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Revision: 1.29
Committed: Tue Dec 26 20:04:09 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.28: +13 -32 lines
Log Message:
- added maptile->insert and object->insert_at methods that might
  make code using it clearer.
- replaced some insert_ob_in_map calls.

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24
25 #include <global.h>
26 #include <spells.h>
27 #include <object.h>
28 #include <errno.h>
29 #include <sproto.h>
30 #include <sounds.h>
31
32 extern char *spell_mapping[];
33
34 /* This returns a random spell from 'ob'. If skill is set, then
35 * the spell must be of this skill, it can be NULL in which case all
36 * matching spells are used.
37 */
38 object *
39 find_random_spell_in_ob (object *ob, const char *skill)
40 {
41 int k = 0, s;
42 object *tmp;
43
44 for (tmp = ob->inv; tmp; tmp = tmp->below)
45 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
46 k++;
47
48 /* No spells, no need to progess further */
49 if (!k)
50 return NULL;
51
52 s = RANDOM () % k;
53
54 for (tmp = ob->inv; tmp; tmp = tmp->below)
55 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
56 {
57 if (!s)
58 return tmp;
59 else
60 s--;
61 }
62 /* Should never get here, but just in case */
63 return NULL;
64 }
65
66 /* Relatively simple function that gets used a lot.
67 * Basically, it sets up the skill pointer for the spell being
68 * cast. If op is really casting the spell, then the skill
69 * is whatever skill the spell requires.
70 * if instead caster (rod, horn, wand, etc) is casting the skill,
71 * then they get exp for the skill that you need to use for
72 * that object (use magic device).
73 */
74 void
75 set_spell_skill (object *op, object *caster, object *spob, object *dest)
76 {
77 if (caster == op && spob->skill)
78 dest->skill = spob->skill;
79 else
80 dest->skill = caster->skill;
81 }
82
83 /* init_spells: This should really be called check_spells, as that
84 * is what it does. It goes through the spells looking for any
85 * obvious errors. This was most useful in debugging when re-doing
86 * all the spells to catch simple errors. To use it all the time
87 * will result in it spitting out messages that aren't really errors.
88 */
89 void
90 init_spells (void)
91 {
92 #ifdef SPELL_DEBUG
93 static int init_spells_done = 0;
94 int i;
95 archetype *at;
96
97 if (init_spells_done)
98 return;
99 LOG (llevDebug, "Checking spells...\n");
100
101 for (at = first_archetype; at; at = at->next)
102 {
103 if (at->clone.type == SPELL)
104 {
105 if (at->clone.skill)
106 {
107 for (i = 1; i < NUM_SKILLS; i++)
108 if (!strcmp (skill_names[i], at->clone.skill))
109 break;
110 if (i == NUM_SKILLS)
111 {
112 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
113 }
114 }
115 /* other_arch is already checked for in the loader */
116 }
117 }
118
119 i = 0;
120 while (spell_mapping[i])
121 {
122 if (!archetype::find (spell_mapping[i]))
123 {
124 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
125 }
126 i++;
127 }
128 LOG (llevDebug, "Checking spells completed.\n");
129 #endif
130 }
131
132 /* Dumps all the spells - now also dumps skill associated with the spell.
133 * not sure what this would be used for, as the data seems pretty
134 * minimal, but easy enough to keep around.
135 */
136 void
137 dump_spells (void)
138 {
139 archetype *at;
140
141 for (at = first_archetype; at; at = at->next)
142 {
143 if (at->clone.type == SPELL)
144 {
145 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
146 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
147 }
148 }
149 }
150
151 /* pretty basic function - basically just takes
152 * an object, sets the x,y, and calls insert_ob_in_map
153 */
154 void
155 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
156 {
157 if (spob->other_arch)
158 map->insert (arch_to_object (spob->other_arch), x, y, originator);
159 }
160
161 /*
162 * This function takes a caster and spell and presents the
163 * effective level the caster needs to be to cast the spell.
164 * basically, it just adjusts the spell->level with attuned/repelled
165 * spellpaths. Was called path_level_mod
166 *
167 * caster is person casting hte spell.
168 * spell is the spell object.
169 * Returns modified level.
170 */
171 int
172 min_casting_level (object *caster, object *spell)
173 {
174 int new_level;
175
176 if (caster->path_denied & spell->path_attuned)
177 return 1;
178
179 new_level = spell->level
180 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
181
182 return (new_level < 1) ? 1 : new_level;
183 }
184
185
186 /* This function returns the effective level the spell
187 * is being cast at.
188 * Note that I changed the repelled/attuned bonus to 2 from 5.
189 * This is because the new code compares casting_level against
190 * min_caster_level, so the difference is effectively 4
191 */
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) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
218
219 /* Always make this at least 1. If this is zero, we get divide by zero
220 * errors in various places.
221 */
222 if (level < 1)
223 level = 1;
224
225 return level;
226 }
227
228 /* The following function scales the spellpoint cost of
229 * a spell by it's increased effectiveness. Some of the
230 * lower level spells become incredibly vicious at high
231 * levels. Very cheap mass destruction. This function is
232 * intended to keep the sp cost related to the effectiveness.
233 * op is the player/monster
234 * caster is what is casting the spell, can be op.
235 * spell is the spell object.
236 * Note that it is now possible for a spell to cost both grace and
237 * mana. In that case, we return which ever value is higher.
