Source:NetHack 3.3.0/spell.c

Below is the full text to spell.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/spell.c#line123 ]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

1.   /*	SCCS Id: @(#)spell.c	3.3	1999/11/01	*/ 2.   /*	Copyright (c) M. Stephenson 1988			  */ 3.   /* NetHack may be freely redistributed. See license for details. */ 4.     5.    #include "hack.h"  6. 7.   static NEARDATA schar delay;		/* moves left for this spell */ 8.   static NEARDATA struct obj *book;	/* last/current book being xscribed */ 9.    10.   /* spellmenu arguments; 0 thru n-1 used as spl_book[] index when swapping */ 11.  #define SPELLMENU_CAST (-2) 12.  #define SPELLMENU_VIEW (-1) 13.   14.   #define KEEN 20000 15.  #define MAX_SPELL_STUDY 3 16.  #define incrnknow(spell)        spl_book[spell].sp_know = KEEN 17.   18.   #define spellev(spell)		spl_book[spell].sp_lev 19.  #define spellname(spell)	OBJ_NAME(objects[spellid(spell)]) 20.  #define spellet(spell)	\ 21.  	((char)((spell < 26) ? ('a' + spell) : ('A' + spell - 26))) 22.   23.   static int FDECL(spell_let_to_idx, (CHAR_P)); 24.  static void FDECL(cursed_book, (int)); 25.  static void FDECL(deadbook, (struct obj *)); 26.  STATIC_PTR int NDECL(learn); 27.  static boolean FDECL(getspell, (int *)); 28.  static boolean FDECL(dospellmenu, (const char *,int,int *)); 29.  static int FDECL(percent_success, (int)); 30.  static int NDECL(throwspell); 31.  static void NDECL(cast_protection); 32.  static const char *FDECL(spelltypemnemonic, (int)); 33.  static int FDECL(isqrt, (int)); 34.   35.   /* The roles[] table lists the role-specific values for tuning 36.   * percent_success. 37.   *  38.    * Reasoning: 39.   *   spelbase, spelheal: 40.   *	Arc are aware of magic through historical research 41.   *	Bar abhor magic (Conan finds it "interferes with his animal instincts") 42.   *	Cav are ignorant to magic 43.   *	Hea are very aware of healing magic through medical research 44.   *	Kni are moderately aware of healing from Paladin training 45.   *	Mon use magic to attack and defend in lieu of weapons and armor 46.   *	Pri are very aware of healing magic through theological research 47.   *	Ran avoid magic, preferring to fight unseen and unheard 48.   *	Rog are moderately aware of magic through trickery 49.   *	Sam have limited magical awareness, prefering meditation to conjuring 50.   *	Tou are aware of magic from all the great films they have seen 51.   *	Val have limited magical awareness, prefering fighting 52.   *	Wiz are trained mages 53.   *  54.    *	The arms penalty is lessened for trained fighters Bar, Kni, Ran, 55.   *	Sam, Val - 56.   *	the penalty is its metal interference, not encumberance. 57.   *	The `spelspec' is a single spell which is fundamentally easier 58.   *	 for that role to cast. 59.   *  60.    *  spelspec, spelsbon: 61.   *	Arc map masters (SPE_MAGIC_MAPPING) 62.   *	Bar fugue/berserker (SPE_HASTE_SELF) 63.   *	Cav born to dig (SPE_DIG) 64.   *	Hea to heal (SPE_CURE_SICKNESS) 65.   *	Kni to turn back evil (SPE_TURN_UNDEAD) 66.   *	Mon to preserve their abilities (SPE_RESTORE_ABILITY) 67.   *	Pri to bless (SPE_REMOVE_CURSE) 68.   *	Ran to hide (SPE_INVISIBILITY) 69.   *	Rog to find loot (SPE_DETECT_TREASURE) 70.   *	Sam to be At One (SPE_CLAIRVOYANCE) 71.   *	Tou to smile (SPE_CHARM_MONSTER) 72.   *	Val control the cold (SPE_CONE_OF_COLD) 73.   *	Wiz all really, but SPE_MAGIC_MISSILE is their party trick 74.   *  75.    *	See percent_success below for more comments. 76.   *  77.    *  uarmbon, uarmsbon, uarmhbon, uarmgbon, uarmfbon: 78.   *	Fighters find body armour & shield a little less limiting. 79.   *	Headgear, Gauntlets and Footwear are not role-specific (but  80.    *	still have an effect, except helm of brilliance, which is designed  81.    *	to permit magic-use). 82.   */  83.    84.   #define uarmhbon 4 /* Metal helmets interfere with the mind */ 85.  #define uarmgbon 6 /* Casting channels through the hands */ 86.  #define uarmfbon 2 /* All metal interferes to some degree */ 87.   88.   /* since the spellbook itself doesn't blow up, don't say just "explodes" */ 89.  static const char explodes[] = "radiates explosive energy"; 90.   91.   /* convert a letter into a number in the range 0..51, or -1 if not a letter */ 92.  static int 93.  spell_let_to_idx(ilet) 94.  char ilet; 95.  {  96.       int indx; 97.   98.       indx = ilet - 'a'; 99.      if (indx >= 0 && indx < 26) return indx; 100.     indx = ilet - 'A'; 101.     if (indx >= 0 && indx < 26) return indx + 26; 102.     return -1; 103. }  104.   105.  static void 106. cursed_book(lev) 107. 	register int	lev; 108. {  109.  	switch(rn2(lev)) { 110. 	case 0: 111. 		You_feel("a wrenching sensation."); 112. 		tele;		/* teleport him */ 113. 		break; 114. 	case 1: 115. 		You_feel("threatened."); 116. 		aggravate; 117. 		break; 118. 	