/* * static char *rcsid_spell_util_c = * "$Id: spell_util.c 11578 2009-02-23 22:02:27Z lalo $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2006 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 */ /** * @file * Spell-related helper functions. */ #include #include #include #include #ifndef __CEXTRACT__ #include #endif #include #include extern const char *const 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. * * @param ob * object to find spells in. * @param skill * skill the spell should match, NULL if can match any spell. * @return * random spell, or NULL if none found. * @todo change skill to sstring. */ 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; } /** * Utility function to assign the correct skill when casting. * * 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). * * @param op * object casting the spell. * @param caster * object used to cast the spell (rod, wand, ...). * @param spob * spell object. * @param dest * object to set the skill for. */ 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); } /** * 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 check_spells(void) { #ifdef SPELL_DEBUG int i; archetype *at; 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; i < NUM_SKILLS; i++) if (!strcmp(skill_names[i], at->clone.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); } } } /** * Inserts into map a spell effect based on other_arch. * * @param spob * spell object to insert object from. * @param x * @param y * @param map * coordinates to put the effect at. * @param originator * what causes the effect to be inserted. Can be NULL. */ 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. * * @param caster * person casting the spell. * @param spell * spell object. * @return * adjusted level. */ int min_casting_level(const object *caster, const 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 */ return 1; } new_level = spell->level +((caster->path_repelled&spell->path_attuned) ? +2 : 0) +((caster->path_attuned&spell->path_attuned) ? -2 : 0); return MAX(new_level, 1); } /** * 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 * * @param caster * person casting the spell. * @param spell * spell object. * @return * adjusted level. */ int caster_level(const object *caster, const 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; } } /* 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; } /** * 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. * * 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. * * @param caster * what is casting the spell. * @param spell * spell object. * @param flags * one of @ref SPELL_xxx. * @return * sp/mana points cost. */ 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 *= 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 *= PATH_SP_MULT(caster, spell); if (spell->stats.grace && !grace) grace = 1; } else { sp = spell->stats.sp*PATH_SP_MULT(caster, spell); if (spell->stats.sp && !sp) sp = 1; grace = 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; } } /** * Returns adjusted damage based on the caster. * * @param caster * who is casting. * @param spob * spell we are adjusting. * @return * adjusted damage. */ int SP_level_dam_adjust(const object *caster, const object *spob) { int level = caster_level(caster, spob); int adj = level-min_casting_level(caster, spob); /* do 25% more damage with thrown potions */ if (caster->type == POTION && caster->subtype == POT_THROW) { adj *= 1.25f; } if (adj < 0) adj = 0; if (spob->dam_modifier) adj /= spob->dam_modifier; else adj = 0; return adj; } /** * Adjust the duration 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. * * @param caster * who is casting. * @param spob * spell we are adjusting. * @return * adjusted duration. */ int SP_level_duration_adjust(const object *caster, const object *spob) { int level = caster_level(caster, spob); int adj = level-min_casting_level(caster, spob); /* last 50% longer with thrown potions */ if (caster->type == POTION && caster->subtype == POT_THROW) { adj *= 1.50f; } if (adj < 0) adj = 0; if (spob->duration_modifier) adj /= spob->duration_modifier; else adj = 0; return adj; } /** * Adjust the range 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. * * @param caster * who is casting. * @param spob * spell we are adjusting. * @return * adjusted range. */ int SP_level_range_adjust(const object *caster, const object *spob) { int level = caster_level(caster, spob); int adj = level-min_casting_level(caster, spob); /* go -25% further with thrown potions */ if (caster->type == POTION && caster->subtype == POT_THROW) { adj *= .75f; } 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. * * @param op * object we're looking into. * @param name * spell name. Doesn't need to be a shared string. * @return * 1 if op knows the spell, 0 if it 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. * * @param op * object we're searching the inventory. * @param spname * partial spell name. * @returns * 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))) { if (strlen(spname) == strlen(spob->name)) /* Perfect match, return it. */ return spob; 