238 */
239
240 sint16
241 SP_level_spellpoint_cost (object *caster, object *spell, int flags)
242 {
243 int sp, grace, level = caster_level (caster, spell);
244
245 if (settings.spellpoint_level_depend == TRUE)
246 {
247 if (spell->stats.sp && spell->stats.maxsp)
248 {
249 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
250 }
251 else
252 sp = spell->stats.sp;
253
254 sp *= (int) PATH_SP_MULT (caster, spell);
255 if (!sp && spell->stats.sp)
256 sp = 1;
257
258 if (spell->stats.grace && spell->stats.maxgrace)
259 {
260 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
261 }
262 else
263 grace = spell->stats.grace;
264
265 grace *= (int) PATH_SP_MULT (caster, spell);
266 if (spell->stats.grace && !grace)
267 grace = 1;
268 }
269 else
270 {
271 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
272 if (spell->stats.sp && !sp)
273 sp = 1;
274 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
275 if (spell->stats.grace && !grace)
276 grace = 1;
277 }
278 if (flags == SPELL_HIGHEST)
279 return MAX (sp, grace);
280 else if (flags == SPELL_GRACE)
281 return grace;
282 else if (flags == SPELL_MANA)
283 return sp;
284 else
285 {
286 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
287 return 0;
288 }
289 }
290
291
292 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
293 * spob is the spell we are adjusting.
294 */
295 int
296 SP_level_dam_adjust (object *caster, object *spob)
297 {
298 int level = caster_level (caster, spob);
299 int adj = level - min_casting_level (caster, spob);
300
301 if (adj < 0)
302 adj = 0;
303 if (spob->dam_modifier)
304 adj /= spob->dam_modifier;
305 else
306 adj = 0;
307 return adj;
308 }
309
310 /* Adjust the strength of the spell based on level.
311 * This is basically the same as SP_level_dam_adjust above,
312 * but instead looks at the level_modifier value.
313 */
314 int
315 SP_level_duration_adjust (object *caster, object *spob)
316 {
317 int level = caster_level (caster, spob);
318 int adj = level - min_casting_level (caster, spob);
319
320 if (adj < 0)
321 adj = 0;
322 if (spob->duration_modifier)
323 adj /= spob->duration_modifier;
324 else
325 adj = 0;
326
327 return adj;
328 }
329
330 /* Adjust the strength of the spell based on level.
331 * This is basically the same as SP_level_dam_adjust above,
332 * but instead looks at the level_modifier value.
333 */
334 int
335 SP_level_range_adjust (object *caster, object *spob)
336 {
337 int level = caster_level (caster, spob);
338 int adj = level - min_casting_level (caster, spob);
339
340 if (adj < 0)
341 adj = 0;
342 if (spob->range_modifier)
343 adj /= spob->range_modifier;
344 else
345 adj = 0;
346
347 return adj;
348 }
349
350 /* Checks to see if player knows the spell. If the name is the same
351 * as an existing spell, we presume they know it.
352 * returns 1 if they know the spell, 0 if they don't.
353 */
354 object *
355 check_spell_known (object *op, const char *name)
356 {
357 object *spop;
358
359 for (spop = op->inv; spop; spop = spop->below)
360 if (spop->type == SPELL && !strcmp (spop->name, name))
361 return spop;
362
363 return NULL;
364 }
365
366
367 /*
368 * Look at object 'op' and see if they know the spell
369 * spname. This is pretty close to check_spell_known
370 * above, but it uses a looser matching mechanism.
371 * returns the matching spell object, or NULL.
372 * If we match multiple spells but don't get an
373 * exact match, we also return NULL.
374 */
375
376 object *
377 lookup_spell_by_name (object *op, const char *spname)
378 {
379 object *spob1 = NULL, *spob2 = NULL, *spob;
380 int nummatch = 0;
381
382 if (spname == NULL)
383 return NULL;
384
385 /* Try to find the spell. We store the results in spob1
386 * and spob2 - spob1 is only taking the length of
387 * the past spname, spob2 uses the length of the spell name.
388 */
389 for (spob = op->inv; spob; spob = spob->below)
390 {
391 if (spob->type == SPELL)
392 {
393 if (!strncmp (spob->name, spname, strlen (spname)))
394 {
395 nummatch++;
396 spob1 = spob;
397 }
398 else if (!strncmp (spob->name, spname, strlen (spob->name)))
399 {
400 /* if spells have ambiguous names, it makes matching
401 * really difficult. (eg, fire and fireball would
402 * fall into this category). It shouldn't be hard to
403 * make sure spell names don't overlap in that fashion.
404 */
405 if (spob2)
406 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
407 spob2 = spob;
408 }
409 }
410 }
411 /* if we have best match, return it. Otherwise, if we have one match
412 * on the loser match, return that, otehrwise null
413 */
414 if (spob2)
415 return spob2;
416 if (spob1 && nummatch == 1)
417 return spob1;
418 return NULL;
419 }
420
421 /* reflwall - decides weither the (spell-)object sp_op will
422 * be reflected from the given mapsquare. Returns 1 if true.
423 * (Note that for living creatures there is a small chance that
424 * reflect_spell fails.)
425 * Caller should be sure it passes us valid map coordinates
426 * eg, updated for tiled maps.
427 */
428 int
429 reflwall (maptile *m, int x, int y, object *sp_op)
430 {
431 object *op;
432
433 if (OUT_OF_REAL_MAP (m, x, y))
434 return 0;
435 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
436 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
437 && (!QUERY_FLAG (op, FLAG_ALIVE)
438 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
439 return 1;
440
441 return 0;
442 }
443
444 /* cast_create_object: creates object new_op in direction dir
445 * or if that is blocked, beneath the player (op).
446 * we pass 'caster', but don't use it for anything.