case 2: 119. 		make_blinded(Blinded + rn1(100,250),TRUE); 120. 		break; 121. 	case 3: 122. 		take_gold; 123. 		break; 124. 	case 4: 125. 		pline("These runes were just too much to comprehend."); 126. 		make_confused(HConfusion + rn1(7,16),FALSE); 127. 		break; 128. 	case 5: 129. 		pline_The("book was coated with contact poison!"); 130. 		if (uarmg) { 131. 		    if (uarmg->oerodeproof || !is_corrodeable(uarmg)) { 132. 			Your("gloves seem unaffected."); 133. 		    } else if (uarmg->oeroded2 < MAX_ERODE) { 134. 			Your("gloves corrode%s!",  135.  			     uarmg->oeroded2+1 == MAX_ERODE ? " completely" :  136.  			     uarmg->oeroded2 ? " further" : ""); 137. 			uarmg->oeroded2++; 138. 		    } else 139. 			Your("gloves %s completely corroded.",  140.  			     Blind ? "feel" : "look"); 141. 		    break; 142. 		}  143.  		losestr(Poison_resistance ? rn1(2,1) : rn1(4,3)); 144. 		losehp(rnd(Poison_resistance ? 6 : 10), 145.  		       "contact-poisoned spellbook", KILLED_BY_AN); 146. 		break; 147. 	case 6: 148. 		if(Antimagic) { 149. 		    shieldeff(u.ux, u.uy); 150. 		    pline_The("book %s, but you are unharmed!", explodes); 151. 		} else { 152. 		    pline("As you read the book, it %s in your %s!",  153.  			  explodes, body_part(FACE)); 154. 		    losehp (2*rnd(10)+5, "exploding rune", KILLED_BY_AN); 155. 		}  156.  		break; 157. 	default: 158. 		rndcurse; 159. 		break; 160. 	}  161.  	return; 162. }  163.   164.  /* special effects for The Book of the Dead */ 165. static void 166. deadbook(book2) 167. struct obj *book2; 168. {  169.      struct monst *mtmp, *mtmp2; 170.     coord mm; 171.  172.      You("turn the pages of the Book of the Dead..."); 173.     makeknown(SPE_BOOK_OF_THE_DEAD); 174.     /* KMH -- Need ->known to avoid "_a_ Book of the Dead" */ 175.     book2->known = 1; 176.     if(invocation_pos(u.ux, u.uy) && !On_stairs(u.ux, u.uy)) { 177. 	register struct obj *otmp; 178. 	register boolean arti1_primed = FALSE, arti2_primed = FALSE, 179. 			 arti_cursed = FALSE; 180.  181.  	if(book2->cursed) { 182. 	    pline_The("runes appear scrambled.  You can't read them!"); 183. 	    return; 184. 	}  185.   186.  	if(!u.uhave.bell || !u.uhave.menorah) { 187. 	    pline("A chill runs down your %s.", body_part(SPINE)); 188. 	    if(!u.uhave.bell) You_hear("a faint chime..."); 189. 	    if(!u.uhave.menorah) pline("Vlad's doppelganger is amused."); 190. 	    return; 191. 	}  192.   193.  	for(otmp = invent; otmp; otmp = otmp->nobj) { 194. 	    if(otmp->otyp == CANDELABRUM_OF_INVOCATION &&  195.  	       otmp->spe == 7 && otmp->lamplit) { 196. 		if(!otmp->cursed) arti1_primed = TRUE; 197. 		else arti_cursed = TRUE; 198. 	    }  199.  	    if(otmp->otyp == BELL_OF_OPENING &&  200.  	       (moves - otmp->age) < 5L) { /* you rang it recently */ 201. 		if(!otmp->cursed) arti2_primed = TRUE; 202. 		else arti_cursed = TRUE; 203. 	    }  204.  	}  205.   206.  	if(arti_cursed) { 207. 	    pline_The("invocation fails!"); 208. 	    pline("At least one of your artifacts is cursed..."); 209. 	} else if(arti1_primed && arti2_primed) { 210. 	    mkinvokearea; 211. 	    u.uevent.invoked = 1; 212. 	} else {	/* at least one artifact not prepared properly */ 213. 	    You("have a feeling that %s is amiss...", something); 214. 	    goto raise_dead; 215. 	}  216.  	return; 217.     }  218.   219.      /* when not an invocation situation */ 220.     if (book2->cursed) { 221. raise_dead: 222.  223.  	You("raised the dead!"); 224. 	/* first maybe place a dangerous adversary */ 225. 	if (!rn2(3) && ((mtmp = makemon(&mons[PM_MASTER_LICH], 226. 					u.ux, u.uy, NO_MINVENT)) != 0 || 227. 			(mtmp = makemon(&mons[PM_NALFESHNEE], 228. 					u.ux, u.uy, NO_MINVENT)) != 0)) { 229. 	    mtmp->mpeaceful = 0; 230. 	    set_malign(mtmp); 231. 	}  232.  	/* next handle the affect on things you're carrying */ 233. 	(void) unturn_dead(&youmonst); 234. 	/* last place some monsters around you */ 235. 	mm.x = u.ux; 236. 	mm.y = u.uy; 237. 	mkundead(&mm, TRUE, NO_MINVENT); 238.     } else if(book2->blessed) { 239. 	for(mtmp = fmon; mtmp; mtmp = mtmp2) { 240. 	    mtmp2 = mtmp->nmon;		/* tamedog changes chain */ 241. 	    if(is_undead(mtmp->data) && cansee(mtmp->mx, mtmp->my)) { 242. 		mtmp->mpeaceful = TRUE; 243. 		if(sgn(mtmp->data->maligntyp) == sgn(u.ualign.type)  244.  		   && distu(mtmp->mx, mtmp->my) < 4) 245. 		    if (mtmp->mtame) { 246. 			if (mtmp->mtame < 20) 247. 			    mtmp->mtame++; 248. 		    } else 249. 			(void) tamedog(mtmp, (struct obj *)0); 250. 		else mtmp->mflee = TRUE; 251. 	    }  252.  	}  253.      } else { 254. 	switch(rn2(3)) { 255. 	case 0: 256. 	    Your("ancestors are annoyed with you!"); 257. 	    break; 258. 	case 1: 259. 	    pline_The("headstones in the cemetery begin to move!"); 260. 	    break; 261. 	default: 262. 	    pline("Oh my!  Your name appears in the book!"); 263. 	