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; } /** * 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. * * @param m * @param x * @param y * position of the object to test. * @param sp_op * spell object to test. * @return * 1 if reflected, 0 else. */ 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) || (rndm(0, 99)) < 90-(sp_op->level/10))) return 1; return 0; } /** * 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 . * * @param op * who is casting. * @param new_op * object to insert. * @param dir * direction to insert into. Can be 0. * @return * direction that the object was actually placed in. */ int cast_create_obj(object *op, 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)))) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_INFO, "Something is in the way. You cast it at your feet.", NULL); 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. * * @param m * @param x * @param y * coordinates to test. * @param op * spell to test for. * @param immune_stop * 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. * @return * 1 if we can add op, 0 else. */ int ok_to_put_more(mapstruct *m, sint16 x, sint16 y, object *op, uint32 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 progess. 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 definitely * 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. * We only need to go down this path is maxhp is set on both objects - * otherwise, no reason to check. But if we do check, we need to * do some extra work, looking in the spell_tags[] of each object, * if they have it set. */ if (tmp->type == op->type && tmp->subtype == op->subtype && tmp->stats.maxhp && op->stats.maxhp) { if ((tmp->stats.maxhp == op->stats.maxhp) || (tmp->spell_tags && OB_SPELL_TAG_MATCH(tmp, op->stats.maxhp)) || (op->spell_tags && OB_SPELL_TAG_MATCH(op, tmp->stats.maxhp))) { statistics.spell_suppressions++; return 0; } /* if both objects have spell tags, then if the two tags entries * from either match, that also counts. Need to check * the spell_tags, because 0 values are allowed to match */ if (op->spell_tags && tmp->spell_tags) { int i; for (i = 0; i < SPELL_TAG_SIZE; i++) { if (op->spell_tags[i] && op->spell_tags[i] == tmp->spell_tags[i]) statistics.spell_suppressions++; 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; } /** * Fires an archetype. * * @note * it uses op->map for the map for these coordinates, which is probably a really bad idea. * * @param op * person firing the object. * @param caster * object casting the spell. * @param x * @param y * where to fire the spell. * @param dir * direction to fire in. * @param spell * spell that is being fired. It uses other_arch for the archetype to fire. * @return * 0 on failure, 1 on success. * @todo check the note? */ 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))) { if (caster->type == PLAYER) /* If caster is not player, it's for instance a swarm, so don't say there's an issue. */ draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_ERROR, "You can't cast the spell on top of a wall!", NULL); 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; ob_process(tmp); return 1; } /***************************************************************************** * * Code related to rods - perhaps better located in another file? * ****************************************************************************/ /** * Regenerates a rod's charges. * * @param rod * rod to regenerate. */ 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; } } /** * Drain charges from a rod. * * @param rod * rod to drain. */ void drain_rod_charge(object *rod) { rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST); if (rod->stats.hp < 0) rod->stats.hp = 0; } /** * Drains a charge from a wand. Handles animation fix, and player update if required. * * @param wand * wand to drain. Must be of type WAND. */ void drain_wand_charge(object *wand) { assert(wand->type == WAND); if (!(--wand->stats.food)) { object *tmp; if (wand->arch) { CLEAR_FLAG(wand, FLAG_ANIMATE); wand->face = wand->arch->clone.face; wand->speed = 0; update_ob_speed(wand); } if ((tmp = get_player_container(wand))) esrv_update_item(UPD_ANIM, tmp, wand); } } /** * This function is commonly used to find a friendly target for * spells such as heal or protection or armour * @param op * what is looking for the target (which can be a player). * @param dir * 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; /* Don't forget to browse inside transports ! - gros 2006/07/25 */ if (tmp->type == TRANSPORT) { object *inv; for (inv = tmp->inv; inv; inv = inv->below) { if ((inv->type == PLAYER) && (op == inv)) return inv; } } } return tmp; } /** * Search what direction a spell should go in, 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. * * Exception is player on a battleground, who will be targeted unless excluded. * * @param m * @param x * @param y * where to search from. * @param exclude * what object to avoid. Can be NULL, in which case all bets are off. * @return * direction toward the first/closest live object if it finds any, otherwise -1. */ 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); 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) && !