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Revision: 1.9
Committed: Tue Aug 29 11:58:02 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.8: +11 -6 lines
Log Message:
preventing hits of objects on a map by any effects if it is on a safe ground.
this should prevent most harmful effects for items and players there (delta
stuff that i didn't think of and couldn't find in the code).

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_spell_util_c =
3 elmex 1.9 * "$Id: spell_util.C,v 1.8 2006-08-29 08:01:38 root Exp $";
4 elmex 1.1 */
5    
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail at crossfire-devel@real-time.com
28     */
29    
30    
31     #include <global.h>
32     #include <spells.h>
33     #include <object.h>
34     #include <errno.h>
35     #ifndef __CEXTRACT__
36     #include <sproto.h>
37     #endif
38     #include <sounds.h>
39    
40     extern char *spell_mapping[];
41    
42     /* This returns a random spell from 'ob'. If skill is set, then
43     * the spell must be of this skill, it can be NULL in which case all
44     * matching spells are used.
45     */
46     object *find_random_spell_in_ob(object *ob, const char *skill)
47     {
48     int k=0,s;
49     object *tmp;
50    
51     for (tmp=ob->inv; tmp; tmp=tmp->below)
52 root 1.8 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++;
53 elmex 1.1
54     /* No spells, no need to progess further */
55     if (!k) return NULL;
56    
57     s = RANDOM() % k;
58    
59     for (tmp=ob->inv; tmp; tmp=tmp->below)
60 root 1.8 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) {
61     if (!s) return tmp;
62     else s--;
63     }
64 elmex 1.1 /* Should never get here, but just in case */
65     return NULL;
66     }
67    
68     /* Relatively simple function that gets used a lot.
69     * Basically, it sets up the skill pointer for the spell being
70     * cast. If op is really casting the spell, then the skill
71     * is whatever skill the spell requires.
72     * if instead caster (rod, horn, wand, etc) is casting the skill,
73     * then they get exp for the skill that you need to use for
74     * that object (use magic device).
75     */
76     void set_spell_skill(object *op, object *caster, object *spob, object *dest)
77     {
78     if (dest->skill) FREE_AND_CLEAR_STR(dest->skill);
79     if (caster == op && spob->skill)
80 root 1.8 dest->skill = add_refcount(spob->skill);
81 elmex 1.1 else if (caster->skill)
82 root 1.8 dest->skill = add_refcount(caster->skill);
83 elmex 1.1 }
84    
85     /* init_spells: This should really be called check_spells, as that
86     * is what it does. It goes through the spells looking for any
87     * obvious errors. This was most useful in debugging when re-doing
88     * all the spells to catch simple errors. To use it all the time
89     * will result in it spitting out messages that aren't really errors.
90     */
91     void init_spells(void) {
92     #ifdef SPELL_DEBUG
93     static int init_spells_done = 0;
94     int i;
95     archetype *at;
96    
97     if (init_spells_done)
98 root 1.8 return;
99 elmex 1.1 LOG(llevDebug, "Checking spells...\n");
100    
101     for (at=first_archetype; at; at=at->next) {
102 root 1.8 if (at->clone.type == SPELL) {
103     if (at->clone.skill) {
104     for (i=1; i<NUM_SKILLS; i++)
105     if (!strcmp(skill_names[i], at->clone.skill)) break;
106     if (i==NUM_SKILLS) {
107     LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
108     }
109     }
110     /* other_arch is already checked for in the loader */
111     }
112 elmex 1.1 }
113    
114     i=0;
115     while (spell_mapping[i]) {
116 root 1.8 if (!find_archetype(spell_mapping[i])) {
117     LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
118     }
119     i++;
120 elmex 1.1 }
121     LOG(llevDebug, "Checking spells completed.\n");
122     #endif
123     }
124    
125     /* Dumps all the spells - now also dumps skill associated with the spell.
126     * not sure what this would be used for, as the data seems pretty
127     * minimal, but easy enough to keep around.
128     */
129     void dump_spells(void)
130     {
131     archetype *at;
132    
133     for (at=first_archetype; at; at=at->next) {
134 root 1.8 if (at->clone.type == SPELL) {
135     fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name?at->clone.name:"null",
136     at->name, at->clone.other_arch?at->clone.other_arch->name:"null",
137     at->clone.skill?at->clone.skill:"null", at->clone.level);
138     }
139 elmex 1.1 }
140     }
141    
142     /* pretty basic function - basically just takes
143     * an object, sets the x,y, and calls insert_ob_in_map
144     */
145    
146     void spell_effect (object *spob, int x, int y, mapstruct *map,
147 root 1.8 object *originator)
148 elmex 1.1 {
149    
150     if (spob->other_arch != NULL) {
151 root 1.8 object *effect = arch_to_object(spob->other_arch);
152 elmex 1.1
153 root 1.8 effect->x = x;
154     effect->y = y;
155 elmex 1.1
156 root 1.8 insert_ob_in_map(effect, map, originator,0);
157 elmex 1.1 }
158     }
159    
160     /*
161     * This function takes a caster and spell and presents the
162     * effective level the caster needs to be to cast the spell.
163     * basically, it just adjusts the spell->level with attuned/repelled
164     * spellpaths. Was called path_level_mod
165     *
166     * caster is person casting hte spell.
167     * spell is the spell object.
168     * Returns modified level.
169     */
170     int min_casting_level(object *caster, object *spell)
171     {
172     int new_level;
173    
174     if (caster->path_denied & spell->path_attuned) {
175 root 1.8 /* This case is not a bug, just the fact that this function is
176     * usually called BEFORE checking for path_deny. -AV
177     */
178 elmex 1.1 #if 0
179 root 1.8 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied "
180     "spell\n", caster->arch->name, caster->name);
181 elmex 1.1 #endif
182 root 1.8 return 1;
183 elmex 1.1 }
184     new_level = spell->level
185     + ((caster->path_repelled & spell->path_attuned) ? +2 : 0)
186     + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
187     return (new_level < 1) ? 1 : new_level;
188     }
189    
190    
191     /* This function returns the effective level the spell
192     * is being cast at.
193     * Note that I changed the repelled/attuned bonus to 2 from 5.
