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/cvs/deliantra/server/server/spell_util.C
Revision: 1.10
Committed: Sun Sep 3 00:18:42 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +12 -13 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# Content
1 /*
2 * static char *rcsid_spell_util_c =
3 * "$Id: spell_util.C,v 1.9 2006-08-29 11:58:02 elmex Exp $";
4 */
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 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++;
53
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 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) {
61 if (!s) return tmp;
62 else s--;
63 }
64 /* 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 (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 init_spells(void) {
91 #ifdef SPELL_DEBUG
92 static int init_spells_done = 0;
93 int i;
94 archetype *at;
95
96 if (init_spells_done)
97 return;
98 LOG(llevDebug, "Checking spells...\n");
99
100 for (at=first_archetype; at; at=at->next) {
101 if (at->clone.type == SPELL) {
102 if (at->clone.skill) {
103 for (i=1; i<NUM_SKILLS; i++)
104 if (!strcmp(skill_names[i], at->clone.skill)) break;
105 if (i==NUM_SKILLS) {
106 LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
107 }
108 }
109 /* other_arch is already checked for in the loader */
110 }
111 }
112
113 i=0;
114 while (spell_mapping[i]) {
115 if (!find_archetype(spell_mapping[i])) {
116 LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
117 }
118 i++;
119 }
120 LOG(llevDebug, "Checking spells completed.\n");
121 #endif
122 }
123
124 /* Dumps all the spells - now also dumps skill associated with the spell.
125 * not sure what this would be used for, as the data seems pretty
126 * minimal, but easy enough to keep around.
127 */
128 void dump_spells(void)
129 {
130 archetype *at;
131
132 for (at=first_archetype; at; at=at->next) {
133 if (at->clone.type == SPELL) {
134 fprintf(stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
135 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>",
136 &at->clone.skill, at->clone.level);
137 }
138 }
139 }
140
141 /* pretty basic function - basically just takes
142 * an object, sets the x,y, and calls insert_ob_in_map
143 */
144
145 void spell_effect (object *spob, int x, int y, mapstruct *map,
146 object *originator)
147 {
148
149 if (spob->other_arch != NULL) {
150 object *effect = arch_to_object(spob->other_arch);
151
152 effect->x = x;
153 effect->y = y;
154
155 insert_ob_in_map(effect, map, originator,0);
156 }
157 }
158
159 /*
160 * This function takes a caster and spell and presents the
161 * effective level the caster needs to be to cast the spell.
162 * basically, it just adjusts the spell->level with attuned/repelled
163 * spellpaths. Was called path_level_mod
164 *
165 * caster is person casting hte spell.
166 * spell is the spell object.
167 * Returns modified level.
168 */
169 int min_casting_level(object *caster, object *spell)
170 {
171 int new_level;
172
173 if (caster->path_denied & spell->path_attuned) {
174 /* This case is not a bug, just the fact that this function is
175 * usually called BEFORE checking for path_deny. -AV
176 */
177 #if 0
178 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied "
179 "spell\n", caster->arch->name, caster->name);
180 #endif
181 return 1;
182 }
183 new_level = spell->level
184 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0)
185 + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
186 return (new_level < 1) ? 1 : new_level;
187 }
188
189
190 /* This function returns the effective level the spell
191 * is being cast at.
192 * Note that I changed the repelled/attuned bonus to 2 from 5.
193 * This is because the new code compares casting_level against
194 * min_caster_level, so the difference is effectively 4
195 */
196
197 int caster_level(object *caster, object *spell)
198 {
199 int level = caster->level;
200
201 /* If this is a player, try to find the matching skill */
202 if (caster->type == PLAYER && spell->skill) {
203 int i;
204
205 for (i=0; i < NUM_SKILLS; i++)
206 if (caster->contr->last_skill_ob[i] &&
207 caster->contr->last_skill_ob[i]->skill == spell->skill) {
208 level = caster->contr->last_skill_ob[i]->level;
209 break;
210 }
211 }
212
213 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
214 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
215 {
216 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
217 int sk_level = skill ? skill->level : 1;
218 level = MIN (level, sk_level + level / 10 + 1);
219 }
220
221 /* Got valid caster level. Now adjust for attunement */
222 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0)
223 + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
224
225 /* Always make this at least 1. If this is zero, we get divide by zero
226 * errors in various places.
227 */
228 if (level < 1) level = 1;
229 return level;
230 }
231
232 /* The following function scales the spellpoint cost of
233 * a spell by it's increased effectiveness. Some of the
234 * lower level spells become incredibly vicious at high
235 * levels. Very cheap mass destruction. This function is
236 * intended to keep the sp cost related to the effectiveness.
237 * op is the player/monster
238 * caster is what is casting the spell, can be op.
239 * spell is the spell object.
240 * Note that it is now possible for a spell to cost both grace and
241 * mana. In that case, we return which ever value is higher.
242 */
243
244 sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags)
245 {
246 int sp, grace, level = caster_level(caster, spell);
247
248 if (settings.spellpoint_level_depend == TRUE) {
249 if (spell->stats.sp && spell->stats.maxsp) {
250 sp= (int) (spell->stats.sp *
251 (1.0 + MAX(0,
252 (float)(level-spell->level)/ (float)spell->stats.maxsp)));
253 }
254 else sp = spell->stats.sp;
255
256 sp *= (int) PATH_SP_MULT(caster,spell);
257 if (!sp && spell->stats.sp) sp=1;
258
259 if (spell->stats.grace && spell->stats.maxgrace) {
260 grace= (int) (spell->stats.grace *
261 (1.0 + MAX(0,
262 (float)(level-spell->level)/ (float)spell->stats.maxgrace)));
263 }
264 else grace = spell->stats.grace;
265
266 grace *= (int) PATH_SP_MULT(caster,spell);
267 if (spell->stats.grace && !grace) grace=1;
268 } else {
269 sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell));
270 if (spell->stats.sp && !sp) sp=1;
271 grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell));
272 if (spell->stats.grace && !grace) grace=1;
273 }
274 if (flags == SPELL_HIGHEST)
275 return MAX(sp, grace);
276 else if (flags == SPELL_GRACE)
277 return grace;
278 else if (flags == SPELL_MANA)
279 return sp;
280 else {
281 LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
282 return 0;
283 }
284 }
285
286
287 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
288 * spob is the spell we are adjusting.
