Crossfire Server, Trunk  R21041
spell_util.c
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1 /*
2  * Crossfire -- cooperative multi-player graphical RPG and adventure game
3  *
4  * Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
5  * Copyright (c) 1992 Frank Tore Johansen
6  *
7  * Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
8  * welcome to redistribute it under certain conditions. For details, please
9  * see COPYING and LICENSE.
10  *
11  * The authors can be reached via e-mail at <crossfire@metalforge.org>.
12  */
13 
19 #include "global.h"
20 
21 #include <assert.h>
22 #include <ctype.h>
23 #include <errno.h>
24 #include <stdlib.h>
25 #include <string.h>
26 
27 #include "living.h"
28 #include "object.h"
29 #include "sounds.h"
30 #include "spells.h"
31 #include "sproto.h"
32 
33 extern const char *const spell_mapping[];
34 
48 object *find_random_spell_in_ob(object *ob, const char *skill) {
49  int k = 0, s;
50 
51  FOR_INV_PREPARE(ob, tmp)
52  if (tmp->type == SPELL && (!skill || tmp->skill == skill))
53  k++;
55 
56  /* No spells, no need to progess further */
57  if (!k)
58  return NULL;
59 
60  s = RANDOM()%k;
61  FOR_INV_PREPARE(ob, tmp)
62  if (tmp->type == SPELL && (!skill || tmp->skill == skill)) {
63  if (!s)
64  return tmp;
65  else
66  s--;
67  }
69 
70  /* Should never get here, but just in case */
71  return NULL;
72 }
73 
94 void set_spell_skill(object *op, object *caster, object *spob, object *dest) {
95  if (dest->skill)
97  if (caster == op && spob->skill)
98  dest->skill = add_refcount(spob->skill);
99  else if (caster->skill)
100  dest->skill = add_refcount(caster->skill);
101 }
102 
109 void check_spells(void) {
110 #ifdef SPELL_DEBUG
111  int i;
112  archetype *at;
113 
114  LOG(llevDebug, "Checking spells...\n");
115 
116  for (at = first_archetype; at; at = at->next) {
117  if (at->clone.type == SPELL) {
118  if (at->clone.skill) {
119  for (i = 1; i < NUM_SKILLS; i++)
120  if (!strcmp(skill_names[i], at->clone.skill))
121  break;
122  if (i == NUM_SKILLS) {
123  LOG(llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
124  }
125  }
126  /* other_arch is already checked for in the loader */
127  }
128  }
129 
130  i = 0;
131  while (spell_mapping[i]) {
132  if (!find_archetype(spell_mapping[i])) {
133  LOG(llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
134  }
135  i++;
136  }
137  LOG(llevDebug, "Checking spells completed.\n");
138 #endif
139 }
140 
146 void dump_spells(void) {
147  archetype *at;
148  int banner = 0;
149 
150  for (at = first_archetype; at; at = at->next) {
151  if (at->clone.type == SPELL) {
152  fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name ? at->clone.name : "null",
153  at->name, at->clone.other_arch ? at->clone.other_arch->name : "null",
154  at->clone.skill ? at->clone.skill : "null", at->clone.level);
155  }
156  }
157 
158  for (at = first_archetype; at; at = at->next) {
159  if (at->clone.type == SPELL && at->clone.path_attuned == 0) {
160  if (banner == 0) {
161  banner = 1;
162  fprintf(stderr, "Spells with no path set:\n");
163  }
164 
165  fprintf(stderr, "- %s\n", at->clone.name ? at->clone.name : "null");
166  }
167  }
168 }
169 
183 void spell_effect(object *spob, int x, int y, mapstruct *map, object *originator) {
184  if (spob->other_arch != NULL) {
185  object *effect = arch_to_object(spob->other_arch);
186  object_insert_in_map_at(effect, map, originator, 0, x, y);
187  }
188 }
189 
203 int min_casting_level(const object *caster, const object *spell) {
204  int new_level;
205 
206  if (caster->path_denied&spell->path_attuned) {
207  /* This case is not a bug, just the fact that this function is
208  * usually called BEFORE checking for path_deny. -AV
209  */
210  return 1;
211  }
212  new_level = spell->level
213  +((caster->path_repelled&spell->path_attuned) ? +2 : 0)
214  +((caster->path_attuned&spell->path_attuned) ? -2 : 0);
215  return MAX(new_level, 1);
216 }
217 
218 
233 int caster_level(const object *caster, const object *spell) {
234  int level = caster->level;
235 
236  /* If this is a player, try to find the matching skill */
237  if (caster->type == PLAYER && spell->skill) {
238  int i;
239 
240  for (i = 0; i < NUM_SKILLS; i++)
241  if (caster->contr->last_skill_ob[i]
242  && caster->contr->last_skill_ob[i]->skill == spell->skill) {
243  level = caster->contr->last_skill_ob[i]->level;
244  break;
245  }
246  }
247  /* Got valid caster level. Now adjust for attunement */
248  level += ((caster->path_repelled&spell->path_attuned) ? -2 : 0)
249  +((caster->path_attuned&spell->path_attuned) ? 2 : 0);
250 
251  /* Always make this at least 1. If this is zero, we get divide by zero
252  * errors in various places.
253  */
254  if (level < 1)
255  level = 1;
256  return level;
257 }
258 
277 int16_t SP_level_spellpoint_cost(object *caster, object *spell, int flags) {
278  int sp, grace, level = caster_level(caster, spell);
279 
281  if (spell->stats.sp && spell->stats.maxsp) {
282  sp = (int)(spell->stats.sp*(1.0+MAX(0, (float)(level-spell->level)/(float)spell->stats.maxsp)));
283  } else
284  sp = spell->stats.sp;
285 
286  sp *= PATH_SP_MULT(caster, spell);
287  if (!sp && spell->stats.sp)
288  sp = 1;
289 
290  if (spell->stats.grace && spell->stats.maxgrace) {
291  grace = (int)(spell->stats.grace*(1.0+MAX(0, (float)(level-spell->level)/(float)spell->stats.maxgrace)));
292  } else
293  grace = spell->stats.grace;
294 
295  grace *= PATH_SP_MULT(caster, spell);
296  if (spell->stats.grace && !grace)
297  grace = 1;
298  } else {
299  sp = spell->stats.sp*PATH_SP_MULT(caster, spell);
300  if (spell->stats.sp && !sp)
301  sp = 1;
302  grace = spell->stats.grace*PATH_SP_MULT(caster, spell);
303  if (spell->stats.grace && !grace)
304  grace = 1;
305  }
306  if (flags == SPELL_HIGHEST)
307  return MAX(sp, grace);
308  else if (flags == SPELL_GRACE)
309  return grace;
310  else if (flags == SPELL_MANA)
311  return sp;
312  else {
313  LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
314  return 0;
315  }
316 }
317 
328 int SP_level_dam_adjust(const object *caster, const object *spob) {
329  int level = caster_level(caster, spob);
330  int adj = level-min_casting_level(caster, spob);
331 
332  if (adj < 0)
333  adj = 0;
334  if (spob->dam_modifier)
335  adj /= spob->dam_modifier;
336  else
337  adj = 0;
338  return adj;
339 }
340 
353 int SP_level_duration_adjust(const object *caster, const object *spob) {
354  int level = caster_level(caster, spob);
355  int adj = level-min_casting_level(caster, spob);
356 
357  if (adj < 0)
358  adj = 0;
359  if (spob->duration_modifier)
360  adj /= spob->duration_modifier;
361  else
362  adj = 0;
363 
364  return adj;
365 }
366 
379 int SP_level_range_adjust(const object *caster, const object *spob) {
380  int level = caster_level(caster, spob);
381  int adj = level-min_casting_level(caster, spob);
382 
383  if (adj < 0)
384  adj = 0;
385  if (spob->range_modifier)
386  adj /= spob->range_modifier;
387  else
388  adj = 0;
389 
390  return adj;
391 }
392 
403 int SP_level_wc_adjust(const object *caster, const object *spob) {
404  int level = caster_level(caster, spob);
405  int adj = level - min_casting_level(caster, spob), irate;
406  sstring rate;
407 
408  rate = object_get_value(spob, "wc_increase_rate");
409 
410  if (rate == NULL)
411  return 0;
412 
413  if (adj < 0)
414  adj = 0;
415 
416  irate = atoi(rate);
417  if (irate > 0)
418  adj /= irate;
419  else
420  adj = 0;
421  return adj;
422 }
423 
435 object *check_spell_known(object *op, const char *name) {
436  return object_find_by_type_and_name(op, SPELL, name);
437 }
438 
451 object *lookup_spell_by_name(object *op, const char *spname) {
452  object *spob1 = NULL, *spob2 = NULL;
453  int nummatch = 0;
454 
455  if (spname == NULL)
456  return NULL;
457 
458  /* Try to find the spell. We store the results in spob1
459  * and spob2 - spob1 is only taking the length of
460  * the past spname, spob2 uses the length of the spell name.