}  264.      }  265.      return; 266. }  267.   268.  STATIC_PTR int 269. learn 270. {  271.  	int i;  272. short booktype; 273. 	char splname[BUFSZ]; 274. 	boolean costly = TRUE; 275.  276.  	if (delay) {	/* not if (delay++), so at end delay == 0 */ 277. 		delay++; 278. 		return(1); /* still busy */ 279. 	}  280.  	exercise(A_WIS, TRUE);		/* you're studying. */ 281.  	booktype = book->otyp; 282. 	if(booktype == SPE_BOOK_OF_THE_DEAD) { 283. 	    deadbook(book); 284. 	    return(0); 285. 	}  286.   287.  	Sprintf(splname, objects[booktype].oc_name_known ?  288.  			"\"%s\"" : "the \"%s\" spell",  289.  		OBJ_NAME(objects[booktype])); 290. 	for (i = 0; i < MAXSPELL; i++)  { 291. 		if (spellid(i) == booktype)  { 292. 			if (book->spestudied > MAX_SPELL_STUDY) { 293. 			    pline("This spellbook is too faint to be read any more."); 294. 			    book->otyp = booktype = SPE_BLANK_PAPER; 295. 			} else if (spellknow(i) <= 1000) { 296. 			    Your("knowledge of %s is keener.", splname); 297. 			    incrnknow(i); 298. 			    book->spestudied++; 299. 			    exercise(A_WIS,TRUE);       /* extra study */ 300. 			} else { /* 1000 < spellknow(i) <= MAX_SPELL_STUDY */ 301. 			    You("know %s quite well already.", splname); 302. 			    costly = FALSE; 303. 			}  304.  			/* make book become known even when spell is already 305. 			   known, in case amnesia made you forget the book */ 306. 			makeknown((int)booktype); 307. 			break; 308. 		} else if (spellid(i) == NO_SPELL)  { 309. 			spl_book[i].sp_id = booktype; 310. 			spl_book[i].sp_lev = objects[booktype].oc_level; 311. 			incrnknow(i); 312. 			book->spestudied++; 313. 			You(i > 0 ? "add %s to your repertoire." : "learn %s.",  314.  			    splname); 315. 			makeknown((int)booktype); 316. 			break; 317. 		}  318.  	}  319.  	if (i == MAXSPELL) impossible("Too many spells memorized!"); 320.  321.  	if (book->cursed) {	/* maybe a demon cursed it */ 322. 		cursed_book(objects[booktype].oc_level); 323. 	}  324.  	if (costly) check_unpaid(book); 325. 	book = 0; 326. 	return(0); 327. }  328.   329.  int 330. study_book(spellbook) 331. register struct obj *spellbook; 332. {  333.  	register int	 booktype = spellbook->otyp; 334. 	register boolean confused = (Confusion != 0); 335. 	boolean too_hard = FALSE; 336.  337.  	if (delay && spellbook == book &&  338.  		    /* handle the sequence: start reading, get interrupted,  339.  		       have book become erased somehow, resume reading it */  340.  		    booktype != SPE_BLANK_PAPER) { 341. 		You("continue your efforts to memorize the spell."); 342. 	} else { 343. 		/* KMH -- Simplified this code */ 344. 		if (booktype == SPE_BLANK_PAPER) { 345. 			pline("This spellbook is all blank."); 346. 			makeknown(booktype); 347. 			return(1); 348. 		}  349.  		switch (objects[booktype].oc_level) { 350. 		 case 1: 351. 		 case 2: 352. 			delay = -objects[booktype].oc_delay; 353. 			break; 354. 		 case 3: 355. 		 case 4: 356. 			delay = -(objects[booktype].oc_level - 1) * 357. 				objects[booktype].oc_delay; 358. 			break; 359. 		 case 5: 360. 		 case 6: 361. 			delay = -objects[booktype].oc_level * 362. 				objects[booktype].oc_delay; 363. 			break; 364. 		 case 7: 365. 			delay = -8 * objects[booktype].oc_delay; 366. 			break; 367. 		 default: 368. 			impossible("Unknown spellbook level %d, book %d;",  369.  				objects[booktype].oc_level, booktype); 370. 			return 0; 371. 		}  372.   373.  		/* Books are often wiser than their readers (Rus.) */ 374. 		spellbook->in_use = TRUE; 375. 		if (!spellbook->blessed && spellbook->otyp != SPE_BOOK_OF_THE_DEAD) { 376. 			if (spellbook->cursed) { 377. 			    too_hard = TRUE; 378. 			} else { 379. 			    /* uncursed - chance to fail */ 380. 			    int read_ability = ACURR(A_INT) + 4 + u.ulevel/2 381. 				- 2*objects[booktype].oc_level; 382. 			    /* only wizards know if a spell is too difficult */ 383. 			    if (Role_if(PM_WIZARD) && read_ability < 20) { 384. 				char qbuf[QBUFSZ]; 385. 				Sprintf(qbuf,  386.  		      "This spellbook is %sdifficult to comprehend. Continue?",  387.  					(read_ability < 12 ? "very " : "")); 388. 				if (ynq(qbuf) != 'y') return(1); 389. 			    }  390.  			    /* its up to random luck now */ 391. 			    if (rnd(20) > read_ability) { 392. 				too_hard = TRUE; 393. 			    }  394.  			}  395.  		}  396.   397.  		if (too_hard) { 398. 		    cursed_book(objects[booktype].oc_level); 399. 		    nomul(delay);			/* study time */ 400. 		    delay = 0; 401. 		    if(!rn2(3)) { 402. 			pline_The("spellbook crumbles to dust!"); 403. 			if (!objects[spellbook->otyp].oc_name_known &&  404.  				!objects[spellbook->otyp].oc_uname) 405. 			    docall(spellbook); 406. 			useup(spellbook); 407. 		    } else 408. 			spellbook->in_use = FALSE; 409. 		    return(1); 410. 		} else if (confused) { 411. 			if (!rn2(3) &&  412.  				