194     * This is because the new code compares casting_level against
195     * min_caster_level, so the difference is effectively 4
196     */
197    
198     int caster_level(object *caster, object *spell)
199     {
200     int level = caster->level;
201    
202     /* If this is a player, try to find the matching skill */
203     if (caster->type == PLAYER && spell->skill) {
204 root 1.8 int i;
205 elmex 1.1
206 root 1.8 for (i=0; i < NUM_SKILLS; i++)
207     if (caster->contr->last_skill_ob[i] &&
208     caster->contr->last_skill_ob[i]->skill == spell->skill) {
209     level = caster->contr->last_skill_ob[i]->level;
210     break;
211     }
212 elmex 1.1 }
213    
214     /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
215     if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
216     {
217     object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
218     int sk_level = skill ? skill->level : 1;
219     level = MIN (level, sk_level + level / 10 + 1);
220     }
221    
222     /* Got valid caster level. Now adjust for attunement */
223     level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0)
224     + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
225    
226     /* Always make this at least 1. If this is zero, we get divide by zero
227     * errors in various places.
228     */
229     if (level < 1) level = 1;
230     return level;
231     }
232    
233     /* The following function scales the spellpoint cost of
234     * a spell by it's increased effectiveness. Some of the
235     * lower level spells become incredibly vicious at high
236     * levels. Very cheap mass destruction. This function is
237     * intended to keep the sp cost related to the effectiveness.
238     * op is the player/monster
239     * caster is what is casting the spell, can be op.
240     * spell is the spell object.
241     * Note that it is now possible for a spell to cost both grace and
242     * mana. In that case, we return which ever value is higher.
243     */
244    
245     sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags)
246     {
247     int sp, grace, level = caster_level(caster, spell);
248    
249     if (settings.spellpoint_level_depend == TRUE) {
250 root 1.8 if (spell->stats.sp && spell->stats.maxsp) {
251     sp= (int) (spell->stats.sp *
252     (1.0 + MAX(0,
253     (float)(level-spell->level)/ (float)spell->stats.maxsp)));
254     }
255     else sp = spell->stats.sp;
256    
257     sp *= (int) PATH_SP_MULT(caster,spell);
258     if (!sp && spell->stats.sp) sp=1;
259    
260     if (spell->stats.grace && spell->stats.maxgrace) {
261     grace= (int) (spell->stats.grace *
262     (1.0 + MAX(0,
263     (float)(level-spell->level)/ (float)spell->stats.maxgrace)));
264     }
265     else grace = spell->stats.grace;
266 elmex 1.1
267 root 1.8 grace *= (int) PATH_SP_MULT(caster,spell);
268     if (spell->stats.grace && !grace) grace=1;
269 elmex 1.1 } else {
270 root 1.8 sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell));
271     if (spell->stats.sp && !sp) sp=1;
272     grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell));
273     if (spell->stats.grace && !grace) grace=1;
274 elmex 1.1 }
275     if (flags == SPELL_HIGHEST)
276 root 1.8 return MAX(sp, grace);
277 elmex 1.1 else if (flags == SPELL_GRACE)
278 root 1.8 return grace;
279 elmex 1.1 else if (flags == SPELL_MANA)
280 root 1.8 return sp;
281 elmex 1.1 else {
282 root 1.8 LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
283     return 0;
284 elmex 1.1 }
285     }
286    
287    
288     /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289     * spob is the spell we are adjusting.
290     */
291     int SP_level_dam_adjust(object *caster, object *spob)
292     {
293     int level = caster_level (caster, spob);
294     int adj = level - min_casting_level(caster, spob);
295    
296     if(adj < 0) adj=0;
297     if (spob->dam_modifier)
298 root 1.8 adj/=spob->dam_modifier;
299 elmex 1.1 else adj=0;
300     return adj;
301     }
302    
303     /* Adjust the strength of the spell based on level.
304     * This is basically the same as SP_level_dam_adjust above,
305     * but instead looks at the level_modifier value.
306     */
307     int SP_level_duration_adjust(object *caster, object *spob)
308     {
309     int level = caster_level (caster, spob);
310     int adj = level - min_casting_level(caster, spob);
311    
312     if(adj < 0) adj=0;
313     if(spob->duration_modifier)
314 root 1.8 adj/=spob->duration_modifier;
315 elmex 1.1 else adj=0;
316    
317     return adj;
318     }
319    
320     /* Adjust the strength of the spell based on level.
321     * This is basically the same as SP_level_dam_adjust above,
322     * but instead looks at the level_modifier value.
323     */
324     int SP_level_range_adjust(object *caster, object *spob)
325     {
326     int level = caster_level (caster, spob);
327     int adj = level - min_casting_level(caster, spob);
328    
329     if(adj < 0) adj=0;
330     if(spob->range_modifier)
331 root 1.8 adj/=spob->range_modifier;
332 elmex 1.1 else adj=0;
333    
334     return adj;
335     }
336    
337     /* Checks to see if player knows the spell. If the name is the same
338     * as an existing spell, we presume they know it.
339     * returns 1 if they know the spell, 0 if they don't.
340     */
341     object *check_spell_known (object *op, const char *name)
342     {
343     object *spop;
344    
345     for (spop=op->inv; spop; spop=spop->below)
346 root 1.8 if (spop->type == SPELL && !strcmp(spop->name, name)) return spop;
347 elmex 1.1
348     return NULL;
349     }
350    
351    
352     /*
353     * Look at object 'op' and see if they know the spell
354     * spname. This is pretty close to check_spell_known
355     * above, but it uses a looser matching mechanism.
356     * returns the matching spell object, or NULL.
357     * If we match multiple spells but don't get an
358     * exact match, we also return NULL.
359     */
360    
361     object *lookup_spell_by_name(object *op,const char *spname) {
362     object *spob1=NULL, *spob2=NULL, *spob;
363     int nummatch=0;
364    
365     if(spname==NULL) return NULL;
366    
367     /* Try to find the spell. We store the results in spob1
368     * and spob2 - spob1 is only taking the length of
369     * the past spname, spob2 uses the length of the spell name.
370     */
371     for (spob = op->inv; spob; spob=spob->below) {
372 root 1.8 if (spob->type == SPELL) {
373     if (!strncmp(spob->name, spname, strlen(spname))) {
374     nummatch++;
375     spob1 = spob;
376     } else if (!strncmp(spob->name, spname, strlen(spob->name))) {
377     /* if spells have ambiguous names, it makes matching
378     * really difficult. (eg, fire and fireball would
379     * fall into this category). It shouldn't be hard to
380     * make sure spell names don't overlap in that fashion.
381     */
382     if (spob2)
383     LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n",
384     spob2->name, spob->name);
385     spob2 = spob;
386     }
387     }
388 elmex 1.1 }
389     /* if we have best match, return it. Otherwise, if we have one match
390     * on the loser match, return that, otehrwise null
391     */
392     if (spob2) return spob2;
393     if (spob1 && nummatch == 1) return spob1;
394     return NULL;
395     }
396    
397     /* reflwall - decides weither the (spell-)object sp_op will
398     * be reflected from the given mapsquare. Returns 1 if true.
