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Revision: 1.41
Committed: Sat Apr 28 17:51:58 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.40: +23 -49 lines
Log Message:
implement two new flags and associated gadgets:

- FLAG_PRECIOUS: used to mark precious pet monsters. semantics
  are not fleshed out yet, but destroy_pets floors leave them be.
  ideas: save them to the player file, do not kill with killpets
  (but only with killpets all), try harder when following player on other
  maps.

- FLAG_TREASURE_ENV: put treasure into the environment instead of
  into the object, useful for terrain types on the worldmap.
  - bumped chance field in treasures to 16 bit (ideally float).

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