spellbook->otyp != SPE_BOOK_OF_THE_DEAD) { 413. 			    pline(  414.  	  "Being confused you have difficulties in controlling your actions."); 415. 			    display_nhwindow(WIN_MESSAGE, FALSE); 416. 			    You("accidentally tear the spellbook to pieces."); 417. 			    if (!objects[spellbook->otyp].oc_name_known &&  418.  				   !objects[spellbook->otyp].oc_uname) 419. 				docall(spellbook); 420. 			    useup(spellbook); 421. 			} else { 422. 			    You(  423.  		  "find yourself reading the first line over and over again."); 424. 			    spellbook->in_use = FALSE; 425. 			}  426.  			nomul(delay); 427. 			delay = 0; 428. 			return(1); 429. 		}  430.  		spellbook->in_use = FALSE; 431.  432.  		You("begin to %s the runes.",  433.  		    spellbook->otyp == SPE_BOOK_OF_THE_DEAD ? "recite" :  434.  		    "memorize"); 435. 	}  436.   437.  	book = spellbook; 438. 	set_occupation(learn, "studying", 0); 439. 	return(1); 440. }  441.   442.  /* renaming an object usually results in it having a different address; 443.    so the sequence start reading, get interrupted, name the book, resume 444.    reading would read the "new" book from scratch */ 445. void 446. book_substitution(old_obj, new_obj) 447. struct obj *old_obj, *new_obj; 448. {  449.  	if (old_obj == book) book = new_obj; 450. }  451.   452.  /* called from moveloop */ 453. void 454. age_spells 455. {  456.  	int i;  457. /* 458.  	 * The time relative to the hero (a pass through move  459.  	 * loop) causes all spell knowledge to be decremented. 460. 	 * The hero's speed, rest status, conscious status etc. 461. 	 * does not alter the loss of memory. 462. 	 */  463.  	for (i = 0; i < MAXSPELL && spellid(i) != NO_SPELL; i++) 464. 	    if (spellknow(i)) 465. 		decrnknow(i); 466. 	return; 467. }  468.   469.  /*  470.   * Return TRUE if a spell was picked, with the spell index in the return 471.  * parameter. Otherwise return FALSE. 472.  */  473.  static boolean 474. getspell(spell_no) 475. 	int *spell_no; 476. {  477.  	int nspells, idx; 478. 	char ilet, lets[BUFSZ], qbuf[QBUFSZ]; 479.  480.  	if (spellid(0) == NO_SPELL)  { 481. 	    You("don't know any spells right now."); 482. 	    return FALSE; 483. 	}  484.  	if (flags.menu_style == MENU_TRADITIONAL) { 485. 	    /* we know there is at least 1 known spell */ 486. 	    for (nspells = 1; nspells < MAXSPELL  487.  			    && spellid(nspells) != NO_SPELL; nspells++) 488. 		continue; 489.  490.  	    if (nspells == 1)  Strcpy(lets, "a"); 491. 	    else if (nspells < 27)  Sprintf(lets, "a-%c", 'a' + nspells - 1); 492. 	    else if (nspells == 27)  Sprintf(lets, "a-zA"); 493. 	    else Sprintf(lets, "a-zA-%c", 'A' + nspells - 27); 494.  495.  	    for  { 496. 		Sprintf(qbuf, "Cast which spell? [%s ?]", lets); 497. 		if ((ilet = yn_function(qbuf, (char *)0, '\0')) == '?') 498. 		    break; 499.  500.  		if (index(quitchars, ilet)) 501. 		    return FALSE; 502.  503.  		idx = spell_let_to_idx(ilet); 504. 		if (idx >= 0 && idx < nspells) { 505. 		    *spell_no = idx; 506. 		    return TRUE; 507. 		} else 508. 		    You("don't know that spell."); 509. 	    }  510.  	}  511.  	return dospellmenu("Choose which spell to cast",  512.  			   SPELLMENU_CAST, spell_no); 513. }  514.   515.  /* the 'Z' command -- cast a spell */ 516. int 517. docast 518. {  519.  	int spell_no; 520.  521.  	if (getspell(&spell_no)) 522. 	    return spelleffects(spell_no, FALSE); 523. 	return 0; 524. }  525.   526.  static const char * 527. spelltypemnemonic(skill) 528. int skill; 529. {  530.  	switch (skill) { 531. 	    case P_ATTACK_SPELL: 532. 		return "attack"; 533. 	    case P_HEALING_SPELL: 534. 		return "healing"; 535. 	    case P_DIVINATION_SPELL: 536. 		return "divination"; 537. 	    case P_ENCHANTMENT_SPELL: 538. 		return "enchantment"; 539. 	    case P_CLERIC_SPELL: 540. 		return "clerical"; 541. 	    case P_ESCAPE_SPELL: 542. 		return "escape"; 543. 	    case P_MATTER_SPELL: 544. 		return "matter"; 545. 	    default: 546. 		impossible("Unknown spell skill, %d;", skill); 547. 		return ""; 548. 	}  549.  }  550.   551.  int 552. spell_skilltype(booktype) 553. int booktype; 554. {  555.  	return (objects[booktype].oc_skill); 556. }  557.   558.  static void 559. cast_protection 560. {  561.  	int loglev = 0; 562. 	int l = u.ulevel; 563. 	int natac = u.uac - u.uspellprot; 564. 	int gain; 565.  566.  	/* loglev=log2(u.ulevel)+1 (1..5) */ 567. 	while (l) { 568. 	    loglev++; 569. 	    l /= 2; 570. 	}  571.   572.  	/* The more u.uspellprot you already have, the less you get, 573. 	 * and the better your natural ac, the less you get. 574. 	 *  575.  	 *	LEVEL AC    SPELLPROT from sucessive SPE_PROTECTION casts 576. 	 *      1     10    0,  1,  2,  3,  4  577.  	 *      1      0    0,  1,  2,  3  578.  	 *      1    -10    0,  1,  2  579.  	 *      2-3   10    0,  2,  4,  5,  6,  7,  8  580.  	 *      2-3    0    0,  2,  4,  5,  6  581.  	 *      2-3  -10    0,  2,  3,  4  582.  	 *      4-7   10    0,  3,  6,  8,  9, 10, 11, 12  583.  	 *      4-7    0    0,  3,  5,  7,  8,  9  584.  	 *      4-7  -10    0,  3,  5,  6  585.  	 *      7-15 -10    0,  3,  5,  6  586.  	 *      8-15  10    0,  4,  7, 10, 12, 13, 14, 15, 16  587.  	 *      8-15   0    0,  4,  7,  9, 10, 11, 12  588.  	 *      8-15 -10    0,  4,  6,  7,  8  589.  	 *     16-30  10    0,  5,  9, 12, 14, 16, 17, 18, 19, 20  590.  	 *     16-30   0    0,  5,  9, 11, 13, 14, 15  591.  	 *     16-30 -10    0,  5,  8,  9, 10  592.  	 */  593.  	gain = loglev - (int)u.uspellprot / (4 - min(3,(10 - natac)/10)); 594.  595.  	if (gain > 0) { 596. 	    if (!Blind) { 597. 		const char *hgolden = hcolor(golden); 598.  599.  		if (u.uspellprot) 600. 		    pline_The("%s haze around you becomes more dense.",  601.  			      hgolden); 602. 		else 603. 		    pline_The("%s around you begins to shimmer with %s haze.",  604.  			/*[ what about being inside solid rock while polyd? ]*/  605.  			(Underwater || Is_waterlevel(&u.uz)) ? "water" : "air",  606.  			      an(hgolden)); 607. 	    }  608.  	    u.uspellprot += gain; 609. 	    u.uspmtime = 610. 		P_SKILL(spell_skilltype(SPE_PROTECTION)) == P_EXPERT ? 20 : 10; 611.  	    if (!u.usptime) 612. 		u.usptime = u.uspmtime; 613. 	    find_ac; 614. 	} else { 615. 	    Your("skin feels warm for a moment."); 616. 	}  617.  }  618.   619.  int 620. spelleffects(spell, atme) 621. int spell; 622. boolean atme; 623. {  624.  	int energy, damage, chance, n, intell; 625. 	int skill, role_skill; 626. 	boolean confused = (Confusion != 0); 627. 	struct obj *pseudo; 628. 	coord cc; 629.  630.  	/*  631.  	 * Spell casting no longer affects knowledge of the spell. A 632. * decrement of spell knowledge is done every turn. 633. 	 */  634.  	if (spellknow(spell) <= 0) { 635. 	    Your("knowledge of this spell is twisted."); 636. 	    pline("It invokes nightmarish images in your mind..."); 637. 	    make_confused((long)spellev(spell) * 3, FALSE); 638. 	    return(0); 639. 	} else if (spellknow(spell) <= 100) { 640. 	    You("strain to recall the spell."); 641. 	} else if (spellknow(spell) <= 1000) { 642. 	    Your("knowledge of this spell is growing faint."); 643. 	}  644.  	energy = (spellev(spell) * 5);    /* 5 <= energy <= 35 */ 645.  646.  	if (u.uhunger <= 10 && spellid(spell) != SPE_DETECT_FOOD) { 647. 		You("are too hungry to cast that spell."); 648. 		return(0); 649. 	} else if (ACURR(A_STR) < 4)  { 650. 		You("lack the strength to cast spells."); 651. 		return(0); 652. 	} else if(check_capacity( 653. 		"Your concentration falters while carrying so much stuff.")) { 654. 	    return (1); 655. 	} else if (!freehand) { 656. 		Your("arms are not free to cast!"); 657. 		return (0); 658. 	}  659.   660.  	if (u.uhave.amulet) { 661. 		You_feel("the amulet draining your energy away."); 662. 		energy += rnd(2*energy); 663. 	}  664.  	if(energy > u.uen)  { 665. 		You("don't have enough energy to cast that spell."); 666. 		return(0); 667. 	} else { 668. 		if (spellid(spell) != SPE_DETECT_FOOD) { 669. 			int hungr = energy * 2; 670.  671.  			/* don't put player (quite) into fainting from 672. 			 * casting a spell, particularly since they might 673. 			 * not even be hungry at the beginning; however, 674. 			 * this is low enough that they must eat before 675. 			 * casting anything else except detect food 676. 			 */  677.  			if (hungr > u.uhunger-3) 678. 				hungr = u.uhunger-3; 679. 			/* If hero is a wizard, their current intelligence 680. 			 * (bonuses + temporary + current) 681. 			 * affects hunger reduction in casting a spell. 682. 			 * 1. int = 17-18 no reduction 683. 			 * 2. int = 16    1/4 hungr 684. 			 * 3. int = 15    1/2 hungr 685. 			 * 4. int = 1-14  normal reduction 686. 			 * The reason for this is: 687. 			 * a) Intelligence affects the amount of exertion  688.  			 * in thinking.  689.  			 * b) Wizards have spent their life at magic and 690. 			 * understand quite well how to cast spells. 691. 			 */  692.  			intell = acurr(A_INT); 693. 			switch (intell) { 694. 				case 18: 695. 				case 17: hungr = 0; break; 696. 				case 16: hungr /= 4; break; 697. 				case 15: hungr /= 2; break; 698. 			}  699.  			morehungry(hungr); 700. 		}  701.  	}  702.   703.  	chance = percent_success(spell); 704. 	if (confused || (rnd(100) > chance)) { 705. 		You("fail to cast the spell correctly."); 706. 		u.uen -= energy / 2; 707. 		flags.botl = 1; 708. 		return(1); 709. 	}  710.   711.  	u.uen -= energy; 712. 	flags.botl = 1; 713. 	exercise(A_WIS, TRUE); 714. 	/* pseudo is a temporary "false" object containing the spell stats */ 715. 	pseudo = mksobj(spellid(spell), FALSE, FALSE); 716. 	pseudo->blessed = pseudo->cursed = 0; 717. 	pseudo->quan = 20L;			/* do not let useup get it */ 718. 	/*  719.  	 * Find the skill the hero has in a spell type category. 720. 	 * See spell_skilltype for categories. 721. 	 */  722.  	skill = spell_skilltype(pseudo->otyp); 723. 	role_skill = P_SKILL(skill); 724.  725.  	switch(pseudo->otyp)  { 726. 	/*  727.  	 * At first these act as expected. As the character increases in 728. * experience the spell increases in its ability. Initially the 729. 	 * spells have their expected levels of damage. When the hero level 730. 	 * reaches three times the level of the spell the spell does special 731. 	 * damage. This special damage is indicated before each spell. Note 732. 	 * even when the hero reaches three times the level of the spell she 733. 	 * still has the choice of casting either spell. Also the new level 734. 	 * of spell has an increased cost in casting it. 735. 	 */  736.  	case SPE_CONE_OF_COLD: 737. 	case SPE_FIREBALL: 738. 	    if (role_skill >= P_SKILLED) { 739. 	        if (throwspell) { 740. 		    cc.x=u.dx;cc.y=u.dy; 741. 		    n=rnd(8)+1; 742. 		    while(n--) { 743. 			if(!u.dx && !u.dy && !u.dz) { 744. 			    if ((damage = zapyourself(pseudo, TRUE)) != 0) 745. 				losehp(damage,  746.  				     self_pronoun("zapped %sself with a spell", 747. 						"him"),  748.  				       NO_KILLER_PREFIX); 749. 			} else { 750. 			    explode(u.dx, u.dy,  751.  				    pseudo->otyp - SPE_MAGIC_MISSILE + 10,  752.  				    u.ulevel/2 + 1 + spell_damage_bonus, 0); 753. 			}  754.  			u.dx = cc.x+rnd(3)-2; u.dy = cc.y+rnd(3)-2; 755. 			if (!cansee(u.dx,u.dy) || IS_STWALL(levl[u.dx][u.dy].typ)) { 756. 			    /* Spell is reflected back to center */ 757. 			    u.dx = cc.x;  758. u.dy = cc.y; 759. } 760.  		    }  761.  		}  762.  		break; 763. 	    } /* else fall through... */ 764.   765.  	/* these spells are all duplicates of wand effects */ 766. 	case SPE_FORCE_BOLT: 767. 	case SPE_SLEEP: 768. 	case SPE_MAGIC_MISSILE: 769. 	case SPE_KNOCK: 770. 	case SPE_SLOW_MONSTER: 771. 	case SPE_WIZARD_LOCK: 772. 	case SPE_DIG: 773. 	case SPE_TURN_UNDEAD: 774. 	case SPE_POLYMORPH: 775. 	case SPE_TELEPORT_AWAY: 776. 	case SPE_CANCELLATION: 777. 	case SPE_FINGER_OF_DEATH: 778. 	case SPE_LIGHT: 779. 	case SPE_DETECT_UNSEEN: 780. 	case SPE_HEALING: 781. 	case SPE_EXTRA_HEALING: 782. 	case SPE_DRAIN_LIFE: 783. 	case SPE_STONE_TO_FLESH: 784. 		if (!(objects[pseudo->otyp].oc_dir == NODIR)) { 785. 			if (atme) u.dx = u.dy = u.dz = 0; 786. 			else (void) getdir((char *)0); 787. 			if(!u.dx && !u.dy && !u.dz) { 788. 			    if ((damage = zapyourself(pseudo, TRUE)) != 0) 789. 				losehp(damage,  790.  				     self_pronoun("zapped %sself with a spell", 791. 						  "him"),  792.  				     NO_KILLER_PREFIX); 793. 			} else weffects(pseudo); 794. 		} else weffects(pseudo); 795. 		break; 796.  797.  	/* these are all duplicates of scroll effects */ 798. 	case SPE_REMOVE_CURSE: 799. 		/*  800.  		 * When the hero is skilled enough the spell is equivalent 801. 		 * to a blessed scroll. 802. 		 */  803.  		if (role_skill >= P_SKILLED) 804. 		    pseudo->blessed=1; 805. 		/* fall through */ 806. 	case SPE_CONFUSE_MONSTER: 807. 	case SPE_DETECT_FOOD: 808. 	case SPE_CAUSE_FEAR: 809. 	case SPE_CHARM_MONSTER: 810. 	case SPE_MAGIC_MAPPING: 811. 	case SPE_CREATE_MONSTER: 812. 	case SPE_IDENTIFY: 813. 		(void) seffects(pseudo); 814. 		break; 815.  816.  	/* these are all duplicates of potion effects */ 817. 	case SPE_HASTE_SELF: 818. 	case SPE_DETECT_TREASURE: 819. 	case SPE_DETECT_MONSTERS: 820. 	case SPE_LEVITATION: 821. 	case SPE_RESTORE_ABILITY: 822. 	case SPE_INVISIBILITY: 823. 		(void) peffects(pseudo); 824. 		break; 825.  826.  	case SPE_CURE_BLINDNESS: 827. 		healup(0, 0, FALSE, TRUE); 828. 		break; 829. 	case SPE_CURE_SICKNESS: 830. 		if (Sick) You("are no longer ill."); 831. 		if (Slimed) { 832. 		    pline("The slime disappears!"); 833. 		    Slimed = 0; 834. 		}  835.  		healup(0, 0, TRUE, FALSE); 836. 		break; 837. 	case SPE_CREATE_FAMILIAR: 838. 		(void) make_familiar((struct obj *)0, u.ux, u.uy, FALSE); 839. 		break; 840. 	case SPE_CLAIRVOYANCE: 841. 		if (!BClairvoyant) 842. 		    do_vicinity_map; 843. 		/* at present, only one thing blocks clairvoyance */ 844. 		else if (uarmh && uarmh->otyp == CORNUTHAUM) 845. 		    You("sense a pointy hat on top of your %s.",  846.  			body_part(HEAD)); 847. 		break; 848. 	case SPE_PROTECTION: 849. 		cast_protection; 850. 		break; 851. 	case SPE_JUMPING: 852. 		if (!jump(role_skill)) 853. 			pline("Nothing happens."); 854. 		break; 855. 	default: 856. 		impossible("Unknown spell %d attempted.", spell); 857. 		obfree(pseudo, (struct obj *)0); 858. 		return(0); 859. 	}  860.   861.  	/* gain skill for successful cast */ 862. 	if (role_skill != P_ISRESTRICTED && role_skill < P_EXPERT) 863. 	    use_skill(skill, spellev(spell)); 864.  865.  	obfree(pseudo, (struct obj *)0);	/* now, get rid of it */ 866. 	return(1); 867. }  868.   