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Revision: 1.37
Committed: Tue Feb 13 21:28:11 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.36: +7 -17 lines
Log Message:
uglyness prevails in fixing nekosan

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25
26 #include <global.h>
27 #include <spells.h>
28 #include <object.h>
29 #include <errno.h>
30 #include <sproto.h>
31 #include <sounds.h>
32
33 extern char *spell_mapping[];
34
35 /* This returns a random spell from 'ob'. If skill is set, then
36 * the spell must be of this skill, it can be NULL in which case all
37 * matching spells are used.
38 */
39 object *
40 find_random_spell_in_ob (object *ob, const char *skill)
41 {
42 int k = 0, s;
43 object *tmp;
44
45 for (tmp = ob->inv; tmp; tmp = tmp->below)
46 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
47 k++;
48
49 /* No spells, no need to progess further */
50 if (!k)
51 return NULL;
52
53 s = RANDOM () % k;
54
55 for (tmp = ob->inv; tmp; tmp = tmp->below)
56 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
57 {
58 if (!s)
59 return tmp;
60 else
61 s--;
62 }
63 /* Should never get here, but just in case */
64 return NULL;
65 }
66
67 /* Relatively simple function that gets used a lot.
68 * Basically, it sets up the skill pointer for the spell being
69 * cast. If op is really casting the spell, then the skill
70 * is whatever skill the spell requires.
71 * if instead caster (rod, horn, wand, etc) is casting the skill,
72 * then they get exp for the skill that you need to use for
73 * that object (use magic device).
74 */
75 void
76 set_spell_skill (object *op, object *caster, object *spob, object *dest)
77 {
78 if (caster == op && spob->skill)
79 dest->skill = spob->skill;
80 else
81 dest->skill = caster->skill;
82 }
83
84 /* init_spells: This should really be called check_spells, as that
85 * is what it does. It goes through the spells looking for any
86 * obvious errors. This was most useful in debugging when re-doing
87 * all the spells to catch simple errors. To use it all the time
88 * will result in it spitting out messages that aren't really errors.
89 */
90 void
91 init_spells (void)
92 {
93 #ifdef SPELL_DEBUG
94 static int init_spells_done = 0;
95 int i;
96 archetype *at;
97
98 if (init_spells_done)
99 return;
100 LOG (llevDebug, "Checking spells...\n");
101
102 for (at = first_archetype; at; at = at->next)
103 {
104 if (at->clone.type == SPELL)
105 {
106 if (at->clone.skill)
107 {
108 for (i = 1; i < NUM_SKILLS; i++)
109 if (!strcmp (skill_names[i], at->clone.skill))
110 break;
111 if (i == NUM_SKILLS)
112 {
113 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
114 }
115 }
116 /* other_arch is already checked for in the loader */
117 }
118 }
119
120 i = 0;
121 while (spell_mapping[i])
122 {
123 if (!archetype::find (spell_mapping[i]))
124 {
125 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
126 }
127 i++;
128 }
129 LOG (llevDebug, "Checking spells completed.\n");
130 #endif
131 }
132
133 /* Dumps all the spells - now also dumps skill associated with the spell.
134 * not sure what this would be used for, as the data seems pretty
135 * minimal, but easy enough to keep around.
136 */
137 void
138 dump_spells (void)
139 {
140 archetype *at;
141
142 for (at = first_archetype; at; at = at->next)
143 {
144 if (at->clone.type == SPELL)
145 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
147 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
148 }
149 }
150 }
151
152 /* pretty basic function - basically just takes
153 * an object, sets the x,y, and calls insert_ob_in_map
154 */
155 void
156 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
157 {
158 if (spob->other_arch)
159 map->insert (arch_to_object (spob->other_arch), x, y, originator);
160 }
161
162 /*
163 * This function takes a caster and spell and presents the
164 * effective level the caster needs to be to cast the spell.
165 * basically, it just adjusts the spell->level with attuned/repelled
166 * spellpaths. Was called path_level_mod.
167 *
168 * caster is person casting the spell.
169 * spell is the spell object.
170 * Returns modified level.
171 */
172 int
173 min_casting_level (object *caster, object *spell)
174 {
175 int new_level;
176
177 if (caster->path_denied & spell->path_attuned)
178 return 1;
179
180 new_level = spell->level
181 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
182 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
183
184 return max (1, new_level);
185 }
186
187 /* This function returns the effective level the spell
188 * is being cast at.
189 * Note that I changed the repelled/attuned bonus to 2 from 5.
190 * This is because the new code compares casting_level against
191 * min_caster_level, so the difference is effectively 4
192 */
193
194 int
195 caster_level (object *caster, object *spell)
196 {
197 int level = caster->level;
198
199 /* If this is a player, try to find the matching skill */
200 if (caster->type == PLAYER && spell->skill)
201 for (int i = 0; i < NUM_SKILLS; i++)
202 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
203 {
204 level = caster->contr->last_skill_ob[i]->level;
205 break;
206 }
207
208 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
209 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
210 {
211 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
212 int sk_level = skill ? skill->level : 1;
213
214 level = MIN (level, sk_level + level / 10 + 1);
215 }
216
217 /* Got valid caster level. Now adjust for attunement */
218 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
219
220 /* Always make this at least 1. If this is zero, we get divide by zero
221 * errors in various places.
222 */
223 if (level < 1)
224 level = 1;
225
226 return level;
227 }
228
229 /* The following function scales the spellpoint cost of
230 * a spell by it's increased effectiveness. Some of the
231 * lower level spells become incredibly vicious at high
232 * levels. Very cheap mass destruction. This function is
233 * intended to keep the sp cost related to the effectiveness.
