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Revision: 1.28
Committed: Tue Dec 26 08:55:00 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.27: +1 -3 lines
Log Message:
replace update_ob_speed by ->set_speed

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
155 void
156 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
157 {
158
159 if (spob->other_arch != NULL)
160 {
161 object *effect = arch_to_object (spob->other_arch);
162
163 effect->x = x;
164 effect->y = y;
165
166 insert_ob_in_map (effect, map, originator, 0);
167 }
168 }
169
170 /*
171 * This function takes a caster and spell and presents the
172 * effective level the caster needs to be to cast the spell.
173 * basically, it just adjusts the spell->level with attuned/repelled
174 * spellpaths. Was called path_level_mod
175 *
176 * caster is person casting hte spell.
177 * spell is the spell object.
178 * Returns modified level.
179 */
180 int
181 min_casting_level (object *caster, object *spell)
182 {
183 int new_level;
184
185 if (caster->path_denied & spell->path_attuned)
186 return 1;
187
188 new_level = spell->level
189 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
190
191 return (new_level < 1) ? 1 : new_level;
192 }
193
194
195 /* This function returns the effective level the spell
196 * is being cast at.
197 * Note that I changed the repelled/attuned bonus to 2 from 5.
198 * This is because the new code compares casting_level against
199 * min_caster_level, so the difference is effectively 4
200 */
201
202 int
203 caster_level (object *caster, object *spell)
204 {
205 int level = caster->level;
206
207 /* If this is a player, try to find the matching skill */
208 if (caster->type == PLAYER && spell->skill)
209 for (int i = 0; i < NUM_SKILLS; i++)
210 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
211 {
212 level = caster->contr->last_skill_ob[i]->level;
213 break;
214 }
215
216 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
217 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
218 {
219 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
220 int sk_level = skill ? skill->level : 1;
221
222 level = MIN (level, sk_level + level / 10 + 1);
223 }
224
225 /* Got valid caster level. Now adjust for attunement */
226 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
227
228 /* Always make this at least 1. If this is zero, we get divide by zero
229 * errors in various places.
230 */
231 if (level < 1)
232 level = 1;
233
234 return level;
235 }
236
237 /* The following function scales the spellpoint cost of
238 * a spell by it's increased effectiveness. Some of the
239 * lower level spells become incredibly vicious at high
240 * levels. Very cheap mass destruction. This function is
241 * intended to keep the sp cost related to the effectiveness.
242 * op is the player/monster
243 * caster is what is casting the spell, can be op.
244 * spell is the spell object.
245 * Note that it is now possible for a spell to cost both grace and
246 * mana. In that case, we return which ever value is higher.
247 */
248
249 sint16
250 SP_level_spellpoint_cost (object *caster, object *spell, int flags)
251 {
252 int sp, grace, level = caster_level (caster, spell);
253
254 if (settings.spellpoint_level_depend == TRUE)
255 {
256 if (spell->stats.sp && spell->stats.maxsp)
257 {
258 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
259 }
260 else
261 sp = spell->stats.sp;
262
263 sp *= (int) PATH_SP_MULT (caster, spell);
264 if (!sp && spell->stats.sp)
265 sp = 1;
266
267 if (spell->stats.grace && spell->stats.maxgrace)
268 {
269 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
270 }
271 else
272 grace = spell->stats.grace;
273
274 grace *= (int) PATH_SP_MULT (caster, spell);
275 if (spell->stats.grace && !grace)
276 grace = 1;
277 }
278 else
279 {
280 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
281 if (spell->stats.sp && !sp)
282 sp = 1;
283 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
284 if (spell->stats.grace && !grace)
285 grace = 1;
286 }
287 if (flags == SPELL_HIGHEST)
288 return MAX (sp, grace);
289 else if (flags == SPELL_GRACE)
290 return grace;
291 else if (flags == SPELL_MANA)
292 return sp;
293 else
294 {
295 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
296 return 0;
297 }
298 }
299
300
301 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
302 * spob is the spell we are adjusting.
303 */
304 int
305 SP_level_dam_adjust (object *caster, object *spob)
306 {
307 int level = caster_level (caster, spob);
308 int adj = level - min_casting_level (caster, spob);
309
310 if (adj < 0)
311 adj = 0;
312 if (spob->dam_modifier)
313 adj /= spob->dam_modifier;
314 else
315 adj = 0;
316 return adj;
317 }
318
319 /* Adjust the strength of the spell based on level.