461  */
462  FOR_INV_PREPARE(op, spob) {
463  if (spob->type == SPELL) {
464  if (!strncmp(spob->name, spname, strlen(spname))) {
465  if (strlen(spname) == strlen(spob->name))
466  /* Perfect match, return it. */
467  return spob;
468  nummatch++;
469  spob1 = spob;
470  } else if (!strncmp(spob->name, spname, strlen(spob->name))) {
471  /* if spells have ambiguous names, it makes matching
472  * really difficult. (eg, fire and fireball would
473  * fall into this category). It shouldn't be hard to
474  * make sure spell names don't overlap in that fashion.
475  */
476  if (spob2)
477  LOG(llevError, "Found multiple spells with overlapping base names: %s, %s\n", spob2->name, spob->name);
478  spob2 = spob;
479  }
480  }
481  } FOR_INV_FINISH();
482  /* if we have best match, return it. Otherwise, if we have one match
483  * on the loser match, return that, otehrwise null
484  */
485  if (spob2)
486  return spob2;
487  if (spob1 && nummatch == 1)
488  return spob1;
489  return NULL;
490 }
491 
511 int reflwall(mapstruct *m, int x, int y, object *sp_op) {
512  if (OUT_OF_REAL_MAP(m, x, y))
513  return 0;
514  FOR_MAP_PREPARE(m, x, y, op)
515  if (QUERY_FLAG(op, FLAG_REFL_SPELL)
516  && (!QUERY_FLAG(op, FLAG_ALIVE) || (rndm(0, 99)) < 90-(sp_op->level/10)))
517  return 1;
518  FOR_MAP_FINISH();
519  return 0;
520 }
521 
535 int cast_create_obj(object *op, object *new_op, int dir) {
536  mapstruct *m;
537  int16_t sx, sy;
538 
539  if (dir
540  && ((get_map_flags(op->map, &m, op->x+freearr_x[dir], op->y+freearr_y[dir], &sx, &sy)&P_OUT_OF_MAP)
541  || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) {
543  "Something is in the way. You cast it at your feet.");
544  dir = 0;
545  }
546  if (dir == 0)
547  object_insert_in_map_at(new_op, op->map, op, INS_BELOW_ORIGINATOR, op->x+freearr_x[dir], op->y+freearr_y[dir]);
548  else
549  object_insert_in_map_at(new_op, op->map, op, 0, op->x+freearr_x[dir], op->y+freearr_y[dir]);
550  return dir;
551 }
552 
571 int ok_to_put_more(mapstruct *m, int16_t x, int16_t y, object *op, uint32_t immune_stop) {
572  int mflags;
573  mapstruct *mp;
574 
575  mp = m;
576  mflags = get_map_flags(m, &mp, x, y, &x, &y);
577 
578  if (mflags&P_OUT_OF_MAP)
579  return 0;
580 
581  if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y)))
582  return 0;
583 
584  FOR_MAP_PREPARE(mp, x, y, tmp) {
585  /* If there is a counterspell on the space, and this
586  * object is using magic, don't progess. I believe we could
587  * leave this out and let in progress, and other areas of the code
588  * will then remove it, but that would seem to to use more
589  * resources, and may not work as well if a player is standing
590  * on top of a counterwall spell (may hit the player before being
591  * removed.) On the other hand, it may be more dramatic for the
592  * spell to actually hit the counterwall and be sucked up.
593  */
594  if ((tmp->attacktype&AT_COUNTERSPELL)
595  && (tmp->type != PLAYER)
596  && !QUERY_FLAG(tmp, FLAG_MONSTER)
597  && (tmp->type != WEAPON)
598  && (tmp->type != BOW)
599  && (tmp->type != ARROW)
600  && (tmp->type != GOLEM)
601  && (immune_stop&AT_MAGIC))
602  return 0;
603 
604  /* This is to prevent 'out of control' spells. Basically, this
605  * limits one spell effect per space per spell. This is definitely
606  * needed for performance reasons, and just for playability I believe.
607  * there are no such things as multispaced spells right now, so
608  * we don't need to worry about the head.
609  * We only need to go down this path is maxhp is set on both objects -
610  * otherwise, no reason to check. But if we do check, we need to
611  * do some extra work, looking in the spell_tags[] of each object,
612  * if they have it set.
613  */
614  if (tmp->type == op->type
615  && tmp->subtype == op->subtype
616  && tmp->stats.maxhp
617  && op->stats.maxhp) {
618  if ((tmp->stats.maxhp == op->stats.maxhp)
619  || (tmp->spell_tags && OB_SPELL_TAG_MATCH(tmp, (tag_t)op->stats.maxhp))
620  || (op->spell_tags && OB_SPELL_TAG_MATCH(op, (tag_t)tmp->stats.maxhp))) {
622  return 0;
623  }
624 
625  /* if both objects have spell tags, then if the two tags entries
626  * from either match, that also counts. Need to check
627  * the spell_tags, because 0 values are allowed to match
628  */
629  if (op->spell_tags && tmp->spell_tags) {
630  int i;
631 
632  for (i = 0; i < SPELL_TAG_SIZE; i++) {
633  if (op->spell_tags[i] &&
634  op->spell_tags[i] == tmp->spell_tags[i]) {
636  return 0;
637  }
638  }
639  }
640  }
641  /* Perhaps we should also put checks in for no magic and unholy
642  * ground to prevent it from moving along?
643  */
644  } FOR_MAP_FINISH();
645  /* If it passes the above tests, it must be OK */
646  return 1;
647 }
648 
672 int fire_arch_from_position(object *op, object *caster, int16_t x, int16_t y, int dir, object *spell) {
673  object *tmp;
674  int mflags;
675  mapstruct *m;
676 
677  if (dir < 0 || dir > 8) {
678  LOG(llevError, "Invalid direction %d in fire_arch_from_position for %s\n", dir, spell->name);
679  dir = RANDOM() % 8 + 1;
680  }
681 
682  if (spell->other_arch == NULL)
683  return 0;
684 
685  if (spell->type != SPELL)
686  LOG(llevError, "Unexpected object type %d in fire_arch_from_position for %s\n", spell->type, spell->name);
687 
688  m = op->map;
689  mflags = get_map_flags(m, &m, x, y, &x, &y);
690  if (mflags&P_OUT_OF_MAP) {
691  return 0;
692  }
693 
694  tmp = arch_to_object(spell->other_arch);
695  if (tmp == NULL)
696  return 0;
697 
698  mflags = get_map_flags(m, &tmp->map, x, y, &tmp->x, &tmp->y);
699  if (mflags&P_OUT_OF_MAP) {
701  return 0;
702  }
703 
704  if (spell->subtype == SP_BULLET) {
705  /* peterm: level dependency for bolts */
706  tmp->stats.dam = spell->stats.dam+SP_level_dam_adjust(caster, spell);
707  tmp->attacktype = spell->attacktype;
708  if (spell->slaying)
709  tmp->slaying = add_refcount(spell->slaying);
710 
711  tmp->range = 50;
712 
713  /* Need to store duration/range for the ball to use */
714  tmp->stats.hp = spell->duration+SP_level_duration_adjust(caster, spell);
715  tmp->stats.maxhp = spell->range+SP_level_range_adjust(caster, spell);
716  tmp->dam_modifier = spell->stats.food+SP_level_dam_adjust(caster, spell);
717 
718  tmp->direction = dir;
720 
721  object_set_owner(tmp, op);
722  } else {
723  if (spell->subtype != SP_MAGIC_MISSILE && spell->subtype != SP_MOVING_BALL)
724  LOG(llevError, "Unexpected object subtype %d in fire_arch_from_position for %s\n", spell->subtype, spell->name);
725 
726  /*
727  * Things like firewalls and such can fire even if blocked, since the
728  * origin is themselves which block things...
729  * This fixes bug #3536508.