(tmp->type == PLAYER && op_on_battleground(tmp, NULL, NULL, NULL))) || (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" */ } /** * Puts a monster named monstername near by * op. This creates the treasures for the monsters, and * also deals with multipart monsters properly. * * @param op * victim. * @param monstername * monster's archetype name. * @return * 1 if a monster was put, 0 else (no free space around the spot or invalid monster name). * @todo there is a multipart-aware archetype conversion function, use it. */ static int 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 0; /* 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 = create_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); return 1; } else { return 0; } } /** * Summons hostile monsters and places them in nearby squares. * * @note * 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) * * @param op * the summoner. * @param n * number of monsters. * @param monstername * name of the monster to summon, should be a valid archetype. * @return * number of monsters actually put on the map. */ int summon_hostile_monsters(object *op, int n, const char *monstername) { int i, put = 0; for (i = 0; i < n; i++) put += put_a_monster(op, monstername); return put; } /** * 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 * * @param op * object to change. * @param change_face * if set, also changes the face, else only changes the attacktype. */ 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); } } /** * Called when a player fails at casting a prayer. * * @param op * player. * @param failure * basically how much grace they had. * @param power * how much grace the spell would normally take to cast. */ static 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 */ draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE, "%s gives a sign to renew your faith.", "%s gives a sign to renew your faith.", godname); tmp = create_archetype(SPELL_WONDER); cast_cone(op, op, 0, tmp); free_object(tmp); } else if (failure <= -40 && failure > -60) { /* confusion */ draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE, "Your diety touches your mind!", NULL); confuse_living(op, op, 99); } else if (failure <= -60 && failure > -150) { /* paralysis */ draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE, "%s requires you to pray NOW. You comply, ignoring all else.", "%s requires you to pray NOW. You comply, ignoring all else.", godname); paralyze_living(op, op, 99); } else if (failure <= -150) { /* blast the immediate area */ tmp = create_archetype(GOD_POWER); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE, "%s smites you!", "%s smites you!", godname); /* Put a cap on power - this is effectively cost of the spell minus * characters current grace. Thus, if spell costs 30 grace and * character has -100 grace, this is cast as a level 130 spell. * Things start to break in those cases. */ cast_magic_storm(op, tmp, power>50?50:power); } } /** * Handles the various effects for differing degrees of failure badness. * * @param op * player that failed. * @param failure * random value of how badly you failed. * @param power * how many spellpoints you'd normally need for the spell. * @param skill * skill needed 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 */ draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE, "Your spell causes an unexpected effect.", NULL); tmp = create_archetype(SPELL_WONDER); cast_cone(op, op, 0, tmp); free_object(tmp); } else if (failure <= -40 && failure > -60) { /* confusion */ draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE, "Your magic recoils on you, making you confused!", NULL); confuse_living(op, op, 99); } else if (failure <= -60 && failure > -80) { /* paralysis */ draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE, "Your magic stuns you!", NULL); paralyze_living(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) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE, "The magic warps and you are turned inside out!", NULL); hit_player(op, 9998, op, AT_INTERNAL, 1); } else { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE, "You lose control of the mana! The uncontrolled magic blasts you!", NULL); tmp = create_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); } } } /** Determines if an item can be transmuted after a cast failure. @param op item to check. @return 1 if op can be transmuted, 0 else. */ static int can_be_transmuted(object *op) { if (op->invisible) return 0; if (op->type == POTION || op->type == SCROLL || op->type == WAND || op->type == ROD || op->type == WEAPON) return 1; return 0; } /** * This transforms one random item of op to a flower. * * Only some items are considered, mostly magical ones. * * Transformed item is put in a force in a flower, weights are adjusted. * * See remove_force() in server/time.c to see object removal. * * @param op * player who is the victim. */ static void transmute_item_to_flower(object *op) { object *force; object *item; object *flower; object *first = NULL; int count = 0; char name[HUGE_BUF]; for (item = op->inv; item; item = item->below) { if (can_be_transmuted(item)) { if (!first) first = item; count++; } } if (count == 0) return; count = rndm(0, count-1); for (item = first; item; item = item->below) { if (can_be_transmuted(item)) { count--; if (count < 0) break; } } if (!item) return; force = create_archetype(FORCE_NAME); force->duration = 100+rndm(0, 10)*100; force->subtype = FORCE_TRANSFORMED_ITEM; force->speed = 1; update_ob_speed(force); flower = create_archetype("flowers_permanent"); if (QUERY_FLAG(item, FLAG_APPLIED)) manual_apply(op, item, AP_NOPRINT|AP_IGNORE_CURSE|AP_UNAPPLY); remove_ob(item); flower->weight = item->nrof ? item->nrof*item->weight : item->weight; item->weight = 0; esrv_del_item(op->contr, item->count); insert_ob_in_ob(item, force); query_short_name(item, name, HUGE_BUF); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_ITEM, MSG_TYPE_ITEM_CHANGE, "Your %s turns to a flower!", "Your %s turns to a flower!", name); insert_ob_in_ob(force, flower); flower = insert_ob_in_ob(flower, op); esrv_send_item(op, flower); } /** * Randomly swaps 2 stats of op. * * Swapping is merely a FORCE inserted into op's inventory. * * Used for spell casting when confused. * * @param op * player who is the victim. */ static void swap_random_stats(object *op) { object *force; int first, second; first = RANDOM()%NUM_STATS; second = RANDOM()%(NUM_STATS-1); if (second >= first) second++; draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_VICTIM, MSG_TYPE_VICTIM_SPELL, "You suddenly feel really weird!", "You suddenly feel really weird!"); force = create_archetype(FORCE_NAME); force->duration = 100+rndm(0, 10)*100; force->speed = 1; SET_FLAG(force, FLAG_APPLIED); set_attr_value(&force->stats, second, get_attr_value(&op->stats, first)-get_attr_value(&op->stats, second)); set_attr_value(&force->stats, first, get_attr_value(&op->stats, second)-get_attr_value(&op->stats, first)); update_ob_speed(force); insert_ob_in_ob(force, op); change_abil(op, force); fix_object(op); } /** * This does a random effect for op, which tried to cast a spell in a confused state. * * Note that random spell casting is handled in cast_spell itself. * * Used for spell casting when confused. * * @param op * player for which to produce a random effect. */ static void handle_spell_confusion(object *op) { switch (RANDOM()%2) { case 0: transmute_item_to_flower(op); break; case 1: swap_random_stats(op); break; } } /** * Main dispatch when someone casts a spell. * * Will decrease mana/gr points, check for skill, confusion and such. * * 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 should 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. * * @param op * creature that is owner of the object that is casting the spell - * eg, the player or monster. * @param caster * actual object (wand, potion) casting the spell. can be same as op. * @param dir * direction to cast in. Note in some cases, if the spell * is self only, dir really doesn't make a difference. * @param spell_ob * spell object that is being cast. From that, we can determine what to do. * *@param stringarg * 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. * @return * 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. * @todo return a failure value? */ 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; int confusion_effect = 0; 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 (spell_ob->anim_suffix) apply_anim_suffix(caster, spell_ob->anim_suffix); /* Handle some random effect if confused. */ if (QUERY_FLAG(op, FLAG_CONFUSED) && caster == op && op->type == PLAYER) { if (rndm(0, 5) < 4) { spell_ob = find_random_spell_in_ob(op, NULL); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE, "In your confused state, you're not sure of what you cast!", "In your confused state, you're not sure of what you cast!"); } else /* We fall through to deplate sp/gr, and do some checks. */ confusion_effect = 1; } /* 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_WIZ)) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_ERROR, "That spell path is denied to you.", NULL); 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) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_MISSING, "You need the skill %s to cast %s.", "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)) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_FAILURE, "You lack enough skill to cast that spell.", NULL); 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) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_ERROR, "You don't have enough mana.", NULL); 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) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_INFO, "%s grants your prayer, though you are unworthy.", "%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); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE, "%s ignores your prayer.", "%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_TYPE_SPELL, spell_ob, 0, "fumble"); draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE, "You fumble the spell.", NULL); 