana storms in scorn */ if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) { new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!"); hit_player(op,9998,op,AT_INTERNAL,1); } else { new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!"); tmp=get_archetype(LOOSE_MANA); tmp->level=skill->level; tmp->x=op->x; tmp->y=op->y; /* increase the area of destruction a little for more powerful spells */ tmp->range+=isqrt(power); if (power>25) tmp->stats.dam = 25 + isqrt(power); else tmp->stats.dam=power; /* nasty recoils! */ tmp->stats.maxhp=tmp->count; insert_ob_in_map(tmp,op->map,NULL,0); } } } int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) { int success; player *pl; object *spell; if ( !spell_ob->other_arch ) { LOG( llevError, "cast_party_spell: empty other arch\n" ); return 0; } spell = arch_to_object( spell_ob->other_arch ); /* Always cast spell on caster */ success = cast_spell( op, caster, dir, spell, stringarg ); if ( caster->contr->party == NULL ) { remove_ob( spell ); return success; } for( pl=first_player; pl!=NULL; pl=pl->next ) if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) ) { cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg ); } remove_ob( spell ); return success; } /* This is where the main dispatch when someone casts a spell. * * op is the creature that is owner of the object that is casting the spell - * eg, the player or monster. * caster is the actual object (wand, potion) casting the spell. can be * same as op. * dir is the direction to cast in. Note in some cases, if the spell * is self only, dir really doesn't make a difference. * spell_ob is the spell object that is being cast. From that, * we can determine what to do. * stringarg is any options that are being used. It can be NULL. Almost * certainly, only players will set it. It is basically used as optional * parameters to a spell (eg, item to create, information for marking runes, * etc. * returns 1 on successful cast, or 0 on error. These values should really * be swapped, so that 0 is successful, and non zero is failure, with a code * of what it failed. * * Note that this function is really a dispatch routine that calls other * functions - it just blindly returns what ever value those functions * return. So if your writing a new function that is called from this, * it shoudl also return 1 on success, 0 on failure. * * if it is a player casting the spell (op->type == PLAYER, op == caster), * this function will decrease the mana/grace appropriately. For other * objects, the caller should do what it considers appropriate. */ int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) { const char *godname; int success=0,mflags, cast_level=0, old_shoottype; object *skill=NULL; old_shoottype = op->contr ? op->contr->shoottype : 0; if (!spell_ob) { LOG(llevError,"cast_spell: null spell object passed\n"); return 0; } if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit"; /* the caller should set caster to op if appropriate */ if (!caster) { LOG(llevError,"cast_spell: null caster object passed\n"); return 0; } /* if caster is a spell casting object, this normally shouldn't be * an issue, because they don't have any spellpaths set up. */ if (caster->path_denied & spell_ob->path_attuned) { new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you."); return 0; } /* if it is a player casting the spell, and they are really casting it * (vs it coming from a wand, scroll, or whatever else), do some * checks. We let monsters do special things - eg, they * don't need the skill, bypass level checks, etc. The monster function * should take care of that. * Remove the wiz check here and move it further down - some spells * need to have the right skill pointer passed, so we need to * at least process that code. */ if (op->type == PLAYER && op == caster) { cast_level = caster_level(caster, spell_ob); if (spell_ob->skill) { skill = find_skill_by_name(op, spell_ob->skill); if (!skill) { new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.", spell_ob->skill, spell_ob->name); return 0; } if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) { new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell."); return 0; } } /* If the caster is the wiz, they don't ever fail, and don't have * to have sufficient grace/mana. */ if (!QUERY_FLAG(op, FLAG_WIZ)) { if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) && SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) { new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana."); return 0; } if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) && SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) { if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace - 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) { new_draw_info_format(NDI_UNIQUE, 0,op, "%s grants your prayer, though you are unworthy.",godname); } else { prayer_failure(op,op->stats.grace, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace); new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname); return 0; } } /* player/monster is trying to cast the spell. might fumble it */ if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) < (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) { play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell."); if (settings.casting_time == TRUE) { op->casting_time = -1; } op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW); return 