234 * op is the player/monster
235 * caster is what is casting the spell, can be op.
236 * spell is the spell object.
237 * Note that it is now possible for a spell to cost both grace and
238 * mana. In that case, we return which ever value is higher.
239 */
240
241 sint16
242 SP_level_spellpoint_cost (object *caster, object *spell, int flags)
243 {
244 int sp, grace, level = caster_level (caster, spell);
245
246 if (settings.spellpoint_level_depend == TRUE)
247 {
248 if (spell->stats.sp && spell->stats.maxsp)
249 {
250 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
251 }
252 else
253 sp = spell->stats.sp;
254
255 sp *= (int) PATH_SP_MULT (caster, spell);
256 if (!sp && spell->stats.sp)
257 sp = 1;
258
259 if (spell->stats.grace && spell->stats.maxgrace)
260 {
261 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
262 }
263 else
264 grace = spell->stats.grace;
265
266 grace *= (int) PATH_SP_MULT (caster, spell);
267 if (spell->stats.grace && !grace)
268 grace = 1;
269 }
270 else
271 {
272 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
273 if (spell->stats.sp && !sp)
274 sp = 1;
275 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
276 if (spell->stats.grace && !grace)
277 grace = 1;
278 }
279 if (flags == SPELL_HIGHEST)
280 return MAX (sp, grace);
281 else if (flags == SPELL_GRACE)
282 return grace;
283 else if (flags == SPELL_MANA)
284 return sp;
285 else
286 {
287 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
288 return 0;
289 }
290 }
291
292
293 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
294 * spob is the spell we are adjusting.
295 */
296 int
297 SP_level_dam_adjust (object *caster, object *spob)
298 {
299 int level = caster_level (caster, spob);
300 int adj = level - min_casting_level (caster, spob);
301
302 if (adj < 0)
303 adj = 0;
304 if (spob->dam_modifier)
305 adj /= spob->dam_modifier;
306 else
307 adj = 0;
308 return adj;
309 }
310
311 /* Adjust the strength of the spell based on level.
312 * This is basically the same as SP_level_dam_adjust above,
313 * but instead looks at the level_modifier value.
314 */
315 int
316 SP_level_duration_adjust (object *caster, object *spob)
317 {
318 int level = caster_level (caster, spob);
319 int adj = level - min_casting_level (caster, spob);
320
321 if (adj < 0)
322 adj = 0;
323 if (spob->duration_modifier)
324 adj /= spob->duration_modifier;
325 else
326 adj = 0;
327
328 return adj;
329 }
330
331 /* Adjust the strength of the spell based on level.
332 * This is basically the same as SP_level_dam_adjust above,
333 * but instead looks at the level_modifier value.
334 */
335 int
336 SP_level_range_adjust (object *caster, object *spob)
337 {
338 int level = caster_level (caster, spob);
339 int adj = level - min_casting_level (caster, spob);
340
341 if (adj < 0)
342 adj = 0;
343 if (spob->range_modifier)
344 adj /= spob->range_modifier;
345 else
346 adj = 0;
347
348 return adj;
349 }
350
351 /* Checks to see if player knows the spell. If the name is the same
352 * as an existing spell, we presume they know it.
353 * returns 1 if they know the spell, 0 if they don't.
354 */
355 object *
356 check_spell_known (object *op, const char *name)
357 {
358 object *spop;
359
360 for (spop = op->inv; spop; spop = spop->below)
361 if (spop->type == SPELL && !strcmp (spop->name, name))
362 return spop;
363
364 return NULL;
365 }
366
367
368 /*
369 * Look at object 'op' and see if they know the spell
370 * spname. This is pretty close to check_spell_known
371 * above, but it uses a looser matching mechanism.
372 * returns the matching spell object, or NULL.
373 * If we match multiple spells but don't get an
374 * exact match, we also return NULL.
375 */
376
377 object *
378 lookup_spell_by_name (object *op, const char *spname)
379 {
380 object *spob1 = NULL, *spob2 = NULL, *spob;
381 int nummatch = 0;
382
383 if (spname == NULL)
384 return NULL;
385
386 /* Try to find the spell. We store the results in spob1
387 * and spob2 - spob1 is only taking the length of
388 * the past spname, spob2 uses the length of the spell name.
389 */
390 for (spob = op->inv; spob; spob = spob->below)
391 {
392 if (spob->type == SPELL)
393 {
394 if (!strncmp (spob->name, spname, strlen (spname)))
395 {
396 nummatch++;
397 spob1 = spob;
398 }
399 else if (!strncmp (spob->name, spname, strlen (spob->name)))
400 {
401 /* if spells have ambiguous names, it makes matching
402 * really difficult. (eg, fire and fireball would
403 * fall into this category). It shouldn't be hard to
404 * make sure spell names don't overlap in that fashion.
405 */
406 if (spob2)
407 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
408 spob2 = spob;
409 }
410 }
411 }
412 /* if we have best match, return it. Otherwise, if we have one match
413 * on the loser match, return that, otehrwise null
414 */
415 if (spob2)
416 return spob2;
417 if (spob1 && nummatch == 1)
418 return spob1;
419 return NULL;
420 }
421
422 /* reflwall - decides weither the (spell-)object sp_op will
423 * be reflected from the given mapsquare. Returns 1 if true.
424 * (Note that for living creatures there is a small chance that
425 * reflect_spell fails.)
426 * Caller should be sure it passes us valid map coordinates
427 * eg, updated for tiled maps.