730  */
731  if (caster->type == PLAYER && OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) {
733  "You can't cast the spell on top of a wall!");
735  return 0;
736  }
737 
738  tmp->stats.dam = spell->stats.dam+SP_level_dam_adjust(caster, spell);
739  tmp->duration = spell->duration+SP_level_duration_adjust(caster, spell);
740  /* code in time.c uses food for some things, duration for others */
741  tmp->stats.food = tmp->duration;
742  tmp->range = spell->range+SP_level_range_adjust(caster, spell);
743  tmp->attacktype = spell->attacktype;
744  if (object_get_owner(op) != NULL)
745  object_copy_owner(tmp, op);
746  else
747  object_set_owner(tmp, op);
748  tmp->level = caster_level(caster, spell);
749  }
750 
751  tmp->direction = dir;
752  set_spell_skill(op, caster, spell, tmp);
753 
754  if (spell->subtype == SP_BULLET) {
755  if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(tmp->map, tmp->x, tmp->y))) {
756  if (!QUERY_FLAG(tmp, FLAG_REFLECTING)) {
758  return 0;
759  }
760  tmp->direction = absdir(tmp->direction+4);
761  x += DIRX(tmp);
762  y += DIRY(tmp);
763  mflags = get_map_flags(m, &m, x, y, &x, &y);
764  if (mflags&P_OUT_OF_MAP) {
766  return 0;
767  }
768  tmp->x = x;
769  tmp->y = y;
770  tmp->map = m;
771  }
772 
773  tmp = object_insert_in_map_at(tmp, tmp->map, op, 0, tmp->x, tmp->y);
774  if (tmp != NULL)
775  check_bullet(tmp);
776  } else /*if (spell->subtype == SP_MAGIC_MISSILE || spell->subtype == SP_MOVING_BALL) */ {
777  /* needed for AT_HOLYWORD, AT_GODPOWER stuff */
778  if (tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) {
779  if (!tailor_god_spell(tmp, op))
780  return 0;
781  }
783 
784  tmp = object_insert_in_map_at(tmp, tmp->map, op, 0, tmp->x, tmp->y);
785  if (tmp != NULL)
786  ob_process(tmp);
787  }
788 
789  return 1;
790 }
791 
792 /*****************************************************************************
793  *
794  * Code related to rods - perhaps better located in another file?
795  *
796  ****************************************************************************/
797 
804 void regenerate_rod(object *rod) {
805  if (rod->stats.hp < rod->stats.maxhp) {
806  rod->stats.hp += 1+rod->stats.maxhp/10;
807 
808  if (rod->stats.hp > rod->stats.maxhp)
809  rod->stats.hp = rod->stats.maxhp;
810  }
811 }
812 
819 void drain_rod_charge(object *rod) {
820  rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST);
821 }
822 
829 void drain_wand_charge(object *wand) {
830  assert(wand->type == WAND);
831 
832  if (!(--wand->stats.food)) {
833  object *tmp;
834  if (wand->arch) {
835  CLEAR_FLAG(wand, FLAG_ANIMATE);
836  wand->face = wand->arch->clone.face;
837  wand->speed = 0;
838  object_update_speed(wand);
839  }
840  tmp = object_get_player_container(wand);
841  if (tmp)
842  esrv_update_item(UPD_ANIM, tmp, wand);
843  }
844 }
845 
856 object *find_target_for_friendly_spell(object *op, int dir) {
857  object *tmp;
858  mapstruct *m;
859  int16_t x, y;
860  int mflags;
861 
862  /* I don't really get this block - if op isn't a player or rune,
863  * we then make the owner of this object the target.
864  * The owner could very well be no where near op.
865  */
866  if (op->type != PLAYER && op->type != RUNE) {
867  tmp = object_get_owner(op);
868  /* If the owner does not exist, or is not a monster, than apply the spell
869  * to the caster.
870  */
871  if (!tmp || !QUERY_FLAG(tmp, FLAG_MONSTER))
872  tmp = op;
873  } else {
874  m = op->map;
875  x = op->x+freearr_x[dir];
876  y = op->y+freearr_y[dir];
877 
878  mflags = get_map_flags(m, &m, x, y, &x, &y);
879 
880  if (mflags&P_OUT_OF_MAP)
881  tmp = NULL;
882  else {
883  for (tmp = GET_MAP_OB(m, x, y); tmp != NULL; tmp = tmp->above) {
884  if (tmp->type == PLAYER)
885  break;
886  }
887  }
888  }
889  /* didn't find a player there, look in current square for a player */
890  if (tmp == NULL)
891  FOR_MAP_PREPARE(op->map, op->x, op->y, tmp) {
892  if (tmp->type == PLAYER)
893  return tmp;
894  /* Don't forget to browse inside transports ! - gros 2006/07/25 */
895  if (tmp->type == TRANSPORT) {
896  object *inv;
897 
898  for (inv = tmp->inv; inv; inv = inv->below) {
899  if ((inv->type == PLAYER) && (op == inv))
900  return inv;
901  }
902  }
903  } FOR_MAP_FINISH();
904  return tmp;
905 }
906 
907 
908 
929 int spell_find_dir(mapstruct *m, int x, int y, object *exclude) {
930  int i;
931  int16_t nx, ny;
932  int owner_type = 0, mflags;
933  object *tmp;
934  mapstruct *mp;
935  int dirs[SIZEOFFREE];
936 
937  if (exclude != NULL) {
938  exclude = HEAD(exclude);
939  owner_type = exclude->type;
940  }
941 
942  get_search_arr(dirs);
943  for (i = 1; i < SIZEOFFREE; i++) {
944  nx = x+freearr_x[dirs[i]];
945  ny = y+freearr_y[dirs[i]];
946  mp = m;
947  mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
948  if (mflags&(P_OUT_OF_MAP|P_BLOCKSVIEW))
949  continue;
950 
951  for (tmp = GET_MAP_OB(mp, nx, ny); tmp != NULL; tmp = tmp->above) {
952  object *head;
953 
954  head = HEAD(tmp);
955  if ((owner_type != PLAYER || QUERY_FLAG(head, FLAG_MONSTER) || QUERY_FLAG(head, FLAG_GENERATOR) || (head->type == PLAYER && op_on_battleground(head, NULL, NULL, NULL)))
956  && (owner_type == PLAYER || head->type == PLAYER)
957  && head != exclude
958  && can_see_monsterP(m, x, y, dirs[i])) {
959  return freedir[dirs[i]];
960  }
961  }
962  }
963  return -1; /* flag for "keep going the way you were" */
964 }
965 
966 
967 
981 static int put_a_monster(object *op, const char *monstername) {
982  object *tmp, *head = NULL, *prev = NULL;
983  archetype *at;
984  int dir;
985 
986  /* Handle cases where we are passed a bogus mosntername */
987  at = find_archetype(monstername);
988  if (at == NULL)
989  return 0;
990 
991  /* find a free square nearby
992  * first we check the closest square for free squares
993  */
994 
995  dir = object_find_first_free_spot(&at->clone, op->map, op->x, op->y);
996  if (dir != -1) {
997  /* This is basically grabbed for generate monster. Fixed 971225 to
998  * insert multipart monsters properly
999  */
1000  while (at != NULL) {
1001  tmp = arch_to_object(at);
1002  tmp->x = op->x+freearr_x[dir]+at->clone.x;
1003  tmp->y = op->y+freearr_y[dir]+at->clone.y;
1004  tmp->map = op->map;
1005  if (head) {
1006  tmp->head = head;
1007  prev->more = tmp;
1008  }
1009  if (!head)
1010  head = tmp;
1011  prev = tmp;
1012  at = at->more;
1013  }
1014 
1015  if (head->randomitems)
1016  create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
1017 
1018  object_insert_in_map_at(head, op->map, op, 0, op->x, op->y);
1019 
1020  /* thought it'd be cool to insert a burnout, too.*/
1021  tmp = create_archetype("burnout");
1022  object_insert_in_map_at(tmp, op->map, op, 0, op->x+freearr_x[dir], op->y+freearr_y[dir]);
1023  return 1;
1024  } else {
1025  return 0;
1026  }
1027 }
1028 
1047 int summon_hostile_monsters(object *op, int n, const char *monstername) {
1048  int i, put = 0;
1049 
1050  for (i = 0; i < n; i++)
1051  put += put_a_monster(op, monstername);
1052 
1053  return put;
1054 }
1055 
1056 
1081 void shuffle_attack(object *op, int change_face) {
1082  int i;
1083 
1084  i = rndm(0, 21);
1086  if (change_face) {
1087  SET_ANIMATION(op, ATTACKS[i].face);
1088  }
1089 }
1090 
1091 
1102 static void prayer_failure(object *op, int failure, int power) {
1103  const char *godname;
1104  object *tmp;
1105 
1106  godname = determine_god(op);
1107  if (!strcmp(godname, "none"))
1108  godname = "Your spirit";
1109 
1110  if (failure <= -20 && failure > -40) { /* wonder */
1112  "%s gives a sign to renew your faith.",
1113  godname);
1115  cast_cone(op, op, 0, tmp);
1117  } else if (failure <= -40 && failure > -60) { /* confusion */
1119  "Your diety touches your mind!");
1120  confuse_living(op, op, 99);
1121  } else if (failure <= -60 && failure > -150) { /* paralysis */
1123  "%s requires you to pray NOW. You comply, ignoring all else.",
1124  godname);
1125 
1126  paralyze_living(op, 99);
1127  } else if (failure <= -150) { /* blast the immediate area */
1128  tmp = create_archetype(GOD_POWER);
1130  "%s smites you!",
1131  godname);
1132  /* Put a cap on power - this is effectively cost of the spell minus
1133  * characters current grace. Thus, if spell costs 30 grace and
1134  * character has -100 grace, this is cast as a level 130 spell.