0; } else if (spell_ob->stats.sp) { int failure = random_roll(0, 199, op, PREFER_HIGH) - op->contr->encumbrance +op->level - spell_ob->level +35; if( failure < 0) { new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use."); if (settings.spell_failure_effects == TRUE) spell_failure(op,failure, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), skill); op->contr->shoottype = (rangetype) old_shoottype; op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW); return 0; } } } } mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL); /* See if we can cast a spell here. If the caster and op are * not alive, then this would mean that the mapmaker put the * objects on the space - presume that they know what they are * doing. */ if (spell_ob->type == SPELL && (mflags & P_SAFE || caster->type != POTION) // elmex: prevent potions from casting on safe maps && !QUERY_FLAG(op, FLAG_WIZCAST) && (QUERY_FLAG(caster, FLAG_ALIVE) || QUERY_FLAG(op, FLAG_ALIVE)) && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) { if (op->type!=PLAYER) return 0; if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname); else if (mflags & P_SAFE) new_draw_info(NDI_UNIQUE, 0,op, "This ground is sacred! The gods prevent any magical effects done by you here!."); else switch(op->contr->shoottype) { case range_magic: new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting."); break; case range_misc: new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item."); break; case range_golem: new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll."); break; default: break; } return 0; } if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) { if (op->casting_time==-1) { /* begin the casting */ op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob)); op->spell = spell_ob; /* put the stringarg into the object struct so that when the * spell is actually cast, it knows about the stringarg. * necessary for the invoke command spells. */ if(stringarg) { op->spellarg = strdup_local(stringarg); } else op->spellarg=NULL; return 0; } else if (op->casting_time != 0) { if (op->type == PLAYER ) new_draw_info(NDI_UNIQUE, 0,op,"You are casting!"); return 0; } else { /* casting_time == 0 */ op->casting_time = -1; spell_ob = op->spell; stringarg = op->spellarg; } } else { /* Take into account how long it takes to cast the spell. * if the player is casting it, then we use the time in * the spell object. If it is a spell object, have it * take two ticks. Things that cast spells on the players * behalf (eg, altars, and whatever else) shouldn't cost * the player any time. * Ignore casting time for firewalls */ if (caster == op && caster->type != FIREWALL) { op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); /* Other portions of the code may also decrement the speed of the player, so * put a lower limit so that the player isn't stuck here too long */ if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed)) op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed); } else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) { op->speed_left -= 2 * FABS(op->speed); } } if (op->type == PLAYER && op == caster) { op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE); op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA); } /* We want to try to find the skill to properly credit exp. * for spell casting objects, the exp goes to the skill the casting * object requires. */ if (op != caster && !skill && caster->skill) { skill = find_skill_by_name(op, caster->skill); if (!skill) { new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s", caster->skill, query_name(caster)); return 0; } change_skill(op, skill, 0); /* needed for proper exp credit */ } switch(spell_ob->subtype) { /* The order of case statements is same as the order they show up * in in spells.h. */ case SP_RAISE_DEAD: success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg); break; case SP_RUNE: success = write_rune(op,caster, spell_ob, dir,stringarg); break; case SP_MAKE_MARK: success = write_mark(op, spell_ob, stringarg); break; case SP_BOLT: success = fire_bolt(op,caster,dir,spell_ob,skill); break; case SP_BULLET: success = fire_bullet(op, caster, dir, spell_ob); break; case SP_CONE: success = cast_cone(op, caster, dir, spell_ob); break; case SP_BOMB: success = create_bomb(op,caster,dir, spell_ob); break; case SP_WONDER: success = cast_wonder(op,caster, dir,spell_ob); break; case SP_SMITE: success = cast_smite_spell(op,caster, dir,spell_ob); break; case SP_MAGIC_MISSILE: success = fire_arch_from_position(op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); break; case SP_SUMMON_GOLEM: success = summon_golem(op, caster, dir, spell_ob); old_shoottype = range_golem; break; case SP_DIMENSION_DOOR: /* dimension door needs the actual caster, because that is what is * moved. */ success = dimension_door(op,caster, spell_ob, dir); break; case SP_MAGIC_MAPPING: if(op->type==PLAYER) { spell_effect(spell_ob, op->x, op->y, op->map, op); draw_magic_map(op); success=1; } else success=0; break; case SP_MAGIC_WALL: success = magic_wall(op,caster,dir,spell_ob); break; case SP_DESTRUCTION: success = cast_destruction(op,caster,spell_ob); break; case SP_PERCEIVE_SELF: success = perceive_self(op); break; case SP_WORD_OF_RECALL: success = cast_word_of_recall(op,caster,spell_ob); break; case SP_INVISIBLE: success = cast_invisible(op,caster,spell_ob); break; case