289 */
290 int SP_level_dam_adjust(object *caster, object *spob)
291 {
292 int level = caster_level (caster, spob);
293 int adj = level - min_casting_level(caster, spob);
294
295 if(adj < 0) adj=0;
296 if (spob->dam_modifier)
297 adj/=spob->dam_modifier;
298 else adj=0;
299 return adj;
300 }
301
302 /* Adjust the strength of the spell based on level.
303 * This is basically the same as SP_level_dam_adjust above,
304 * but instead looks at the level_modifier value.
305 */
306 int SP_level_duration_adjust(object *caster, object *spob)
307 {
308 int level = caster_level (caster, spob);
309 int adj = level - min_casting_level(caster, spob);
310
311 if(adj < 0) adj=0;
312 if(spob->duration_modifier)
313 adj/=spob->duration_modifier;
314 else adj=0;
315
316 return adj;
317 }
318
319 /* Adjust the strength of the spell based on level.
320 * This is basically the same as SP_level_dam_adjust above,
321 * but instead looks at the level_modifier value.
322 */
323 int SP_level_range_adjust(object *caster, object *spob)
324 {
325 int level = caster_level (caster, spob);
326 int adj = level - min_casting_level(caster, spob);
327
328 if(adj < 0) adj=0;
329 if(spob->range_modifier)
330 adj/=spob->range_modifier;
331 else adj=0;
332
333 return adj;
334 }
335
336 /* Checks to see if player knows the spell. If the name is the same
337 * as an existing spell, we presume they know it.
338 * returns 1 if they know the spell, 0 if they don't.
339 */
340 object *check_spell_known (object *op, const char *name)
341 {
342 object *spop;
343
344 for (spop=op->inv; spop; spop=spop->below)
345 if (spop->type == SPELL && !strcmp(spop->name, name)) return spop;
346
347 return NULL;
348 }
349
350
351 /*
352 * Look at object 'op' and see if they know the spell
353 * spname. This is pretty close to check_spell_known
354 * above, but it uses a looser matching mechanism.
355 * returns the matching spell object, or NULL.
356 * If we match multiple spells but don't get an
357 * exact match, we also return NULL.
358 */
359
360 object *lookup_spell_by_name(object *op,const char *spname) {
361 object *spob1=NULL, *spob2=NULL, *spob;
362 int nummatch=0;
363
364 if(spname==NULL) return NULL;
365
366 /* Try to find the spell. We store the results in spob1
367 * and spob2 - spob1 is only taking the length of
368 * the past spname, spob2 uses the length of the spell name.
369 */
370 for (spob = op->inv; spob; spob=spob->below) {
371 if (spob->type == SPELL) {
372 if (!strncmp(spob->name, spname, strlen(spname))) {
373 nummatch++;
374 spob1 = spob;
375 } else if (!strncmp(spob->name, spname, strlen(spob->name))) {
376 /* if spells have ambiguous names, it makes matching
377 * really difficult. (eg, fire and fireball would
378 * fall into this category). It shouldn't be hard to
379 * make sure spell names don't overlap in that fashion.
380 */
381 if (spob2)
382 LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n",
383 &spob2->name, &spob->name);
384 spob2 = spob;
385 }
386 }
387 }
388 /* if we have best match, return it. Otherwise, if we have one match
389 * on the loser match, return that, otehrwise null
390 */
391 if (spob2) return spob2;
392 if (spob1 && nummatch == 1) return spob1;
393 return NULL;
394 }
395
396 /* reflwall - decides weither the (spell-)object sp_op will
397 * be reflected from the given mapsquare. Returns 1 if true.
398 * (Note that for living creatures there is a small chance that
399 * reflect_spell fails.)
400 * Caller should be sure it passes us valid map coordinates
401 * eg, updated for tiled maps.
402 */
403 int reflwall(mapstruct *m,int x,int y, object *sp_op) {
404 object *op;
405
406 if(OUT_OF_REAL_MAP(m,x,y)) return 0;
407 for(op=get_map_ob(m,x,y);op!=NULL;op=op->above)
408 if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) ||
409 sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10)))
410 return 1;
411
412 return 0;
413 }
414
415 /* cast_create_object: creates object new_op in direction dir
416 * or if that is blocked, beneath the player (op).
417 * we pass 'caster', but don't use it for anything.
418 * This is really just a simple wrapper function .
419 * returns the direction that the object was actually placed
420 * in.
421 */
422 int cast_create_obj(object *op,object *caster,object *new_op, int dir)
423 {
424 mapstruct *m;
425 sint16 sx, sy;
426
427 if(dir &&
428 ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
429 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) {
430 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
431 new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet.");
432 dir = 0;
433 }
434 new_op->x=op->x+freearr_x[dir];
435 new_op->y=op->y+freearr_y[dir];
436 if (dir == 0)
437 insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR);
438 else
439 insert_ob_in_map(new_op,op->map,op,0);
440 return dir;
441 }
442
443 /* Returns true if it is ok to put spell *op on the space/may provided.
444 * immune_stop is basically the attacktype of the spell (why
445 * passed as a different value, not sure of). If immune_stop
446 * has the AT_MAGIC bit set, and there is a counterwall
447 * on the space, the object doesn't get placed. if immune stop
448 * does not have AT_MAGIC, then counterwalls do not effect the spell.