320 * This is basically the same as SP_level_dam_adjust above,
321 * but instead looks at the level_modifier value.
322 */
323 int
324 SP_level_duration_adjust (object *caster, object *spob)
325 {
326 int level = caster_level (caster, spob);
327 int adj = level - min_casting_level (caster, spob);
328
329 if (adj < 0)
330 adj = 0;
331 if (spob->duration_modifier)
332 adj /= spob->duration_modifier;
333 else
334 adj = 0;
335
336 return adj;
337 }
338
339 /* Adjust the strength of the spell based on level.
340 * This is basically the same as SP_level_dam_adjust above,
341 * but instead looks at the level_modifier value.
342 */
343 int
344 SP_level_range_adjust (object *caster, object *spob)
345 {
346 int level = caster_level (caster, spob);
347 int adj = level - min_casting_level (caster, spob);
348
349 if (adj < 0)
350 adj = 0;
351 if (spob->range_modifier)
352 adj /= spob->range_modifier;
353 else
354 adj = 0;
355
356 return adj;
357 }
358
359 /* Checks to see if player knows the spell. If the name is the same
360 * as an existing spell, we presume they know it.
361 * returns 1 if they know the spell, 0 if they don't.
362 */
363 object *
364 check_spell_known (object *op, const char *name)
365 {
366 object *spop;
367
368 for (spop = op->inv; spop; spop = spop->below)
369 if (spop->type == SPELL && !strcmp (spop->name, name))
370 return spop;
371
372 return NULL;
373 }
374
375
376 /*
377 * Look at object 'op' and see if they know the spell
378 * spname. This is pretty close to check_spell_known
379 * above, but it uses a looser matching mechanism.
380 * returns the matching spell object, or NULL.
381 * If we match multiple spells but don't get an
382 * exact match, we also return NULL.
383 */
384
385 object *
386 lookup_spell_by_name (object *op, const char *spname)
387 {
388 object *spob1 = NULL, *spob2 = NULL, *spob;
389 int nummatch = 0;
390
391 if (spname == NULL)
392 return NULL;
393
394 /* Try to find the spell. We store the results in spob1
395 * and spob2 - spob1 is only taking the length of
396 * the past spname, spob2 uses the length of the spell name.
397 */
398 for (spob = op->inv; spob; spob = spob->below)
399 {
400 if (spob->type == SPELL)
401 {
402 if (!strncmp (spob->name, spname, strlen (spname)))
403 {
404 nummatch++;
405 spob1 = spob;
406 }
407 else if (!strncmp (spob->name, spname, strlen (spob->name)))
408 {
409 /* if spells have ambiguous names, it makes matching
410 * really difficult. (eg, fire and fireball would
411 * fall into this category). It shouldn't be hard to
412 * make sure spell names don't overlap in that fashion.
413 */
414 if (spob2)
415 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
416 spob2 = spob;
417 }
418 }
419 }
420 /* if we have best match, return it. Otherwise, if we have one match
421 * on the loser match, return that, otehrwise null
422 */
423 if (spob2)
424 return spob2;
425 if (spob1 && nummatch == 1)
426 return spob1;
427 return NULL;
428 }
429
430 /* reflwall - decides weither the (spell-)object sp_op will
431 * be reflected from the given mapsquare. Returns 1 if true.
432 * (Note that for living creatures there is a small chance that
433 * reflect_spell fails.)
434 * Caller should be sure it passes us valid map coordinates
435 * eg, updated for tiled maps.
436 */
437 int
438 reflwall (maptile *m, int x, int y, object *sp_op)
439 {
440 object *op;
441
442 if (OUT_OF_REAL_MAP (m, x, y))
443 return 0;
444 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
445 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
446 && (!QUERY_FLAG (op, FLAG_ALIVE)
447 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
448 return 1;
449
450 return 0;
451 }
452
453 /* cast_create_object: creates object new_op in direction dir
454 * or if that is blocked, beneath the player (op).
455 * we pass 'caster', but don't use it for anything.
456 * This is really just a simple wrapper function .
457 * returns the direction that the object was actually placed
458 * in.