447 * This is really just a simple wrapper function .
448 * returns the direction that the object was actually placed
449 * in.
450 */
451 int
452 cast_create_obj (object *op, object *caster, object *new_op, int dir)
453 {
454 maptile *m;
455 sint16 sx, sy;
456
457 if (dir &&
458 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
459 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
460 {
461 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
462 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
463 dir = 0;
464 }
465
466 op->map->insert (new_op,
467 op->x + freearr_x[dir], op->y + freearr_y[dir],
468 op,
469 dir ? 0 : INS_BELOW_ORIGINATOR);
470
471 return dir;
472 }
473
474 /* Returns true if it is ok to put spell *op on the space/may provided.
475 * immune_stop is basically the attacktype of the spell (why
476 * passed as a different value, not sure of). If immune_stop
477 * has the AT_MAGIC bit set, and there is a counterwall
478 * on the space, the object doesn't get placed. if immune stop
479 * does not have AT_MAGIC, then counterwalls do not effect the spell.
480 *
481 */
482
483 int
484 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
485 {
486 object *tmp;
487 int mflags;
488 maptile *mp;
489
490 mp = m;
491 mflags = get_map_flags (m, &mp, x, y, &x, &y);
492
493 if (mflags & P_OUT_OF_MAP)
494 return 0;
495
496 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y)))
497 return 0;
498
499 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above)
500 {
501 /* If there is a counterspell on the space, and this
502 * object is using magic, don't progress. I believe we could
503 * leave this out and let in progress, and other areas of the code
504 * will then remove it, but that would seem to to use more
505 * resources, and may not work as well if a player is standing
506 * on top of a counterwall spell (may hit the player before being
507 * removed.) On the other hand, it may be more dramatic for the
508 * spell to actually hit the counterwall and be sucked up.
509 */
510 if ((tmp->attacktype & AT_COUNTERSPELL) &&
511 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) &&
512 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC))
513 return 0;
514
515 /* This is to prevent 'out of control' spells. Basically, this
516 * limits one spell effect per space per spell. This is definately
517 * needed for performance reasons, and just for playability I believe.
518 * there are no such things as multispaced spells right now, so
519 * we don't need to worry about the head.
520 */
521 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
522 return 0;
523
524 /*
525 * Combine similar spell effects into one spell effect. Needed for
526 * performance reasons with meteor swarm and the like, but also for
527 * playability reasons.
528 */
529 if (tmp->arch == op->arch
530 && tmp->type == op->type
531 && tmp->subtype == op->subtype
532 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
533 {
534 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
535 tmp->range = MAX (tmp->range, op->range);
536 tmp->duration = MAX (tmp->duration, op->duration);
537 return 0;
538 }
539
540 /* Perhaps we should also put checks in for no magic and unholy
541 * ground to prevent it from moving along?
542 */
543 }
544 /* If it passes the above tests, it must be OK */
545 return 1;
546 }
547
548 /* fire_arch_from_position: fires an archetype.
549 * op: person firing the object.
550 * caster: object casting the spell.
551 * x, y: where to fire the spell (note, it then uses op->map for the map
552 * for these coordinates, which is probably a really bad idea.
553 * dir: direction to fire in.
554 * spell: spell that is being fired. It uses other_arch for the archetype
555 * to fire.
556 * returns 0 on failure, 1 on success.
557 */
558
559 int
560 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
561 {
562 object *tmp;
563 int mflags;
564 maptile *m;
565
566 if (spell->other_arch == NULL)
567 return 0;
568
569 m = op->map;
570 mflags = get_map_flags (m, &m, x, y, &x, &y);
571 if (mflags & P_OUT_OF_MAP)
572 {
573 return 0;
574 }
575
576 tmp = arch_to_object (spell->other_arch);
577
578 if (tmp == NULL)
579 return 0;
580
581 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
582 {
583 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
584 tmp->destroy ();
585 return 0;
586 }
587
588 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
589 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
590 /* code in time.c uses food for some things, duration for others */
591 tmp->stats.food = tmp->duration;
592 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
593 tmp->attacktype = spell->attacktype;
594 tmp->x = x;
595 tmp->y = y;
596 tmp->direction = dir;
597 if (op->owner != NULL)
598 tmp->set_owner (op);
599 else
600 tmp->set_owner (op);
601 tmp->level = caster_level (caster, spell);
602 set_spell_skill (op, caster, spell, tmp);
603
604 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
605 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
606 {
607 if (!tailor_god_spell (tmp, op))
608 return 0;
609 }
610 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
611 SET_ANIMATION (tmp, dir);
612
613 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
614 move_spell_effect (tmp);
615
616 return 1;
617 }
618
619 /*****************************************************************************
620 *
621 * Code related to rods - perhaps better located in another file?
622 *
623 ****************************************************************************/
624 void
625 regenerate_rod (object *rod)
626 {
627 if (rod->stats.hp < rod->stats.maxhp)
628 {
629 rod->stats.hp += 1 + rod->stats.maxhp / 10;
630
631 if (rod->stats.hp > rod->stats.maxhp)
632 rod->stats.hp = rod->stats.maxhp;
633 }
634 }
635
636
637 void
638 drain_rod_charge (object *rod)
639 {
640 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
641 }
642
643
644
645
646 /* this function is commonly used to find a friendly target for
647 * spells such as heal or protection or armour
648 * op is what is looking for the target (which can be a player),
649 * dir is the direction we are looking in. Return object found, or
650 * NULL if no good object.