449 *
450 */
451
452 int ok_to_put_more(mapstruct *m,sint16 x,sint16 y,object *op,int immune_stop) {
453 object *tmp;
454 int mflags;
455 mapstruct *mp;
456
457 mp = m;
458 mflags = get_map_flags(m, &mp, x, y, &x, &y);
459
460 if (mflags & P_OUT_OF_MAP) return 0;
461
462 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0;
463
464 for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) {
465 /* If there is a counterspell on the space, and this
466 * object is using magic, don't progress. I believe we could
467 * leave this out and let in progress, and other areas of the code
468 * will then remove it, but that would seem to to use more
469 * resources, and may not work as well if a player is standing
470 * on top of a counterwall spell (may hit the player before being
471 * removed.) On the other hand, it may be more dramatic for the
472 * spell to actually hit the counterwall and be sucked up.
473 */
474 if ((tmp->attacktype & AT_COUNTERSPELL) &&
475 (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) &&
476 (tmp->type != WEAPON) && (tmp->type != BOW) &&
477 (tmp->type != ARROW) && (tmp->type != GOLEM) &&
478 (immune_stop & AT_MAGIC)) return 0;
479
480 /* This is to prevent 'out of control' spells. Basically, this
481 * limits one spell effect per space per spell. This is definately
482 * needed for performance reasons, and just for playability I believe.
483 * there are no such things as multispaced spells right now, so
484 * we don't need to worry about the head.
485 */
486 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) &&
487 (tmp->subtype == op->subtype))
488 return 0;
489
490 /*
491 * Combine similar spell effects into one spell effect. Needed for
492 * performance reasons with meteor swarm and the like, but also for
493 * playability reasons.
494 */
495 if (tmp->arch == op->arch
496 && tmp->type == op->type
497 && tmp->subtype == op->subtype
498 && tmp->owner == op->owner
499 && ((tmp->subtype == SP_EXPLOSION)
500 || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))
501 ) {
502 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
503 tmp->range = MAX (tmp->range, op->range);
504 tmp->duration = MAX (tmp->duration, op->duration);
505 return 0;
506 }
507
508 /* Perhaps we should also put checks in for no magic and unholy
509 * ground to prevent it from moving along?
510 */
511 }
512 /* If it passes the above tests, it must be OK */
513 return 1;
514 }
515
516 /* fire_arch_from_position: fires an archetype.
517 * op: person firing the object.
518 * caster: object casting the spell.
519 * x, y: where to fire the spell (note, it then uses op->map for the map
520 * for these coordinates, which is probably a really bad idea.
521 * dir: direction to fire in.
522 * spell: spell that is being fired. It uses other_arch for the archetype
523 * to fire.
524 * returns 0 on failure, 1 on success.
525 */
526
527 int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y,
528 int dir, object *spell)
529 {
530 object *tmp;
531 int mflags;
532 mapstruct *m;
533
534 if(spell->other_arch==NULL)
535 return 0;
536
537 m = op->map;
538 mflags = get_map_flags(m, &m, x, y, &x, &y);
539 if (mflags & P_OUT_OF_MAP) {
540 return 0;
541 }
542
543 tmp=arch_to_object(spell->other_arch);
544
545 if(tmp==NULL)
546 return 0;
547
548 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) {
549 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
550 free_object(tmp);
551 return 0;
552 }
553
554
555
556 tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell);
557 tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell);
558 /* code in time.c uses food for some things, duration for others */
559 tmp->stats.food = tmp->duration;
560 tmp->range=spell->range+SP_level_range_adjust(caster,spell);
561 tmp->attacktype = spell->attacktype;
562 tmp->x=x;
563 tmp->y=y;
564 tmp->direction=dir;
565 if (get_owner (op) != NULL)
566 copy_owner (tmp, op);
567 else
568 set_owner (tmp, op);
569 tmp->level = caster_level (caster, spell);
570 set_spell_skill(op, caster, spell, tmp);
571
572 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
573 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) {
574 if(!tailor_god_spell(tmp,op)) return 0;
575 }
576 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
577 SET_ANIMATION(tmp, dir);
578
579 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL)
580 return 1;
581
582 move_spell_effect(tmp);
583
584 return 1;
585 }
586
587
588
589 /*****************************************************************************
590 *
591 * Code related to rods - perhaps better located in another file?
592 *
593 ****************************************************************************/
594
595 void regenerate_rod(object *rod) {
596 if (rod->stats.hp < rod->stats.maxhp) {
597 rod->stats.hp+= 1 + rod->stats.maxhp/10;
598
599 if (rod->stats.hp > rod->stats.maxhp)
600 rod->stats.hp = rod->stats.maxhp;
601 }
602 }
603
604
605 void drain_rod_charge(object *rod) {
606 rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST);
607 }
608
609
610
611
612 /* this function is commonly used to find a friendly target for
613 * spells such as heal or protection or armour
614 * op is what is looking for the target (which can be a player),
615 * dir is the direction we are looking in. Return object found, or
616 * NULL if no good object.
617 */
618
619 object *find_target_for_friendly_spell(object *op,int dir) {
620 object *tmp;
621 mapstruct *m;
622 sint16 x, y;
623 int mflags;
624
625 /* I don't really get this block - if op isn't a player or rune,
626 * we then make the owner of this object the target.
627 * The owner could very well be no where near op.
628 */
629 if(op->type!=PLAYER && op->type!=RUNE) {
630 tmp=get_owner(op);
631 /* If the owner does not exist, or is not a monster, than apply the spell
632 * to the caster.