1135  * Things start to break in those cases.
1136  */
1137  cast_magic_storm(op, tmp, power > 50 ? 50 : power);
1138  }
1139 }
1140 
1153 void spell_failure(object *op, int failure, int power, object *skill) {
1154  object *tmp;
1155 
1157  return;
1158 
1159  if (failure <= -20 && failure > -40) { /* wonder */
1161  "Your spell causes an unexpected effect.");
1163  cast_cone(op, op, 0, tmp);
1165  } else if (failure <= -40 && failure > -60) { /* confusion */
1167  "Your magic recoils on you, making you confused!");
1168  confuse_living(op, op, 99);
1169  } else if (failure <= -60 && failure > -80) { /* paralysis */
1171  "Your magic stuns you!");
1172  paralyze_living(op, 99);
1173  } else if (failure <= -80) { /* blast the immediate area */
1174  object *tmp;
1175 
1176  /* Safety check to make sure we don't get any mana storms in scorn */
1177  if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL)&P_NO_MAGIC) {
1179  "The magic warps and you are turned inside out!");
1180  hit_player(op, 9998, op, AT_INTERNAL, 1);
1181  } else {
1183  "You lose control of the mana! The uncontrolled magic blasts you!");
1185  tmp->level = skill->level;
1186 
1187  /* increase the area of destruction a little for more powerful spells */
1188  tmp->range += isqrt(power);
1189 
1190  if (power > 25)
1191  tmp->stats.dam = 25+isqrt(power);
1192  else
1193  tmp->stats.dam = power; /* nasty recoils! */
1194 
1195  tmp->stats.maxhp = tmp->count;
1196  if (tmp->stats.maxhp == 0)
1197  tmp->stats.maxhp = 1;
1198  object_insert_in_map_at(tmp, op->map, NULL, 0, op->x, op->y);
1199  }
1200  }
1201 }
1202 
1211 static int can_be_transmuted_to_flower(object *op) {
1212  if (op->invisible)
1213  return 0;
1214 
1215  if (op->type == POTION || op->type == SCROLL || op->type == WAND || op->type == ROD || op->type == WEAPON)
1216  return 1;
1217 
1218  return 0;
1219 }
1220 
1233 static void transmute_item_to_flower(object *op) {
1234  object *force;
1235  object *item;
1236  object *flower;
1237  object *first = NULL;
1238  int count = 0;
1239  char name[HUGE_BUF];
1240 
1241  FOR_INV_PREPARE(op, item)
1242  if (can_be_transmuted_to_flower(item)) {
1243  if (!first)
1244  first = item;
1245  count++;
1246  }
1247  FOR_INV_FINISH();
1248 
1249  if (count == 0)
1250  return;
1251 
1252  count = rndm(0, count-1);
1253  for (item = first; item; item = item->below) {
1254  if (can_be_transmuted_to_flower(item)) {
1255  count--;
1256  if (count < 0)
1257  break;
1258  }
1259  }
1260 
1261  if (!item)
1262  return;
1263 
1264  force = create_archetype(FORCE_NAME);
1265  force->duration = 100+rndm(0, 10)*100;
1267  force->speed = 1;
1268  object_update_speed(force);
1269 
1270  flower = create_archetype("flowers_permanent");
1271 
1272  if (QUERY_FLAG(item, FLAG_APPLIED))
1274  object_remove(item);
1275  flower->weight = item->nrof ? ((int32_t)item->nrof)*item->weight : item->weight;
1276  item->weight = 0;
1277  esrv_del_item(op->contr, item);
1278  object_insert_in_ob(item, force);
1279 
1280  query_short_name(item, name, HUGE_BUF);
1283  "Your %s turns to a flower!",
1284  name);
1285 
1286  object_insert_in_ob(force, flower);
1287  flower = object_insert_in_ob(flower, op);
1288  esrv_send_item(op, flower);
1289 }
1290 
1301 static void swap_random_stats(object *op) {
1302  object *force;
1303  int first, second;
1304 
1305  first = RANDOM()%NUM_STATS;
1306  second = RANDOM()%(NUM_STATS-1);
1307  if (second >= first)
1308  second++;
1309 
1312  "You suddenly feel really weird!");
1313 
1314  force = create_archetype(FORCE_NAME);
1315  force->duration = 100+rndm(0, 10)*100;
1316  force->speed = 1;
1317  SET_FLAG(force, FLAG_APPLIED);
1318  set_attr_value(&force->stats, second, get_attr_value(&op->stats, first)-get_attr_value(&op->stats, second));
1319  set_attr_value(&force->stats, first, get_attr_value(&op->stats, second)-get_attr_value(&op->stats, first));
1320  object_update_speed(force);
1321  object_insert_in_ob(force, op);
1322  change_abil(op, force);
1323  fix_object(op);
1324 }
1325 
1336 static void handle_spell_confusion(object *op) {
1337  switch (RANDOM()%2) {
1338  case 0:
1340  break;
1341 
1342  case 1:
1343  swap_random_stats(op);
1344  break;
1345  }
1346 }
1347 
1355 static int spell_consume_items(object *op, const object *spell_ob) {
1356  sstring requirements;
1357  char *copy;
1358  char *ingredients[10];
1359  object *found[10];
1360  int count, i;
1361  uint32_t nrof[10];
1362  char name_ob[MAX_BUF];
1363  const char *name2;
1364 
1365  if (op->type != PLAYER)
1366  return 1;
1367 
1368  requirements = object_get_value(spell_ob, "casting_requirements");
1369  if (!requirements)
1370  /* no special requirements */
1371  return 1;
1372 
1373  /* find items */
1374  copy = strdup_local(requirements);
1375  count = split_string(copy, ingredients, 10, ',');
1376 
1377  /* first pass, find items */
1378  for (i = 0; i < count; i++) {
1379  nrof[i] = 0;
1380  found[i] = NULL;
1381  while (isdigit(*ingredients[i])) {
1382  nrof[i] = 10*nrof[i]+(*(ingredients[i])-'0');
1383  ingredients[i]++;
1384  }
1385  if (nrof[i] == 0)
1386  nrof[i] = 1;
1387  while (*ingredients[i] == ' ')
1388  ingredients[i]++;
1389 
1390  /* now find item in op's inv */
1391  FOR_INV_PREPARE(op, check) {
1392 
1393  if (check->title == NULL)
1394  name2 = check->name;
1395  else {
1396  snprintf(name_ob, sizeof(name_ob), "%s %s", check->name, check->title);
1397  name2 = name_ob;
1398  }
1399 
1400  if (strcmp(name2, ingredients[i]) == 0) {
1401  found[i] = check;
1402  break;
1403  }
1404  } FOR_INV_FINISH();
1405 
1406  if (found[i] == NULL) {
1409  "Casting this spell requires %s, but you don't have any.",
1410  ingredients[i]);
1411  free(copy);
1412  return 0;
1413  }
1414 
1415  if (found[i]->nrof < nrof[i]) {
1418  "Casting this spell requires %d %s, but you only have %d.",
1419  nrof[i], found[i]->name_pl, found[i]->nrof);
1420  free(copy);
1421  return 0;
1422  }
1423  }
1424 
1425  free(copy);
1426 
1427  /* ok, found ingredients, remove'em */
1428  for (i = 0; i < count; i++) {
1429  object_decrease_nrof(found[i], nrof[i]);
1430  }
1431 
1432  /* all right, spell can be cast */
1433  return 1;
1434 }
1435 
1471 int cast_spell(object *op, object *caster, int dir, object *spell_ob, char *stringarg) {
1472  const char *godname;
1473  int success = 0, mflags, cast_level = 0;
1474  rangetype old_shoottype;
1475  object *skill = NULL;
1476  int confusion_effect = 0;
1477  float cost_multiplier = 1.0f;
1478 
1479  old_shoottype = op->contr ? op->contr->shoottype : range_none;
1480 
1481  if (!spell_ob) {
1482  LOG(llevError, "cast_spell: null spell object passed\n");
1483  return 0;
1484  }
1485  godname = determine_god(op);
1486  if (!strcmp(godname, "none"))
1487  godname = "A random spirit";
1488 
1489  /* the caller should set caster to op if appropriate */
1490  if (!caster) {
1491  LOG(llevError, "cast_spell: null caster object passed\n");
1492  return 0;
1493  }
1494  if (spell_ob->anim_suffix)
1495  apply_anim_suffix(caster, spell_ob->anim_suffix);
1496 
1497  /* Handle some random effect if confused. */
1498  if (QUERY_FLAG(op, FLAG_CONFUSED) && caster == op && op->type == PLAYER) {
1499  if (rndm(0, 5) < 4) {
1500  spell_ob = find_random_spell_in_ob(op, NULL);
1503  "In your confused state, you're not sure of what you cast!");
1504  } else
1505  /* We fall through to deplate sp/gr, and do some checks. */
1506  confusion_effect = 1;
1507  }
1508 
1509  /* if caster is a spell casting object, this normally shouldn't be
1510  * an issue, because they don't have any spellpaths set up.