399     * (Note that for living creatures there is a small chance that
400     * reflect_spell fails.)
401     * Caller should be sure it passes us valid map coordinates
402     * eg, updated for tiled maps.
403     */
404     int reflwall(mapstruct *m,int x,int y, object *sp_op) {
405     object *op;
406    
407     if(OUT_OF_REAL_MAP(m,x,y)) return 0;
408     for(op=get_map_ob(m,x,y);op!=NULL;op=op->above)
409 root 1.8 if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) ||
410     sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10)))
411     return 1;
412 elmex 1.1
413     return 0;
414     }
415    
416     /* cast_create_object: creates object new_op in direction dir
417     * or if that is blocked, beneath the player (op).
418     * we pass 'caster', but don't use it for anything.
419     * This is really just a simple wrapper function .
420     * returns the direction that the object was actually placed
421     * in.
422     */
423     int cast_create_obj(object *op,object *caster,object *new_op, int dir)
424     {
425     mapstruct *m;
426     sint16 sx, sy;
427    
428     if(dir &&
429     ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
430     OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) {
431 root 1.8 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
432     new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet.");
433     dir = 0;
434 elmex 1.1 }
435     new_op->x=op->x+freearr_x[dir];
436     new_op->y=op->y+freearr_y[dir];
437     if (dir == 0)
438 root 1.8 insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR);
439 elmex 1.1 else
440 root 1.8 insert_ob_in_map(new_op,op->map,op,0);
441 elmex 1.1 return dir;
442     }
443    
444     /* Returns true if it is ok to put spell *op on the space/may provided.
445     * immune_stop is basically the attacktype of the spell (why
446     * passed as a different value, not sure of). If immune_stop
447     * has the AT_MAGIC bit set, and there is a counterwall
448     * on the space, the object doesn't get placed. if immune stop
449     * does not have AT_MAGIC, then counterwalls do not effect the spell.
450     *
451     */
452    
453     int ok_to_put_more(mapstruct *m,sint16 x,sint16 y,object *op,int immune_stop) {
454     object *tmp;
455     int mflags;
456     mapstruct *mp;
457    
458     mp = m;
459     mflags = get_map_flags(m, &mp, x, y, &x, &y);
460    
461     if (mflags & P_OUT_OF_MAP) return 0;
462    
463     if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0;
464    
465     for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) {
466 root 1.8 /* If there is a counterspell on the space, and this
467     * object is using magic, don't progress. I believe we could
468     * leave this out and let in progress, and other areas of the code
469     * will then remove it, but that would seem to to use more
470     * resources, and may not work as well if a player is standing
471     * on top of a counterwall spell (may hit the player before being
472     * removed.) On the other hand, it may be more dramatic for the
473     * spell to actually hit the counterwall and be sucked up.
474     */
475     if ((tmp->attacktype & AT_COUNTERSPELL) &&
476     (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) &&
477     (tmp->type != WEAPON) && (tmp->type != BOW) &&
478     (tmp->type != ARROW) && (tmp->type != GOLEM) &&
479     (immune_stop & AT_MAGIC)) return 0;
480    
481     /* This is to prevent 'out of control' spells. Basically, this
482     * limits one spell effect per space per spell. This is definately
483     * needed for performance reasons, and just for playability I believe.
484     * there are no such things as multispaced spells right now, so
485     * we don't need to worry about the head.
486     */
487 elmex 1.1 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) &&
488     (tmp->subtype == op->subtype))
489 root 1.8 return 0;
490 elmex 1.1
491     /*
492     * Combine similar spell effects into one spell effect. Needed for
493     * performance reasons with meteor swarm and the like, but also for
494     * playability reasons.
495     */
496     if (tmp->arch == op->arch
497     && tmp->type == op->type
498     && tmp->subtype == op->subtype
499     && tmp->owner == op->owner
500     && ((tmp->subtype == SP_EXPLOSION)
501     || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))
502     ) {
503     tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
504     tmp->range = MAX (tmp->range, op->range);
505     tmp->duration = MAX (tmp->duration, op->duration);
506     return 0;
507     }
508    
509 root 1.8 /* Perhaps we should also put checks in for no magic and unholy
510     * ground to prevent it from moving along?
511     */
512 elmex 1.1 }
513     /* If it passes the above tests, it must be OK */
514     return 1;
515     }
516    
517     /* fire_arch_from_position: fires an archetype.
518     * op: person firing the object.
519     * caster: object casting the spell.
520     * x, y: where to fire the spell (note, it then uses op->map for the map
521     * for these coordinates, which is probably a really bad idea.
522     * dir: direction to fire in.
523     * spell: spell that is being fired. It uses other_arch for the archetype
524     * to fire.
525     * returns 0 on failure, 1 on success.
526     */
527    
528     int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y,
529 root 1.8 int dir, object *spell)
530 elmex 1.1 {
531     object *tmp;
532     int mflags;
533     mapstruct *m;
534    
535     if(spell->other_arch==NULL)
536 root 1.8 return 0;
537 elmex 1.1
538     m = op->map;
539     mflags = get_map_flags(m, &m, x, y, &x, &y);
540     if (mflags & P_OUT_OF_MAP) {
541 root 1.8 return 0;
542 elmex 1.1 }
543    
544     tmp=arch_to_object(spell->other_arch);
545    
546     if(tmp==NULL)
547 root 1.8 return 0;
548 elmex 1.1
549     if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) {
550 root 1.8 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
551     free_object(tmp);
552     return 0;
553 elmex 1.1 }
554    
555    
556    
557     tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell);
558     tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell);
559     /* code in time.c uses food for some things, duration for others */
560     tmp->stats.food = tmp->duration;
561     tmp->range=spell->range+SP_level_range_adjust(caster,spell);
562     tmp->attacktype = spell->attacktype;
563     tmp->x=x;
564     tmp->y=y;
565     tmp->direction=dir;
566     if (get_owner (op) != NULL)
567 root 1.8 copy_owner (tmp, op);
568 elmex 1.1 else
569 root 1.8 set_owner (tmp, op);
570 elmex 1.1 tmp->level = caster_level (caster, spell);
571     set_spell_skill(op, caster, spell, tmp);
572    
573     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
574     if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) {
575 root 1.8 if(!tailor_god_spell(tmp,op)) return 0;
576 elmex 1.1 }
577     if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
578 root 1.8 SET_ANIMATION(tmp, dir);
579 elmex 1.1
580     if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL)
581 root 1.8 return 1;
582 elmex 1.1
583     move_spell_effect(tmp);
584    
585     return 1;
586     }
587    
588    
589    
590     /*****************************************************************************
591     *
592     * Code related to rods - perhaps better located in another file?
