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Revision: 1.31
Committed: Sat Jan 6 14:42:31 2007 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.30: +1 -0 lines
Log Message:
added some copyrights

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
484 int
485 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
486 {
487 object *tmp;
488 int mflags;
489 maptile *mp;
490
491 mp = m;
492 mflags = get_map_flags (m, &mp, x, y, &x, &y);
493
494 if (mflags & P_OUT_OF_MAP)
495 return 0;
496
497 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y)))
498 return 0;
499
500 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above)
501 {
502 /* If there is a counterspell on the space, and this
503 * object is using magic, don't progress. I believe we could
504 * leave this out and let in progress, and other areas of the code
505 * will then remove it, but that would seem to to use more
506 * resources, and may not work as well if a player is standing
507 * on top of a counterwall spell (may hit the player before being
508 * removed.) On the other hand, it may be more dramatic for the
509 * spell to actually hit the counterwall and be sucked up.
510 */
511 if ((tmp->attacktype & AT_COUNTERSPELL) &&
512 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) &&
513 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC))
514 return 0;
515
516 /* This is to prevent 'out of control' spells. Basically, this
517 * limits one spell effect per space per spell. This is definately
518 * needed for performance reasons, and just for playability I believe.
519 * there are no such things as multispaced spells right now, so
520 * we don't need to worry about the head.
521 */
522 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
523 return 0;
524
525 /*
526 * Combine similar spell effects into one spell effect. Needed for
527 * performance reasons with meteor swarm and the like, but also for
528 * playability reasons.
529 */
530 if (tmp->arch == op->arch
531 && tmp->type == op->type
532 && tmp->subtype == op->subtype
533 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
534 {
535 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
536 tmp->range = MAX (tmp->range, op->range);
537 tmp->duration = MAX (tmp->duration, op->duration);
538 return 0;
539 }
540
541 /* Perhaps we should also put checks in for no magic and unholy
542 * ground to prevent it from moving along?
543 */
544 }
545 /* If it passes the above tests, it must be OK */
546 return 1;
547 }
548
549 /* fire_arch_from_position: fires an archetype.
550 * op: person firing the object.
551 * caster: object casting the spell.
552 * x, y: where to fire the spell (note, it then uses op->map for the map
553 * for these coordinates, which is probably a really bad idea.
554 * dir: direction to fire in.
555 * spell: spell that is being fired. It uses other_arch for the archetype
556 * to fire.
557 * returns 0 on failure, 1 on success.
558 */
559
560 int
561 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
562 {
563 object *tmp;
564 int mflags;
565 maptile *m;
566
567 if (spell->other_arch == NULL)
568 return 0;
569
570 m = op->map;
571 mflags = get_map_flags (m, &m, x, y, &x, &y);
572 if (mflags & P_OUT_OF_MAP)
573 {
574 return 0;
575 }
576
577 tmp = arch_to_object (spell->other_arch);
578
579 if (tmp == NULL)
580 return 0;
581
582 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
583 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
585 tmp->destroy ();
586 return 0;
587 }
588
589 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
590 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
591 /* code in time.c uses food for some things, duration for others */
592 tmp->stats.food = tmp->duration;
593 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
594 tmp->attacktype = spell->attacktype;
595 tmp->x = x;
596 tmp->y = y;
597 tmp->direction = dir;
598 if (op->owner != NULL)
599 tmp->set_owner (op);
600 else
601 tmp->set_owner (op);
602 tmp->level = caster_level (caster, spell);
603 set_spell_skill (op, caster, spell, tmp);
604
605 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
606 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
607 {
608 if (!tailor_god_spell (tmp, op))
609 return 0;
610 }
611 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
612 SET_ANIMATION (tmp, dir);
613
614 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
615 move_spell_effect (tmp);
616
617 return 1;
618 }
619
620 /*****************************************************************************
621 *
622 * Code related to rods - perhaps better located in another file?