651 */
652
653 object *
654 find_target_for_friendly_spell (object *op, int dir)
655 {
656 object *tmp;
657 maptile *m;
658 sint16 x, y;
659 int mflags;
660
661 /* I don't really get this block - if op isn't a player or rune,
662 * we then make the owner of this object the target.
663 * The owner could very well be no where near op.
664 */
665 if (op->type != PLAYER && op->type != RUNE)
666 {
667 tmp = op->owner;
668 /* If the owner does not exist, or is not a monster, than apply the spell
669 * to the caster.
670 */
671 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
672 tmp = op;
673 }
674 else
675 {
676 m = op->map;
677 x = op->x + freearr_x[dir];
678 y = op->y + freearr_y[dir];
679
680 mflags = get_map_flags (m, &m, x, y, &x, &y);
681
682 if (mflags & P_OUT_OF_MAP)
683 tmp = 0;
684 else
685 tmp = m->at (x, y).player ();
686 }
687
688 /* didn't find a player there, look in current square for a player */
689 if (!tmp)
690 tmp = op->ms ().player ();
691
692 return tmp;
693 }
694
695
696
697 /* raytrace:
698 * spell_find_dir(map, x, y, exclude) will search first the center square
699 * then some close squares in the given map at the given coordinates for
700 * live objects.
701 * It will not consider the object given as exclude (= caster) among possible
702 * live objects. If the caster is a player, the spell will go after
703 * monsters/generators only. If not, the spell will hunt players only.
704 * It returns the direction toward the first/closest live object if it finds
705 * any, otherwise -1.
706 * note that exclude can be NULL, in which case all bets are off.
707 */
708
709 int
710 spell_find_dir (maptile *m, int x, int y, object *exclude)
711 {
712 int i, max = SIZEOFFREE;
713 sint16 nx, ny;
714 int owner_type = 0, mflags;
715 object *tmp;
716 maptile *mp;
717
718 if (exclude && exclude->head)
719 exclude = exclude->head;
720 if (exclude && exclude->type)
721 owner_type = exclude->type;
722
723 for (i = rndm (1, 8); i < max; i++)
724 {
725 nx = x + freearr_x[i];
726 ny = y + freearr_y[i];
727 mp = m;
728 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
729 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
730 continue;
731
732 tmp = GET_MAP_OB (mp, nx, ny);
733
734 while (tmp != NULL && (((owner_type == PLAYER &&
735 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
736 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
737 tmp = tmp->above;
738
739 if (tmp != NULL && can_see_monsterP (m, x, y, i))
740 return freedir[i];
741 }
742 return -1; /* flag for "keep going the way you were" */
743 }
744
745
746
747 /* put_a_monster: puts a monster named monstername near by
748 * op. This creates the treasures for the monsters, and
749 * also deals with multipart monsters properly.
750 */
751
752 void
753 put_a_monster (object *op, const char *monstername)
754 {
755 object *tmp, *head = NULL, *prev = NULL;
756 archetype *at;
757 int dir;
758
759 /* Handle cases where we are passed a bogus mosntername */
760
761 if ((at = archetype::find (monstername)) == NULL)
762 return;
763
764 /* find a free square nearby
765 * first we check the closest square for free squares
766 */
767
768 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
769 if (dir != -1)
770 {
771 /* This is basically grabbed for generate monster. Fixed 971225 to
772 * insert multipart monsters properly
773 */
774 while (at != NULL)
775 {
776 tmp = arch_to_object (at);
777 tmp->x = op->x + freearr_x[dir] + at->clone.x;
778 tmp->y = op->y + freearr_y[dir] + at->clone.y;
779 tmp->map = op->map;
780 if (head)
781 {
782 tmp->head = head;
783 prev->more = tmp;
784 }
785 if (!head)
786 head = tmp;
787 prev = tmp;
788 at = at->more;
789 }
790
791 if (head->randomitems)
792 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
793
794 insert_ob_in_map (head, op->map, op, 0);
795
796 /* thought it'd be cool to insert a burnout, too. */
797 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
798 }
799 }
800
801 /* peterm: function which summons hostile monsters and
802 * places them in nearby squares.
803 * op is the summoner.
804 * n is the number of monsters.
805 * monstername is the name of the monster.
806 * returns the number of monsters, which is basically n.
807 * it should really see how many it successfully replaced and
808 * return that instead.
809 * Note that this is not used by any spells (summon evil monsters
810 * use to call this, but best I can tell, that spell/ability was
811 * never used. This is however used by various failures on the
812 * players part (alchemy, reincarnation, etc)
813 */
814
815 int
816 summon_hostile_monsters (object *op, int n, const char *monstername)
817 {
818 int i;
819
820 for (i = 0; i < n; i++)
821 put_a_monster (op, monstername);
822
823 return n;
824 }
825
826
827 /* Some local definitions for shuffle-attack */
828 struct attacktype_shuffle
829 {
830 int attacktype;
831 int face;
832 } ATTACKS[22] =
833 {
834 {
835 AT_PHYSICAL, 0},
836 {
837 AT_PHYSICAL, 0}, /*face = explosion */
838 {
839 AT_PHYSICAL, 0},
840 {
841 AT_MAGIC, 1},
842 {
843 AT_MAGIC, 1}, /* face = last-burnout */
844 {
845 AT_MAGIC, 1},
846 {
847 AT_FIRE, 2},
848 {
849 AT_FIRE, 2}, /* face = fire.... */
850 {
851 AT_FIRE, 2},
852 {
853 AT_ELECTRICITY, 3},
854 {
855 AT_ELECTRICITY, 3}, /* ball_lightning */
856 {
857 AT_ELECTRICITY, 3},
858 {
859 AT_COLD, 4},
860 {
861 AT_COLD, 4}, /* face=icestorm */
862 {
863 AT_COLD, 4},
864 {
865 AT_CONFUSION, 5},
866 {
867 AT_POISON, 7},
868 {
869 AT_POISON, 7}, /* face = acid sphere. generator */
870 {
871 AT_POISON, 7}, /* poisoncloud face */
872 {
873 AT_SLOW, 8},
874 {
875 AT_PARALYZE, 9},
876 {
877 AT_FEAR, 10}};
878
879
880
881 /* shuffle_attack: peterm
882 * This routine shuffles the attack of op to one of the
883 * ones in the list. It does this at random. It also
884 * chooses a face appropriate to the attack that is
885 * being committed by that square at the moment.
