/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * * Deliantra 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 3 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, see . * * The authors can be reached via e-mail to */ #include #include #include #include #include #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, shstr_cmp skill) { int k = 0, s; for (object *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 = rndm (k); for (object *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 0; } /* 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 (caster == op && spob->skill) dest->skill = spob->skill; else dest->skill = caster->skill; } /* 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, maptile *map, object *originator) { if (spob->other_arch) map->insert (arch_to_object (spob->other_arch), x, y, originator); } static int attuned_bonus (object *caster, object *spell, int level) { // compute the attuned/repelled bonus // attuned only increases up to 2 times the original level (i.e. bonus <= level) */ // repell has no such quarrels return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0) + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0); } /* This function returns the effective level the spell * is being cast at. */ int casting_level (object *caster, object *spell) { int level = caster->level; /* 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); } else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */ if (object *skill = caster->contr->find_skill (spell->skill)) level = skill->level; int bonus = attuned_bonus (caster, spell, level); level += bonus; // now scale the effective level from the startinglevel..100 range to 1..100 if (level < 100) level = lerp (level, (int)spell->level, 100, 1, 100); /* Always make this at least 1. If this is zero, we get divide by zero * errors in various places. */ return max (level, 1); } /* 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 = casting_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; } } /* * Return the effective casting level of the spell. * To make spells independent of their starting level, this function * scales the range spellstartlevel .. 100 into the range 1..100 */ static int SP_casting_level (object *caster, object *spell) { return casting_level (caster, spell); } /* 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) { if (!spob->dam_modifier) return 0; return SP_casting_level (caster, spob) / spob->dam_modifier; } /* 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) { if (!spob->duration_modifier) return 0; return SP_casting_level (caster, spob) / spob->duration_modifier; } /* 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) { if (!spob->range_modifier) return 0; return SP_casting_level (caster, spob) / spob->range_modifier; } /* 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, shstr_cmp name) { object *spop; for (spop = op->inv; spop; spop = spop->below) if (spop->type == SPELL && spop->name == name) return spop; return 0; } /* * 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 = 0, *spob2 = 0; int nummatch = 0; if (!spname) return 0; /* 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 (object *spob = op->inv; spob; spob = spob->below) { if (spob->type == SPELL) { // TODO: WTF? 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 (maptile *m, int x, int y, object *sp_op) { if (OUT_OF_REAL_MAP (m, x, y)) return 0; for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) || (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) { maptile *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; } SET_FLAG (new_op, FLAG_IDENTIFIED); op->map->insert (new_op, op->x + freearr_x[dir], op->y + freearr_y[dir], op, dir ? 0 : INS_BELOW_ORIGINATOR); 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 (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) { if (!xy_normalise (m, x, y)) return 0; mapspace &ms = m->at (x, y); ms.update (); if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) return 0; for (object *tmp = ms.bot; tmp; 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) && !QUERY_FLAG (tmp, FLAG_MONSTER) && (tmp->type != PLAYER) && (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: // we special case floor here because there // are sometimes spell effect floors // which are used to inflict damage // (and those shouldn't go away from // sanctuary) see also: permanent lava && (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 /* no harm if not comparing by name here */ && 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) { if (!spell->other_arch) return 0; object *tmp = spell->other_arch->instance (); if (!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->direction = dir; tmp->set_owner (op); tmp->level = casting_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 = op->map->insert (tmp, x, y, op))) 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 = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10); } 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; /* 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 = op->owner; /* 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 { maptile *m = op->map; sint16 x = op->x + freearr_x[dir]; sint16 y = op->y + freearr_y[dir]; tmp = xy_normalise (m, x, y) ? m->at (x, y).player () : 0; } /* didn't find a player there, look in current square for a player */ if (!tmp) tmp = op->ms ().player (); 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 (maptile *m, int x, int y, object *exclude) { int i, max = SIZEOFFREE; sint16 nx, ny; int owner_type = 0, mflags; object *tmp; maptile *mp; if (exclude && exclude->head) exclude = exclude->head; if (exclude && exclude->type) owner_type = exclude->type; for (i = rndm (1, 8); i < max; i++) { nx = x + freearr_x[i]; ny = y + freearr_y[i]; mp = m; mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue; tmp = GET_MAP_OB (mp, nx, ny); while (tmp != NULL && (((owner_type == PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || (owner_type != PLAYER && tmp->type != 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 = archetype::find (monstername)) == NULL) return; /* find a free square nearby * first we check the closest square for free squares */ dir = find_first_free_spot (at, op->map, op->x, op->y); if (dir != -1) { /* This is basically grabbed for generate monster. Fixed 971225 to * insert