633 */
634 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op;
635 }
636 else {
637 m = op->map;
638 x = op->x+freearr_x[dir];
639 y = op->y+freearr_y[dir];
640
641 mflags = get_map_flags(m, &m, x, y, &x, &y);
642
643 if (mflags & P_OUT_OF_MAP)
644 tmp=NULL;
645 else {
646 for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above)
647 if(tmp->type==PLAYER)
648 break;
649 }
650 }
651 /* didn't find a player there, look in current square for a player */
652 if(tmp==NULL)
653 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
654 {
655 if(tmp->type==PLAYER)
656 break;
657 }
658
659 return tmp;
660 }
661
662
663
664 /* raytrace:
665 * spell_find_dir(map, x, y, exclude) will search first the center square
666 * then some close squares in the given map at the given coordinates for
667 * live objects.
668 * It will not consider the object given as exclude (= caster) among possible
669 * live objects. If the caster is a player, the spell will go after
670 * monsters/generators only. If not, the spell will hunt players only.
671 * It returns the direction toward the first/closest live object if it finds
672 * any, otherwise -1.
673 * note that exclude can be NULL, in which case all bets are off.
674 */
675
676 int spell_find_dir(mapstruct *m, int x, int y, object *exclude) {
677 int i,max=SIZEOFFREE;
678 sint16 nx,ny;
679 int owner_type=0, mflags;
680 object *tmp;
681 mapstruct *mp;
682
683 if (exclude && exclude->head)
684 exclude = exclude->head;
685 if (exclude && exclude->type)
686 owner_type = exclude->type;
687
688 for(i=rndm(1, 8);i<max;i++) {
689 nx = x + freearr_x[i];
690 ny = y + freearr_y[i];
691 mp = m;
692 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
693 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue;
694
695 tmp=get_map_ob(mp,nx,ny);
696
697 while(tmp!=NULL && (((owner_type==PLAYER &&
698 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) ||
699 (owner_type!=PLAYER && tmp->type!=PLAYER)) ||
700 (tmp == exclude || (tmp->head && tmp->head == exclude))))
701 tmp=tmp->above;
702
703 if(tmp!=NULL && can_see_monsterP(m,x,y,i))
704 return freedir[i];
705 }
706 return -1; /* flag for "keep going the way you were" */
707 }
708
709
710
711 /* put_a_monster: puts a monster named monstername near by
712 * op. This creates the treasures for the monsters, and
713 * also deals with multipart monsters properly.
714 */
715
716 void put_a_monster(object *op,const char *monstername) {
717 object *tmp,*head=NULL,*prev=NULL;
718 archetype *at;
719 int dir;
720
721 /* Handle cases where we are passed a bogus mosntername */
722
723 if((at=find_archetype(monstername))==NULL) return;
724
725 /* find a free square nearby
726 * first we check the closest square for free squares
727 */
728
729 dir=find_first_free_spot(&at->clone,op->map,op->x,op->y);
730 if(dir!=-1) {
731 /* This is basically grabbed for generate monster. Fixed 971225 to
732 * insert multipart monsters properly
733 */
734 while (at!=NULL) {
735 tmp=arch_to_object(at);
736 tmp->x=op->x+freearr_x[dir]+at->clone.x;
737 tmp->y=op->y+freearr_y[dir]+at->clone.y;
738 tmp->map = op->map;
739 if (head) {
740 tmp->head=head;
741 prev->more=tmp;
742 }
743 if (!head) head=tmp;
744 prev=tmp;
745 at=at->more;
746 }
747
748 if (head->randomitems)
749 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0);
750
751 insert_ob_in_map(head,op->map,op,0);
752
753 /* thought it'd be cool to insert a burnout, too.*/
754 tmp=get_archetype("burnout");
755 tmp->map = op->map;
756 tmp->x=op->x+freearr_x[dir];
757 tmp->y=op->y+freearr_y[dir];
758 insert_ob_in_map(tmp,op->map,op,0);
759 }
760 }
761
762 /* peterm: function which summons hostile monsters and
763 * places them in nearby squares.
764 * op is the summoner.
765 * n is the number of monsters.
766 * monstername is the name of the monster.
767 * returns the number of monsters, which is basically n.
768 * it should really see how many it successfully replaced and
769 * return that instead.
770 * Note that this is not used by any spells (summon evil monsters
771 * use to call this, but best I can tell, that spell/ability was
772 * never used. This is however used by various failures on the
773 * players part (alchemy, reincarnation, etc)
774 */
775
776 int summon_hostile_monsters(object *op,int n,const char *monstername){
777 int i;
778 for(i=0;i<n;i++)
779 put_a_monster(op,monstername);
780
781 return n;
782 }
783
784
785 /* Some local definitions for shuffle-attack */
786 struct attacktype_shuffle {
787 int attacktype;
788 int face;
789 } ATTACKS[22] = {
790 {AT_PHYSICAL,0},
791 {AT_PHYSICAL,0}, /*face = explosion*/
792 {AT_PHYSICAL,0},
793 {AT_MAGIC,1},
794 {AT_MAGIC,1}, /* face = last-burnout */
795 {AT_MAGIC,1},
796 {AT_FIRE,2},
797 {AT_FIRE,2}, /* face = fire.... */
798 {AT_FIRE,2},
799 {AT_ELECTRICITY,3},
800 {AT_ELECTRICITY,3}, /* ball_lightning */
801 {AT_ELECTRICITY,3},
802 {AT_COLD,4},
803 {AT_COLD,4}, /* face=icestorm*/
804 {AT_COLD,4},
805 {AT_CONFUSION,5},
806 {AT_POISON,7},
807 {AT_POISON,7}, /* face = acid sphere. generator */
808 {AT_POISON,7}, /* poisoncloud face */
809 {AT_SLOW,8},
810 {AT_PARALYZE,9},
811 {AT_FEAR,10} };
812
813
814
815 /* shuffle_attack: peterm
816 * This routine shuffles the attack of op to one of the
817 * ones in the list. It does this at random. It also
818 * chooses a face appropriate to the attack that is
819 * being committed by that square at the moment.