459 */
460 int
461 cast_create_obj (object *op, object *caster, object *new_op, int dir)
462 {
463 maptile *m;
464 sint16 sx, sy;
465
466 if (dir &&
467 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
468 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
469 {
470 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
471 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
472 dir = 0;
473 }
474 new_op->x = op->x + freearr_x[dir];
475 new_op->y = op->y + freearr_y[dir];
476 if (dir == 0)
477 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR);
478 else
479 insert_ob_in_map (new_op, op->map, op, 0);
480 return dir;
481 }
482
483 /* Returns true if it is ok to put spell *op on the space/may provided.
484 * immune_stop is basically the attacktype of the spell (why
485 * passed as a different value, not sure of). If immune_stop
486 * has the AT_MAGIC bit set, and there is a counterwall
487 * on the space, the object doesn't get placed. if immune stop
488 * does not have AT_MAGIC, then counterwalls do not effect the spell.
489 *
490 */
491
492 int
493 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
494 {
495 object *tmp;
496 int mflags;
497 maptile *mp;
498
499 mp = m;
500 mflags = get_map_flags (m, &mp, x, y, &x, &y);
501
502 if (mflags & P_OUT_OF_MAP)
503 return 0;
504
505 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y)))
506 return 0;
507
508 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above)
509 {
510 /* If there is a counterspell on the space, and this
511 * object is using magic, don't progress. I believe we could
512 * leave this out and let in progress, and other areas of the code
513 * will then remove it, but that would seem to to use more
514 * resources, and may not work as well if a player is standing
515 * on top of a counterwall spell (may hit the player before being
516 * removed.) On the other hand, it may be more dramatic for the
517 * spell to actually hit the counterwall and be sucked up.
518 */
519 if ((tmp->attacktype & AT_COUNTERSPELL) &&
520 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) &&
521 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC))
522 return 0;
523
524 /* This is to prevent 'out of control' spells. Basically, this
525 * limits one spell effect per space per spell. This is definately
526 * needed for performance reasons, and just for playability I believe.
527 * there are no such things as multispaced spells right now, so
528 * we don't need to worry about the head.
529 */
530 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
531 return 0;
532
533 /*
534 * Combine similar spell effects into one spell effect. Needed for
535 * performance reasons with meteor swarm and the like, but also for
536 * playability reasons.
537 */
538 if (tmp->arch == op->arch
539 && tmp->type == op->type
540 && tmp->subtype == op->subtype
541 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
542 {
543 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
544 tmp->range = MAX (tmp->range, op->range);
545 tmp->duration = MAX (tmp->duration, op->duration);
546 return 0;
547 }
548
549 /* Perhaps we should also put checks in for no magic and unholy
550 * ground to prevent it from moving along?
551 */
552 }
553 /* If it passes the above tests, it must be OK */
554 return 1;
555 }
556
557 /* fire_arch_from_position: fires an archetype.
558 * op: person firing the object.
559 * caster: object casting the spell.
560 * x, y: where to fire the spell (note, it then uses op->map for the map
561 * for these coordinates, which is probably a really bad idea.
562 * dir: direction to fire in.
563 * spell: spell that is being fired. It uses other_arch for the archetype
564 * to fire.
565 * returns 0 on failure, 1 on success.
566 */
567
568 int
569 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
570 {
571 object *tmp;
572 int mflags;
573 maptile *m;
574
575 if (spell->other_arch == NULL)
576 return 0;
577
578 m = op->map;
579 mflags = get_map_flags (m, &m, x, y, &x, &y);
580 if (mflags & P_OUT_OF_MAP)
581 {
582 return 0;
583 }
584
585 tmp = arch_to_object (spell->other_arch);
586
587 if (tmp == NULL)
588 return 0;
589
590 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
591 {
592 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
593 tmp->destroy ();
594 return 0;
595 }
596
597 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
598 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
599 /* code in time.c uses food for some things, duration for others */
600 tmp->stats.food = tmp->duration;
601 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
602 tmp->attacktype = spell->attacktype;
603 tmp->x = x;
604 tmp->y = y;
605 tmp->direction = dir;
606 if (op->owner != NULL)
607 tmp->set_owner (op);
608 else
609 tmp->set_owner (op);
610 tmp->level = caster_level (caster, spell);
611 set_spell_skill (op, caster, spell, tmp);
612
613 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
614 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
615 {
616 if (!tailor_god_spell (tmp, op))
617 return 0;
618 }
619 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
620 SET_ANIMATION (tmp, dir);
621
622 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL)
623 return 1;
624
625 move_spell_effect (tmp);
626
627 return 1;
628 }
629
630
631
632 /*****************************************************************************
633 *
634 * Code related to rods - perhaps better located in another file?