623 *
624 ****************************************************************************/
625 void
626 regenerate_rod (object *rod)
627 {
628 if (rod->stats.hp < rod->stats.maxhp)
629 {
630 rod->stats.hp += 1 + rod->stats.maxhp / 10;
631
632 if (rod->stats.hp > rod->stats.maxhp)
633 rod->stats.hp = rod->stats.maxhp;
634 }
635 }
636
637
638 void
639 drain_rod_charge (object *rod)
640 {
641 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
642 }
643
644
645
646
647 /* this function is commonly used to find a friendly target for
648 * spells such as heal or protection or armour
649 * op is what is looking for the target (which can be a player),
650 * dir is the direction we are looking in. Return object found, or
651 * NULL if no good object.
652 */
653
654 object *
655 find_target_for_friendly_spell (object *op, int dir)
656 {
657 object *tmp;
658 maptile *m;
659 sint16 x, y;
660 int mflags;
661
662 /* I don't really get this block - if op isn't a player or rune,
663 * we then make the owner of this object the target.
664 * The owner could very well be no where near op.
665 */
666 if (op->type != PLAYER && op->type != RUNE)
667 {
668 tmp = op->owner;
669 /* If the owner does not exist, or is not a monster, than apply the spell
670 * to the caster.
671 */
672 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
673 tmp = op;
674 }
675 else
676 {
677 m = op->map;
678 x = op->x + freearr_x[dir];
679 y = op->y + freearr_y[dir];
680
681 mflags = get_map_flags (m, &m, x, y, &x, &y);
682
683 if (mflags & P_OUT_OF_MAP)
684 tmp = 0;
685 else
686 tmp = m->at (x, y).player ();
687 }
688
689 /* didn't find a player there, look in current square for a player */
690 if (!tmp)
691 tmp = op->ms ().player ();
692
693 return tmp;
694 }
695
696
697
698 /* raytrace:
699 * spell_find_dir(map, x, y, exclude) will search first the center square
700 * then some close squares in the given map at the given coordinates for
701 * live objects.
702 * It will not consider the object given as exclude (= caster) among possible
703 * live objects. If the caster is a player, the spell will go after
704 * monsters/generators only. If not, the spell will hunt players only.
705 * It returns the direction toward the first/closest live object if it finds
706 * any, otherwise -1.
707 * note that exclude can be NULL, in which case all bets are off.
708 */
709
710 int
711 spell_find_dir (maptile *m, int x, int y, object *exclude)
712 {
713 int i, max = SIZEOFFREE;
714 sint16 nx, ny;
715 int owner_type = 0, mflags;
716 object *tmp;
717 maptile *mp;
718
719 if (exclude && exclude->head)
720 exclude = exclude->head;
721 if (exclude && exclude->type)
722 owner_type = exclude->type;
723
724 for (i = rndm (1, 8); i < max; i++)
725 {
726 nx = x + freearr_x[i];
727 ny = y + freearr_y[i];
728 mp = m;
729 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
730 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
731 continue;
732
733 tmp = GET_MAP_OB (mp, nx, ny);
734
735 while (tmp != NULL && (((owner_type == PLAYER &&
736 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
737 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
738 tmp = tmp->above;
739
740 if (tmp != NULL && can_see_monsterP (m, x, y, i))
741 return freedir[i];
742 }
743 return -1; /* flag for "keep going the way you were" */
744 }
745
746
747
748 /* put_a_monster: puts a monster named monstername near by
749 * op. This creates the treasures for the monsters, and
750 * also deals with multipart monsters properly.
751 */
752
753 void
754 put_a_monster (object *op, const char *monstername)
755 {
756 object *tmp, *head = NULL, *prev = NULL;
757 archetype *at;
758 int dir;
759
760 /* Handle cases where we are passed a bogus mosntername */
761
762 if ((at = archetype::find (monstername)) == NULL)
763 return;
764
765 /* find a free square nearby
766 * first we check the closest square for free squares
767 */
768
769 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
770 if (dir != -1)
771 {
772 /* This is basically grabbed for generate monster. Fixed 971225 to
773 * insert multipart monsters properly
774 */
775 while (at != NULL)
776 {
777 tmp = arch_to_object (at);
778 tmp->x = op->x + freearr_x[dir] + at->clone.x;
779 tmp->y = op->y + freearr_y[dir] + at->clone.y;
780 tmp->map = op->map;
781 if (head)
782 {
783 tmp->head = head;
784 prev->more = tmp;
785 }
786 if (!head)
787 head = tmp;
788 prev = tmp;
789 at = at->more;
790 }
791
792 if (head->randomitems)
793 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
794
795 insert_ob_in_map (head, op->map, op, 0);
796
797 /* thought it'd be cool to insert a burnout, too. */
798 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
799 }
800 }
801
802 /* peterm: function which summons hostile monsters and
803 * places them in nearby squares.