820 * right now it's being used by color spray and create pool of
821 * chaos.
822 * This could really be a better implementation - the
823 * faces and attacktypes above are hardcoded, which is never
824 * good. The faces refer to faces in the animation sequence.
825 * Not sure how to do better - but not having it hardcoded
826 * would be nice.
827 * I also fixed a bug here in that attacktype was |= -
828 * to me, that would be that it would quickly get all
829 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
830 */
831 void shuffle_attack(object *op,int change_face)
832 {
833 int i;
834 i=rndm(0, 21);
835
836 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC;
837
838 if(change_face) {
839 SET_ANIMATION(op, ATTACKS[i].face);
840 }
841 }
842
843
844 /* prayer_failure: This is called when a player fails
845 * at casting a prayer.
846 * op is the player.
847 * failure is basically how much grace they had.
848 * power is how much grace the spell would normally take to cast.
849 */
850
851 void prayer_failure(object *op, int failure,int power)
852 {
853 const char *godname;
854 object *tmp;
855
856 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit";
857
858 if(failure<= -20 && failure > -40) /* wonder */
859 {
860 new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname);
861 tmp = get_archetype(SPELL_WONDER);
862 cast_cone(op,op,0,tmp);
863 free_object(tmp);
864 }
865
866 else if (failure <= -40 && failure > -60) /* confusion */
867 {
868 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!");
869 confuse_player(op,op,99);
870 }
871 else if (failure <= -60 && failure> -150) /* paralysis */
872 {
873 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname);
874 new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else.");
875 paralyze_player(op,op,99);
876 }
877 else if (failure <= -150) /* blast the immediate area */
878 {
879 tmp = get_archetype(GOD_POWER);
880 new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname);
881 cast_magic_storm(op,tmp, power);
882 }
883 }
884
885 /*
886 * spell_failure() handles the various effects for differing degrees
887 * of failure badness.
888 * op is the player that failed.
889 * failure is a random value of how badly you failed.
890 * power is how many spellpoints you'd normally need for the spell.
891 * skill is the skill you'd need to cast the spell.
892 */
893
894 void spell_failure(object *op, int failure,int power, object *skill)
895 {
896 object *tmp;
897
898 if (settings.spell_failure_effects == FALSE)
899 return;
900
901 if (failure<=-20 && failure > -40) /* wonder */
902 {
903 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect.");
904 tmp = get_archetype(SPELL_WONDER);
905 cast_cone(op,op,0,tmp);
906 free_object(tmp);
907 }
908
909 else if (failure <= -40 && failure > -60) /* confusion */
910 {
911 new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!");
912 confuse_player(op,op,99);
913 }
914 else if (failure <= -60 && failure> -80) /* paralysis */
915 {
916 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!");
917 paralyze_player(op,op,99);
918 }
919 else if (failure <= -80) /* blast the immediate area */
920 {
921 object *tmp;
922 /* Safety check to make sure we don't get any mana storms in scorn */
923 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) {
924 new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
925 hit_player(op,9998,op,AT_INTERNAL,1);
926
927 } else {
928 new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
929 tmp=get_archetype(LOOSE_MANA);
930 tmp->level=skill->level;
931 tmp->x=op->x;
932 tmp->y=op->y;
933
934 /* increase the area of destruction a little for more powerful spells */
935 tmp->range+=isqrt(power);
936
937 if (power>25) tmp->stats.dam = 25 + isqrt(power);
938 else tmp->stats.dam=power; /* nasty recoils! */
939
940 tmp->stats.maxhp=tmp->count;
941 insert_ob_in_map(tmp,op->map,NULL,0);
942 }
943 }
944 }
945
946 int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
947 {
948 int success;
949 player *pl;
950 object *spell;
951
952 if ( !spell_ob->other_arch )
953 {
954 LOG( llevError, "cast_party_spell: empty other arch\n" );
955 return 0;
956 }
957 spell = arch_to_object( spell_ob->other_arch );
958
959 /* Always cast spell on caster */
960 success = cast_spell( op, caster, dir, spell, stringarg );
961
962 if ( caster->contr->party == NULL )
963 {
964 remove_ob( spell );
965 return success;
966 }
967 for( pl=first_player; pl!=NULL; pl=pl->next )
968 if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) )
969 {
970 cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg );
971 }
972 remove_ob( spell );
973 return success;
974 }
975
976 /* This is where the main dispatch when someone casts a spell.
977 *
978 * op is the creature that is owner of the object that is casting the spell -
979 * eg, the player or monster.
980 * caster is the actual object (wand, potion) casting the spell. can be
981 * same as op.
982 * dir is the direction to cast in. Note in some cases, if the spell
983 * is self only, dir really doesn't make a difference.
984 * spell_ob is the spell object that is being cast. From that,
985 * we can determine what to do.
986 * stringarg is any options that are being used. It can be NULL. Almost
987 * certainly, only players will set it. It is basically used as optional
988 * parameters to a spell (eg, item to create, information for marking runes,
989 * etc.
990 * returns 1 on successful cast, or 0 on error. These values should really
991 * be swapped, so that 0 is successful, and non zero is failure, with a code
992 * of what it failed.
993 *
994 * Note that this function is really a dispatch routine that calls other
995 * functions - it just blindly returns what ever value those functions
996 * return. So if your writing a new function that is called from this,
997 * it shoudl also return 1 on success, 0 on failure.
998 *
999 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1000 * this function will decrease the mana/grace appropriately. For other
1001 * objects, the caller should do what it considers appropriate.