635 *
636 ****************************************************************************/
637
638 void
639 regenerate_rod (object *rod)
640 {
641 if (rod->stats.hp < rod->stats.maxhp)
642 {
643 rod->stats.hp += 1 + rod->stats.maxhp / 10;
644
645 if (rod->stats.hp > rod->stats.maxhp)
646 rod->stats.hp = rod->stats.maxhp;
647 }
648 }
649
650
651 void
652 drain_rod_charge (object *rod)
653 {
654 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
655 }
656
657
658
659
660 /* this function is commonly used to find a friendly target for
661 * spells such as heal or protection or armour
662 * op is what is looking for the target (which can be a player),
663 * dir is the direction we are looking in. Return object found, or
664 * NULL if no good object.
665 */
666
667 object *
668 find_target_for_friendly_spell (object *op, int dir)
669 {
670 object *tmp;
671 maptile *m;
672 sint16 x, y;
673 int mflags;
674
675 /* I don't really get this block - if op isn't a player or rune,
676 * we then make the owner of this object the target.
677 * The owner could very well be no where near op.
678 */
679 if (op->type != PLAYER && op->type != RUNE)
680 {
681 tmp = op->owner;
682 /* If the owner does not exist, or is not a monster, than apply the spell
683 * to the caster.
684 */
685 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
686 tmp = op;
687 }
688 else
689 {
690 m = op->map;
691 x = op->x + freearr_x[dir];
692 y = op->y + freearr_y[dir];
693
694 mflags = get_map_flags (m, &m, x, y, &x, &y);
695
696 if (mflags & P_OUT_OF_MAP)
697 tmp = 0;
698 else
699 tmp = m->at (x, y).player ();
700 }
701
702 /* didn't find a player there, look in current square for a player */
703 if (!tmp)
704 tmp = op->ms ().player ();
705
706 return tmp;
707 }
708
709
710
711 /* raytrace:
712 * spell_find_dir(map, x, y, exclude) will search first the center square
713 * then some close squares in the given map at the given coordinates for
714 * live objects.
715 * It will not consider the object given as exclude (= caster) among possible
716 * live objects. If the caster is a player, the spell will go after
717 * monsters/generators only. If not, the spell will hunt players only.
718 * It returns the direction toward the first/closest live object if it finds
719 * any, otherwise -1.
720 * note that exclude can be NULL, in which case all bets are off.
721 */
722
723 int
724 spell_find_dir (maptile *m, int x, int y, object *exclude)
725 {
726 int i, max = SIZEOFFREE;
727 sint16 nx, ny;
728 int owner_type = 0, mflags;
729 object *tmp;
730 maptile *mp;
731
732 if (exclude && exclude->head)
733 exclude = exclude->head;
734 if (exclude && exclude->type)
735 owner_type = exclude->type;
736
737 for (i = rndm (1, 8); i < max; i++)
738 {
739 nx = x + freearr_x[i];
740 ny = y + freearr_y[i];
741 mp = m;
742 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
743 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
744 continue;
745
746 tmp = GET_MAP_OB (mp, nx, ny);
747
748 while (tmp != NULL && (((owner_type == PLAYER &&
749 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
750 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
751 tmp = tmp->above;
752
753 if (tmp != NULL && can_see_monsterP (m, x, y, i))
754 return freedir[i];
755 }
756 return -1; /* flag for "keep going the way you were" */
757 }
758
759
760
761 /* put_a_monster: puts a monster named monstername near by
762 * op. This creates the treasures for the monsters, and
763 * also deals with multipart monsters properly.