428 */
429 int
430 reflwall (maptile *m, int x, int y, object *sp_op)
431 {
432 object *op;
433
434 if (OUT_OF_REAL_MAP (m, x, y))
435 return 0;
436 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
437 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
438 && (!QUERY_FLAG (op, FLAG_ALIVE)
439 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
440 return 1;
441
442 return 0;
443 }
444
445 /* cast_create_object: creates object new_op in direction dir
446 * or if that is blocked, beneath the player (op).
447 * we pass 'caster', but don't use it for anything.
448 * This is really just a simple wrapper function .
449 * returns the direction that the object was actually placed
450 * in.
451 */
452 int
453 cast_create_obj (object *op, object *caster, object *new_op, int dir)
454 {
455 maptile *m;
456 sint16 sx, sy;
457
458 if (dir &&
459 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
460 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
461 {
462 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
463 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
464 dir = 0;
465 }
466
467 op->map->insert (new_op,
468 op->x + freearr_x[dir], op->y + freearr_y[dir],
469 op,
470 dir ? 0 : INS_BELOW_ORIGINATOR);
471
472 return dir;
473 }
474
475 /* Returns true if it is ok to put spell *op on the space/may provided.
476 * immune_stop is basically the attacktype of the spell (why
477 * passed as a different value, not sure of). If immune_stop
478 * has the AT_MAGIC bit set, and there is a counterwall
479 * on the space, the object doesn't get placed. if immune stop
480 * does not have AT_MAGIC, then counterwalls do not effect the spell.
481 *
482 */
483 int
484 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
485 {
486 if (!xy_normalise (m, x, y))
487 return 0;
488
489 mapspace &ms = m->at (x, y);
490
491 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
492 return 0;
493
494 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
495 {
496 /* If there is a counterspell on the space, and this
497 * object is using magic, don't progress. I believe we could
498 * leave this out and let in progress, and other areas of the code
499 * will then remove it, but that would seem to to use more
500 * resources, and may not work as well if a player is standing
501 * on top of a counterwall spell (may hit the player before being
502 * removed.) On the other hand, it may be more dramatic for the
503 * spell to actually hit the counterwall and be sucked up.
504 */
505 if ((tmp->attacktype & AT_COUNTERSPELL) &&
506 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) &&
507 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC))
508 return 0;
509
510 /* This is to prevent 'out of control' spells. Basically, this
511 * limits one spell effect per space per spell. This is definately
512 * needed for performance reasons, and just for playability I believe.
513 * there are no such things as multispaced spells right now, so
514 * we don't need to worry about the head.
515 */
516 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
517 return 0;
518
519 /*
520 * Combine similar spell effects into one spell effect. Needed for
521 * performance reasons with meteor swarm and the like, but also for
522 * playability reasons.
523 */
524 if (tmp->arch == op->arch
525 && tmp->type == op->type
526 && tmp->subtype == op->subtype
527 && tmp->owner == op->owner
528 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
529 {
530 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
531 tmp->range = MAX (tmp->range, op->range);
532 tmp->duration = MAX (tmp->duration, op->duration);
533 return 0;
534 }
535
536 /* Perhaps we should also put checks in for no magic and unholy
537 * ground to prevent it from moving along?
538 */
539 }
540
541 /* If it passes the above tests, it must be OK */
542 return 1;
543 }
544
545 /* fire_arch_from_position: fires an archetype.
546 * op: person firing the object.
547 * caster: object casting the spell.
548 * x, y: where to fire the spell (note, it then uses op->map for the map
549 * for these coordinates, which is probably a really bad idea.
550 * dir: direction to fire in.
551 * spell: spell that is being fired. It uses other_arch for the archetype
552 * to fire.
553 * returns 0 on failure, 1 on success.
554 */
555
556 int
557 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
558 {
559 object *tmp;
560 int mflags;
561 maptile *m;
562
563 if (spell->other_arch == NULL)
564 return 0;
565
566 m = op->map;
567 mflags = get_map_flags (m, &m, x, y, &x, &y);
568 if (mflags & P_OUT_OF_MAP)
569 {
570 return 0;
571 }
572
573 tmp = arch_to_object (spell->other_arch);
574
575 if (tmp == NULL)
576 return 0;
577
578 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
579 {
580 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
581 tmp->destroy ();
582 return 0;
583 }
584
585 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
586 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
587 /* code in time.c uses food for some things, duration for others */
588 tmp->stats.food = tmp->duration;
589 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
590 tmp->attacktype = spell->attacktype;
591 tmp->x = x;
592 tmp->y = y;
593 tmp->direction = dir;
594 if (op->owner != NULL)
595 tmp->set_owner (op);
596 else
597 tmp->set_owner (op);
598 tmp->level = caster_level (caster, spell);
599 set_spell_skill (op, caster, spell, tmp);
600
601 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
602 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
603 {
604 if (!tailor_god_spell (tmp, op))
605 return 0;
606 }
607 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
608 SET_ANIMATION (tmp, dir);
609
610 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
611 move_spell_effect (tmp);
612
613 return 1;
614 }
615
616 /*****************************************************************************
617 *
618 * Code related to rods - perhaps better located in another file?
619 *
620 ****************************************************************************/
621 void
622 regenerate_rod (object *rod)
623 {
624 if (rod->stats.hp < rod->stats.maxhp)
625 {
626 rod->stats.hp += 1 + rod->stats.maxhp / 10;
627
628 if (rod->stats.hp > rod->stats.maxhp)
629 rod->stats.hp = rod->stats.maxhp;
630 }
631 }
632
633
634 void
635 drain_rod_charge (object *rod)
636 {
637 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
638 }
639
640 /* this function is commonly used to find a friendly target for
641 * spells such as heal or protection or armour
642 * op is what is looking for the target (which can be a player),
643 * dir is the direction we are looking in. Return object found, or
644 * NULL if no good object.