886 * right now it's being used by color spray and create pool of
887 * chaos.
888 * This could really be a better implementation - the
889 * faces and attacktypes above are hardcoded, which is never
890 * good. The faces refer to faces in the animation sequence.
891 * Not sure how to do better - but not having it hardcoded
892 * would be nice.
893 * I also fixed a bug here in that attacktype was |= -
894 * to me, that would be that it would quickly get all
895 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
896 */
897 void
898 shuffle_attack (object *op, int change_face)
899 {
900 int i;
901
902 i = rndm (0, 21);
903
904 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
905
906 if (change_face)
907 {
908 SET_ANIMATION (op, ATTACKS[i].face);
909 }
910 }
911
912
913 /* prayer_failure: This is called when a player fails
914 * at casting a prayer.
915 * op is the player.
916 * failure is basically how much grace they had.
917 * power is how much grace the spell would normally take to cast.
918 */
919
920 void
921 prayer_failure (object *op, int failure, int power)
922 {
923 const char *godname;
924 object *tmp;
925
926 if (!strcmp ((godname = determine_god (op)), "none"))
927 godname = "Your spirit";
928
929 if (failure <= -20 && failure > -40) /* wonder */
930 {
931 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
932 tmp = get_archetype (SPELL_WONDER);
933 cast_cone (op, op, 0, tmp);
934 tmp->destroy ();
935 }
936
937 else if (failure <= -40 && failure > -60) /* confusion */
938 {
939 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
940 confuse_player (op, op, 99);
941 }
942 else if (failure <= -60 && failure > -150) /* paralysis */
943 {
944 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
945 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
946 paralyze_player (op, op, 99);
947 }
948 else if (failure <= -150) /* blast the immediate area */
949 {
950 tmp = get_archetype (GOD_POWER);
951 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
952 cast_magic_storm (op, tmp, power);
953 }
954 }
955
956 /*
957 * spell_failure() handles the various effects for differing degrees
958 * of failure badness.
959 * op is the player that failed.
960 * failure is a random value of how badly you failed.
961 * power is how many spellpoints you'd normally need for the spell.
962 * skill is the skill you'd need to cast the spell.
963 */
964
965 void
966 spell_failure (object *op, int failure, int power, object *skill)
967 {
968 object *tmp;
969
970 if (settings.spell_failure_effects == FALSE)
971 return;
972
973 if (failure <= -20 && failure > -40) /* wonder */
974 {
975 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
976 tmp = get_archetype (SPELL_WONDER);
977 cast_cone (op, op, 0, tmp);
978 tmp->destroy ();
979 }
980
981 else if (failure <= -40 && failure > -60) /* confusion */
982 {
983 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
984 confuse_player (op, op, 99);
985 }
986 else if (failure <= -60 && failure > -80) /* paralysis */
987 {
988 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
989 paralyze_player (op, op, 99);
990 }
991 else if (failure <= -80) /* blast the immediate area */
992 {
993 object *tmp;
994
995 /* Safety check to make sure we don't get any mana storms in scorn */
996 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
997 {
998 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
999 hit_player (op, 9998, op, AT_INTERNAL, 1);
1000
1001 }
1002 else
1003 {
1004 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1005 tmp = get_archetype (LOOSE_MANA);
1006 tmp->level = skill->level;
1007
1008 /* increase the area of destruction a little for more powerful spells */
1009 tmp->range += isqrt (power);
1010
1011 if (power > 25)
1012 tmp->stats.dam = 25 + isqrt (power);
1013 else
1014 tmp->stats.dam = power; /* nasty recoils! */
1015
1016 tmp->stats.maxhp = tmp->count;
1017
1018 tmp->insert_at (op);
1019 }
1020 }
1021 }
1022
1023 int
1024 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1025 {
1026 int success;
1027 player *pl;
1028 object *spell;
1029
1030 if (!spell_ob->other_arch)
1031 {
1032 LOG (llevError, "cast_party_spell: empty other arch\n");
1033 return 0;
1034 }
1035 spell = arch_to_object (spell_ob->other_arch);
1036
1037 /* Always cast spell on caster */
1038 success = cast_spell (op, caster, dir, spell, stringarg);
1039
1040 if (caster->contr->party == NULL)
1041 {
1042 spell->remove ();
1043 return success;
1044 }
1045 for_all_players (pl)
1046 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1047 {
1048 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1049 }
1050 spell->remove ();
1051 return success;
1052 }
1053
1054 /* This is where the main dispatch when someone casts a spell.
1055 *
1056 * op is the creature that is owner of the object that is casting the spell -
1057 * eg, the player or monster.
1058 * caster is the actual object (wand, potion) casting the spell. can be
1059 * same as op.
1060 * dir is the direction to cast in. Note in some cases, if the spell
1061 * is self only, dir really doesn't make a difference.