1511  */
1512  if ((caster->path_denied&spell_ob->path_attuned) && !QUERY_FLAG(caster, FLAG_WIZ)) {
1514  "That spell path is denied to you.");
1515  return 0;
1516  }
1517 
1518  /* if it is a player casting the spell, and they are really casting it
1519  * (vs it coming from a wand, scroll, or whatever else), do some
1520  * checks. We let monsters do special things - eg, they
1521  * don't need the skill, bypass level checks, etc. The monster function
1522  * should take care of that.
1523  * Remove the wiz check here and move it further down - some spells
1524  * need to have the right skill pointer passed, so we need to
1525  * at least process that code.
1526  */
1527  if (op->type == PLAYER && op == caster) {
1528  cast_level = caster_level(caster, spell_ob);
1529  if (spell_ob->skill) {
1530  skill = find_skill_by_name(op, spell_ob->skill);
1531  if (!skill) {
1534  "You need the skill %s to cast %s.",
1535  spell_ob->skill, spell_ob->name);
1536  return 0;
1537  }
1538  if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) {
1540  "You lack enough skill to cast that spell.");
1541  return 0;
1542  }
1543  }
1544  /* If the caster is the wiz, they don't ever fail, and don't have
1545  * to have sufficient grace/mana.
1546  */
1547  if (!QUERY_FLAG(op, FLAG_WIZ)) {
1548  if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA)
1549  && SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) {
1551  "You don't have enough mana.");
1552  return 0;
1553  }
1554  if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_GRACE)
1555  && SP_level_spellpoint_cost(caster, spell_ob, SPELL_GRACE) > op->stats.grace) {
1556  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) {
1559  "%s grants your prayer, though you are unworthy.",
1560  godname);
1561  } else {
1562  prayer_failure(op, op->stats.grace, SP_level_spellpoint_cost(caster, spell_ob, SPELL_GRACE)-op->stats.grace);
1565  "%s ignores your prayer.",
1566  godname);
1567  return 0;
1568  }
1569  }
1570 
1571  /* player/monster is trying to cast the spell. might fumble it */
1572  if (spell_ob->stats.grace
1573  && random_roll(0, 99, op, PREFER_HIGH) < (get_cleric_chance(op->stats.Wis) * spell_ob->level/MAX(1, op->level))) {
1574  play_sound_player_only(op->contr, SOUND_TYPE_SPELL, spell_ob, 0, "fumble");
1576  "You fumble the spell.");
1577  if (settings.casting_time == TRUE) {
1578  op->casting_time = -1;
1579  }
1580  op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1581  object *bungle = create_archetype(ARCH_SPELL_BUNGLE);
1582  if (bungle->arch != NULL) {
1583  cast_create_obj(op, bungle, 0);
1584  } else {
1585  LOG(llevError, "cast_spell: Could not create spell_bungle arch\n");
1586  }
1587  return 0;
1588  } else if (spell_ob->stats.sp) {
1589  int failure = random_roll(0, 199, op, PREFER_HIGH)-op->contr->encumbrance+op->level-spell_ob->level+35;
1590 
1591  if (failure < 0) {
1592  draw_ext_info(NDI_UNIQUE, 0, op,
1594  "You bungle the spell because you have too much heavy equipment in use.");
1596  spell_failure(op, failure, SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA), skill);
1597  op->contr->shoottype = old_shoottype;
1598  op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1599  object *bungle = create_archetype(ARCH_SPELL_BUNGLE);
1600  if (bungle->arch != NULL) {
1601  cast_create_obj(op, bungle, 0);
1602  } else {
1603  LOG(llevError, "cast_spell: Could not create spell_bungle arch\n");
1604  }
1605  return 0;
1606  }
1607  }
1608 
1609  /* ensure the potentially required items are eaten */
1610  if (!spell_consume_items(op, spell_ob))
1611  /* already warned by the function */
1612  return 0;
1613  }
1614  }
1615 
1616  mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1617 
1618  /* See if we can cast a spell here. If the caster and op are
1619  * not alive, then this would mean that the mapmaker put the
1620  * objects on the space - presume that they know what they are
1621  * doing.
1622  */
1623  if (spell_ob->type == SPELL
1624  && caster->type != POTION
1625  && !QUERY_FLAG(op, FLAG_WIZCAST)
1626  && (QUERY_FLAG(caster, FLAG_ALIVE) || QUERY_FLAG(op, FLAG_ALIVE))
1627  && !QUERY_FLAG(op, FLAG_MONSTER)
1628  && (((mflags&P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags&P_NO_CLERIC) && spell_ob->stats.grace))) {
1629  if (op->type != PLAYER)
1630  return 0;
1631 
1633 
1634  if ((mflags&P_NO_CLERIC) && spell_ob->stats.grace)
1636  "This ground is unholy! %s ignores you.",
1637  godname);
1638  else
1639  switch (op->contr->shoottype) {
1640  case range_magic:
1642  "Something blocks your spellcasting.");
1643  break;
1644 
1645  case range_misc:
1647  "Something blocks the magic of your item.");
1648  break;
1649  case range_golem:
1651  "Something blocks the magic of your scroll.");
1652  break;
1653 
1654  default:
1655  break;
1656  }
1657  return 0;
1658  }
1659 
1660  if (caster == op && caster->type ==PLAYER && settings.casting_time == TRUE && spell_ob->type == SPELL) {
1661  if (op->casting_time == -1) { /* begin the casting */
1662  op->casting_time = spell_ob->casting_time*PATH_TIME_MULT(op, spell_ob);
1663  op->spell = spell_ob;
1664  /* put the stringarg into the object struct so that when the
1665  * spell is actually cast, it knows about the stringarg.
1666  * necessary for the invoke command spells.
1667  */
1668  if (stringarg) {
1669  op->spellarg = strdup_local(stringarg);
1670  } else
1671  op->spellarg = NULL;
1672  return 0;
1673  } else if (op->casting_time != 0) {
1674  if (op->type == PLAYER)
1676  "You are casting!");
1677  return 0;
1678  } else { /* casting_time == 0 */
1679  op->casting_time = -1;
1680  spell_ob = op->spell;
1681  stringarg = op->spellarg;
1682  }
1683  } else {
1684  if (!QUERY_FLAG(caster, FLAG_WIZ)) {
1685  /* Take into account how long it takes to cast the spell.
1686  * if the player is casting it, then we use the time in
1687  * the spell object. If it is a spell object, have it
1688  * take two ticks. Things that cast spells on the players
1689  * behalf (eg, altars, and whatever else) shouldn't cost
1690  * the player any time.
1691  * Ignore casting time for firewalls
1692  */
1693  if (caster == op && caster->type != FIREWALL) {
1694  op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op, spell_ob)*FABS(op->speed);
1695  /* Other portions of the code may also decrement the speed of the player, so
1696  * put a lower limit so that the player isn't stuck here too long
1697  */
1698  if ((spell_ob->casting_time > 0)
1699  && op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op, spell_ob)*FABS(op->speed))
1700  op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op, spell_ob)*FABS(op->speed);
1701  } else if (caster->type == WAND
1702  || caster->type == ROD
1703  || caster->type == POTION
1704  || caster->type == SCROLL) {
1705  op->speed_left -= 2*FABS(op->speed);
1706  }
1707  }
1708  }
1709 
1710  /* We want to try to find the skill to properly credit exp.