645 */
646 object *
647 find_target_for_friendly_spell (object *op, int dir)
648 {
649 object *tmp;
650
651 /* I don't really get this block - if op isn't a player or rune,
652 * we then make the owner of this object the target.
653 * The owner could very well be no where near op.
654 */
655 if (op->type != PLAYER && op->type != RUNE)
656 {
657 tmp = op->owner;
658 /* If the owner does not exist, or is not a monster, than apply the spell
659 * to the caster.
660 */
661 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
662 tmp = op;
663 }
664 else
665 {
666 maptile *m = op->map;
667 sint16 x = op->x + freearr_x[dir];
668 sint16 y = op->y + freearr_y[dir];
669
670 tmp = xy_normalise (m, x, y)
671 ? m->at (x, y).player ()
672 : 0;
673 }
674
675 /* didn't find a player there, look in current square for a player */
676 if (!tmp)
677 tmp = op->ms ().player ();
678
679 return tmp;
680 }
681
682
683
684 /* raytrace:
685 * spell_find_dir(map, x, y, exclude) will search first the center square
686 * then some close squares in the given map at the given coordinates for
687 * live objects.
688 * It will not consider the object given as exclude (= caster) among possible
689 * live objects. If the caster is a player, the spell will go after
690 * monsters/generators only. If not, the spell will hunt players only.
691 * It returns the direction toward the first/closest live object if it finds
692 * any, otherwise -1.
693 * note that exclude can be NULL, in which case all bets are off.
694 */
695
696 int
697 spell_find_dir (maptile *m, int x, int y, object *exclude)
698 {
699 int i, max = SIZEOFFREE;
700 sint16 nx, ny;
701 int owner_type = 0, mflags;
702 object *tmp;
703 maptile *mp;
704
705 if (exclude && exclude->head)
706 exclude = exclude->head;
707 if (exclude && exclude->type)
708 owner_type = exclude->type;
709
710 for (i = rndm (1, 8); i < max; i++)
711 {
712 nx = x + freearr_x[i];
713 ny = y + freearr_y[i];
714 mp = m;
715 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
716 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
717 continue;
718
719 tmp = GET_MAP_OB (mp, nx, ny);
720
721 while (tmp != NULL && (((owner_type == PLAYER &&
722 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
723 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
724 tmp = tmp->above;
725
726 if (tmp != NULL && can_see_monsterP (m, x, y, i))
727 return freedir[i];
728 }
729 return -1; /* flag for "keep going the way you were" */
730 }
731
732
733
734 /* put_a_monster: puts a monster named monstername near by
735 * op. This creates the treasures for the monsters, and
736 * also deals with multipart monsters properly.
737 */
738
739 void
740 put_a_monster (object *op, const char *monstername)
741 {
742 object *tmp, *head = NULL, *prev = NULL;
743 archetype *at;
744 int dir;
745
746 /* Handle cases where we are passed a bogus mosntername */
747
748 if ((at = archetype::find (monstername)) == NULL)
749 return;
750
751 /* find a free square nearby
752 * first we check the closest square for free squares
753 */
754
755 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
756 if (dir != -1)
757 {
758 /* This is basically grabbed for generate monster. Fixed 971225 to
759 * insert multipart monsters properly
760 */
761 while (at != NULL)
762 {
763 tmp = arch_to_object (at);
764 tmp->x = op->x + freearr_x[dir] + at->clone.x;
765 tmp->y = op->y + freearr_y[dir] + at->clone.y;
766 tmp->map = op->map;
767 if (head)
768 {
769 tmp->head = head;
770 prev->more = tmp;
771 }
772 if (!head)
773 head = tmp;
774 prev = tmp;
775 at = at->more;
776 }
777
778 if (head->randomitems)
779 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
780
781 insert_ob_in_map (head, op->map, op, 0);
782
783 /* thought it'd be cool to insert a burnout, too. */
784 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
785 }
786 }
787
788 /* peterm: function which summons hostile monsters and
789 * places them in nearby squares.
790 * op is the summoner.
791 * n is the number of monsters.
792 * monstername is the name of the monster.
793 * returns the number of monsters, which is basically n.
794 * it should really see how many it successfully replaced and
795 * return that instead.
796 * Note that this is not used by any spells (summon evil monsters
797 * use to call this, but best I can tell, that spell/ability was
798 * never used. This is however used by various failures on the
799 * players part (alchemy, reincarnation, etc)
800 */
801
802 int
803 summon_hostile_monsters (object *op, int n, const char *monstername)
804 {
805 int i;
806
807 for (i = 0; i < n; i++)
808 put_a_monster (op, monstername);
809
810 return n;
811 }
812
813
814 /* Some local definitions for shuffle-attack */
815 struct attacktype_shuffle
816 {
817 int attacktype;
818 int face;
819 } ATTACKS[22] =
820 {
821 {
822 AT_PHYSICAL, 0},
823 {
824 AT_PHYSICAL, 0}, /*face = explosion */
825 {
826 AT_PHYSICAL, 0},
827 {
828 AT_MAGIC, 1},
829 {
830 AT_MAGIC, 1}, /* face = last-burnout */
831 {
832 AT_MAGIC, 1},
833 {
834 AT_FIRE, 2},
835 {
836 AT_FIRE, 2}, /* face = fire.... */
837 {
838 AT_FIRE, 2},
839 {
840 AT_ELECTRICITY, 3},
841 {
842 AT_ELECTRICITY, 3}, /* ball_lightning */
843 {
844 AT_ELECTRICITY, 3},
845 {
846 AT_COLD, 4},
847 {
848 AT_COLD, 4}, /* face=icestorm */
849 {
850 AT_COLD, 4},
851 {
852 AT_CONFUSION, 5},
853 {
854 AT_POISON, 7},
855 {
856 AT_POISON, 7}, /* face = acid sphere. generator */
857 {
858 AT_POISON, 7}, /* poisoncloud face */
859 {
860 AT_SLOW, 8},
861 {
862 AT_PARALYZE, 9},
863 {
864 AT_FEAR, 10}};
865
866
867
868 /* shuffle_attack: peterm
869 * This routine shuffles the attack of op to one of the
870 * ones in the list. It does this at random. It also
871 * chooses a face appropriate to the attack that is
872 * being committed by that square at the moment.
