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Revision: 1.57
Committed: Tue Jul 31 20:03:33 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.56: +6 -3 lines
Log Message:
implement spell sounds - for every spall cast

File Contents

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