1711  * for spell casting objects, the exp goes to the skill the casting
1712  * object requires.
1713  */
1714  if (op != caster && !skill && caster->skill && !QUERY_FLAG(op, FLAG_MONSTER)) {
1715  skill = find_skill_by_name(op, caster->skill);
1716  if (!skill) {
1717  char name[MAX_BUF];
1718 
1719  query_name(caster, name, MAX_BUF);
1722  "You lack the skill %s to use the %s",
1723  caster->skill, name);
1724  return 0;
1725  }
1726  change_skill(op, skill, 0); /* needed for proper exp credit */
1727  }
1728 
1729  /* Need to get proper ownership for spells cast via runes - these are not
1730  * the normal 'rune of fire', but rather the magic runes that let the player
1731  * put some other spell into the rune (glyph, firetrap, magic rune, etc)
1732  */
1733  if (caster->type == RUNE) {
1734  object *owner = object_get_owner(caster);
1735 
1736  if (owner)
1737  skill = find_skill_by_name(owner, caster->skill);
1738  }
1739 
1740  if (confusion_effect) {
1741  /* If we get here, the confusion effect was 'random effect', so do it and bail out. */
1744  "In your confused state, you can't control the magic!");
1746 
1747  /* Still subtract full grace and sp. */
1748  if (op->type == PLAYER && op == caster && !QUERY_FLAG(caster, FLAG_WIZ)) {
1749  op->stats.grace -= SP_level_spellpoint_cost(caster, spell_ob, SPELL_GRACE);
1750  op->stats.sp -= SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA);
1751  }
1752 
1753  return 0;
1754  }
1755 
1756  play_sound_map(SOUND_TYPE_SPELL, caster, dir, spell_ob->name);
1757 
1758  switch (spell_ob->subtype) {
1759  /* The order of case statements is same as the order they show up
1760  * in in spells.h.
1761  */
1762  case SP_RAISE_DEAD:
1763  success = cast_raise_dead_spell(op, caster, spell_ob, dir, stringarg);
1764  break;
1765 
1766  case SP_RUNE:
1767  success = write_rune(op, caster, spell_ob, dir, stringarg);
1768  break;
1769 
1770  case SP_MAKE_MARK:
1771  success = write_mark(op, spell_ob, stringarg);
1772  break;
1773 
1774  case SP_BOLT:
1775  success = fire_bolt(op, caster, dir, spell_ob);
1776  break;
1777 
1778  case SP_BULLET:
1779  success = fire_arch_from_position(op, caster, op->x+freearr_x[dir], op->y+freearr_y[dir], dir, spell_ob);
1780  break;
1781 
1782  case SP_CONE:
1783  success = cast_cone(op, caster, dir, spell_ob);
1784  break;
1785 
1786  case SP_BOMB:
1787  success = create_bomb(op, caster, dir, spell_ob);
1788  break;
1789 
1790  case SP_WONDER:
1791  success = cast_wonder(op, caster, dir, spell_ob);
1792  break;
1793 
1794  case SP_SMITE:
1795  success = cast_smite_spell(op, caster, dir, spell_ob);
1796  break;
1797 
1798  case SP_MAGIC_MISSILE:
1799  success = fire_arch_from_position(op, caster, op->x, op->y, dir, spell_ob);
1800  break;
1801 
1802  case SP_SUMMON_GOLEM:
1803  success = pets_summon_golem(op, caster, dir, spell_ob);
1804  if (success || op->contr == NULL)
1805  old_shoottype = range_golem;
1806  else
1807  /*
1808  * if the spell failed (something in the way for instance),
1809  * don't change the range so the player can try easily after that
1810  */
1811  old_shoottype = op->contr->shoottype;
1812  break;
1813 
1814  case SP_DIMENSION_DOOR:
1815  /* dimension door needs the actual caster, because that is what is
1816  * moved.
1817  */
1818  success = dimension_door(op, caster, spell_ob, dir);
1819  break;
1820 
1821  case SP_MAGIC_MAPPING:
1822  if (op->type == PLAYER) {
1823  spell_effect(spell_ob, op->x, op->y, op->map, op);
1824  draw_magic_map(op);
1825  success = 1;
1826  } else
1827  success = 0;
1828  break;
1829 
1830  case SP_MAGIC_WALL:
1831  success = magic_wall(op, caster, dir, spell_ob);
1832  break;
1833 
1834  case SP_DESTRUCTION:
1835  success = cast_destruction(op, caster, spell_ob);
1836  break;
1837 
1838  case SP_PERCEIVE_SELF:
1839  success = perceive_self(op);
1840  break;
1841 
1842  case SP_WORD_OF_RECALL:
1843  success = cast_word_of_recall(op, caster, spell_ob);
1844  break;
1845 
1846  case SP_INVISIBLE:
1847  success = cast_invisible(op, caster, spell_ob);
1848  break;
1849 
1850  case SP_PROBE:
1851  if (op != caster)
1852  cast_level = caster->level;
1853  else
1854  cast_level = skill != NULL ? skill->level : op->level;
1855  success = probe(op, caster, spell_ob, dir, cast_level);
1856  break;
1857 
1858  case SP_HEALING:
1859  success = cast_heal(op, caster, spell_ob, dir);
1860  break;
1861 
1862  case SP_CREATE_FOOD:
1863  success = cast_create_food(op, caster, spell_ob, dir, stringarg);
1864  break;
1865 
1866  case SP_EARTH_TO_DUST:
1867  success = cast_earth_to_dust(op, caster, spell_ob);
1868  break;
1869 
1870  case SP_CHANGE_ABILITY:
1871  success = cast_change_ability(op, caster, spell_ob, dir, 0);
1872  break;
1873 
1874  case SP_BLESS:
1875  success = cast_bless(op, caster, spell_ob, dir);
1876  break;
1877 
1878  case SP_CURSE:
1879  success = cast_curse(op, caster, spell_ob, dir);
1880  break;
1881 
1882  case SP_SUMMON_MONSTER:
1883  success = pets_summon_object(op, caster, spell_ob, dir, stringarg);
1884  if (!success) {
1885  cost_multiplier = 0.0f;
1886  }
1887  break;
1888 
1889  case SP_CHARGING:
1890  success = recharge(op, caster, spell_ob);
1891  break;
1892 
1893  case SP_POLYMORPH:
1894 #if 0
1895  /* Not great, but at least provide feedback so if players do have
1896  * polymorph (ie, find it as a preset item or left over from before
1897  * it was disabled), they get some feedback.