804 * op is the summoner.
805 * n is the number of monsters.
806 * monstername is the name of the monster.
807 * returns the number of monsters, which is basically n.
808 * it should really see how many it successfully replaced and
809 * return that instead.
810 * Note that this is not used by any spells (summon evil monsters
811 * use to call this, but best I can tell, that spell/ability was
812 * never used. This is however used by various failures on the
813 * players part (alchemy, reincarnation, etc)
814 */
815
816 int
817 summon_hostile_monsters (object *op, int n, const char *monstername)
818 {
819 int i;
820
821 for (i = 0; i < n; i++)
822 put_a_monster (op, monstername);
823
824 return n;
825 }
826
827
828 /* Some local definitions for shuffle-attack */
829 struct attacktype_shuffle
830 {
831 int attacktype;
832 int face;
833 } ATTACKS[22] =
834 {
835 {
836 AT_PHYSICAL, 0},
837 {
838 AT_PHYSICAL, 0}, /*face = explosion */
839 {
840 AT_PHYSICAL, 0},
841 {
842 AT_MAGIC, 1},
843 {
844 AT_MAGIC, 1}, /* face = last-burnout */
845 {
846 AT_MAGIC, 1},
847 {
848 AT_FIRE, 2},
849 {
850 AT_FIRE, 2}, /* face = fire.... */
851 {
852 AT_FIRE, 2},
853 {
854 AT_ELECTRICITY, 3},
855 {
856 AT_ELECTRICITY, 3}, /* ball_lightning */
857 {
858 AT_ELECTRICITY, 3},
859 {
860 AT_COLD, 4},
861 {
862 AT_COLD, 4}, /* face=icestorm */
863 {
864 AT_COLD, 4},
865 {
866 AT_CONFUSION, 5},
867 {
868 AT_POISON, 7},
869 {
870 AT_POISON, 7}, /* face = acid sphere. generator */
871 {
872 AT_POISON, 7}, /* poisoncloud face */
873 {
874 AT_SLOW, 8},
875 {
876 AT_PARALYZE, 9},
877 {
878 AT_FEAR, 10}};
879
880
881
882 /* shuffle_attack: peterm
883 * This routine shuffles the attack of op to one of the
884 * ones in the list. It does this at random. It also
885 * chooses a face appropriate to the attack that is
886 * being committed by that square at the moment.
887 * right now it's being used by color spray and create pool of
888 * chaos.
889 * This could really be a better implementation - the
890 * faces and attacktypes above are hardcoded, which is never
891 * good. The faces refer to faces in the animation sequence.
892 * Not sure how to do better - but not having it hardcoded
893 * would be nice.
894 * I also fixed a bug here in that attacktype was |= -
895 * to me, that would be that it would quickly get all
896 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
897 */
898 void
899 shuffle_attack (object *op, int change_face)
900 {
901 int i;
902
903 i = rndm (0, 21);
904
905 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
906
907 if (change_face)
908 {
909 SET_ANIMATION (op, ATTACKS[i].face);
910 }
911 }
912
913
914 /* prayer_failure: This is called when a player fails
915 * at casting a prayer.
916 * op is the player.
917 * failure is basically how much grace they had.
918 * power is how much grace the spell would normally take to cast.