764 */
765
766 void
767 put_a_monster (object *op, const char *monstername)
768 {
769 object *tmp, *head = NULL, *prev = NULL;
770 archetype *at;
771 int dir;
772
773 /* Handle cases where we are passed a bogus mosntername */
774
775 if ((at = archetype::find (monstername)) == NULL)
776 return;
777
778 /* find a free square nearby
779 * first we check the closest square for free squares
780 */
781
782 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
783 if (dir != -1)
784 {
785 /* This is basically grabbed for generate monster. Fixed 971225 to
786 * insert multipart monsters properly
787 */
788 while (at != NULL)
789 {
790 tmp = arch_to_object (at);
791 tmp->x = op->x + freearr_x[dir] + at->clone.x;
792 tmp->y = op->y + freearr_y[dir] + at->clone.y;
793 tmp->map = op->map;
794 if (head)
795 {
796 tmp->head = head;
797 prev->more = tmp;
798 }
799 if (!head)
800 head = tmp;
801 prev = tmp;
802 at = at->more;
803 }
804
805 if (head->randomitems)
806 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
807
808 insert_ob_in_map (head, op->map, op, 0);
809
810 /* thought it'd be cool to insert a burnout, too. */
811 tmp = get_archetype ("burnout");
812 tmp->map = op->map;
813 tmp->x = op->x + freearr_x[dir];
814 tmp->y = op->y + freearr_y[dir];
815 insert_ob_in_map (tmp, op->map, op, 0);
816 }
817 }
818
819 /* peterm: function which summons hostile monsters and
820 * places them in nearby squares.
821 * op is the summoner.
822 * n is the number of monsters.
823 * monstername is the name of the monster.
824 * returns the number of monsters, which is basically n.
825 * it should really see how many it successfully replaced and
826 * return that instead.
827 * Note that this is not used by any spells (summon evil monsters
828 * use to call this, but best I can tell, that spell/ability was
829 * never used. This is however used by various failures on the
830 * players part (alchemy, reincarnation, etc)
831 */
832
833 int
834 summon_hostile_monsters (object *op, int n, const char *monstername)
835 {
836 int i;
837
838 for (i = 0; i < n; i++)
839 put_a_monster (op, monstername);
840
841 return n;
842 }
843
844
845 /* Some local definitions for shuffle-attack */
846 struct attacktype_shuffle
847 {
848 int attacktype;
849 int face;
850 } ATTACKS[22] =
851 {
852 {
853 AT_PHYSICAL, 0},
854 {
855 AT_PHYSICAL, 0}, /*face = explosion */
856 {
857 AT_PHYSICAL, 0},
858 {
859 AT_MAGIC, 1},
860 {
861 AT_MAGIC, 1}, /* face = last-burnout */
862 {
863 AT_MAGIC, 1},
864 {
865 AT_FIRE, 2},
866 {
867 AT_FIRE, 2}, /* face = fire.... */
868 {
869 AT_FIRE, 2},
870 {
871 AT_ELECTRICITY, 3},
872 {
873 AT_ELECTRICITY, 3}, /* ball_lightning */
874 {
875 AT_ELECTRICITY, 3},
876 {
877 AT_COLD, 4},
878 {
879 AT_COLD, 4}, /* face=icestorm */
880 {
881 AT_COLD, 4},
882 {
883 AT_CONFUSION, 5},
884 {
885 AT_POISON, 7},
886 {
887 AT_POISON, 7}, /* face = acid sphere. generator */
888 {
889 AT_POISON, 7}, /* poisoncloud face */
890 {
891 AT_SLOW, 8},
892 {
893 AT_PARALYZE, 9},
894 {
895 AT_FEAR, 10}};
896
897
898
899 /* shuffle_attack: peterm
900 * This routine shuffles the attack of op to one of the
901 * ones in the list. It does this at random. It also
902 * chooses a face appropriate to the attack that is
903 * being committed by that square at the moment.
904 * right now it's being used by color spray and create pool of
905 * chaos.
906 * This could really be a better implementation - the
907 * faces and attacktypes above are hardcoded, which is never
908 * good. The faces refer to faces in the animation sequence.
909 * Not sure how to do better - but not having it hardcoded
910 * would be nice.
911 * I also fixed a bug here in that attacktype was |= -
912 * to me, that would be that it would quickly get all
913 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
914 */
915 void
916 shuffle_attack (object *op, int change_face)
917 {
918 int i;
919
920 i = rndm (0, 21);
921
922 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
923
924 if (change_face)
925 {
926 SET_ANIMATION (op, ATTACKS[i].face);
927 }
928 }
929
930
931 /* prayer_failure: This is called when a player fails
932 * at casting a prayer.
933 * op is the player.
934 * failure is basically how much grace they had.
935 * power is how much grace the spell would normally take to cast.