SP_PROBE: success = probe(op,caster, spell_ob, dir); break; case SP_HEALING: success = cast_heal(op,caster, spell_ob, dir); break; case SP_CREATE_FOOD: success = cast_create_food(op,caster,spell_ob, dir,stringarg); break; case SP_EARTH_TO_DUST: success = cast_earth_to_dust(op,caster,spell_ob); break; case SP_CHANGE_ABILITY: success = cast_change_ability(op,caster,spell_ob, dir, 0); break; case SP_BLESS: success = cast_bless(op,caster,spell_ob, dir); break; case SP_CURSE: success = cast_curse(op,caster,spell_ob, dir); break; case SP_SUMMON_MONSTER: success = summon_object(op,caster,spell_ob, dir,stringarg); break; case SP_CHARGING: success = recharge(op, caster, spell_ob); break; case SP_POLYMORPH: #ifdef NO_POLYMORPH /* Not great, but at least provide feedback so if players do have * polymorph (ie, find it as a preset item or left over from before * it was disabled), they get some feedback. */ new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles"); success = 0; #else success = cast_polymorph(op,caster,spell_ob, dir); #endif break; case SP_ALCHEMY: success = alchemy(op, caster, spell_ob); break; case SP_REMOVE_CURSE: success = remove_curse(op, caster, spell_ob); break; case SP_IDENTIFY: success = cast_identify(op, caster, spell_ob); break; case SP_DETECTION: success = cast_detection(op, caster, spell_ob, skill); break; case SP_MOOD_CHANGE: success = mood_change(op, caster, spell_ob); break; case SP_MOVING_BALL: if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) { new_draw_info_format(NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", spell_ob->name); success = 0; } else success = fire_arch_from_position(op,caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); break; case SP_SWARM: success = fire_swarm(op, caster, spell_ob, dir); break; case SP_CHANGE_MANA: success = cast_transfer(op,caster, spell_ob, dir); break; case SP_DISPEL_RUNE: /* in rune.c */ success = dispel_rune(op,caster, spell_ob, skill, dir); break; case SP_CREATE_MISSILE: success = cast_create_missile(op,caster,spell_ob, dir,stringarg); break; case SP_CONSECRATE: success = cast_consecrate(op, caster, spell_ob); break; case SP_ANIMATE_WEAPON: success = animate_weapon(op, caster, spell_ob, dir); old_shoottype = range_golem; break; case SP_LIGHT: success = cast_light(op, caster, spell_ob, dir); break; case SP_CHANGE_MAP_LIGHT: success = cast_change_map_lightlevel(op, caster, spell_ob); break; case SP_FAERY_FIRE: success = cast_destruction(op,caster,spell_ob); break; case SP_CAUSE_DISEASE: success = cast_cause_disease(op, caster, spell_ob, dir); break; case SP_AURA: success = create_aura(op, caster, spell_ob); break; case SP_TOWN_PORTAL: success= cast_create_town_portal (op,caster,spell_ob, dir); break; case SP_PARTY_SPELL: success = cast_party_spell (op, caster, dir, spell_ob, stringarg); break; default: if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) LOG (llevError,"cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); } /* FIXME - we need some better sound suppport */ // yes, for example, augment map info with the spell effect // so clients can calculate the sounds themselves //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); /* free the spell arg */ if(settings.casting_time == TRUE && stringarg) { free(stringarg); stringarg=NULL; } /* perhaps a bit of a hack, but if using a wand, it has to change the skill * to something like use_magic_item, but you really want to be able to fire * it again. */ if (op->contr) op->contr->shoottype = (rangetype) old_shoottype; return success; } /* This is called from time.c/process_object(). That function * calls this for any SPELL_EFFECT type objects. This function * then dispatches them to the appropriate specific routines. */ void move_spell_effect(object *op) { switch (op->subtype) { case SP_BOLT: move_bolt(op); break; case SP_BULLET: move_bullet(op); break; case SP_EXPLOSION: explosion(op); break; case SP_CONE: move_cone(op); break; case SP_BOMB: animate_bomb(op); break; case SP_MAGIC_MISSILE: move_missile(op); break; case SP_WORD_OF_RECALL: execute_word_of_recall(op); break; case SP_MOVING_BALL: move_ball_spell(op); break; case SP_SWARM: move_swarm_spell(op); break; case SP_AURA: move_aura(op); break; } } /* this checks to see if something special should happen if * something runs into the object. */ void check_spell_effect(object *op) { switch (op->subtype) { case SP_BOLT: move_bolt(op); return; case SP_BULLET: check_bullet(op); return; } } /* This is called by move_apply. Basically, if someone * moves onto a spell effect and the walk_on or fly_on flags * are set, this is called. This should only be called for * objects of the appropraite type. */ void apply_spell_effect(object *spell, object *victim) { switch (spell->subtype) { case SP_CONE: if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype) hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0); break; case SP_MAGIC_MISSILE: if (QUERY_FLAG (victim, FLAG_ALIVE)) { tag_t spell_tag = spell->count; hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); if ( ! was_destroyed (spell, spell_tag)) { remove_ob (spell); free_object (spell); } } break; case SP_MOVING_BALL: if (QUERY_FLAG (victim, FLAG_ALIVE)) hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); else if (victim->material || victim->materialname) save_throw_object (victim, spell->attacktype, spell); break; } }