919 */
920
921 void
922 prayer_failure (object *op, int failure, int power)
923 {
924 const char *godname;
925 object *tmp;
926
927 if (!strcmp ((godname = determine_god (op)), "none"))
928 godname = "Your spirit";
929
930 if (failure <= -20 && failure > -40) /* wonder */
931 {
932 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
933 tmp = get_archetype (SPELL_WONDER);
934 cast_cone (op, op, 0, tmp);
935 tmp->destroy ();
936 }
937
938 else if (failure <= -40 && failure > -60) /* confusion */
939 {
940 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
941 confuse_player (op, op, 99);
942 }
943 else if (failure <= -60 && failure > -150) /* paralysis */
944 {
945 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
946 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
947 paralyze_player (op, op, 99);
948 }
949 else if (failure <= -150) /* blast the immediate area */
950 {
951 tmp = get_archetype (GOD_POWER);
952 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
953 cast_magic_storm (op, tmp, power);
954 }
955 }
956
957 /*
958 * spell_failure() handles the various effects for differing degrees
959 * of failure badness.
960 * op is the player that failed.
961 * failure is a random value of how badly you failed.
962 * power is how many spellpoints you'd normally need for the spell.
963 * skill is the skill you'd need to cast the spell.
964 */
965
966 void
967 spell_failure (object *op, int failure, int power, object *skill)
968 {
969 object *tmp;
970
971 if (settings.spell_failure_effects == FALSE)
972 return;
973
974 if (failure <= -20 && failure > -40) /* wonder */
975 {
976 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
977 tmp = get_archetype (SPELL_WONDER);
978 cast_cone (op, op, 0, tmp);
979 tmp->destroy ();
980 }
981
982 else if (failure <= -40 && failure > -60) /* confusion */
983 {
984 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
985 confuse_player (op, op, 99);
986 }
987 else if (failure <= -60 && failure > -80) /* paralysis */
988 {
989 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
990 paralyze_player (op, op, 99);
991 }
992 else if (failure <= -80) /* blast the immediate area */
993 {
994 object *tmp;
995
996 /* Safety check to make sure we don't get any mana storms in scorn */
997 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
998 {
999 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
1000 hit_player (op, 9998, op, AT_INTERNAL, 1);
1001
1002 }
1003 else
1004 {
1005 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1006 tmp = get_archetype (LOOSE_MANA);
1007 tmp->level = skill->level;
1008
1009 /* increase the area of destruction a little for more powerful spells */
1010 tmp->range += isqrt (power);
1011
1012 if (power > 25)
1013 tmp->stats.dam = 25 + isqrt (power);
1014 else
1015 tmp->stats.dam = power; /* nasty recoils! */
1016
1017 tmp->stats.maxhp = tmp->count;
1018
1019 tmp->insert_at (op);
1020 }
1021 }
1022 }
1023
1024 int
1025 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1026 {
1027 int success;
1028 player *pl;
1029 object *spell;
1030
1031 if (!spell_ob->other_arch)
1032 {
1033 LOG (llevError, "cast_party_spell: empty other arch\n");
1034 return 0;
1035 }
1036 spell = arch_to_object (spell_ob->other_arch);
1037
1038 /* Always cast spell on caster */
1039 success = cast_spell (op, caster, dir, spell, stringarg);
1040
1041 if (caster->contr->party == NULL)
1042 {
1043 spell->remove ();
1044 return success;
1045 }
1046 for_all_players (pl)
1047 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1048 {
1049 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1050 }
1051 spell->remove ();
1052 return success;
1053 }
1054
1055 /* This is where the main dispatch when someone casts a spell.
1056 *
1057 * op is the creature that is owner of the object that is casting the spell -
1058 * eg, the player or monster.
1059 * caster is the actual object (wand, potion) casting the spell. can be
1060 * same as op.
1061 * dir is the direction to cast in. Note in some cases, if the spell
1062 * is self only, dir really doesn't make a difference.
1063 * spell_ob is the spell object that is being cast. From that,
1064 * we can determine what to do.
1065 * stringarg is any options that are being used. It can be NULL. Almost
1066 * certainly, only players will set it. It is basically used as optional
1067 * parameters to a spell (eg, item to create, information for marking runes,
1068 * etc.
1069 * returns 1 on successful cast, or 0 on error. These values should really
1070 * be swapped, so that 0 is successful, and non zero is failure, with a code
1071 * of what it failed.