1062 * spell_ob is the spell object that is being cast. From that,
1063 * we can determine what to do.
1064 * stringarg is any options that are being used. It can be NULL. Almost
1065 * certainly, only players will set it. It is basically used as optional
1066 * parameters to a spell (eg, item to create, information for marking runes,
1067 * etc.
1068 * returns 1 on successful cast, or 0 on error. These values should really
1069 * be swapped, so that 0 is successful, and non zero is failure, with a code
1070 * of what it failed.
1071 *
1072 * Note that this function is really a dispatch routine that calls other
1073 * functions - it just blindly returns what ever value those functions
1074 * return. So if your writing a new function that is called from this,
1075 * it shoudl also return 1 on success, 0 on failure.
1076 *
1077 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1078 * this function will decrease the mana/grace appropriately. For other
1079 * objects, the caller should do what it considers appropriate.
1080 */
1081
1082 int
1083 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1084 {
1085 const char *godname;
1086 int success = 0, mflags, cast_level = 0, old_shoottype;
1087 object *skill = NULL;
1088
1089 old_shoottype = op->contr ? op->contr->shoottype : 0;
1090
1091 if (!spell_ob)
1092 {
1093 LOG (llevError, "cast_spell: null spell object passed\n");
1094 return 0;
1095 }
1096
1097 if (!strcmp ((godname = determine_god (op)), "none"))
1098 godname = "A random spirit";
1099
1100 /* the caller should set caster to op if appropriate */
1101 if (!caster)
1102 {
1103 LOG (llevError, "cast_spell: null caster object passed\n");
1104 return 0;
1105 }
1106
1107 /* if caster is a spell casting object, this normally shouldn't be
1108 * an issue, because they don't have any spellpaths set up.
1109 */
1110 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1111 {
1112 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1113 return 0;
1114 }
1115
1116 /* if it is a player casting the spell, and they are really casting it
1117 * (vs it coming from a wand, scroll, or whatever else), do some
1118 * checks. We let monsters do special things - eg, they
1119 * don't need the skill, bypass level checks, etc. The monster function
1120 * should take care of that.
1121 * Remove the wiz check here and move it further down - some spells
1122 * need to have the right skill pointer passed, so we need to
1123 * at least process that code.
1124 */
1125 if (op->type == PLAYER && op == caster)
1126 {
1127 cast_level = caster_level (caster, spell_ob);
1128 if (spell_ob->skill)
1129 {
1130 skill = find_skill_by_name (op, spell_ob->skill);
1131 if (!skill)
1132 {
1133 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1134 return 0;
1135 }
1136 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1137 {
1138 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1139 return 0;
1140 }
1141 }
1142 /* If the caster is the wiz, they don't ever fail, and don't have
1143 * to have sufficient grace/mana.
1144 */
1145 if (!QUERY_FLAG (op, FLAG_WIZ))
1146 {
1147 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1148 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1149 {
1150 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1151 return 0;
1152 }
1153 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1154 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1155 {
1156 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1157 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1158 {
1159 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1160 }
1161 else
1162 {
1163 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1164 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1165 return 0;
1166 }
1167 }
1168
1169 /* player/monster is trying to cast the spell. might fumble it */
1170 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1171 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1172 {
1173 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1174 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1175 if (settings.casting_time == TRUE)
1176 {
1177 op->casting_time = -1;
1178 }
1179 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1180 return 0;
1181 }
1182 else if (spell_ob->stats.sp)
1183 {
1184 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1185
1186 if (failure < 0)
1187 {
1188 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1189 if (settings.spell_failure_effects == TRUE)
1190 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1191 op->contr->shoottype = (rangetype) old_shoottype;
1192 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1193 return 0;
1194 }
1195 }
1196 }
1197 }
1198
1199 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1200
1201 /* See if we can cast a spell here. If the caster and op are
1202 * not alive, then this would mean that the mapmaker put the
1203 * objects on the space - presume that they know what they are
1204 * doing.
1205 */
1206
1207 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1208 {
1209 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1210 return 0;
1211 }
1212
1213 if ((spell_ob->type == SPELL)
1214 && (caster->type != POTION)
1215 && !QUERY_FLAG (op, FLAG_WIZCAST)
1216 && (QUERY_FLAG (caster, FLAG_ALIVE)
1217 || QUERY_FLAG (op, FLAG_ALIVE))
1218 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1219 {
1220 if (op->type != PLAYER)
1221 return 0;
1222
1223 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1224 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1225 else
1226 switch (op->contr->shoottype)
1227 {
1228 case range_magic:
1229 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1230 break;
1231 case range_misc:
1232 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1233 break;
1234 case range_golem:
1235 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1236 break;
1237 default:
1238 break;
1239 }
1240 return 0;
1241 }
1242
1243 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1244 {
1245 if (op->casting_time == -1)
1246 { /* begin the casting */
1247 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1248 op->spell = spell_ob;
1249 /* put the stringarg into the object struct so that when the
1250 * spell is actually cast, it knows about the stringarg.
1251 * necessary for the invoke command spells.
1252 */
1253 if (stringarg)
1254 {
1255 op->spellarg = strdup (stringarg);
1256 }
1257 else
1258 op->spellarg = NULL;
1259 return 0;
1260 }
1261 else if (op->casting_time != 0)
1262 {
1263 if (op->type == PLAYER)
1264 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1265 return 0;
1266 }
1267 else
1268 { /* casting_time == 0 */
1269 op->casting_time = -1;
1270 spell_ob = op->spell;
1271 stringarg = op->spellarg;
1272 }
1273 }
1274 else
1275 {
1276 /* Take into account how long it takes to cast the spell.