593     *
594     ****************************************************************************/
595    
596     void regenerate_rod(object *rod) {
597     if (rod->stats.hp < rod->stats.maxhp) {
598 root 1.8 rod->stats.hp+= 1 + rod->stats.maxhp/10;
599 elmex 1.1
600 root 1.8 if (rod->stats.hp > rod->stats.maxhp)
601     rod->stats.hp = rod->stats.maxhp;
602 elmex 1.1 }
603     }
604    
605    
606     void drain_rod_charge(object *rod) {
607     rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST);
608     }
609    
610    
611    
612    
613     /* this function is commonly used to find a friendly target for
614     * spells such as heal or protection or armour
615     * op is what is looking for the target (which can be a player),
616     * dir is the direction we are looking in. Return object found, or
617     * NULL if no good object.
618     */
619    
620     object *find_target_for_friendly_spell(object *op,int dir) {
621     object *tmp;
622     mapstruct *m;
623     sint16 x, y;
624     int mflags;
625    
626     /* I don't really get this block - if op isn't a player or rune,
627     * we then make the owner of this object the target.
628     * The owner could very well be no where near op.
629     */
630     if(op->type!=PLAYER && op->type!=RUNE) {
631 root 1.8 tmp=get_owner(op);
632     /* If the owner does not exist, or is not a monster, than apply the spell
633     * to the caster.
634     */
635     if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op;
636 elmex 1.1 }
637     else {
638 root 1.8 m = op->map;
639     x = op->x+freearr_x[dir];
640     y = op->y+freearr_y[dir];
641    
642     mflags = get_map_flags(m, &m, x, y, &x, &y);
643    
644     if (mflags & P_OUT_OF_MAP)
645     tmp=NULL;
646     else {
647     for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above)
648     if(tmp->type==PLAYER)
649     break;
650     }
651 elmex 1.1 }
652     /* didn't find a player there, look in current square for a player */
653     if(tmp==NULL)
654     for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
655     {
656     if(tmp->type==PLAYER)
657     break;
658     }
659    
660     return tmp;
661     }
662    
663    
664    
665     /* raytrace:
666     * spell_find_dir(map, x, y, exclude) will search first the center square
667     * then some close squares in the given map at the given coordinates for
668     * live objects.
669     * It will not consider the object given as exclude (= caster) among possible
670     * live objects. If the caster is a player, the spell will go after
671     * monsters/generators only. If not, the spell will hunt players only.
672     * It returns the direction toward the first/closest live object if it finds
673     * any, otherwise -1.
674     * note that exclude can be NULL, in which case all bets are off.
675     */
676    
677     int spell_find_dir(mapstruct *m, int x, int y, object *exclude) {
678     int i,max=SIZEOFFREE;
679     sint16 nx,ny;
680     int owner_type=0, mflags;
681     object *tmp;
682     mapstruct *mp;
683    
684     if (exclude && exclude->head)
685 root 1.8 exclude = exclude->head;
686 elmex 1.1 if (exclude && exclude->type)
687 root 1.8 owner_type = exclude->type;
688 elmex 1.1
689     for(i=rndm(1, 8);i<max;i++) {
690 root 1.8 nx = x + freearr_x[i];
691     ny = y + freearr_y[i];
692     mp = m;
693     mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
694     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue;
695 elmex 1.1
696 root 1.8 tmp=get_map_ob(mp,nx,ny);
697 elmex 1.1
698 root 1.8 while(tmp!=NULL && (((owner_type==PLAYER &&
699     !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) ||
700 elmex 1.1 (owner_type!=PLAYER && tmp->type!=PLAYER)) ||
701 root 1.8 (tmp == exclude || (tmp->head && tmp->head == exclude))))
702     tmp=tmp->above;
703 elmex 1.1
704 root 1.8 if(tmp!=NULL && can_see_monsterP(m,x,y,i))
705     return freedir[i];
706 elmex 1.1 }
707     return -1; /* flag for "keep going the way you were" */
708     }
709    
710    
711    
712     /* put_a_monster: puts a monster named monstername near by
713     * op. This creates the treasures for the monsters, and
714     * also deals with multipart monsters properly.
715     */
716    
717     void put_a_monster(object *op,const char *monstername) {
718     object *tmp,*head=NULL,*prev=NULL;
719     archetype *at;
720     int dir;
721    
722     /* Handle cases where we are passed a bogus mosntername */
723    
724     if((at=find_archetype(monstername))==NULL) return;
725    
726     /* find a free square nearby
727     * first we check the closest square for free squares
728     */
729    
730     dir=find_first_free_spot(&at->clone,op->map,op->x,op->y);
731     if(dir!=-1) {
732 root 1.8 /* This is basically grabbed for generate monster. Fixed 971225 to
733     * insert multipart monsters properly
734     */
735     while (at!=NULL) {
736     tmp=arch_to_object(at);
737     tmp->x=op->x+freearr_x[dir]+at->clone.x;
738     tmp->y=op->y+freearr_y[dir]+at->clone.y;
739     tmp->map = op->map;
740     if (head) {
741     tmp->head=head;
742     prev->more=tmp;
743     }
744     if (!head) head=tmp;
745     prev=tmp;
746     at=at->more;
747     }
748    
749     if (head->randomitems)
750     create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0);
751    
752     insert_ob_in_map(head,op->map,op,0);
753    
754     /* thought it'd be cool to insert a burnout, too.*/
755     tmp=get_archetype("burnout");
756     tmp->map = op->map;
757     tmp->x=op->x+freearr_x[dir];
758     tmp->y=op->y+freearr_y[dir];
759     insert_ob_in_map(tmp,op->map,op,0);
760 elmex 1.1 }
761     }
762    
763     /* peterm: function which summons hostile monsters and
764     * places them in nearby squares.
765     * op is the summoner.
766     * n is the number of monsters.
767     * monstername is the name of the monster.
768     * returns the number of monsters, which is basically n.
769     * it should really see how many it successfully replaced and
770     * return that instead.