1072 *
1073 * Note that this function is really a dispatch routine that calls other
1074 * functions - it just blindly returns what ever value those functions
1075 * return. So if your writing a new function that is called from this,
1076 * it shoudl also return 1 on success, 0 on failure.
1077 *
1078 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1079 * this function will decrease the mana/grace appropriately. For other
1080 * objects, the caller should do what it considers appropriate.
1081 */
1082
1083 int
1084 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1085 {
1086 const char *godname;
1087 int success = 0, mflags, cast_level = 0, old_shoottype;
1088 object *skill = NULL;
1089
1090 old_shoottype = op->contr ? op->contr->shoottype : 0;
1091
1092 if (!spell_ob)
1093 {
1094 LOG (llevError, "cast_spell: null spell object passed\n");
1095 return 0;
1096 }
1097
1098 if (!strcmp ((godname = determine_god (op)), "none"))
1099 godname = "A random spirit";
1100
1101 /* the caller should set caster to op if appropriate */
1102 if (!caster)
1103 {
1104 LOG (llevError, "cast_spell: null caster object passed\n");
1105 return 0;
1106 }
1107
1108 /* if caster is a spell casting object, this normally shouldn't be
1109 * an issue, because they don't have any spellpaths set up.
1110 */
1111 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1112 {
1113 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1114 return 0;
1115 }
1116
1117 /* if it is a player casting the spell, and they are really casting it
1118 * (vs it coming from a wand, scroll, or whatever else), do some
1119 * checks. We let monsters do special things - eg, they
1120 * don't need the skill, bypass level checks, etc. The monster function
1121 * should take care of that.
1122 * Remove the wiz check here and move it further down - some spells
1123 * need to have the right skill pointer passed, so we need to
1124 * at least process that code.
1125 */
1126 if (op->type == PLAYER && op == caster)
1127 {
1128 cast_level = caster_level (caster, spell_ob);
1129 if (spell_ob->skill)
1130 {
1131 skill = find_skill_by_name (op, spell_ob->skill);
1132 if (!skill)
1133 {
1134 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1135 return 0;
1136 }
1137 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1138 {
1139 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1140 return 0;
1141 }
1142 }
1143 /* If the caster is the wiz, they don't ever fail, and don't have
1144 * to have sufficient grace/mana.
1145 */
1146 if (!QUERY_FLAG (op, FLAG_WIZ))
1147 {
1148 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1149 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1150 {
1151 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1152 return 0;
1153 }
1154
1155 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1156 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1157 {
1158 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1159 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1162 }
1163 else
1164 {
1165 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1166 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1167 return 0;
1168 }
1169 }
1170
1171 /* player/monster is trying to cast the spell. might fumble it */
1172 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1173 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1174 {
1175 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1176 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1177 if (settings.casting_time == TRUE)
1178 {
1179 op->casting_time = -1;
1180 }
1181 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1182 return 0;
1183 }
1184 else if (spell_ob->stats.sp)
1185 {
1186 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1187
1188 if (failure < 0)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1191 if (settings.spell_failure_effects == TRUE)
1192 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1193 op->contr->shoottype = (rangetype) old_shoottype;
1194 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1195 return 0;
1196 }
1197 }
1198 }
1199 }
1200
1201 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1202
1203 /* See if we can cast a spell here. If the caster and op are
1204 * not alive, then this would mean that the mapmaker put the
1205 * objects on the space - presume that they know what they are
1206 * doing.
1207 */
1208
1209 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1210 {
1211 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1212 return 0;
1213 }
1214
1215 if ((spell_ob->type == SPELL)
1216 && (caster->type != POTION)
1217 && !QUERY_FLAG (op, FLAG_WIZCAST)
1218 && (QUERY_FLAG (caster, FLAG_ALIVE)
1219 || QUERY_FLAG (op, FLAG_ALIVE))
1220 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1221 {
1222 if (op->type != PLAYER)
1223 return 0;
1224
1225 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1226 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1227 else
1228 switch (op->contr->shoottype)
1229 {
1230 case range_magic:
1231 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1232 break;
1233 case range_misc:
1234 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1235 break;
1236 case range_golem:
1237 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1238 break;
1239 default:
1240 break;
1241 }
1242 return 0;
1243 }
1244
1245 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1246 {
1247 if (op->casting_time == -1)
1248 { /* begin the casting */
1249 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1250 op->spell = spell_ob;
1251 /* put the stringarg into the object struct so that when the
1252 * spell is actually cast, it knows about the stringarg.