1277 * if the player is casting it, then we use the time in
1278 * the spell object. If it is a spell object, have it
1279 * take two ticks. Things that cast spells on the players
1280 * behalf (eg, altars, and whatever else) shouldn't cost
1281 * the player any time.
1282 * Ignore casting time for firewalls
1283 */
1284 if (caster == op && caster->type != FIREWALL)
1285 {
1286 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1287 /* Other portions of the code may also decrement the speed of the player, so
1288 * put a lower limit so that the player isn't stuck here too long
1289 */
1290 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1291 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1292 }
1293 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1294 {
1295 op->speed_left -= 2 * FABS (op->speed);
1296 }
1297 }
1298
1299 if (op->type == PLAYER && op == caster)
1300 {
1301 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1302 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1303 }
1304
1305 /* We want to try to find the skill to properly credit exp.
1306 * for spell casting objects, the exp goes to the skill the casting
1307 * object requires.
1308 */
1309 if (op != caster && !skill && caster->skill)
1310 {
1311 skill = find_skill_by_name (op, caster->skill);
1312 if (!skill)
1313 {
1314 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1315 return 0;
1316 }
1317 change_skill (op, skill, 0); /* needed for proper exp credit */
1318 }
1319
1320 switch (spell_ob->subtype)
1321 {
1322 /* The order of case statements is same as the order they show up
1323 * in in spells.h.
1324 */
1325 case SP_RAISE_DEAD:
1326 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1327 break;
1328
1329 case SP_RUNE:
1330 success = write_rune (op, caster, spell_ob, dir, stringarg);
1331 break;
1332
1333 case SP_MAKE_MARK:
1334 success = write_mark (op, spell_ob, stringarg);
1335 break;
1336
1337 case SP_BOLT:
1338 success = fire_bolt (op, caster, dir, spell_ob, skill);
1339 break;
1340
1341 case SP_BULLET:
1342 success = fire_bullet (op, caster, dir, spell_ob);
1343 break;
1344
1345 case SP_CONE:
1346 success = cast_cone (op, caster, dir, spell_ob);
1347 break;
1348
1349 case SP_BOMB:
1350 success = create_bomb (op, caster, dir, spell_ob);
1351 break;
1352
1353 case SP_WONDER:
1354 success = cast_wonder (op, caster, dir, spell_ob);
1355 break;
1356
1357 case SP_SMITE:
1358 success = cast_smite_spell (op, caster, dir, spell_ob);
1359 break;
1360
1361 case SP_MAGIC_MISSILE:
1362 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1363 break;
1364
1365 case SP_SUMMON_GOLEM:
1366 success = summon_golem (op, caster, dir, spell_ob);
1367 old_shoottype = range_golem;
1368 break;
1369
1370 case SP_DIMENSION_DOOR:
1371 /* dimension door needs the actual caster, because that is what is
1372 * moved.
1373 */
1374 success = dimension_door (op, caster, spell_ob, dir);
1375 break;
1376
1377 case SP_MAGIC_MAPPING:
1378 if (op->type == PLAYER)
1379 {
1380 spell_effect (spell_ob, op->x, op->y, op->map, op);
1381 draw_magic_map (op);
1382 success = 1;
1383 }
1384 else
1385 success = 0;
1386 break;
1387
1388 case SP_MAGIC_WALL:
1389 success = magic_wall (op, caster, dir, spell_ob);
1390 break;
1391
1392 case SP_DESTRUCTION:
1393 success = cast_destruction (op, caster, spell_ob);
1394 break;
1395
1396 case SP_PERCEIVE_SELF:
1397 success = perceive_self (op);
1398 break;
1399
1400 case SP_WORD_OF_RECALL:
1401 success = cast_word_of_recall (op, caster, spell_ob);
1402 break;
1403
1404 case SP_INVISIBLE:
1405 success = cast_invisible (op, caster, spell_ob);
1406 break;
1407
1408 case SP_PROBE:
1409 success = probe (op, caster, spell_ob, dir);
1410 break;
1411
1412 case SP_HEALING:
1413 success = cast_heal (op, caster, spell_ob, dir);
1414 break;
1415
1416 case SP_CREATE_FOOD:
1417 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1418 break;
1419
1420 case SP_EARTH_TO_DUST:
1421 success = cast_earth_to_dust (op, caster, spell_ob);
1422 break;
1423
1424 case SP_CHANGE_ABILITY:
1425 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1426 break;
1427
1428 case SP_BLESS:
1429 success = cast_bless (op, caster, spell_ob, dir);
1430 break;
1431
1432 case SP_CURSE:
1433 success = cast_curse (op, caster, spell_ob, dir);
1434 break;
1435
1436 case SP_SUMMON_MONSTER:
1437 success = summon_object (op, caster, spell_ob, dir, stringarg);
1438 break;
1439
1440 case SP_CHARGING:
1441 success = recharge (op, caster, spell_ob);
1442 break;
1443
1444 case SP_POLYMORPH:
1445 #ifdef NO_POLYMORPH
1446 /* Not great, but at least provide feedback so if players do have
1447 * polymorph (ie, find it as a preset item or left over from before
1448 * it was disabled), they get some feedback.