771     * Note that this is not used by any spells (summon evil monsters
772     * use to call this, but best I can tell, that spell/ability was
773     * never used. This is however used by various failures on the
774     * players part (alchemy, reincarnation, etc)
775     */
776    
777     int summon_hostile_monsters(object *op,int n,const char *monstername){
778     int i;
779     for(i=0;i<n;i++)
780 root 1.8 put_a_monster(op,monstername);
781 elmex 1.1
782     return n;
783     }
784    
785    
786     /* Some local definitions for shuffle-attack */
787     struct attacktype_shuffle {
788 root 1.8 int attacktype;
789     int face;
790 elmex 1.1 } ATTACKS[22] = {
791 root 1.8 {AT_PHYSICAL,0},
792     {AT_PHYSICAL,0}, /*face = explosion*/
793     {AT_PHYSICAL,0},
794     {AT_MAGIC,1},
795     {AT_MAGIC,1}, /* face = last-burnout */
796     {AT_MAGIC,1},
797     {AT_FIRE,2},
798     {AT_FIRE,2}, /* face = fire.... */
799     {AT_FIRE,2},
800     {AT_ELECTRICITY,3},
801     {AT_ELECTRICITY,3}, /* ball_lightning */
802     {AT_ELECTRICITY,3},
803     {AT_COLD,4},
804     {AT_COLD,4}, /* face=icestorm*/
805     {AT_COLD,4},
806     {AT_CONFUSION,5},
807     {AT_POISON,7},
808     {AT_POISON,7}, /* face = acid sphere. generator */
809     {AT_POISON,7}, /* poisoncloud face */
810     {AT_SLOW,8},
811     {AT_PARALYZE,9},
812     {AT_FEAR,10} };
813 elmex 1.1
814    
815    
816     /* shuffle_attack: peterm
817     * This routine shuffles the attack of op to one of the
818     * ones in the list. It does this at random. It also
819     * chooses a face appropriate to the attack that is
820     * being committed by that square at the moment.
821     * right now it's being used by color spray and create pool of
822     * chaos.
823     * This could really be a better implementation - the
824     * faces and attacktypes above are hardcoded, which is never
825     * good. The faces refer to faces in the animation sequence.
826     * Not sure how to do better - but not having it hardcoded
827     * would be nice.
828     * I also fixed a bug here in that attacktype was |= -
829     * to me, that would be that it would quickly get all
830     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
831     */
832     void shuffle_attack(object *op,int change_face)
833     {
834     int i;
835     i=rndm(0, 21);
836    
837     op->attacktype=ATTACKS[i].attacktype|AT_MAGIC;
838    
839     if(change_face) {
840 root 1.8 SET_ANIMATION(op, ATTACKS[i].face);
841 elmex 1.1 }
842     }
843    
844    
845     /* prayer_failure: This is called when a player fails
846     * at casting a prayer.
847     * op is the player.
848     * failure is basically how much grace they had.
849     * power is how much grace the spell would normally take to cast.
850     */
851    
852     void prayer_failure(object *op, int failure,int power)
853     {
854     const char *godname;
855     object *tmp;
856    
857     if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit";
858    
859     if(failure<= -20 && failure > -40) /* wonder */
860     {
861 root 1.8 new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname);
862     tmp = get_archetype(SPELL_WONDER);
863     cast_cone(op,op,0,tmp);
864     free_object(tmp);
865 elmex 1.1 }
866    
867     else if (failure <= -40 && failure > -60) /* confusion */
868     {
869 root 1.8 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!");
870     confuse_player(op,op,99);
871 elmex 1.1 }
872     else if (failure <= -60 && failure> -150) /* paralysis */
873     {
874 root 1.8 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname);
875     new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else.");
876     paralyze_player(op,op,99);
877 elmex 1.1 }
878     else if (failure <= -150) /* blast the immediate area */
879     {
880 root 1.8 tmp = get_archetype(GOD_POWER);
881     new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname);
882     cast_magic_storm(op,tmp, power);
883 elmex 1.1 }
884     }
885    
886     /*
887     * spell_failure() handles the various effects for differing degrees
888     * of failure badness.
889     * op is the player that failed.
890     * failure is a random value of how badly you failed.
891     * power is how many spellpoints you'd normally need for the spell.
892     * skill is the skill you'd need to cast the spell.
893     */
894    
895     void spell_failure(object *op, int failure,int power, object *skill)
896     {
897     object *tmp;
898    
899     if (settings.spell_failure_effects == FALSE)
900 root 1.8 return;
901 elmex 1.1
902     if (failure<=-20 && failure > -40) /* wonder */
903     {
904 root 1.8 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect.");
905     tmp = get_archetype(SPELL_WONDER);
906     cast_cone(op,op,0,tmp);
907     free_object(tmp);
908 elmex 1.1 }
909    
910     else if (failure <= -40 && failure > -60) /* confusion */
911     {
912 root 1.8 new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!");
913     confuse_player(op,op,99);
914 elmex 1.1 }
915     else if (failure <= -60 && failure> -80) /* paralysis */
916     {
917 root 1.8 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!");
918     paralyze_player(op,op,99);
919 elmex 1.1 }
920     else if (failure <= -80) /* blast the immediate area */
921     {
922 root 1.8 object *tmp;
923     /* Safety check to make sure we don't get any mana storms in scorn */
924     if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) {
925     new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
926     hit_player(op,9998,op,AT_INTERNAL,1);
927    
928     } else {
929     new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
930     tmp=get_archetype(LOOSE_MANA);
931     tmp->level=skill->level;
932     tmp->x=op->x;
933     tmp->y=op->y;
934    
935     /* increase the area of destruction a little for more powerful spells */
936     tmp->range+=isqrt(power);
937    
938     if (power>25) tmp->stats.dam = 25 + isqrt(power);
939     else tmp->stats.dam=power; /* nasty recoils! */
940    
941     tmp->stats.maxhp=tmp->count;
942     insert_ob_in_map(tmp,op->map,NULL,0);
943     }
944 elmex 1.1 }
945     }
946    
947     int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
948     {
949     int success;
950     player *pl;
951     object *spell;
952    
953     if ( !spell_ob->other_arch )
954     {
955     LOG( llevError, "cast_party_spell: empty other arch\n" );
956     return 0;
957     }
958     spell = arch_to_object( spell_ob->other_arch );
959    
960     /* Always cast spell on caster */
961     success = cast_spell( op, caster, dir, spell, stringarg );
962    
963     if ( caster->contr->party == NULL )
964     {
965     remove_ob( spell );
966     return success;
967     }
968     for( pl=first_player; pl!=NULL; pl=pl->next )
969     if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) )
970     {
971     cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg );
972     }
973     remove_ob( spell );
974     return success;
975     }
976    
977     /* This is where the main dispatch when someone casts a spell.
978     *
979     * op is the creature that is owner of the object that is casting the spell -
980     * eg, the player or monster.