936 */
937
938 void
939 prayer_failure (object *op, int failure, int power)
940 {
941 const char *godname;
942 object *tmp;
943
944 if (!strcmp ((godname = determine_god (op)), "none"))
945 godname = "Your spirit";
946
947 if (failure <= -20 && failure > -40) /* wonder */
948 {
949 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
950 tmp = get_archetype (SPELL_WONDER);
951 cast_cone (op, op, 0, tmp);
952 tmp->destroy ();
953 }
954
955 else if (failure <= -40 && failure > -60) /* confusion */
956 {
957 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
958 confuse_player (op, op, 99);
959 }
960 else if (failure <= -60 && failure > -150) /* paralysis */
961 {
962 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
963 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
964 paralyze_player (op, op, 99);
965 }
966 else if (failure <= -150) /* blast the immediate area */
967 {
968 tmp = get_archetype (GOD_POWER);
969 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
970 cast_magic_storm (op, tmp, power);
971 }
972 }
973
974 /*
975 * spell_failure() handles the various effects for differing degrees
976 * of failure badness.
977 * op is the player that failed.
978 * failure is a random value of how badly you failed.
979 * power is how many spellpoints you'd normally need for the spell.
980 * skill is the skill you'd need to cast the spell.
981 */
982
983 void
984 spell_failure (object *op, int failure, int power, object *skill)
985 {
986 object *tmp;
987
988 if (settings.spell_failure_effects == FALSE)
989 return;
990
991 if (failure <= -20 && failure > -40) /* wonder */
992 {
993 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
994 tmp = get_archetype (SPELL_WONDER);
995 cast_cone (op, op, 0, tmp);
996 tmp->destroy ();
997 }
998
999 else if (failure <= -40 && failure > -60) /* confusion */
1000 {
1001 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
1002 confuse_player (op, op, 99);
1003 }
1004 else if (failure <= -60 && failure > -80) /* paralysis */
1005 {
1006 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
1007 paralyze_player (op, op, 99);
1008 }
1009 else if (failure <= -80) /* blast the immediate area */
1010 {
1011 object *tmp;
1012
1013 /* Safety check to make sure we don't get any mana storms in scorn */
1014 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
1015 {
1016 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
1017 hit_player (op, 9998, op, AT_INTERNAL, 1);
1018
1019 }
1020 else
1021 {
1022 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1023 tmp = get_archetype (LOOSE_MANA);
1024 tmp->level = skill->level;
1025 tmp->x = op->x;
1026 tmp->y = op->y;
1027
1028 /* increase the area of destruction a little for more powerful spells */
1029 tmp->range += isqrt (power);
1030
1031 if (power > 25)
1032 tmp->stats.dam = 25 + isqrt (power);
1033 else
1034 tmp->stats.dam = power; /* nasty recoils! */
1035
1036 tmp->stats.maxhp = tmp->count;
1037 insert_ob_in_map (tmp, op->map, NULL, 0);
1038 }
1039 }
1040 }
1041
1042 int
1043 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1044 {
1045 int success;
1046 player *pl;
1047 object *spell;
1048
1049 if (!spell_ob->other_arch)
1050 {
1051 LOG (llevError, "cast_party_spell: empty other arch\n");
1052 return 0;
1053 }
1054 spell = arch_to_object (spell_ob->other_arch);
1055
1056 /* Always cast spell on caster */
1057 success = cast_spell (op, caster, dir, spell, stringarg);
1058
1059 if (caster->contr->party == NULL)
1060 {
1061 spell->remove ();
1062 return success;
1063 }
1064 for_all_players (pl)
1065 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1066 {
1067 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1068 }
1069 spell->remove ();
1070 return success;
1071 }
1072
1073 /* This is where the main dispatch when someone casts a spell.
1074 *
1075 * op is the creature that is owner of the object that is casting the spell -
1076 * eg, the player or monster.
1077 * caster is the actual object (wand, potion) casting the spell. can be
1078 * same as op.
1079 * dir is the direction to cast in. Note in some cases, if the spell
1080 * is self only, dir really doesn't make a difference.
1081 * spell_ob is the spell object that is being cast. From that,
1082 * we can determine what to do.
1083 * stringarg is any options that are being used. It can be NULL. Almost
1084 * certainly, only players will set it. It is basically used as optional
1085 * parameters to a spell (eg, item to create, information for marking runes,
1086 * etc.
1087 * returns 1 on successful cast, or 0 on error. These values should really
1088 * be swapped, so that 0 is successful, and non zero is failure, with a code
1089 * of what it failed.