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) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE, "You bungle the spell because you have too much heavy equipment in use.", NULL); if (settings.spell_failure_effects == TRUE) spell_failure(op, failure, SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA), skill); op->contr->shoottype = 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 && caster->type != POTION && !QUERY_FLAG(op, FLAG_WIZCAST) && (QUERY_FLAG(caster, FLAG_ALIVE) || QUERY_FLAG(op, FLAG_ALIVE)) && !QUERY_FLAG(op, FLAG_MONSTER) && (((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) draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_ERROR, "This ground is unholy! %s ignores you.", "This ground is unholy! %s ignores you.", godname); else switch (op->contr->shoottype) { case range_magic: draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_ERROR, "Something blocks your spellcasting.", NULL); break; case range_misc: draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "Something blocks the magic of your item.", NULL); break; case range_golem: draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR, "Something blocks the magic of your scroll.", NULL); 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 = 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) draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_INFO, "You are casting!", NULL); return 0; } else { /* casting_time == 0 */ op->casting_time = -1; spell_ob = op->spell; stringarg = op->spellarg; } } else { if (!QUERY_FLAG(caster, FLAG_WIZ)) { /* 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 == SCROLL) { op->speed_left -= 2*FABS(op->speed); } } } if (op->type == PLAYER && op == caster && !QUERY_FLAG(caster, FLAG_WIZ)) { 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) { char name[MAX_BUF]; query_name(caster, name, MAX_BUF); draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_MISSING, "You lack the skill %s to use the %s", "You lack the skill %s to use the %s", caster->skill, name); return 0; } change_skill(op, skill, 0); /* needed for proper exp credit */ } /* Need to get proper ownership for spells cast via runes - these are not * the normal 'rune of fire', but rather the magic runes that let the player * put some other spell into the rune (glyph, firetrap, magic rune, etc) */ if (caster->type == RUNE) { object *owner = get_owner(caster); if (owner) skill = find_skill_by_name(owner, caster->skill); } if (caster->type == POTION && caster->subtype == POT_THROW) { } if (confusion_effect) { /* If we get here, the confusion effect was 'random effect', so do it and bail out. */ draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE, "In your confused state, you can't control the magic!", "In your confused state, you can't control the magic!"); handle_spell_confusion(op); return 0; } play_sound_map(SOUND_TYPE_SPELL, caster, dir, spell_ob->name); 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: #if 0 /* 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. */ draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE, "The spell fizzles", NULL); 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); 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) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_ERROR, "You lack the proper attunement to cast %s", "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_ITEM_CURSE_BLESS: success = cast_item_curse_or_curse(op, caster, spell_ob); break; default: LOG(llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); } /* FIXME - we need some better sound suppport */ /* 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 = old_shoottype; return success; } /** * Stores in the spell when to warn player of expiration. * * @param spell * spell we're considering. */ void store_spell_expiry(object *spell) { /* Keep when to warn the player of expiration */ char dur[10]; int i = spell->duration/5; if (!i) i = 1; snprintf(dur, sizeof(dur), "%d", i); set_ob_key_value(spell, "spell_expiry_warn_1", dur, 1); i = i/5; if (i > 0) { snprintf(dur, sizeof(dur), "%d", i); set_ob_key_value(spell, "spell_expiry_warn_2", dur, 1); } } /** * Checks if player should be warned of soon expiring spell. * * Should be called at each move of the spell. Will use key stored by store_spell_expiry(). * If the spell effect/force isn't in a player's inventory, won't do anything. * * @param spell * force or spell whose effects will expire. */ void check_spell_expiry(object *spell) { const char *key; if (!spell->env || !spell->env->type == PLAYER) return; if ((key = get_ob_key_value(spell, "spell_expiry_warn_1")) != NULL) { if (spell->duration == atoi(key)) { draw_ext_info_format(NDI_UNIQUE|NDI_NAVY, 0, spell->env, MSG_TYPE_SPELL, MSG_TYPE_SPELL_INFO, "The effects of your %s are draining out.", NULL, spell->name); return; } } if ((key = get_ob_key_value(spell, "spell_expiry_warn_2")) != NULL) { if (spell->duration == atoi(key)) { draw_ext_info_format(NDI_UNIQUE|NDI_NAVY, 0, spell->env, MSG_TYPE_SPELL, MSG_TYPE_SPELL_INFO, "The effects of your %s are about to expire.", NULL, spell->name); return; } } }