981     * caster is the actual object (wand, potion) casting the spell. can be
982     * same as op.
983     * dir is the direction to cast in. Note in some cases, if the spell
984     * is self only, dir really doesn't make a difference.
985     * spell_ob is the spell object that is being cast. From that,
986     * we can determine what to do.
987     * stringarg is any options that are being used. It can be NULL. Almost
988     * certainly, only players will set it. It is basically used as optional
989     * parameters to a spell (eg, item to create, information for marking runes,
990     * etc.
991     * returns 1 on successful cast, or 0 on error. These values should really
992     * be swapped, so that 0 is successful, and non zero is failure, with a code
993     * of what it failed.
994     *
995     * Note that this function is really a dispatch routine that calls other
996     * functions - it just blindly returns what ever value those functions
997     * return. So if your writing a new function that is called from this,
998     * it shoudl also return 1 on success, 0 on failure.
999     *
1000     * if it is a player casting the spell (op->type == PLAYER, op == caster),
1001     * this function will decrease the mana/grace appropriately. For other
1002     * objects, the caller should do what it considers appropriate.
1003     */
1004    
1005     int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) {
1006    
1007     const char *godname;
1008     int success=0,mflags, cast_level=0, old_shoottype;
1009     object *skill=NULL;
1010    
1011     old_shoottype = op->contr ? op->contr->shoottype : 0;
1012    
1013     if (!spell_ob) {
1014 root 1.8 LOG(llevError,"cast_spell: null spell object passed\n");
1015     return 0;
1016 elmex 1.1 }
1017     if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1018    
1019     /* the caller should set caster to op if appropriate */
1020     if (!caster) {
1021 root 1.8 LOG(llevError,"cast_spell: null caster object passed\n");
1022     return 0;
1023 elmex 1.1 }
1024    
1025     /* if caster is a spell casting object, this normally shouldn't be
1026     * an issue, because they don't have any spellpaths set up.
1027     */
1028     if (caster->path_denied & spell_ob->path_attuned) {
1029 root 1.8 new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you.");
1030     return 0;
1031 elmex 1.1 }
1032    
1033     /* if it is a player casting the spell, and they are really casting it
1034     * (vs it coming from a wand, scroll, or whatever else), do some
1035     * checks. We let monsters do special things - eg, they
1036     * don't need the skill, bypass level checks, etc. The monster function
1037     * should take care of that.
1038     * Remove the wiz check here and move it further down - some spells
1039     * need to have the right skill pointer passed, so we need to
1040     * at least process that code.
1041     */
1042     if (op->type == PLAYER && op == caster) {
1043 root 1.8 cast_level = caster_level(caster, spell_ob);
1044     if (spell_ob->skill) {
1045     skill = find_skill_by_name(op, spell_ob->skill);
1046     if (!skill) {
1047     new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.",
1048     spell_ob->skill, spell_ob->name);
1049     return 0;
1050     }
1051     if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) {
1052     new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell.");
1053     return 0;
1054     }
1055     }
1056     /* If the caster is the wiz, they don't ever fail, and don't have
1057     * to have sufficient grace/mana.
1058     */
1059     if (!QUERY_FLAG(op, FLAG_WIZ)) {
1060     if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) &&
1061     SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) {
1062     new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana.");
1063     return 0;
1064     }
1065     if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) &&
1066     SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) {
1067     if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace -
1068     10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) {
1069     new_draw_info_format(NDI_UNIQUE, 0,op,
1070     "%s grants your prayer, though you are unworthy.",godname);
1071     }
1072     else {
1073     prayer_failure(op,op->stats.grace,
1074     SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace);
1075     new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname);
1076     return 0;
1077     }
1078     }
1079    
1080     /* player/monster is trying to cast the spell. might fumble it */
1081     if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) <
1082     (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) {
1083     play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1084     new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell.");
1085     if (settings.casting_time == TRUE) {
1086     op->casting_time = -1;
1087     }
1088     op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW);
1089     return 0;
1090     } else if (spell_ob->stats.sp) {
1091     int failure = random_roll(0, 199, op, PREFER_HIGH) -
1092     op->contr->encumbrance +op->level - spell_ob->level +35;
1093    
1094     if( failure < 0) {
1095     new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use.");
1096     if (settings.spell_failure_effects == TRUE)
1097     spell_failure(op,failure,
1098     SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA),
1099     skill);
1100     op->contr->shoottype = (rangetype) old_shoottype;
1101     op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW);
1102     return 0;
1103     }
1104     }
1105     }
1106 elmex 1.1 }
1107 root 1.8
1108 elmex 1.1 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1109    
1110     /* See if we can cast a spell here. If the caster and op are
1111     * not alive, then this would mean that the mapmaker put the
1112     * objects on the space - presume that they know what they are
1113     * doing.
1114     */
1115 elmex 1.9
1116     if ((mflags & P_SAFE) && !QUERY_FLAG(op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1117     {
1118     new_draw_info(NDI_UNIQUE, 0,op,
1119     "This ground is sacred! The gods prevent any magical effects done by you here!.");
1120     return 0;
1121     }
1122    
1123     if ((spell_ob->type == SPELL)
1124     && (caster->type != POTION)
1125 elmex 1.2 && !QUERY_FLAG(op, FLAG_WIZCAST)
1126     && (QUERY_FLAG(caster, FLAG_ALIVE)
1127     || QUERY_FLAG(op, FLAG_ALIVE))
1128     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp)
1129     || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1130     {
1131 root 1.8 if (op->type!=PLAYER)
1132     return 0;
1133 elmex 1.1
1134 root 1.8 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1135     new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname);
1136     else
1137 elmex 1.2 switch(op->contr->shoottype)
1138     {
1139     case range_magic:
1140     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting.");
1141     break;
1142     case range_misc:
1143     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item.");
1144     break;
1145     case range_golem:
1146     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll.");
1147     break;
1148     default:
1149     break;
1150     }
1151 root 1.8 return 0;
1152 elmex 1.2 }
1153 elmex 1.1
1154     if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) {
1155 root 1.8 if (op->casting_time==-1) { /* begin the casting */
1156     op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob));
1157     op->spell = spell_ob;
1158     /* put the stringarg into the object struct so that when the
1159     * spell is actually cast, it knows about the stringarg.
1160     * necessary for the invoke command spells.