1002 */
1003
1004 int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) {
1005
1006 const char *godname;
1007 int success=0,mflags, cast_level=0, old_shoottype;
1008 object *skill=NULL;
1009
1010 old_shoottype = op->contr ? op->contr->shoottype : 0;
1011
1012 if (!spell_ob) {
1013 LOG(llevError,"cast_spell: null spell object passed\n");
1014 return 0;
1015 }
1016 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1017
1018 /* the caller should set caster to op if appropriate */
1019 if (!caster) {
1020 LOG(llevError,"cast_spell: null caster object passed\n");
1021 return 0;
1022 }
1023
1024 /* if caster is a spell casting object, this normally shouldn't be
1025 * an issue, because they don't have any spellpaths set up.
1026 */
1027 if (caster->path_denied & spell_ob->path_attuned) {
1028 new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you.");
1029 return 0;
1030 }
1031
1032 /* if it is a player casting the spell, and they are really casting it
1033 * (vs it coming from a wand, scroll, or whatever else), do some
1034 * checks. We let monsters do special things - eg, they
1035 * don't need the skill, bypass level checks, etc. The monster function
1036 * should take care of that.
1037 * Remove the wiz check here and move it further down - some spells
1038 * need to have the right skill pointer passed, so we need to
1039 * at least process that code.
1040 */
1041 if (op->type == PLAYER && op == caster) {
1042 cast_level = caster_level(caster, spell_ob);
1043 if (spell_ob->skill) {
1044 skill = find_skill_by_name(op, spell_ob->skill);
1045 if (!skill) {
1046 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.",
1047 &spell_ob->skill, &spell_ob->name);
1048 return 0;
1049 }
1050 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) {
1051 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell.");
1052 return 0;
1053 }
1054 }
1055 /* If the caster is the wiz, they don't ever fail, and don't have
1056 * to have sufficient grace/mana.
1057 */
1058 if (!QUERY_FLAG(op, FLAG_WIZ)) {
1059 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) &&
1060 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) {
1061 new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana.");
1062 return 0;
1063 }
1064 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) &&
1065 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) {
1066 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace -
1067 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) {
1068 new_draw_info_format(NDI_UNIQUE, 0,op,
1069 "%s grants your prayer, though you are unworthy.",godname);
1070 }
1071 else {
1072 prayer_failure(op,op->stats.grace,
1073 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace);
1074 new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname);
1075 return 0;
1076 }
1077 }
1078
1079 /* player/monster is trying to cast the spell. might fumble it */
1080 if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) <
1081 (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) {
1082 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1083 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell.");
1084 if (settings.casting_time == TRUE) {
1085 op->casting_time = -1;
1086 }
1087 op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW);
1088 return 0;
1089 } else if (spell_ob->stats.sp) {
1090 int failure = random_roll(0, 199, op, PREFER_HIGH) -
1091 op->contr->encumbrance +op->level - spell_ob->level +35;
1092
1093 if( failure < 0) {
1094 new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use.");
1095 if (settings.spell_failure_effects == TRUE)
1096 spell_failure(op,failure,
1097 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA),
1098 skill);
1099 op->contr->shoottype = (rangetype) old_shoottype;
1100 op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW);
1101 return 0;
1102 }
1103 }
1104 }
1105 }
1106
1107 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1108
1109 /* See if we can cast a spell here. If the caster and op are
1110 * not alive, then this would mean that the mapmaker put the
1111 * objects on the space - presume that they know what they are
1112 * doing.
1113 */
1114
1115 if ((mflags & P_SAFE) && !QUERY_FLAG(op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1116 {
1117 new_draw_info(NDI_UNIQUE, 0,op,
1118 "This ground is sacred! The gods prevent any magical effects done by you here!.");
1119 return 0;
1120 }
1121
1122 if ((spell_ob->type == SPELL)
1123 && (caster->type != POTION)
1124 && !QUERY_FLAG(op, FLAG_WIZCAST)
1125 && (QUERY_FLAG(caster, FLAG_ALIVE)
1126 || QUERY_FLAG(op, FLAG_ALIVE))
1127 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp)
1128 || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1129 {
1130 if (op->type!=PLAYER)
1131 return 0;
1132
1133 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1134 new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname);
1135 else
1136 switch(op->contr->shoottype)
1137 {
1138 case range_magic:
1139 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting.");
1140 break;
1141 case range_misc:
1142 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item.");
1143 break;
1144 case range_golem:
1145 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll.");
1146 break;
1147 default:
1148 break;
1149 }
1150 return 0;
1151 }
1152
1153 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) {
1154 if (op->casting_time==-1) { /* begin the casting */
1155 op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob));
1156 op->spell = spell_ob;
1157 /* put the stringarg into the object struct so that when the
1158 * spell is actually cast, it knows about the stringarg.
1159 * necessary for the invoke command spells.
1160 */
1161 if(stringarg) {
1162 op->spellarg = strdup_local(stringarg);
1163 }
1164 else op->spellarg=NULL;
1165 return 0;
1166 }
1167 else if (op->casting_time != 0) {
1168 if (op->type == PLAYER )
1169 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!");
1170 return 0;
1171 } else { /* casting_time == 0 */
1172 op->casting_time = -1;
1173 spell_ob = op->spell;
1174 stringarg = op->spellarg;
1175 }
1176 } else {
1177 /* Take into account how long it takes to cast the spell.
1178 * if the player is casting it, then we use the time in
1179 * the spell object. If it is a spell object, have it
1180 * take two ticks. Things that cast spells on the players
1181 * behalf (eg, altars, and whatever else) shouldn't cost
1182 * the player any time.