869.  /* Choose location where spell takes effect. */ 870.  static int 871. throwspell 872. {  873.  	coord cc; 874.  875.  	if (u.uinwater) { 876. 	    pline("You're joking! In this weather?"); return 0; 877. 	} else if (Is_waterlevel(&u.uz)) { 878. 	    You("had better wait for the sun to come out."); return 0; 879. 	}  880.   881.  	pline("Where do you want to cast the spell?"); 882. 	cc.x = u.ux; 883. 	cc.y = u.uy; 884. 	if (getpos(&cc, TRUE, "the desired position") < 0) 885. 	    return 0;	/* user pressed ESC */ 886. 	/* The number of moves from hero to where the spell drops.*/ 887. 	if (distmin(u.ux, u.uy, cc.x, cc.y) > 10) { 888. 	    pline("The spell dissipates over the distance!"); 889. 	    return 0; 890. 	} else if (u.uswallow) { 891. 	    pline("The spell is cut short!"); 892. 	    exercise(A_WIS, FALSE); /* What were you THINKING! */ 893.  	    u.dx = 0; 894. 	    u.dy = 0; 895. 	    return 1; 896. 	} else if (!cansee(cc.x, cc.y) || IS_STWALL(levl[cc.x][cc.y].typ)) { 897. 	    Your("mind fails to lock onto that location!"); 898. 	    return 0; 899. 	} else { 900. 	    u.dx=cc.x;  901. u.dy=cc.y; 902. return 1; 903. 	}  904.  }  905.   906.  void 907. losespells 908. {  909.  	boolean confused = (Confusion != 0); 910. 	int  n, nzap, i;  911. 912. 	book = 0; 913. 	for (n = 0; n < MAXSPELL && spellid(n) != NO_SPELL; n++) 914. 		continue; 915. 	if (n) { 916. 		nzap = rnd(n) + confused ? 1 : 0; 917.  		if (nzap > n) nzap = n;  918. for (i = n - nzap; i < n; i++) { 919. 		    spellid(i) = NO_SPELL; 920. 		    exercise(A_WIS, FALSE);	/* ouch! */ 921.  		}  922.  	}  923.  }  924.   925.  /* the '+' command -- view known spells */ 926. int 927. dovspell 928. {  929.  	char qbuf[QBUFSZ]; 930. 	int splnum, othnum; 931. 	struct spell spl_tmp; 932.  933.  	if (spellid(0) == NO_SPELL) 934. 	    You("don't know any spells right now."); 935. 	else { 936. 	    while (dospellmenu("Currently known spells", 937. 			       SPELLMENU_VIEW, &splnum)) { 938. 		Sprintf(qbuf, "Reordering spells; swap '%c' with",  939.  			spellet(splnum)); 940. 		if (!dospellmenu(qbuf, splnum, &othnum)) break; 941.  942.  		spl_tmp = spl_book[splnum]; 943. 		spl_book[splnum] = spl_book[othnum]; 944. 		spl_book[othnum] = spl_tmp; 945. 	    }  946.  	}  947.  	return 0; 948. }  949.   950.  static boolean 951. dospellmenu(prompt, splaction, spell_no) 952. const char *prompt; 953. int splaction;	/* SPELLMENU_CAST, SPELLMENU_VIEW, or spl_book[] index */ 954. int *spell_no; 955. {  956.  	winid tmpwin; 957. 	int i, n, how; 958. 	char buf[BUFSZ]; 959. 	menu_item *selected; 960. 	anything any; 961.  962.  	tmpwin = create_nhwindow(NHW_MENU); 963. 	start_menu(tmpwin); 964. 	any.a_void = 0;		/* zero out all bits */ 965.  966.  	/*  967.  	 * The correct spacing of the columns depends on the 968. 	 * following that (1) the font is monospaced and (2) 969. 	 * that selection letters are pre-pended to the given 970. 	 * string and are of the form "a - ". 971. 	 *  972.  	 * To do it right would require that we implement columns 973. 	 * in the window-ports (say via a tab character). 974. 	 */  975.  	Sprintf(buf, "%-20s     Level  %-12s Fail", "    Name", "Category"); 976. 	add_menu(tmpwin, NO_GLYPH, &any, 0, 0, ATR_NONE, buf, MENU_UNSELECTED); 977. 	for (i = 0; i < MAXSPELL && spellid(i) != NO_SPELL; i++) { 978. 	        Sprintf(buf, "%-20s  %2d%s   %-12s %3d%%",  979.  			spellname(i), spellev(i),  980.  			spellknow(i) ? " " : "*",  981.  			spelltypemnemonic(spell_skilltype(spellid(i))),  982.  			100 - percent_success(i)); 983.  984.  		any.a_int = i+1;	/* must be non-zero */ 985. 		add_menu(tmpwin, NO_GLYPH, &any,  986.  			 spellet(i), 0, ATR_NONE, buf,  987.  			 (i == splaction) ? MENU_SELECTED : MENU_UNSELECTED); 988. 	      }  989.  	end_menu(tmpwin, prompt); 990.  991.  	how = PICK_ONE; 992. 	if (splaction == SPELLMENU_VIEW && spellid(1) == NO_SPELL) 993. 	    how = PICK_NONE;	/* only one spell => nothing to swap with */ 994. 	n = select_menu(tmpwin, how, &selected); 995. 	destroy_nhwindow(tmpwin); 996. 	if (n > 0) { 997. 		*spell_no = selected[0].item.a_int - 1; 998. 		/* menu selection for `PICK_ONE' does not 999. 		   de-select any preselected entry */ 1000. 		if (n > 1 && *spell_no == splaction) 1001. 		   *spell_no = selected[1].item.a_int - 1; 1002. 		free((genericptr_t)selected); 1003. 		/* default selection of preselected spell means that 1004. 		  user chose not to swap it with anything */ 1005. 		if (*spell_no == splaction) return FALSE; 1006. 		return TRUE; 1007. 	} else if (splaction >= 0) { 1008. 	   /* explicit de-selection of preselected spell means that 1009. 	      user is still swapping but not for the current spell */ 1010. 	   *spell_no = splaction; 1011. 	   return TRUE; 1012. 	} 1013. 	return FALSE; 1014. } 1015.  