1090 *
1091 * Note that this function is really a dispatch routine that calls other
1092 * functions - it just blindly returns what ever value those functions
1093 * return. So if your writing a new function that is called from this,
1094 * it shoudl also return 1 on success, 0 on failure.
1095 *
1096 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1097 * this function will decrease the mana/grace appropriately. For other
1098 * objects, the caller should do what it considers appropriate.
1099 */
1100
1101 int
1102 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1103 {
1104 const char *godname;
1105 int success = 0, mflags, cast_level = 0, old_shoottype;
1106 object *skill = NULL;
1107
1108 old_shoottype = op->contr ? op->contr->shoottype : 0;
1109
1110 if (!spell_ob)
1111 {
1112 LOG (llevError, "cast_spell: null spell object passed\n");
1113 return 0;
1114 }
1115
1116 if (!strcmp ((godname = determine_god (op)), "none"))
1117 godname = "A random spirit";
1118
1119 /* the caller should set caster to op if appropriate */
1120 if (!caster)
1121 {
1122 LOG (llevError, "cast_spell: null caster object passed\n");
1123 return 0;
1124 }
1125
1126 /* if caster is a spell casting object, this normally shouldn't be
1127 * an issue, because they don't have any spellpaths set up.
1128 */
1129 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1130 {
1131 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1132 return 0;
1133 }
1134
1135 /* if it is a player casting the spell, and they are really casting it
1136 * (vs it coming from a wand, scroll, or whatever else), do some
1137 * checks. We let monsters do special things - eg, they
1138 * don't need the skill, bypass level checks, etc. The monster function
1139 * should take care of that.
1140 * Remove the wiz check here and move it further down - some spells
1141 * need to have the right skill pointer passed, so we need to
1142 * at least process that code.
1143 */
1144 if (op->type == PLAYER && op == caster)
1145 {
1146 cast_level = caster_level (caster, spell_ob);
1147 if (spell_ob->skill)
1148 {
1149 skill = find_skill_by_name (op, spell_ob->skill);
1150 if (!skill)
1151 {
1152 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1153 return 0;
1154 }
1155 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1156 {
1157 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1158 return 0;
1159 }
1160 }
1161 /* If the caster is the wiz, they don't ever fail, and don't have
1162 * to have sufficient grace/mana.
1163 */
1164 if (!QUERY_FLAG (op, FLAG_WIZ))
1165 {
1166 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1167 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1168 {
1169 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1170 return 0;
1171 }
1172 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1173 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1174 {
1175 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1176 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1177 {
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1179 }
1180 else
1181 {
1182 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1183 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1184 return 0;
1185 }
1186 }
1187
1188 /* player/monster is trying to cast the spell. might fumble it */
1189 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1190 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1191 {
1192 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1193 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1194 if (settings.casting_time == TRUE)
1195 {
1196 op->casting_time = -1;
1197 }
1198 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1199 return 0;
1200 }
1201 else if (spell_ob->stats.sp)
1202 {
1203 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1204
1205 if (failure < 0)
1206 {
1207 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1208 if (settings.spell_failure_effects == TRUE)
1209 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1210 op->contr->shoottype = (rangetype) old_shoottype;
1211 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1212 return 0;
1213 }
1214 }
1215 }
1216 }
1217
1218 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1219
1220 /* See if we can cast a spell here. If the caster and op are
1221 * not alive, then this would mean that the mapmaker put the
1222 * objects on the space - presume that they know what they are
1223 * doing.
1224 */
1225
1226 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1227 {
1228 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1229 return 0;
1230 }
1231
1232 if ((spell_ob->type == SPELL)
1233 && (caster->type != POTION)
1234 && !QUERY_FLAG (op, FLAG_WIZCAST)
1235 && (QUERY_FLAG (caster, FLAG_ALIVE)
1236 || QUERY_FLAG (op, FLAG_ALIVE))
1237 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1238 {
1239 if (op->type != PLAYER)
1240 return 0;
1241
1242 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1243 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1244 else
1245 switch (op->contr->shoottype)
1246 {
1247 case range_magic:
1248 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1249 break;
1250 case range_misc:
1251 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1252 break;
1253 case range_golem:
1254 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1255 break;
1256 default:
1257 break;
1258 }
1259 return 0;
1260 }
1261
1262 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1263 {
1264 if (op->casting_time == -1)
1265 { /* begin the casting */
1266 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1267 op->spell = spell_ob;
1268 /* put the stringarg into the object struct so that when the
1269 * spell is actually cast, it knows about the stringarg.