1183 * Ignore casting time for firewalls
1184 */
1185 if (caster == op && caster->type != FIREWALL) {
1186 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1187 /* Other portions of the code may also decrement the speed of the player, so
1188 * put a lower limit so that the player isn't stuck here too long
1189 */
1190 if ((spell_ob->casting_time > 0) &&
1191 op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed))
1192 op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1193 } else if (caster->type == WAND || caster->type == HORN ||
1194 caster->type == ROD || caster->type == POTION ||
1195 caster->type == SCROLL) {
1196 op->speed_left -= 2 * FABS(op->speed);
1197 }
1198 }
1199
1200 if (op->type == PLAYER && op == caster) {
1201 op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE);
1202 op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA);
1203 }
1204
1205 /* We want to try to find the skill to properly credit exp.
1206 * for spell casting objects, the exp goes to the skill the casting
1207 * object requires.
1208 */
1209 if (op != caster && !skill && caster->skill) {
1210 skill = find_skill_by_name(op, caster->skill);
1211 if (!skill) {
1212 new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s",
1213 &caster->skill, query_name(caster));
1214 return 0;
1215 }
1216 change_skill(op, skill, 0); /* needed for proper exp credit */
1217 }
1218
1219 switch(spell_ob->subtype) {
1220 /* The order of case statements is same as the order they show up
1221 * in in spells.h.
1222 */
1223 case SP_RAISE_DEAD:
1224 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg);
1225 break;
1226
1227 case SP_RUNE:
1228 success = write_rune(op,caster, spell_ob, dir,stringarg);
1229 break;
1230
1231 case SP_MAKE_MARK:
1232 success = write_mark(op, spell_ob, stringarg);
1233 break;
1234
1235 case SP_BOLT:
1236 success = fire_bolt(op,caster,dir,spell_ob,skill);
1237 break;
1238
1239 case SP_BULLET:
1240 success = fire_bullet(op, caster, dir, spell_ob);
1241 break;
1242
1243 case SP_CONE:
1244 success = cast_cone(op, caster, dir, spell_ob);
1245 break;
1246
1247 case SP_BOMB:
1248 success = create_bomb(op,caster,dir, spell_ob);
1249 break;
1250
1251 case SP_WONDER:
1252 success = cast_wonder(op,caster, dir,spell_ob);
1253 break;
1254
1255 case SP_SMITE:
1256 success = cast_smite_spell(op,caster, dir,spell_ob);
1257 break;
1258
1259 case SP_MAGIC_MISSILE:
1260 success = fire_arch_from_position(op, caster, op->x + freearr_x[dir],
1261 op->y + freearr_y[dir], dir, spell_ob);
1262 break;
1263
1264 case SP_SUMMON_GOLEM:
1265 success = summon_golem(op, caster, dir, spell_ob);
1266 old_shoottype = range_golem;
1267 break;
1268
1269 case SP_DIMENSION_DOOR:
1270 /* dimension door needs the actual caster, because that is what is
1271 * moved.
1272 */
1273 success = dimension_door(op,caster, spell_ob, dir);
1274 break;
1275
1276 case SP_MAGIC_MAPPING:
1277 if(op->type==PLAYER) {
1278 spell_effect(spell_ob, op->x, op->y, op->map, op);
1279 draw_magic_map(op);
1280 success=1;
1281 }
1282 else success=0;
1283 break;
1284
1285 case SP_MAGIC_WALL:
1286 success = magic_wall(op,caster,dir,spell_ob);
1287 break;
1288
1289 case SP_DESTRUCTION:
1290 success = cast_destruction(op,caster,spell_ob);
1291 break;
1292
1293 case SP_PERCEIVE_SELF:
1294 success = perceive_self(op);
1295 break;
1296
1297 case SP_WORD_OF_RECALL:
1298 success = cast_word_of_recall(op,caster,spell_ob);
1299 break;
1300
1301 case SP_INVISIBLE:
1302 success = cast_invisible(op,caster,spell_ob);
1303 break;
1304
1305 case SP_PROBE:
1306 success = probe(op,caster, spell_ob, dir);
1307 break;
1308
1309 case SP_HEALING:
1310 success = cast_heal(op,caster, spell_ob, dir);
1311 break;
1312
1313 case SP_CREATE_FOOD:
1314 success = cast_create_food(op,caster,spell_ob, dir,stringarg);
1315 break;
1316
1317 case SP_EARTH_TO_DUST:
1318 success = cast_earth_to_dust(op,caster,spell_ob);
1319 break;
1320
1321 case SP_CHANGE_ABILITY:
1322 success = cast_change_ability(op,caster,spell_ob, dir, 0);
1323 break;
1324
1325 case SP_BLESS:
1326 success = cast_bless(op,caster,spell_ob, dir);
1327 break;
1328
1329 case SP_CURSE:
1330 success = cast_curse(op,caster,spell_ob, dir);
1331 break;
1332
1333 case SP_SUMMON_MONSTER:
1334 success = summon_object(op,caster,spell_ob, dir,stringarg);
1335 break;
1336
1337 case SP_CHARGING:
1338 success = recharge(op, caster, spell_ob);
1339 break;
1340
1341 case SP_POLYMORPH:
1342 #ifdef NO_POLYMORPH
1343 /* Not great, but at least provide feedback so if players do have
1344 * polymorph (ie, find it as a preset item or left over from before
1345 * it was disabled), they get some feedback.