multipart monsters properly */ //TODO: use expand_tail + ... while (at != NULL) { tmp = arch_to_object (at); tmp->x = op->x + freearr_x[dir] + at->x; tmp->y = op->y + freearr_y[dir] + at->y; tmp->map = op->map; if (head) { tmp->head = head; prev->more = tmp; } if (!head) head = tmp; prev = tmp; at = (archetype *)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. */ op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op); } } /* 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; i < n; i++) put_a_monster (op, monstername); return n; } /* Some local definitions for shuffle-attack */ struct attacktype_shuffle { int attacktype; int face; } ATTACKS[22] = { { AT_PHYSICAL, 0}, { AT_PHYSICAL, 0}, /*face = explosion */ { AT_PHYSICAL, 0}, { AT_MAGIC, 1}, { AT_MAGIC, 1}, /* face = last-burnout */ { AT_MAGIC, 1}, { AT_FIRE, 2}, { AT_FIRE, 2}, /* face = fire.... */ { AT_FIRE, 2}, { AT_ELECTRICITY, 3}, { AT_ELECTRICITY, 3}, /* ball_lightning */ { AT_ELECTRICITY, 3}, { AT_COLD, 4}, { AT_COLD, 4}, /* face=icestorm */ { AT_COLD, 4}, { AT_CONFUSION, 5}, { AT_POISON, 7}, { AT_POISON, 7}, /* face = acid sphere. generator */ { AT_POISON, 7}, /* poisoncloud face */ { AT_SLOW, 8}, { AT_PARALYZE, 9}, { AT_FEAR, 10}, }; /* shuffle_attack: peterm * This routine shuffles the attack of op to one of the * ones in the list. It does this at random. It also * chooses a face appropriate to the attack that is * being committed by that square at the moment. * right now it's being used by color spray and create pool of * chaos. * This could really be a better implementation - the * faces and attacktypes above are hardcoded, which is never * good. The faces refer to faces in the animation sequence. * Not sure how to do better - but not having it hardcoded * would be nice. * I also fixed a bug here in that attacktype was |= - * to me, that would be that it would quickly get all * attacktypes, which probably wasn't the intent. MSW 2003-06-03 */ void shuffle_attack (object *op, int change_face) { int i; i = rndm (0, 21); op->attacktype = 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); tmp->destroy (); } 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); tmp->destroy (); } 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; /* 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; tmp->insert_at (op); } } } int cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) { int success; 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) { spell->remove (); return success; } for_all_players (pl) if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); spell->remove (); 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; object *skill = NULL; 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 && !QUERY_FLAG (caster, FLAG_WIZCAST)) { 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) { if (spell_ob->skill) { skill = find_skill_by_name (op, spell_ob->skill); if (!skill) { op->failmsg (format ("You need the skill %s to cast %s! " "H", &spell_ob->skill, &spell_ob->name)); return 0; } const char *msg = ""; int caster_level = skill->level; if (op->path_attuned & spell_ob->path_attuned) { caster_level += min (caster_level, ATTUNE_REPELL); msg = " (attuned)"; } if (op->path_repelled & spell_ob->path_attuned) { caster_level -= ATTUNE_REPELL; // negative is ok msg = " (repelled)"; } if (spell_ob->level > caster_level) { op->failmsg (format ("You lack enough skill to cast that spell! " "H", caster_level, msg, spell_ob->level)); if (!op->is_wiz ()) 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_WIZCAST)) { if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) { op->failmsg ("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) op->statusmsg (format ("%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); op->failmsg (format ("%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])) { op->contr->play_sound (sound_find ("fumble_spell")); op->failmsg ("You fumble the prayer."); 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) { op->failmsg ("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->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); return 0; } } } } int mflags = op->ms ().flags (); /* 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 ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! { op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); return 0; } if ((spell_ob->type == SPELL) && (caster->type != POTION) && !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) op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); else if (object *item = op->contr->ranged_ob) { if (item->type == SPELL) op->failmsg ("Something blocks your spellcasting."); else if (item->type == SCROLL) op->failmsg ("Something blocks the magic of your scroll."); else op->failmsg ("Something blocks the magic of your item."); } else op->failmsg ("Something blocks the spell!"); return 0; } /* 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) { op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); return 0; } op->change_skill (skill); /* needed for proper exp credit */ } if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg))) return RESULT_INT (0); 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, op->y, dir, spell_ob); break; case SP_SUMMON_GOLEM: success = summon_golem (op, caster, dir, spell_ob); 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. */ op->failmsg ("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) { op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); success = 0; } else success = fire_arch_from_position (op, caster, op->x, op->y, 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); 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_PARTY_SPELL: success = cast_party_spell (op, caster, dir, spell_ob, stringarg); break; default: LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); } op->play_sound ( success ? spell_ob->sound ? spell_ob->sound : sound_find ("spell_success") : sound_find ("fumble_spell") ); 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 appropriate 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)) { hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); spell->destroy (); } break; case SP_MOVING_BALL: if (QUERY_FLAG (victim, FLAG_ALIVE)) hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); else if (victim->materialname) save_throw_object (victim, spell->attacktype, spell); break; } }