1449 */
1450 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1451 success = 0;
1452 #else
1453 success = cast_polymorph (op, caster, spell_ob, dir);
1454 #endif
1455 break;
1456
1457 case SP_ALCHEMY:
1458 success = alchemy (op, caster, spell_ob);
1459 break;
1460
1461 case SP_REMOVE_CURSE:
1462 success = remove_curse (op, caster, spell_ob);
1463 break;
1464
1465 case SP_IDENTIFY:
1466 success = cast_identify (op, caster, spell_ob);
1467 break;
1468
1469 case SP_DETECTION:
1470 success = cast_detection (op, caster, spell_ob, skill);
1471 break;
1472
1473 case SP_MOOD_CHANGE:
1474 success = mood_change (op, caster, spell_ob);
1475 break;
1476
1477 case SP_MOVING_BALL:
1478 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1479 {
1480 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1481 success = 0;
1482 }
1483 else
1484 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1485 break;
1486
1487 case SP_SWARM:
1488 success = fire_swarm (op, caster, spell_ob, dir);
1489 break;
1490
1491 case SP_CHANGE_MANA:
1492 success = cast_transfer (op, caster, spell_ob, dir);
1493 break;
1494
1495 case SP_DISPEL_RUNE:
1496 /* in rune.c */
1497 success = dispel_rune (op, caster, spell_ob, skill, dir);
1498 break;
1499
1500 case SP_CREATE_MISSILE:
1501 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1502 break;
1503
1504 case SP_CONSECRATE:
1505 success = cast_consecrate (op, caster, spell_ob);
1506 break;
1507
1508 case SP_ANIMATE_WEAPON:
1509 success = animate_weapon (op, caster, spell_ob, dir);
1510 old_shoottype = range_golem;
1511 break;
1512
1513 case SP_LIGHT:
1514 success = cast_light (op, caster, spell_ob, dir);
1515 break;
1516
1517 case SP_CHANGE_MAP_LIGHT:
1518 success = cast_change_map_lightlevel (op, caster, spell_ob);
1519 break;
1520
1521 case SP_FAERY_FIRE:
1522 success = cast_destruction (op, caster, spell_ob);
1523 break;
1524
1525 case SP_CAUSE_DISEASE:
1526 success = cast_cause_disease (op, caster, spell_ob, dir);
1527 break;
1528
1529 case SP_AURA:
1530 success = create_aura (op, caster, spell_ob);
1531 break;
1532
1533 case SP_TOWN_PORTAL:
1534 success = cast_create_town_portal (op, caster, spell_ob, dir);
1535 break;
1536
1537 case SP_PARTY_SPELL:
1538 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1539 break;
1540
1541 default:
1542 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1543 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1544 }
1545
1546 /* FIXME - we need some better sound suppport */
1547 // yes, for example, augment map info with the spell effect
1548 // so clients can calculate the sounds themselves
1549 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1550
1551 /* free the spell arg */
1552 if (settings.casting_time == TRUE && stringarg)
1553 {
1554 free (stringarg);
1555 stringarg = NULL;
1556 }
1557 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1558 * to something like use_magic_item, but you really want to be able to fire
1559 * it again.
1560 */
1561 if (op->contr)
1562 op->contr->shoottype = (rangetype) old_shoottype;
1563
1564 return success;
1565 }
1566
1567
1568 /* This is called from time.c/process_object(). That function
1569 * calls this for any SPELL_EFFECT type objects. This function
1570 * then dispatches them to the appropriate specific routines.
1571 */
1572 void
1573 move_spell_effect (object *op)
1574 {
1575 switch (op->subtype)
1576 {
1577 case SP_BOLT:
1578 move_bolt (op);
1579 break;
1580
1581 case SP_BULLET:
1582 move_bullet (op);
1583 break;
1584
1585 case SP_EXPLOSION:
1586 explosion (op);
1587 break;
1588
1589 case SP_CONE:
1590 move_cone (op);
1591 break;
1592
1593 case SP_BOMB:
1594 animate_bomb (op);
1595 break;
1596
1597 case SP_MAGIC_MISSILE:
1598 move_missile (op);
1599 break;
1600
1601 case SP_WORD_OF_RECALL:
1602 execute_word_of_recall (op);
1603 break;
1604
1605 case SP_MOVING_BALL:
1606 move_ball_spell (op);
1607 break;
1608
1609 case SP_SWARM:
1610 move_swarm_spell (op);
1611 break;
1612
1613 case SP_AURA:
1614 move_aura (op);
1615 break;
1616 }
1617 }
1618
1619 /* this checks to see if something special should happen if
1620 * something runs into the object.
1621 */
1622 void
1623 check_spell_effect (object *op)
1624 {
1625 switch (op->subtype)
1626 {
1627 case SP_BOLT:
1628 move_bolt (op);
1629 return;
1630
1631 case SP_BULLET:
1632 check_bullet (op);
1633 return;
1634 }
1635 }
1636
1637 /* This is called by move_apply. Basically, if someone
1638 * moves onto a spell effect and the walk_on or fly_on flags
1639 * are set, this is called. This should only be called for
1640 * objects of the appropraite type.
1641 */
1642 void
1643 apply_spell_effect (object *spell, object *victim)
1644 {
1645 switch (spell->subtype)
1646 {
1647 case SP_CONE:
1648 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1649 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1650 break;
1651
1652 case SP_MAGIC_MISSILE:
1653 if (QUERY_FLAG (victim, FLAG_ALIVE))
1654 {
1655 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1656
1657 if (!spell->destroyed ())
1658 spell->destroy ();
1659 }
1660 break;
1661
1662 case SP_MOVING_BALL:
1663 if (QUERY_FLAG (victim, FLAG_ALIVE))
1664 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1665 else if (victim->material || victim->materialname)
1666 save_throw_object (victim, spell->attacktype, spell);
1667 break;
1668 }
1669 }