1161     */
1162     if(stringarg) {
1163     op->spellarg = strdup_local(stringarg);
1164     }
1165     else op->spellarg=NULL;
1166     return 0;
1167     }
1168     else if (op->casting_time != 0) {
1169     if (op->type == PLAYER )
1170     new_draw_info(NDI_UNIQUE, 0,op,"You are casting!");
1171     return 0;
1172     } else { /* casting_time == 0 */
1173     op->casting_time = -1;
1174     spell_ob = op->spell;
1175     stringarg = op->spellarg;
1176     }
1177 elmex 1.1 } else {
1178 root 1.8 /* Take into account how long it takes to cast the spell.
1179     * if the player is casting it, then we use the time in
1180     * the spell object. If it is a spell object, have it
1181     * take two ticks. Things that cast spells on the players
1182     * behalf (eg, altars, and whatever else) shouldn't cost
1183     * the player any time.
1184     * Ignore casting time for firewalls
1185     */
1186     if (caster == op && caster->type != FIREWALL) {
1187     op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1188     /* Other portions of the code may also decrement the speed of the player, so
1189     * put a lower limit so that the player isn't stuck here too long
1190     */
1191     if ((spell_ob->casting_time > 0) &&
1192     op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed))
1193     op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1194     } else if (caster->type == WAND || caster->type == HORN ||
1195     caster->type == ROD || caster->type == POTION ||
1196     caster->type == SCROLL) {
1197     op->speed_left -= 2 * FABS(op->speed);
1198     }
1199 elmex 1.1 }
1200    
1201     if (op->type == PLAYER && op == caster) {
1202 root 1.8 op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE);
1203     op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA);
1204 elmex 1.1 }
1205    
1206     /* We want to try to find the skill to properly credit exp.
1207     * for spell casting objects, the exp goes to the skill the casting
1208     * object requires.
1209     */
1210     if (op != caster && !skill && caster->skill) {
1211 root 1.8 skill = find_skill_by_name(op, caster->skill);
1212     if (!skill) {
1213     new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s",
1214     caster->skill, query_name(caster));
1215     return 0;
1216     }
1217     change_skill(op, skill, 0); /* needed for proper exp credit */
1218 elmex 1.1 }
1219    
1220     switch(spell_ob->subtype) {
1221 root 1.8 /* The order of case statements is same as the order they show up
1222     * in in spells.h.
1223     */
1224     case SP_RAISE_DEAD:
1225     success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg);
1226     break;
1227    
1228     case SP_RUNE:
1229     success = write_rune(op,caster, spell_ob, dir,stringarg);
1230     break;
1231 elmex 1.1
1232 root 1.8 case SP_MAKE_MARK:
1233     success = write_mark(op, spell_ob, stringarg);
1234     break;
1235    
1236     case SP_BOLT:
1237     success = fire_bolt(op,caster,dir,spell_ob,skill);
1238     break;
1239    
1240     case SP_BULLET:
1241     success = fire_bullet(op, caster, dir, spell_ob);
1242     break;
1243    
1244     case SP_CONE:
1245     success = cast_cone(op, caster, dir, spell_ob);
1246     break;
1247    
1248     case SP_BOMB:
1249     success = create_bomb(op,caster,dir, spell_ob);
1250     break;
1251    
1252     case SP_WONDER:
1253     success = cast_wonder(op,caster, dir,spell_ob);
1254     break;
1255    
1256     case SP_SMITE:
1257     success = cast_smite_spell(op,caster, dir,spell_ob);
1258     break;
1259    
1260     case SP_MAGIC_MISSILE:
1261     success = fire_arch_from_position(op, caster, op->x + freearr_x[dir],
1262     op->y + freearr_y[dir], dir, spell_ob);
1263     break;
1264    
1265     case SP_SUMMON_GOLEM:
1266     success = summon_golem(op, caster, dir, spell_ob);
1267     old_shoottype = range_golem;
1268     break;
1269    
1270     case SP_DIMENSION_DOOR:
1271     /* dimension door needs the actual caster, because that is what is
1272     * moved.
1273     */
1274     success = dimension_door(op,caster, spell_ob, dir);
1275     break;
1276    
1277     case SP_MAGIC_MAPPING:
1278     if(op->type==PLAYER) {
1279     spell_effect(spell_ob, op->x, op->y, op->map, op);
1280     draw_magic_map(op);
1281     success=1;
1282     }
1283     else success=0;
1284     break;
1285    
1286     case SP_MAGIC_WALL:
1287     success = magic_wall(op,caster,dir,spell_ob);
1288     break;
1289    
1290     case SP_DESTRUCTION:
1291     success = cast_destruction(op,caster,spell_ob);
1292     break;
1293    
1294     case SP_PERCEIVE_SELF:
1295     success = perceive_self(op);
1296     break;
1297    
1298     case SP_WORD_OF_RECALL:
1299     success = cast_word_of_recall(op,caster,spell_ob);
1300     break;
1301    
1302     case SP_INVISIBLE:
1303     success = cast_invisible(op,caster,spell_ob);
1304     break;
1305    
1306     case SP_PROBE:
1307     success = probe(op,caster, spell_ob, dir);
1308     break;
1309    
1310     case SP_HEALING:
1311     success = cast_heal(op,caster, spell_ob, dir);
1312     break;
1313    
1314     case SP_CREATE_FOOD:
1315     success = cast_create_food(op,caster,spell_ob, dir,stringarg);
1316     break;
1317    
1318     case SP_EARTH_TO_DUST:
1319     success = cast_earth_to_dust(op,caster,spell_ob);
1320     break;
1321    
1322     case SP_CHANGE_ABILITY:
1323     success = cast_change_ability(op,caster,spell_ob, dir, 0);
1324     break;
1325    
1326     case SP_BLESS:
1327     success = cast_bless(op,caster,spell_ob, dir);
1328     break;
1329    
1330     case SP_CURSE:
1331     success = cast_curse(op,caster,spell_ob, dir);
1332     break;
1333    
1334     case SP_SUMMON_MONSTER:
1335     success = summon_object(op,caster,spell_ob, dir,stringarg);
1336     break;
1337    
1338     case SP_CHARGING:
1339     success = recharge(op, caster, spell_ob);
1340     break;
1341    
1342     case SP_POLYMORPH:
1343 elmex 1.1 #ifdef NO_POLYMORPH
1344 root 1.8 /* Not great, but at least provide feedback so if players do have
1345     * polymorph (ie, find it as a preset item or left over from before
1346 elmex 1.1 * it was disabled), they get some feedback.