873 * right now it's being used by color spray and create pool of
874 * chaos.
875 * This could really be a better implementation - the
876 * faces and attacktypes above are hardcoded, which is never
877 * good. The faces refer to faces in the animation sequence.
878 * Not sure how to do better - but not having it hardcoded
879 * would be nice.
880 * I also fixed a bug here in that attacktype was |= -
881 * to me, that would be that it would quickly get all
882 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
883 */
884 void
885 shuffle_attack (object *op, int change_face)
886 {
887 int i;
888
889 i = rndm (0, 21);
890
891 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
892
893 if (change_face)
894 {
895 SET_ANIMATION (op, ATTACKS[i].face);
896 }
897 }
898
899
900 /* prayer_failure: This is called when a player fails
901 * at casting a prayer.
902 * op is the player.
903 * failure is basically how much grace they had.
904 * power is how much grace the spell would normally take to cast.
905 */
906
907 void
908 prayer_failure (object *op, int failure, int power)
909 {
910 const char *godname;
911 object *tmp;
912
913 if (!strcmp ((godname = determine_god (op)), "none"))
914 godname = "Your spirit";
915
916 if (failure <= -20 && failure > -40) /* wonder */
917 {
918 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
919 tmp = get_archetype (SPELL_WONDER);
920 cast_cone (op, op, 0, tmp);
921 tmp->destroy ();
922 }
923
924 else if (failure <= -40 && failure > -60) /* confusion */
925 {
926 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
927 confuse_player (op, op, 99);
928 }
929 else if (failure <= -60 && failure > -150) /* paralysis */
930 {
931 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
932 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
933 paralyze_player (op, op, 99);
934 }
935 else if (failure <= -150) /* blast the immediate area */
936 {
937 tmp = get_archetype (GOD_POWER);
938 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
939 cast_magic_storm (op, tmp, power);
940 }
941 }
942
943 /*
944 * spell_failure() handles the various effects for differing degrees
945 * of failure badness.
946 * op is the player that failed.
947 * failure is a random value of how badly you failed.
948 * power is how many spellpoints you'd normally need for the spell.
949 * skill is the skill you'd need to cast the spell.
950 */
951
952 void
953 spell_failure (object *op, int failure, int power, object *skill)
954 {
955 object *tmp;
956
957 if (settings.spell_failure_effects == FALSE)
958 return;
959
960 if (failure <= -20 && failure > -40) /* wonder */
961 {
962 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
963 tmp = get_archetype (SPELL_WONDER);
964 cast_cone (op, op, 0, tmp);
965 tmp->destroy ();
966 }
967
968 else if (failure <= -40 && failure > -60) /* confusion */
969 {
970 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
971 confuse_player (op, op, 99);
972 }
973 else if (failure <= -60 && failure > -80) /* paralysis */
974 {
975 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
976 paralyze_player (op, op, 99);
977 }
978 else if (failure <= -80) /* blast the immediate area */
979 {
980 object *tmp;
981
982 /* Safety check to make sure we don't get any mana storms in scorn */
983 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
984 {
985 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
986 hit_player (op, 9998, op, AT_INTERNAL, 1);
987
988 }
989 else
990 {
991 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
992 tmp = get_archetype (LOOSE_MANA);
993 tmp->level = skill->level;
994
995 /* increase the area of destruction a little for more powerful spells */
996 tmp->range += isqrt (power);
997
998 if (power > 25)
999 tmp->stats.dam = 25 + isqrt (power);
1000 else
1001 tmp->stats.dam = power; /* nasty recoils! */
1002
1003 tmp->stats.maxhp = tmp->count;
1004
1005 tmp->insert_at (op);
1006 }
1007 }
1008 }
1009
1010 int
1011 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1012 {
1013 int success;
1014 player *pl;
1015 object *spell;
1016
1017 if (!spell_ob->other_arch)
1018 {
1019 LOG (llevError, "cast_party_spell: empty other arch\n");
1020 return 0;
1021 }
1022 spell = arch_to_object (spell_ob->other_arch);
1023
1024 /* Always cast spell on caster */
1025 success = cast_spell (op, caster, dir, spell, stringarg);
1026
1027 if (caster->contr->party == NULL)
1028 {
1029 spell->remove ();
1030 return success;
1031 }
1032 for_all_players (pl)
1033 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1034 {
1035 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1036 }
1037 spell->remove ();
1038 return success;
1039 }
1040
1041 /* This is where the main dispatch when someone casts a spell.
1042 *
1043 * op is the creature that is owner of the object that is casting the spell -
1044 * eg, the player or monster.
1045 * caster is the actual object (wand, potion) casting the spell. can be
1046 * same as op.