1346 */
1347 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles");
1348 success = 0;
1349 #else
1350 success = cast_polymorph(op,caster,spell_ob, dir);
1351 #endif
1352 break;
1353
1354 case SP_ALCHEMY:
1355 success = alchemy(op, caster, spell_ob);
1356 break;
1357
1358 case SP_REMOVE_CURSE:
1359 success = remove_curse(op, caster, spell_ob);
1360 break;
1361
1362 case SP_IDENTIFY:
1363 success = cast_identify(op, caster, spell_ob);
1364 break;
1365
1366 case SP_DETECTION:
1367 success = cast_detection(op, caster, spell_ob, skill);
1368 break;
1369
1370 case SP_MOOD_CHANGE:
1371 success = mood_change(op, caster, spell_ob);
1372 break;
1373
1374 case SP_MOVING_BALL:
1375 if (spell_ob->path_repelled &&
1376 (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) {
1377 new_draw_info_format(NDI_UNIQUE, 0, op,
1378 "You lack the proper attunement to cast %s", &spell_ob->name);
1379 success = 0;
1380 } else
1381 success = fire_arch_from_position(op,caster,
1382 op->x + freearr_x[dir], op->y + freearr_y[dir],
1383 dir, spell_ob);
1384 break;
1385
1386 case SP_SWARM:
1387 success = fire_swarm(op, caster, spell_ob, dir);
1388 break;
1389
1390 case SP_CHANGE_MANA:
1391 success = cast_transfer(op,caster, spell_ob, dir);
1392 break;
1393
1394 case SP_DISPEL_RUNE:
1395 /* in rune.c */
1396 success = dispel_rune(op,caster, spell_ob, skill, dir);
1397 break;
1398
1399 case SP_CREATE_MISSILE:
1400 success = cast_create_missile(op,caster,spell_ob, dir,stringarg);
1401 break;
1402
1403 case SP_CONSECRATE:
1404 success = cast_consecrate(op, caster, spell_ob);
1405 break;
1406
1407 case SP_ANIMATE_WEAPON:
1408 success = animate_weapon(op, caster, spell_ob, dir);
1409 old_shoottype = range_golem;
1410 break;
1411
1412 case SP_LIGHT:
1413 success = cast_light(op, caster, spell_ob, dir);
1414 break;
1415
1416 case SP_CHANGE_MAP_LIGHT:
1417 success = cast_change_map_lightlevel(op, caster, spell_ob);
1418 break;
1419
1420 case SP_FAERY_FIRE:
1421 success = cast_destruction(op,caster,spell_ob);
1422 break;
1423
1424 case SP_CAUSE_DISEASE:
1425 success = cast_cause_disease(op, caster, spell_ob, dir);
1426 break;
1427
1428 case SP_AURA:
1429 success = create_aura(op, caster, spell_ob);
1430 break;
1431
1432 case SP_TOWN_PORTAL:
1433 success= cast_create_town_portal (op,caster,spell_ob, dir);
1434 break;
1435
1436 case SP_PARTY_SPELL:
1437 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1438 break;
1439
1440 default:
1441 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1442 LOG (llevError,"cast_spell: Unhandled spell subtype %d\n",
1443 spell_ob->subtype);
1444
1445
1446 }
1447
1448 /* FIXME - we need some better sound suppport */
1449 // yes, for example, augment map info with the spell effect
1450 // so clients can calculate the sounds themselves
1451 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1452
1453 /* free the spell arg */
1454 if(settings.casting_time == TRUE && stringarg) {
1455 free(stringarg);
1456 stringarg=NULL;
1457 }
1458 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1459 * to something like use_magic_item, but you really want to be able to fire
1460 * it again.
1461 */
1462 if (op->contr) op->contr->shoottype = (rangetype) old_shoottype;
1463
1464 return success;
1465 }
1466
1467
1468 /* This is called from time.c/process_object(). That function
1469 * calls this for any SPELL_EFFECT type objects. This function
1470 * then dispatches them to the appropriate specific routines.
1471 */
1472 void move_spell_effect(object *op) {
1473
1474 switch (op->subtype) {
1475 case SP_BOLT:
1476 move_bolt(op);
1477 break;
1478
1479 case SP_BULLET:
1480 move_bullet(op);
1481 break;
1482
1483 case SP_EXPLOSION:
1484 explosion(op);
1485 break;
1486
1487 case SP_CONE:
1488 move_cone(op);
1489 break;
1490
1491 case SP_BOMB:
1492 animate_bomb(op);
1493 break;
1494
1495 case SP_MAGIC_MISSILE:
1496 move_missile(op);
1497 break;
1498
1499 case SP_WORD_OF_RECALL:
1500 execute_word_of_recall(op);
1501 break;
1502
1503 case SP_MOVING_BALL:
1504 move_ball_spell(op);
1505 break;
1506
1507 case SP_SWARM:
1508 move_swarm_spell(op);
1509 break;
1510
1511 case SP_AURA:
1512 move_aura(op);
1513 break;
1514
1515 }
1516 }
1517
1518 /* this checks to see if something special should happen if
1519 * something runs into the object.
1520 */
1521 void check_spell_effect(object *op) {
1522
1523 switch (op->subtype) {
1524 case SP_BOLT:
1525 move_bolt(op);
1526 return;
1527
1528 case SP_BULLET:
1529 check_bullet(op);
1530 return;
1531 }
1532
1533 }
1534
1535 /* This is called by move_apply. Basically, if someone
1536 * moves onto a spell effect and the walk_on or fly_on flags
1537 * are set, this is called. This should only be called for
1538 * objects of the appropraite type.
1539 */
1540 void apply_spell_effect(object *spell, object *victim)
1541 {
1542 switch (spell->subtype) {
1543 case SP_CONE:
1544 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1545 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0);
1546 break;
1547
1548 case SP_MAGIC_MISSILE:
1549 if (QUERY_FLAG (victim, FLAG_ALIVE)) {
1550 tag_t spell_tag = spell->count;
1551 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1552 if ( ! was_destroyed (spell, spell_tag)) {
1553 remove_ob (spell);
1554 free_object (spell);
1555 }
1556 }
1557 break;
1558
1559 case SP_MOVING_BALL:
1560 if (QUERY_FLAG (victim, FLAG_ALIVE))
1561 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1562 else if (victim->material || victim->materialname)
1563 save_throw_object (victim, spell->attacktype, spell);
1564 break;
1565 }
1566 }