1016. /* Integer square root function without using floating point. */ 1017. static int 1018. isqrt(val) 1019. int val; 1020. { 1021.     int rt = 0; 1022.    int odd = 1; 1023.    while(val >= odd) { 1024. 	val = val-odd; 1025. 	odd = odd+2; 1026. 	rt = rt + 1; 1027.    }  1028.     return rt; 1029. } 1030.  1031. static int 1032. percent_success(spell) 1033. int spell; 1034. { 1035. 	/* Intrinsic and learned ability are combined to calculate 1036. 	 * the probability of player's success at cast a given spell. 1037. 	 */ 1038. 	int chance, splcaster, special, statused; 1039. 	int difficulty; 1040. 	int skill; 1041. 1042. 	/* Calculate intrinsic ability (splcaster) */ 1043. 1044. 	splcaster = urole.spelbase; 1045. 	special = urole.spelheal; 1046. 	statused = ACURR(urole.spelstat); 1047. 1048. 	if (uarm && is_metallic(uarm)) 1049. 	   splcaster += (uarmc && uarmc->otyp == ROBE) ? 1050. 		urole.spelarmr/2 : urole.spelarmr; 1051. 	else if (uarmc && uarmc->otyp == ROBE) 1052. 	   splcaster -= urole.spelarmr; 1053. 	if (uarms) splcaster += urole.spelshld; 1054. 1055. 	if (uarmh && is_metallic(uarmh) && uarmh->otyp != HELM_OF_BRILLIANCE) 1056. 		splcaster += uarmhbon; 1057. 	if (uarmg && is_metallic(uarmg)) splcaster += uarmgbon; 1058. 	if (uarmf && is_metallic(uarmf)) splcaster += uarmfbon; 1059. 1060. 	if (spellid(spell) == urole.spelspec) 1061. 		splcaster += urole.spelsbon; 1062. 1063.  1064. 	/* `healing spell' bonus */ 1065. 	if (spellid(spell) == SPE_HEALING || 1066. 	    spellid(spell) == SPE_EXTRA_HEALING ||  1067. 	    spellid(spell) == SPE_CURE_BLINDNESS ||  1068. 	    spellid(spell) == SPE_CURE_SICKNESS ||  1069. 	    spellid(spell) == SPE_RESTORE_ABILITY ||  1070. 	    spellid(spell) == SPE_REMOVE_CURSE) splcaster += special; 1071. 1072. 	if (splcaster > 20) splcaster = 20; 1073. 1074. 	/* Calculate learned ability */ 1075. 1076. 	/* Players basic likelihood of being able to cast any spell 1077. 	 * is based of their `magic' statistic. (Int or Wis) 1078. 	 */ 1079. 	chance = 11 * statused / 2; 1080. 1081. 	/*  1082. 	 * High level spells are harder. Easier for higher level casters. 1083. 	 * The difficulty is based on the hero's level and their skill level 1084. 	 * in that spell type. 1085. 	 */ 1086. 	skill = P_SKILL(spell_skilltype(spellid(spell)))-1; 1087. 	difficulty= (spellev(spell)-1) * 4 - ((skill * 6) + (u.ulevel/3) + 1); 1088. 1089. 	if (difficulty > 0) { 1090. 		/* Player is too low level or unskilled. */ 1091. 		chance -= isqrt(900 * difficulty + 2000); 1092. 	} else { 1093. 		/* Player is above level. Learning continues, but the 1094. 		 * law of diminishing returns sets in quickly for 1095. 		 * low-level spells. That is, a player quickly gains 1096. 		 * no advantage for raising level. 1097. 		 */ 1098. 		int learning = 15 * -difficulty / spellev(spell); 1099. 		chance += learning > 20 ? 20 : learning; 1100. 	} 1101.  1102. 	/* Clamp the chance: >18 stat and advanced learning only help 1103. 	 * to a limit, while chances below "hopeless" only raise the 1104. 	 * specter of overflowing 16-bit ints (and permit wearing a 1105. 	 * shield to raise the chances :-). 1106. 	 */ 1107. 	if (chance < 0) chance = 0; 1108. 	if (chance > 120) chance = 120; 1109. 1110. 	/* Wearing anything but a light shield makes it very awkward 1111. 	 * to cast a spell. The penalty is not quite so bad for the 1112. 	 * player's role-specific spell. 1113. 	 */ 1114. 	if (uarms && weight(uarms) > (int) objects[SMALL_SHIELD].oc_weight) { 1115. 		if (spellid(spell) == urole.spelspec) { 1116. 			chance /= 2; 1117. 		} else { 1118. 			chance /= 4; 1119. 		} 1120. 	}  1121.  1122. 	/* Finally, chance (based on player intell/wisdom and level) is  1123. * combined with ability (based on player intrinsics and 1124. 	 * encumberances). No matter how intelligent/wise and advanced 1125. 	 * a player is, intrinsics and encumberance can prevent casting; 1126. 	 * and no matter how able, learning is always required. 1127. 	 */ 1128. 	chance = chance * (20-splcaster) / 15 - splcaster; 1129. 1130. 	/* Clamp to percentile */ 1131. 	if (chance > 100) chance = 100; 1132. 	if (chance < 0) chance = 0; 1133. 1134. 	return chance; 1135. } 1136.  1137.  1138. /* Learn a spell during creation of the initial inventory */ 1139. void 1140. initialspell(obj) 1141. struct obj *obj; 1142. { 1143. 	int i;  1144. 1145. 	for (i = 0; i < MAXSPELL; i++) { 1146. 	   if (spellid(i) == obj->otyp) { 1147. 	        pline("Error: Spell %s already known.",  1148. 	         		OBJ_NAME(objects[obj->otyp])); 1149. 	        return; 1150. 	   }  1151. 	    if (spellid(i) == NO_SPELL)  { 1152. 	       spl_book[i].sp_id = obj->otyp; 1153. 	       spl_book[i].sp_lev = objects[obj->otyp].oc_level; 1154. 	       incrnknow(i); 1155. 	       return; 1156. 	   }  1157. 	}  1158. 	impossible("Too many spells memorized!"); 1159. 	return; 1160. } 1161.  1162.  1163. /*spell.c*/