1047 * dir is the direction to cast in. Note in some cases, if the spell
1048 * is self only, dir really doesn't make a difference.
1049 * spell_ob is the spell object that is being cast. From that,
1050 * we can determine what to do.
1051 * stringarg is any options that are being used. It can be NULL. Almost
1052 * certainly, only players will set it. It is basically used as optional
1053 * parameters to a spell (eg, item to create, information for marking runes,
1054 * etc.
1055 * returns 1 on successful cast, or 0 on error. These values should really
1056 * be swapped, so that 0 is successful, and non zero is failure, with a code
1057 * of what it failed.
1058 *
1059 * Note that this function is really a dispatch routine that calls other
1060 * functions - it just blindly returns what ever value those functions
1061 * return. So if your writing a new function that is called from this,
1062 * it shoudl also return 1 on success, 0 on failure.
1063 *
1064 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1065 * this function will decrease the mana/grace appropriately. For other
1066 * objects, the caller should do what it considers appropriate.
1067 */
1068
1069 int
1070 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1071 {
1072 const char *godname;
1073 int success = 0, mflags, cast_level = 0, old_shoottype;
1074 object *skill = NULL;
1075
1076 old_shoottype = op->contr ? op->contr->shoottype : 0;
1077
1078 if (!spell_ob)
1079 {
1080 LOG (llevError, "cast_spell: null spell object passed\n");
1081 return 0;
1082 }
1083
1084 if (!strcmp ((godname = determine_god (op)), "none"))
1085 godname = "A random spirit";
1086
1087 /* the caller should set caster to op if appropriate */
1088 if (!caster)
1089 {
1090 LOG (llevError, "cast_spell: null caster object passed\n");
1091 return 0;
1092 }
1093
1094 /* if caster is a spell casting object, this normally shouldn't be
1095 * an issue, because they don't have any spellpaths set up.
1096 */
1097 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1098 {
1099 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1100 return 0;
1101 }
1102
1103 /* if it is a player casting the spell, and they are really casting it
1104 * (vs it coming from a wand, scroll, or whatever else), do some
1105 * checks. We let monsters do special things - eg, they
1106 * don't need the skill, bypass level checks, etc. The monster function
1107 * should take care of that.
1108 * Remove the wiz check here and move it further down - some spells
1109 * need to have the right skill pointer passed, so we need to
1110 * at least process that code.
1111 */
1112 if (op->type == PLAYER && op == caster)
1113 {
1114 cast_level = caster_level (caster, spell_ob);
1115 if (spell_ob->skill)
1116 {
1117 skill = find_skill_by_name (op, spell_ob->skill);
1118 if (!skill)
1119 {
1120 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1121 return 0;
1122 }
1123 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1124 {
1125 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1126 return 0;
1127 }
1128 }
1129 /* If the caster is the wiz, they don't ever fail, and don't have
1130 * to have sufficient grace/mana.
1131 */
1132 if (!QUERY_FLAG (op, FLAG_WIZ))
1133 {
1134 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1135 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1136 {
1137 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1138 return 0;
1139 }
1140
1141 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1142 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1143 {
1144 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1145 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1146 {
1147 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1148 }
1149 else
1150 {
1151 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1152 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1153 return 0;
1154 }
1155 }
1156
1157 /* player/monster is trying to cast the spell. might fumble it */
1158 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1159 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1160 {
1161 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1162 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1163
1164 if (settings.casting_time == TRUE)
1165 op->casting_time = -1;
1166
1167 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1168 return 0;
1169 }
1170 else if (spell_ob->stats.sp)
1171 {
1172 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1173
1174 if (failure < 0)
1175 {
1176 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1177 if (settings.spell_failure_effects == TRUE)
1178 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1179 op->contr->shoottype = (rangetype) old_shoottype;
1180 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1181 return 0;
1182 }
1183 }
1184 }
1185 }
1186
1187 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1188
1189 /* See if we can cast a spell here. If the caster and op are
1190 * not alive, then this would mean that the mapmaker put the
1191 * objects on the space - presume that they know what they are
1192 * doing.
1193 */
1194
1195 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1196 {
1197 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1198 return 0;
1199 }
1200
1201 if ((spell_ob->type == SPELL)
1202 && (caster->type != POTION)
1203 && !QUERY_FLAG (op, FLAG_WIZCAST)
1204 && (QUERY_FLAG (caster, FLAG_ALIVE)
1205 || QUERY_FLAG (op, FLAG_ALIVE))
1206 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1207 {
1208 if (op->type != PLAYER)
1209 return 0;
1210
1211 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1212 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1213 else
1214 switch (op->contr->shoottype)
1215 {
1216 case range_magic:
1217 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1218 break;
1219 case range_misc:
1220 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1221 break;
1222 case range_golem:
1223 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1224 break;
1225 default:
1226 break;
1227 }
1228 return 0;
1229 }
1230
1231 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1232 {
1233 if (op->casting_time == -1)
1234 { /* begin the casting */
1235 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1236 op->spell = spell_ob;
1237 /* put the stringarg into the object struct so that when the
1238 * spell is actually cast, it knows about the stringarg.
1239 * necessary for the invoke command spells.
1240 */
1241 if (stringarg)
1242 {
1243 op->spellarg = strdup (stringarg);
1244 }
1245 else
1246 op->spellarg = NULL;
1247 return 0;
1248 }
1249 else if (op->casting_time != 0)
1250 {
1251 if (op->type == PLAYER)
1252 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1253 return 0;
1254 }
1255 else
1256 { /* casting_time == 0 */
1257 op->casting_time = -1;
1258 spell_ob = op->spell;
1259 stringarg = op->spellarg;
1260 }
1261 }
1262 else
1263 {
1264 /* Take into account how long it takes to cast the spell.