1898  */
1900  "The spell fizzles");
1901  success = 0;
1902 #else
1903  success = cast_polymorph(op, caster, spell_ob, dir);
1904 #endif
1905  break;
1906 
1907  case SP_ALCHEMY:
1908  success = alchemy(op, caster, spell_ob);
1909  break;
1910 
1911  case SP_REMOVE_CURSE:
1912  success = remove_curse(op, caster, spell_ob);
1913  break;
1914 
1915  case SP_IDENTIFY:
1916  success = cast_identify(op, caster, spell_ob);
1917  break;
1918 
1919  case SP_DETECTION:
1920  success = cast_detection(op, caster, spell_ob);
1921  break;
1922 
1923  case SP_MOOD_CHANGE:
1924  success = mood_change(op, caster, spell_ob);
1925  break;
1926 
1927  case SP_MOVING_BALL:
1928  if (spell_ob->path_repelled
1929  && (spell_ob->path_repelled&caster->path_attuned) != spell_ob->path_repelled) {
1931  "You lack the proper attunement to cast %s",
1932  spell_ob->name);
1933  success = 0;
1934  } else
1935  success = fire_arch_from_position(op, caster, op->x, op->y, dir, spell_ob);
1936  break;
1937 
1938  case SP_SWARM:
1939  success = fire_swarm(op, caster, spell_ob, dir);
1940  break;
1941 
1942  case SP_CHANGE_MANA:
1943  success = cast_transfer(op, caster, spell_ob, dir);
1944  break;
1945 
1946  case SP_DISPEL_RUNE:
1947  /* in rune.c */
1948  success = dispel_rune(op, caster, spell_ob, skill, dir);
1949  break;
1950 
1951  case SP_CREATE_MISSILE:
1952  success = cast_create_missile(op, caster, spell_ob, dir, stringarg);
1953  break;
1954 
1955  case SP_CONSECRATE:
1956  success = cast_consecrate(op, caster, spell_ob);
1957  break;
1958 
1959  case SP_ANIMATE_WEAPON:
1960  success = animate_weapon(op, caster, spell_ob, dir);
1961  old_shoottype = range_golem;
1962  break;
1963 
1964  case SP_LIGHT:
1965  success = cast_light(op, caster, spell_ob, dir);
1966  break;
1967 
1968  case SP_CHANGE_MAP_LIGHT:
1969  success = cast_change_map_lightlevel(op, caster, spell_ob);
1970  break;
1971 
1972  case SP_FAERY_FIRE:
1973  success = cast_destruction(op, caster, spell_ob);
1974  break;
1975 
1976  case SP_CAUSE_DISEASE:
1977  success = cast_cause_disease(op, caster, spell_ob, dir);
1978  break;
1979 
1980  case SP_AURA:
1981  success = create_aura(op, caster, spell_ob);
1982  break;
1983 
1984  case SP_TOWN_PORTAL:
1985  success = cast_create_town_portal(op, caster, spell_ob, dir);
1986  break;
1987 
1988  case SP_ITEM_CURSE_BLESS:
1989  success = cast_item_curse_or_curse(op, caster, spell_ob);
1990  break;
1991 
1992  case SP_ELEM_SHIELD:
1993  success = create_aura(op, caster, spell_ob);
1994  break;
1995 
1996  default:
1997  LOG(llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1998  }
1999 
2000  /* Subtract grace and sp. */
2001  if (op->type == PLAYER && op == caster && !QUERY_FLAG(caster, FLAG_WIZ)) {
2002  op->stats.grace -= (int)(0.5 + cost_multiplier * SP_level_spellpoint_cost(caster, spell_ob, SPELL_GRACE));
2003  op->stats.sp -= (int)(0.5 + cost_multiplier * SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA));
2004  }
2005 
2006  /* FIXME - we need some better sound suppport */
2007  /* free the spell arg */
2008  if (settings.casting_time == TRUE) {
2009  free(stringarg);
2010  stringarg = NULL;
2011  }
2012  /* perhaps a bit of a hack, but if using a wand, it has to change the skill
2013  * to something like use_magic_item, but you really want to be able to fire
2014  * it again.
2015  */
2016  if (op->contr)
2017  op->contr->shoottype = old_shoottype;
2018 
2019  return success;
2020 }
2021 
2028 void store_spell_expiry(object *spell) {
2029  /* Keep when to warn the player of expiration */
2030  char dur[10];
2031  int i = spell->duration/5;
2032 
2033  if (!i)
2034  i = 1;
2035  snprintf(dur, sizeof(dur), "%d", i);
2036  object_set_value(spell, "spell_expiry_warn_1", dur, 1);
2037  i = i/5;
2038  if (i > 0) {
2039  snprintf(dur, sizeof(dur), "%d", i);
2040  object_set_value(spell, "spell_expiry_warn_2", dur, 1);
2041  }
2042 }
2043 
2053 void check_spell_expiry(object *spell) {
2054  const char *key;
2055 
2056  if (!spell->env || !IS_PLAYER(spell->env))
2057  return;
2058 
2059  key = object_get_value(spell, "spell_expiry_warn_1");
2060  if (key != NULL) {
2061  if (spell->duration == atoi(key)) {
2063  "The effects of your %s are draining out.", spell->name);
2064  return;
2065  }
2066  }
2067  key = object_get_value(spell, "spell_expiry_warn_2");
2068  if (key != NULL) {
2069  if (spell->duration == atoi(key)) {
2071  "The effects of your %s are about to expire.", spell->name);
2072  return;
2073  }
2074  }
2075 }
2076 
2084 void rod_adjust(object *rod) {
2085  /*
2086  * Add 50 to both level an divisor to keep prices a little
2087  * more reasonable. Otherwise, a high level version of a
2088  * low level spell can be worth tons a money (eg, level 20
2089  * rod, level 2 spell = 10 time multiplier). This way, the
2090  * value are a bit more reasonable.
2091  */
2092  rod->value = rod->value*rod->inv->value*(rod->level+50)/(rod->inv->level+50);
2093 
2094  /*
2095  * Maxhp is used to denote how many 'charges' the rod holds
2096  * before.
2097  */
2098  rod->stats.maxhp = MAX(rod->stats.maxhp, 2)*SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST);
2099  rod->stats.hp = rod->stats.maxhp;
2100 }
void draw_ext_info_format(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *format,...)
Definition: main.c:315
#define AP_UNAPPLY
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EXTERN Chaos_Attacks ATTACKS[22]
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Definition: object.h:297
#define snprintf
Definition: win32.h:46
static void transmute_item_to_flower(object *op)
Definition: spell_util.c:1233
#define MSG_TYPE_APPLY_ERROR
Definition: newclient.h:596
#define SP_WONDER
Definition: spells.h:83
int perceive_self(object *op)
Definition: spell_effect.c:995
#define FOR_INV_FINISH()
Definition: define.h:714
void set_spell_skill(object *op, object *caster, object *spob, object *dest)
Definition: spell_util.c:94
int pets_summon_golem(object *op, object *caster, int dir, object *spob)
Definition: pets.c:672
int cast_light(object *op, object *caster, object *spell, int dir)
int16_t dam
Definition: living.h:46
int cast_create_obj(object *op, object *new_op, int dir)
Definition: spell_util.c:535
#define MSG_TYPE_SPELL_ERROR
Definition: newclient.h:631
void drain_wand_charge(object *wand)
Definition: spell_util.c:829
Definition: object.h:145
const char * name
Definition: object.h:311
struct obj * env
Definition: object.h:293
int write_mark(object *op, object *spell, const char *msg)
void regenerate_rod(object *rod)
Definition: spell_util.c:804
#define OB_SPELL_TAG_MATCH(op, count)
Definition: object.h:93
#define SP_SMITE
Definition: spells.h:84
struct obj * below
Definition: object.h:287
struct archt * more
Definition: object.h:469
const char *const spell_mapping[]
static int put_a_monster(object *op, const char *monstername)
Definition: spell_util.c:981
int8_t direction
Definition: object.h:334
#define SP_ALCHEMY
Definition: spells.h:104
object * find_random_spell_in_ob(object *ob, const char *skill)
Definition: spell_util.c:48
uint32_t nrof
Definition: object.h:333
#define OB_TYPE_MOVE_BLOCK(ob1, type)
Definition: define.h:447
#define AP_NOPRINT
Definition: define.h:623
void paralyze_living(object *op, int dam)
Definition: attack.c:2356
#define SIZEOFFREE
Definition: define.h:154
#define P_OUT_OF_MAP
Definition: map.h:251
#define GET_MAP_MOVE_BLOCK(M, X, Y)
Definition: map.h:192
Definition: object.h:111
struct pl * contr
Definition: object.h:276
#define GOD_POWER
Definition: spells.h:164
#define SP_INVISIBLE
Definition: spells.h:93
#define SP_CHARGING
Definition: spells.h:102
#define MSG_TYPE_SKILL_FAILURE
Definition: newclient.h:585
#define SP_DESTRUCTION
Definition: spells.h:90
int op_on_battleground(object *op, int *x, int *y, archetype **trophy)
Definition: player.c:4228
int cast_detection(object *op, object *caster, object *spell)
void cast_magic_storm(object *op, object *tmp, int lvl)
Definition: spell_effect.c:44
#define FREE_AND_CLEAR_STR(xyz)
Definition: global.h:206
char * spellarg
Definition: object.h:409
uint32_t tag_t
Definition: object.h:12
#define SP_DETECTION
Definition: spells.h:107
float speed
Definition: object.h:328
Definition: object.h:214
int cast_wonder(object *op, object *caster, int dir, object *spell_ob)
Definition: spell_effect.c:961
#define SP_RUNE
Definition: spells.h:76