1253 * necessary for the invoke command spells.
1254 */
1255 if (stringarg)
1256 {
1257 op->spellarg = strdup (stringarg);
1258 }
1259 else
1260 op->spellarg = NULL;
1261 return 0;
1262 }
1263 else if (op->casting_time != 0)
1264 {
1265 if (op->type == PLAYER)
1266 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1267 return 0;
1268 }
1269 else
1270 { /* casting_time == 0 */
1271 op->casting_time = -1;
1272 spell_ob = op->spell;
1273 stringarg = op->spellarg;
1274 }
1275 }
1276 else
1277 {
1278 /* Take into account how long it takes to cast the spell.
1279 * if the player is casting it, then we use the time in
1280 * the spell object. If it is a spell object, have it
1281 * take two ticks. Things that cast spells on the players
1282 * behalf (eg, altars, and whatever else) shouldn't cost
1283 * the player any time.
1284 * Ignore casting time for firewalls
1285 */
1286 if (caster == op && caster->type != FIREWALL)
1287 {
1288 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1289 /* Other portions of the code may also decrement the speed of the player, so
1290 * put a lower limit so that the player isn't stuck here too long
1291 */
1292 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1293 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1294 }
1295 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1296 {
1297 op->speed_left -= 2 * FABS (op->speed);
1298 }
1299 }
1300
1301 if (op->type == PLAYER && op == caster)
1302 {
1303 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1304 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1305 }
1306
1307 /* We want to try to find the skill to properly credit exp.
1308 * for spell casting objects, the exp goes to the skill the casting
1309 * object requires.
1310 */
1311 if (op != caster && !skill && caster->skill)
1312 {
1313 skill = find_skill_by_name (op, caster->skill);
1314 if (!skill)
1315 {
1316 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1317 return 0;
1318 }
1319 change_skill (op, skill, 0); /* needed for proper exp credit */
1320 }
1321
1322 switch (spell_ob->subtype)
1323 {
1324 /* The order of case statements is same as the order they show up
1325 * in in spells.h.
1326 */
1327 case SP_RAISE_DEAD:
1328 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1329 break;
1330
1331 case SP_RUNE:
1332 success = write_rune (op, caster, spell_ob, dir, stringarg);
1333 break;
1334
1335 case SP_MAKE_MARK:
1336 success = write_mark (op, spell_ob, stringarg);
1337 break;
1338
1339 case SP_BOLT:
1340 success = fire_bolt (op, caster, dir, spell_ob, skill);
1341 break;
1342
1343 case SP_BULLET:
1344 success = fire_bullet (op, caster, dir, spell_ob);
1345 break;
1346
1347 case SP_CONE:
1348 success = cast_cone (op, caster, dir, spell_ob);
1349 break;
1350
1351 case SP_BOMB:
1352 success = create_bomb (op, caster, dir, spell_ob);
1353 break;
1354
1355 case SP_WONDER:
1356 success = cast_wonder (op, caster, dir, spell_ob);
1357 break;
1358
1359 case SP_SMITE:
1360 success = cast_smite_spell (op, caster, dir, spell_ob);
1361 break;
1362
1363 case SP_MAGIC_MISSILE:
1364 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1365 break;
1366
1367 case SP_SUMMON_GOLEM:
1368 success = summon_golem (op, caster, dir, spell_ob);
1369 old_shoottype = range_golem;
1370 break;
1371
1372 case SP_DIMENSION_DOOR:
1373 /* dimension door needs the actual caster, because that is what is
1374 * moved.