1265 * if the player is casting it, then we use the time in
1266 * the spell object. If it is a spell object, have it
1267 * take two ticks. Things that cast spells on the players
1268 * behalf (eg, altars, and whatever else) shouldn't cost
1269 * the player any time.
1270 * Ignore casting time for firewalls
1271 */
1272 if (caster == op && caster->type != FIREWALL)
1273 {
1274 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1275 /* Other portions of the code may also decrement the speed of the player, so
1276 * put a lower limit so that the player isn't stuck here too long
1277 */
1278 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1279 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1280 }
1281 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1282 {
1283 op->speed_left -= 2 * FABS (op->speed);
1284 }
1285 }
1286
1287 if (op->type == PLAYER && op == caster)
1288 {
1289 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1290 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1291 }
1292
1293 /* We want to try to find the skill to properly credit exp.
1294 * for spell casting objects, the exp goes to the skill the casting
1295 * object requires.
1296 */
1297 if (op != caster && !skill && caster->skill)
1298 {
1299 skill = find_skill_by_name (op, caster->skill);
1300 if (!skill)
1301 {
1302 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1303 return 0;
1304 }
1305 change_skill (op, skill, 0); /* needed for proper exp credit */
1306 }
1307
1308 switch (spell_ob->subtype)
1309 {
1310 /* The order of case statements is same as the order they show up
1311 * in in spells.h.
1312 */
1313 case SP_RAISE_DEAD:
1314 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1315 break;
1316
1317 case SP_RUNE:
1318 success = write_rune (op, caster, spell_ob, dir, stringarg);
1319 break;
1320
1321 case SP_MAKE_MARK:
1322 success = write_mark (op, spell_ob, stringarg);
1323 break;
1324
1325 case SP_BOLT:
1326 success = fire_bolt (op, caster, dir, spell_ob, skill);
1327 break;
1328
1329 case SP_BULLET:
1330 success = fire_bullet (op, caster, dir, spell_ob);
1331 break;
1332
1333 case SP_CONE:
1334 success = cast_cone (op, caster, dir, spell_ob);
1335 break;
1336
1337 case SP_BOMB:
1338 success = create_bomb (op, caster, dir, spell_ob);
1339 break;
1340
1341 case SP_WONDER:
1342 success = cast_wonder (op, caster, dir, spell_ob);
1343 break;
1344
1345 case SP_SMITE:
1346 success = cast_smite_spell (op, caster, dir, spell_ob);
1347 break;
1348
1349 case SP_MAGIC_MISSILE:
1350 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1351 break;
1352
1353 case SP_SUMMON_GOLEM:
1354 success = summon_golem (op, caster, dir, spell_ob);
1355 old_shoottype = range_golem;
1356 break;
1357
1358 case SP_DIMENSION_DOOR:
1359 /* dimension door needs the actual caster, because that is what is
1360 * moved.
1361 */
1362 success = dimension_door (op, caster, spell_ob, dir);
1363 break;
1364
1365 case SP_MAGIC_MAPPING:
1366 if (op->type == PLAYER)
1367 {
1368 spell_effect (spell_ob, op->x, op->y, op->map, op);
1369 draw_magic_map (op);
1370 success = 1;
1371 }
1372 else
1373 success = 0;
1374 break;
1375
1376 case SP_MAGIC_WALL:
1377 success = magic_wall (op, caster, dir, spell_ob);
1378 break;
1379
1380 case SP_DESTRUCTION:
1381 success = cast_destruction (op, caster, spell_ob);
1382 break;
1383
1384 case SP_PERCEIVE_SELF:
1385 success = perceive_self (op);
1386 break;
1387
1388 case SP_WORD_OF_RECALL:
1389 success = cast_word_of_recall (op, caster, spell_ob);
1390 break;
1391
1392 case SP_INVISIBLE:
1393 success = cast_invisible (op, caster, spell_ob);
1394 break;
1395
1396 case SP_PROBE:
1397 success = probe (op, caster, spell_ob, dir);
1398 break;
1399
1400 case SP_HEALING:
1401 success = cast_heal (op, caster, spell_ob, dir);
1402 break;
1403
1404 case SP_CREATE_FOOD:
1405 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1406 break;
1407
1408 case SP_EARTH_TO_DUST:
1409 success = cast_earth_to_dust (op, caster, spell_ob);
1410 break;
1411
1412 case SP_CHANGE_ABILITY:
1413 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1414 break;
1415
1416 case SP_BLESS:
1417 success = cast_bless (op, caster, spell_ob, dir);
1418 break;
1419
1420 case SP_CURSE:
1421 success = cast_curse (op, caster, spell_ob, dir);
1422 break;
1423
1424 case SP_SUMMON_MONSTER:
1425 success = summon_object (op, caster, spell_ob, dir, stringarg);
1426 break;
1427
1428 case SP_CHARGING:
1429 success = recharge (op, caster, spell_ob);
1430 break;
1431
1432 case SP_POLYMORPH:
1433 #ifdef NO_POLYMORPH
1434 /* Not great, but at least provide feedback so if players do have
1435 * polymorph (ie, find it as a preset item or left over from before
1436 * it was disabled), they get some feedback.