1347 root 1.8 */
1348     new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles");
1349     success = 0;
1350 elmex 1.1 #else
1351 root 1.8 success = cast_polymorph(op,caster,spell_ob, dir);
1352 elmex 1.1 #endif
1353 root 1.8 break;
1354    
1355     case SP_ALCHEMY:
1356     success = alchemy(op, caster, spell_ob);
1357     break;
1358    
1359     case SP_REMOVE_CURSE:
1360     success = remove_curse(op, caster, spell_ob);
1361     break;
1362    
1363     case SP_IDENTIFY:
1364     success = cast_identify(op, caster, spell_ob);
1365     break;
1366    
1367     case SP_DETECTION:
1368     success = cast_detection(op, caster, spell_ob, skill);
1369     break;
1370    
1371     case SP_MOOD_CHANGE:
1372     success = mood_change(op, caster, spell_ob);
1373     break;
1374    
1375     case SP_MOVING_BALL:
1376     if (spell_ob->path_repelled &&
1377     (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) {
1378     new_draw_info_format(NDI_UNIQUE, 0, op,
1379     "You lack the proper attunement to cast %s", spell_ob->name);
1380     success = 0;
1381     } else
1382     success = fire_arch_from_position(op,caster,
1383     op->x + freearr_x[dir], op->y + freearr_y[dir],
1384     dir, spell_ob);
1385     break;
1386    
1387     case SP_SWARM:
1388     success = fire_swarm(op, caster, spell_ob, dir);
1389     break;
1390    
1391     case SP_CHANGE_MANA:
1392     success = cast_transfer(op,caster, spell_ob, dir);
1393     break;
1394    
1395     case SP_DISPEL_RUNE:
1396     /* in rune.c */
1397     success = dispel_rune(op,caster, spell_ob, skill, dir);
1398     break;
1399    
1400     case SP_CREATE_MISSILE:
1401     success = cast_create_missile(op,caster,spell_ob, dir,stringarg);
1402     break;
1403    
1404     case SP_CONSECRATE:
1405     success = cast_consecrate(op, caster, spell_ob);
1406     break;
1407    
1408     case SP_ANIMATE_WEAPON:
1409     success = animate_weapon(op, caster, spell_ob, dir);
1410     old_shoottype = range_golem;
1411     break;
1412    
1413     case SP_LIGHT:
1414     success = cast_light(op, caster, spell_ob, dir);
1415     break;
1416    
1417     case SP_CHANGE_MAP_LIGHT:
1418     success = cast_change_map_lightlevel(op, caster, spell_ob);
1419     break;
1420 elmex 1.1
1421 root 1.8 case SP_FAERY_FIRE:
1422     success = cast_destruction(op,caster,spell_ob);
1423     break;
1424    
1425     case SP_CAUSE_DISEASE:
1426     success = cast_cause_disease(op, caster, spell_ob, dir);
1427     break;
1428    
1429     case SP_AURA:
1430     success = create_aura(op, caster, spell_ob);
1431     break;
1432    
1433     case SP_TOWN_PORTAL:
1434     success= cast_create_town_portal (op,caster,spell_ob, dir);
1435     break;
1436 elmex 1.1
1437     case SP_PARTY_SPELL:
1438     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1439     break;
1440    
1441 root 1.8 default:
1442 root 1.6 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1443 root 1.5 LOG (llevError,"cast_spell: Unhandled spell subtype %d\n",
1444     spell_ob->subtype);
1445 elmex 1.1
1446    
1447     }
1448    
1449     /* FIXME - we need some better sound suppport */
1450     // yes, for example, augment map info with the spell effect
1451     // so clients can calculate the sounds themselves
1452     //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1453    
1454     /* free the spell arg */
1455     if(settings.casting_time == TRUE && stringarg) {
1456 root 1.8 free(stringarg);
1457     stringarg=NULL;
1458 elmex 1.1 }
1459     /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1460     * to something like use_magic_item, but you really want to be able to fire
1461     * it again.
1462     */
1463     if (op->contr) op->contr->shoottype = (rangetype) old_shoottype;
1464    
1465     return success;
1466     }
1467    
1468    
1469     /* This is called from time.c/process_object(). That function
1470     * calls this for any SPELL_EFFECT type objects. This function
1471     * then dispatches them to the appropriate specific routines.
1472     */
1473     void move_spell_effect(object *op) {
1474    
1475     switch (op->subtype) {
1476 root 1.8 case SP_BOLT:
1477     move_bolt(op);
1478     break;
1479    
1480     case SP_BULLET:
1481     move_bullet(op);
1482     break;
1483    
1484     case SP_EXPLOSION:
1485     explosion(op);
1486     break;
1487    
1488     case SP_CONE:
1489     move_cone(op);
1490     break;
1491    
1492     case SP_BOMB:
1493     animate_bomb(op);
1494     break;
1495    
1496     case SP_MAGIC_MISSILE:
1497     move_missile(op);
1498     break;
1499    
1500     case SP_WORD_OF_RECALL:
1501     execute_word_of_recall(op);
1502     break;
1503    
1504     case SP_MOVING_BALL:
1505     move_ball_spell(op);
1506     break;
1507    
1508     case SP_SWARM:
1509     move_swarm_spell(op);
1510     break;
1511    
1512     case SP_AURA:
1513     move_aura(op);
1514     break;
1515 elmex 1.1
1516     }
1517     }
1518    
1519     /* this checks to see if something special should happen if
1520     * something runs into the object.
1521     */
1522     void check_spell_effect(object *op) {
1523    
1524     switch (op->subtype) {
1525 root 1.8 case SP_BOLT:
1526     move_bolt(op);
1527     return;
1528    
1529     case SP_BULLET:
1530     check_bullet(op);
1531     return;
1532 elmex 1.1 }
1533    
1534     }
1535    
1536     /* This is called by move_apply. Basically, if someone
1537     * moves onto a spell effect and the walk_on or fly_on flags
1538     * are set, this is called. This should only be called for
1539     * objects of the appropraite type.
1540     */
1541     void apply_spell_effect(object *spell, object *victim)
1542     {
1543     switch (spell->subtype) {
1544 root 1.8 case SP_CONE:
1545     if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1546     hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0);
1547     break;
1548    
1549     case SP_MAGIC_MISSILE:
1550     if (QUERY_FLAG (victim, FLAG_ALIVE)) {
1551     tag_t spell_tag = spell->count;
1552     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1553     if ( ! was_destroyed (spell, spell_tag)) {
1554     remove_ob (spell);
1555     free_object (spell);
1556     }
1557     }
1558     break;
1559    
1560     case SP_MOVING_BALL:
1561     if (QUERY_FLAG (victim, FLAG_ALIVE))
1562     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1563     else if (victim->material || victim->materialname)
1564     save_throw_object (victim, spell->attacktype, spell);
1565     break;
1566 elmex 1.1 }
1567     }