1375 */
1376 success = dimension_door (op, caster, spell_ob, dir);
1377 break;
1378
1379 case SP_MAGIC_MAPPING:
1380 if (op->type == PLAYER)
1381 {
1382 spell_effect (spell_ob, op->x, op->y, op->map, op);
1383 draw_magic_map (op);
1384 success = 1;
1385 }
1386 else
1387 success = 0;
1388 break;
1389
1390 case SP_MAGIC_WALL:
1391 success = magic_wall (op, caster, dir, spell_ob);
1392 break;
1393
1394 case SP_DESTRUCTION:
1395 success = cast_destruction (op, caster, spell_ob);
1396 break;
1397
1398 case SP_PERCEIVE_SELF:
1399 success = perceive_self (op);
1400 break;
1401
1402 case SP_WORD_OF_RECALL:
1403 success = cast_word_of_recall (op, caster, spell_ob);
1404 break;
1405
1406 case SP_INVISIBLE:
1407 success = cast_invisible (op, caster, spell_ob);
1408 break;
1409
1410 case SP_PROBE:
1411 success = probe (op, caster, spell_ob, dir);
1412 break;
1413
1414 case SP_HEALING:
1415 success = cast_heal (op, caster, spell_ob, dir);
1416 break;
1417
1418 case SP_CREATE_FOOD:
1419 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1420 break;
1421
1422 case SP_EARTH_TO_DUST:
1423 success = cast_earth_to_dust (op, caster, spell_ob);
1424 break;
1425
1426 case SP_CHANGE_ABILITY:
1427 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1428 break;
1429
1430 case SP_BLESS:
1431 success = cast_bless (op, caster, spell_ob, dir);
1432 break;
1433
1434 case SP_CURSE:
1435 success = cast_curse (op, caster, spell_ob, dir);
1436 break;
1437
1438 case SP_SUMMON_MONSTER:
1439 success = summon_object (op, caster, spell_ob, dir, stringarg);
1440 break;
1441
1442 case SP_CHARGING:
1443 success = recharge (op, caster, spell_ob);
1444 break;
1445
1446 case SP_POLYMORPH:
1447 #ifdef NO_POLYMORPH
1448 /* Not great, but at least provide feedback so if players do have
1449 * polymorph (ie, find it as a preset item or left over from before
1450 * it was disabled), they get some feedback.
1451 */
1452 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1453 success = 0;
1454 #else
1455 success = cast_polymorph (op, caster, spell_ob, dir);
1456 #endif
1457 break;
1458
1459 case SP_ALCHEMY:
1460 success = alchemy (op, caster, spell_ob);
1461 break;
1462
1463 case SP_REMOVE_CURSE:
1464 success = remove_curse (op, caster, spell_ob);
1465 break;
1466
1467 case SP_IDENTIFY:
1468 success = cast_identify (op, caster, spell_ob);
1469 break;
1470
1471 case SP_DETECTION:
1472 success = cast_detection (op, caster, spell_ob, skill);
1473 break;
1474
1475 case SP_MOOD_CHANGE:
1476 success = mood_change (op, caster, spell_ob);
1477 break;
1478
1479 case SP_MOVING_BALL:
1480 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1481 {
1482 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1483 success = 0;
1484 }
1485 else
1486 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1487 break;
1488
1489 case SP_SWARM:
1490 success = fire_swarm (op, caster, spell_ob, dir);
1491 break;
1492
1493 case SP_CHANGE_MANA:
1494 success = cast_transfer (op, caster, spell_ob, dir);
1495 break;
1496
1497 case SP_DISPEL_RUNE:
1498 /* in rune.c */
1499 success = dispel_rune (op, caster, spell_ob, skill, dir);
1500 break;
1501
1502 case SP_CREATE_MISSILE:
1503 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1504 break;
1505
1506 case SP_CONSECRATE:
1507 success = cast_consecrate (op, caster, spell_ob);
1508 break;
1509
1510 case SP_ANIMATE_WEAPON:
1511 success = animate_weapon (op, caster, spell_ob, dir);
1512 old_shoottype = range_golem;
1513 break;
1514
1515 case SP_LIGHT:
1516 success = cast_light (op, caster, spell_ob, dir);
1517 break;
1518
1519 case SP_CHANGE_MAP_LIGHT:
1520 success = cast_change_map_lightlevel (op, caster, spell_ob);
1521 break;
1522
1523 case SP_FAERY_FIRE:
1524 success = cast_destruction (op, caster, spell_ob);
1525 break;
1526
1527 case SP_CAUSE_DISEASE:
1528 success = cast_cause_disease (op, caster, spell_ob, dir);
1529 break;
1530
1531 case SP_AURA:
1532 success = create_aura (op, caster, spell_ob);
1533 break;
1534
1535 case SP_TOWN_PORTAL:
1536 success = cast_create_town_portal (op, caster, spell_ob, dir);
1537 break;
1538
1539 case SP_PARTY_SPELL:
1540 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1541 break;
1542
1543 default:
1544 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1545 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1546 }
1547
1548 /* FIXME - we need some better sound suppport */
1549 // yes, for example, augment map info with the spell effect
1550 // so clients can calculate the sounds themselves
1551 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1552
1553 /* free the spell arg */
1554 if (settings.casting_time == TRUE && stringarg)
1555 {
1556 free (stringarg);
1557 stringarg = NULL;
1558 }
1559 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1560 * to something like use_magic_item, but you really want to be able to fire
1561 * it again.
1562 */
1563 if (op->contr)
1564 op->contr->shoottype = (rangetype) old_shoottype;
1565
1566 return success;
1567 }
1568
1569
1570 /* This is called from time.c/process_object(). That function
1571 * calls this for any SPELL_EFFECT type objects. This function
1572 * then dispatches them to the appropriate specific routines.
1573 */
1574 void
1575 move_spell_effect (object *op)
1576 {
1577 switch (op->subtype)
1578 {
1579 case SP_BOLT:
1580 move_bolt (op);
1581 break;
1582
1583 case SP_BULLET:
1584 move_bullet (op);
1585 break;
1586
1587 case SP_EXPLOSION:
1588 explosion (op);
1589 break;
1590
1591 case SP_CONE:
1592 move_cone (op);
1593 break;
1594
1595 case SP_BOMB:
1596 animate_bomb (op);
1597 break;
1598
1599 case SP_MAGIC_MISSILE:
1600 move_missile (op);
1601 break;
1602
1603 case SP_WORD_OF_RECALL:
1604 execute_word_of_recall (op);
1605 break;
1606
1607 case SP_MOVING_BALL:
1608 move_ball_spell (op);
1609 break;
1610
1611 case SP_SWARM:
1612 move_swarm_spell (op);
1613 break;
1614
1615 case SP_AURA:
1616 move_aura (op);
1617 break;
1618 }
1619 }
1620
1621 /* this checks to see if something special should happen if
1622 * something runs into the object.
1623 */
1624 void
1625 check_spell_effect (object *op)
1626 {
1627 switch (op->subtype)
1628 {
1629 case SP_BOLT:
1630 move_bolt (op);
1631 return;
1632
1633 case SP_BULLET:
1634 check_bullet (op);
1635 return;
1636 }
1637 }
1638
1639 /* This is called by move_apply. Basically, if someone
1640 * moves onto a spell effect and the walk_on or fly_on flags
1641 * are set, this is called. This should only be called for
1642 * objects of the appropraite type.
1643 */
1644 void
1645 apply_spell_effect (object *spell, object *victim)
1646 {
1647 switch (spell->subtype)
1648 {
1649 case SP_CONE:
1650 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1651 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1652 break;
1653
1654 case SP_MAGIC_MISSILE:
1655 if (QUERY_FLAG (victim, FLAG_ALIVE))
1656 {
1657 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1658
1659 if (!spell->destroyed ())
1660 spell->destroy ();
1661 }
1662 break;
1663
1664 case SP_MOVING_BALL:
1665 if (QUERY_FLAG (victim, FLAG_ALIVE))
1666 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1667 else if (victim->material || victim->materialname)
1668 save_throw_object (victim, spell->attacktype, spell);
1669 break;
1670 }
1671 }