1437 */
1438 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1439 success = 0;
1440 #else
1441 success = cast_polymorph (op, caster, spell_ob, dir);
1442 #endif
1443 break;
1444
1445 case SP_ALCHEMY:
1446 success = alchemy (op, caster, spell_ob);
1447 break;
1448
1449 case SP_REMOVE_CURSE:
1450 success = remove_curse (op, caster, spell_ob);
1451 break;
1452
1453 case SP_IDENTIFY:
1454 success = cast_identify (op, caster, spell_ob);
1455 break;
1456
1457 case SP_DETECTION:
1458 success = cast_detection (op, caster, spell_ob, skill);
1459 break;
1460
1461 case SP_MOOD_CHANGE:
1462 success = mood_change (op, caster, spell_ob);
1463 break;
1464
1465 case SP_MOVING_BALL:
1466 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1467 {
1468 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1469 success = 0;
1470 }
1471 else
1472 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1473 break;
1474
1475 case SP_SWARM:
1476 success = fire_swarm (op, caster, spell_ob, dir);
1477 break;
1478
1479 case SP_CHANGE_MANA:
1480 success = cast_transfer (op, caster, spell_ob, dir);
1481 break;
1482
1483 case SP_DISPEL_RUNE:
1484 /* in rune.c */
1485 success = dispel_rune (op, caster, spell_ob, skill, dir);
1486 break;
1487
1488 case SP_CREATE_MISSILE:
1489 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1490 break;
1491
1492 case SP_CONSECRATE:
1493 success = cast_consecrate (op, caster, spell_ob);
1494 break;
1495
1496 case SP_ANIMATE_WEAPON:
1497 success = animate_weapon (op, caster, spell_ob, dir);
1498 old_shoottype = range_golem;
1499 break;
1500
1501 case SP_LIGHT:
1502 success = cast_light (op, caster, spell_ob, dir);
1503 break;
1504
1505 case SP_CHANGE_MAP_LIGHT:
1506 success = cast_change_map_lightlevel (op, caster, spell_ob);
1507 break;
1508
1509 case SP_FAERY_FIRE:
1510 success = cast_destruction (op, caster, spell_ob);
1511 break;
1512
1513 case SP_CAUSE_DISEASE:
1514 success = cast_cause_disease (op, caster, spell_ob, dir);
1515 break;
1516
1517 case SP_AURA:
1518 success = create_aura (op, caster, spell_ob);
1519 break;
1520
1521 case SP_TOWN_PORTAL:
1522 success = cast_create_town_portal (op, caster, spell_ob, dir);
1523 break;
1524
1525 case SP_PARTY_SPELL:
1526 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1527 break;
1528
1529 default:
1530 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1531 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1532 }
1533
1534 /* FIXME - we need some better sound suppport */
1535 // yes, for example, augment map info with the spell effect
1536 // so clients can calculate the sounds themselves
1537 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1538
1539 /* free the spell arg */
1540 if (settings.casting_time == TRUE && stringarg)
1541 {
1542 free (stringarg);
1543 stringarg = NULL;
1544 }
1545 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1546 * to something like use_magic_item, but you really want to be able to fire
1547 * it again.
1548 */
1549 if (op->contr)
1550 op->contr->shoottype = (rangetype) old_shoottype;
1551
1552 return success;
1553 }
1554
1555
1556 /* This is called from time.c/process_object(). That function
1557 * calls this for any SPELL_EFFECT type objects. This function
1558 * then dispatches them to the appropriate specific routines.
1559 */
1560 void
1561 move_spell_effect (object *op)
1562 {
1563 switch (op->subtype)
1564 {
1565 case SP_BOLT:
1566 move_bolt (op);
1567 break;
1568
1569 case SP_BULLET:
1570 move_bullet (op);
1571 break;
1572
1573 case SP_EXPLOSION:
1574 explosion (op);
1575 break;
1576
1577 case SP_CONE:
1578 move_cone (op);
1579 break;
1580
1581 case SP_BOMB:
1582 animate_bomb (op);
1583 break;
1584
1585 case SP_MAGIC_MISSILE:
1586 move_missile (op);
1587 break;
1588
1589 case SP_WORD_OF_RECALL:
1590 execute_word_of_recall (op);
1591 break;
1592
1593 case SP_MOVING_BALL:
1594 move_ball_spell (op);
1595 break;
1596
1597 case SP_SWARM:
1598 move_swarm_spell (op);
1599 break;
1600
1601 case SP_AURA:
1602 move_aura (op);
1603 break;
1604 }
1605 }
1606
1607 /* this checks to see if something special should happen if
1608 * something runs into the object.
1609 */
1610 void
1611 check_spell_effect (object *op)
1612 {
1613 switch (op->subtype)
1614 {
1615 case SP_BOLT:
1616 move_bolt (op);
1617 return;
1618
1619 case SP_BULLET:
1620 check_bullet (op);
1621 return;
1622 }
1623 }
1624
1625 /* This is called by move_apply. Basically, if someone
1626 * moves onto a spell effect and the walk_on or fly_on flags
1627 * are set, this is called. This should only be called for
1628 * objects of the appropraite type.
1629 */
1630 void
1631 apply_spell_effect (object *spell, object *victim)
1632 {
1633 switch (spell->subtype)
1634 {
1635 case SP_CONE:
1636 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1637 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1638 break;
1639
1640 case SP_MAGIC_MISSILE:
1641 if (QUERY_FLAG (victim, FLAG_ALIVE))
1642 {
1643 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1644
1645 if (!spell->destroyed ())
1646 spell->destroy ();
1647 }
1648 break;
1649
1650 case SP_MOVING_BALL:
1651 if (QUERY_FLAG (victim, FLAG_ALIVE))
1652 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1653 else if (victim->materialname)
1654 save_throw_object (victim, spell->attacktype, spell);
1655 break;
1656 }
1657 }