#define QUERY_FLAG(xyz, p)
Definition: define.h:225
#define CLEAR_FLAG(xyz, p)
Definition: define.h:224
#define HEAD(op)
Definition: object.h:592
int cast_invisible(object *op, object *caster, object *spell_ob)
Definition: spell_effect.c:787
#define FLAG_WIZ
Definition: define.h:231
int write_rune(object *op, object *caster, object *spell, int dir, const char *runename)
Definition: rune.c:50
void shuffle_attack(object *op, int change_face)
Definition: spell_util.c:1081
int cast_consecrate(object *op, object *caster, object *spell)
#define MAX_BUF
Definition: define.h:35
#define SP_SWARM
Definition: spells.h:110
int cast_transfer(object *op, object *caster, object *spell, int dir)
int16_t x
Definition: object.h:326
#define SP_IDENTIFY
Definition: spells.h:106
#define SP_EARTH_TO_DUST
Definition: spells.h:97
int16_t encumbrance
Definition: player.h:179
const char * skill
Definition: object.h:321
int dimension_door(object *op, object *caster, object *spob, int dir)
#define NUM_SKILLS
Definition: skills.h:71
int object_find_first_free_spot(const object *ob, mapstruct *m, int x, int y)
Definition: object.c:3473
uint16_t difficulty
Definition: map.h:343
int cast_destruction(object *op, object *caster, object *spell_ob)
Definition: spell_attack.c:707
static const flag_definition flags[]
#define FOR_MAP_FINISH()
Definition: define.h:767
#define SP_DIMENSION_DOOR
Definition: spells.h:87
#define SP_CHANGE_MANA
Definition: spells.h:111
const char * sstring
Definition: global.h:40
#define SPELL_TAG_SIZE
Definition: object.h:81
unsigned int uint32_t
Definition: win32.h:162
Definition: object.h:107
void check_spells(void)
Definition: spell_util.c:109
#define SP_CURSE
Definition: spells.h:100
#define SP_POLYMORPH
Definition: spells.h:103
int tailor_god_spell(object *spellop, object *caster)
Definition: gods.c:1318
#define FLAG_ANIMATE
Definition: define.h:242
int cast_cause_disease(object *op, object *caster, object *spell, int dir)
#define PREFER_HIGH
Definition: define.h:601
uint32_t attacktype
Definition: object.h:342
#define FLAG_GENERATOR
Definition: define.h:248
int cast_heal(object *op, object *caster, object *spell, int dir)
object * object_decrease_nrof(object *op, uint32_t i)
Definition: object.c:2520
void play_sound_player_only(player *pl, int8_t sound_type, object *emitter, int dir, const char *action)
Definition: sounds.c:51
#define RANDOM()
Definition: define.h:681
int16_t grace
Definition: living.h:44
int cast_create_missile(object *op, object *caster, object *spell, int dir, const char *stringarg)
Definition: spell_effect.c:498
int mood_change(object *op, object *caster, object *spell)
Definition: spell_attack.c:904
tag_t count
Definition: object.h:299
living stats
Definition: object.h:368
#define FLAG_WIZCAST
Definition: define.h:290
#define SP_FAERY_FIRE
Definition: spells.h:118
struct archt * arch
Definition: object.h:412
int remove_curse(object *op, object *caster, object *spell)
int cast_earth_to_dust(object *op, object *caster, object *spell_ob)
Definition: spell_effect.c:848
#define SPELL_HIGHEST
Definition: spells.h:60
uint8_t type
Definition: object.h:338
struct Settings settings
Definition: init.c:40
void dump_spells(void)
Definition: spell_util.c:146
uint64_t spell_suppressions
Definition: global.h:348
struct archt * next
Definition: object.h:467
rangetype
Definition: player.h:15
int fire_bolt(object *op, object *caster, int dir, object *spob)
Definition: spell_attack.c:61
#define SP_MAGIC_MISSILE
Definition: spells.h:85
#define FLAG_APPLIED
Definition: define.h:235
void query_short_name(const object *op, char *buf, size_t size)
Definition: item.c:548
object * object_get_player_container(object *op)
Definition: object.c:384
#define SP_MAGIC_MAPPING
Definition: spells.h:88
signed int int32_t
Definition: win32.h:159
#define SP_LIGHT
Definition: spells.h:116
#define SP_SUMMON_MONSTER
Definition: spells.h:101
int16_t casting_time
Definition: object.h:402
#define FORCE_NAME
Definition: spells.h:169
#define AT_MAGIC
Definition: attack.h:77
int min_casting_level(const object *caster, const object *spell)
Definition: spell_util.c:203
int alchemy(object *op, object *caster, object *spell_ob)
#define GET_MAP_OB(M, X, Y)
Definition: map.h:172
#define FORCE_TRANSFORMED_ITEM
Definition: spells.h:146
#define FLAG_MONSTER
Definition: define.h:245
#define ARCH_SPELL_BLOCKED
Definition: object.h:580
int animate_weapon(object *op, object *caster, object *spell, int dir)
#define MSG_TYPE_SKILL
Definition: newclient.h:383
int get_map_flags(mapstruct *oldmap, mapstruct **newmap, int16_t x, int16_t y, int16_t *nx, int16_t *ny)
Definition: map.c:300
size_t split_string(char *str, char *array[], size_t array_size, char sep)
Definition: utils.c:500
struct obj * inv
Definition: object.h:290
#define NDI_UNIQUE
Definition: newclient.h:245
void apply_anim_suffix(object *who, sstring suffix)
Definition: anim.c:318
int get_cleric_chance(int stat)
Definition: living.c:2289
struct obj * head
Definition: object.h:296
void LOG(LogLevel logLevel, const char *format,...)
Definition: logger.c:51
#define SP_MAGIC_WALL
Definition: spells.h:89
int pets_summon_object(object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
Definition: pets.c:935
#define FOR_MAP_PREPARE(map_, mx_, my_, it_)
Definition: define.h:760
void play_sound_map(int8_t sound_type, object *emitter, int dir, const char *action)
Definition: sounds.c:101
object * last_skill_ob[NUM_SKILLS]
Definition: player.h:137
void check_spell_expiry(object *spell)
Definition: spell_util.c:2053
#define P_BLOCKSVIEW
Definition: map.h:226
int can_see_monsterP(mapstruct *m, int x, int y, int dir)
Definition: object.c:3760
int cast_change_map_lightlevel(object *op, object *caster, object *spell)
void query_name(const object *op, char *buf, size_t size)
Definition: item.c:626
#define SPELL_MANA
Definition: spells.h:58
#define SP_DISPEL_RUNE
Definition: spells.h:112
#define SP_ELEM_SHIELD
Definition: spells.h:124
int cast_spell(object *op, object *caster, int dir, object *spell_ob, char *stringarg)
Definition: spell_util.c:1471
Definition: map.h:325
int random_roll(int min, int max, const object *op, int goodbad)
Definition: utils.c:42
const New_Face * face
Definition: object.h:332
static void prayer_failure(object *op, int failure, int power)
Definition: spell_util.c:1102
void spell_effect(object *spob, int x, int y, mapstruct *map, object *originator)
Definition: spell_util.c:183
int SP_level_wc_adjust(const object *caster, const object *spob)
Definition: spell_util.c:403
int SP_level_dam_adjust(const object *caster, const object *spob)
Definition: spell_util.c:328
int hit_player(object *op, int dam, object *hitter, uint32_t type, int full_hit)
Definition: attack.c:1871
int16_t level
Definition: object.h:351
uint8_t spell_failure_effects
Definition: global.h:265
void fix_object(object *op)
Definition: living.c:1119
#define SP_SUMMON_GOLEM
Definition: spells.h:86
#define SOUND_TYPE_SPELL
Definition: newclient.h:309
#define SP_PROBE
Definition: spells.h:94
#define SP_CREATE_FOOD
Definition: spells.h:96
EXTERN archetype * first_archetype
Definition: global.h:122
object * find_skill_by_name(object *who, const char *name)
Definition: skill_util.c:213
struct obj * more
Definition: object.h:295
object * arch_to_object(archetype *at)
Definition: arch.c:569
void object_update_speed(object *op)
Definition: object.c:1150
int cast_identify(object *op, object *caster, object *spell)
int32_t value
Definition: object.h:350
object * object_get_owner(object *op)
Definition: object.c:590
const char * name
Definition: object.h:466
int dispel_rune(object *op, object *caster, object *spell, object *skill, int dir)
Definition: rune.c:299
#define P_NO_CLERIC
Definition: map.h:238
#define SP_CONSECRATE
Definition: spells.h:114
int create_aura(object *op, object *caster, object *spell)
#define FOR_INV_PREPARE(op_, it_)
Definition: define.h:707
void object_remove(object *op)
Definition: object.c:1669
int cast_polymorph(object *op, object *caster, object *spell_ob, int dir)
Definition: spell_effect.c:430
int32_t food
Definition: living.h:48
int attacktype
Definition: attack.h:126
int magic_wall(object *op, object *caster, int dir, object *spell_ob)
#define PATH_SP_MULT(op, spell)
Definition: spells.h:36
#define SP_RAISE_DEAD
Definition: spells.h:75
#define SP_REMOVE_CURSE
Definition: spells.h:105