1270 * necessary for the invoke command spells.
1271 */
1272 if (stringarg)
1273 {
1274 op->spellarg = strdup (stringarg);
1275 }
1276 else
1277 op->spellarg = NULL;
1278 return 0;
1279 }
1280 else if (op->casting_time != 0)
1281 {
1282 if (op->type == PLAYER)
1283 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1284 return 0;
1285 }
1286 else
1287 { /* casting_time == 0 */
1288 op->casting_time = -1;
1289 spell_ob = op->spell;
1290 stringarg = op->spellarg;
1291 }
1292 }
1293 else
1294 {
1295 /* Take into account how long it takes to cast the spell.
1296 * if the player is casting it, then we use the time in
1297 * the spell object. If it is a spell object, have it
1298 * take two ticks. Things that cast spells on the players
1299 * behalf (eg, altars, and whatever else) shouldn't cost
1300 * the player any time.
1301 * Ignore casting time for firewalls
1302 */
1303 if (caster == op && caster->type != FIREWALL)
1304 {
1305 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1306 /* Other portions of the code may also decrement the speed of the player, so
1307 * put a lower limit so that the player isn't stuck here too long
1308 */
1309 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1310 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1311 }
1312 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1313 {
1314 op->speed_left -= 2 * FABS (op->speed);
1315 }
1316 }
1317
1318 if (op->type == PLAYER && op == caster)
1319 {
1320 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1321 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1322 }
1323
1324 /* We want to try to find the skill to properly credit exp.
1325 * for spell casting objects, the exp goes to the skill the casting
1326 * object requires.
1327 */
1328 if (op != caster && !skill && caster->skill)
1329 {
1330 skill = find_skill_by_name (op, caster->skill);
1331 if (!skill)
1332 {
1333 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1334 return 0;
1335 }
1336 change_skill (op, skill, 0); /* needed for proper exp credit */
1337 }
1338
1339 switch (spell_ob->subtype)
1340 {
1341 /* The order of case statements is same as the order they show up
1342 * in in spells.h.
1343 */
1344 case SP_RAISE_DEAD:
1345 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1346 break;
1347
1348 case SP_RUNE:
1349 success = write_rune (op, caster, spell_ob, dir, stringarg);
1350 break;
1351
1352 case SP_MAKE_MARK:
1353 success = write_mark (op, spell_ob, stringarg);
1354 break;
1355
1356 case SP_BOLT:
1357 success = fire_bolt (op, caster, dir, spell_ob, skill);
1358 break;
1359
1360 case SP_BULLET:
1361 success = fire_bullet (op, caster, dir, spell_ob);
1362 break;
1363
1364 case SP_CONE:
1365 success = cast_cone (op, caster, dir, spell_ob);
1366 break;
1367
1368 case SP_BOMB:
1369 success = create_bomb (op, caster, dir, spell_ob);
1370 break;
1371
1372 case SP_WONDER:
1373 success = cast_wonder (op, caster, dir, spell_ob);
1374 break;
1375
1376 case SP_SMITE:
1377 success = cast_smite_spell (op, caster, dir, spell_ob);
1378 break;
1379
1380 case SP_MAGIC_MISSILE:
1381 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1382 break;
1383
1384 case SP_SUMMON_GOLEM:
1385 success = summon_golem (op, caster, dir, spell_ob);
1386 old_shoottype = range_golem;
1387 break;
1388
1389 case SP_DIMENSION_DOOR:
1390 /* dimension door needs the actual caster, because that is what is
1391 * moved.
1392 */
1393 success = dimension_door (op, caster, spell_ob, dir);
1394 break;
1395
1396 case SP_MAGIC_MAPPING:
1397 if (op->type == PLAYER)
1398 {
1399 spell_effect (spell_ob, op->x, op->y, op->map, op);
1400 draw_magic_map (op);
1401 success = 1;
1402 }
1403 else
1404 success = 0;
1405 break;
1406
1407 case SP_MAGIC_WALL:
1408 success = magic_wall (op, caster, dir, spell_ob);
1409 break;
1410
1411 case SP_DESTRUCTION:
1412 success = cast_destruction (op, caster, spell_ob);
1413 break;
1414
1415 case SP_PERCEIVE_SELF:
1416 success = perceive_self (op);
1417 break;
1418
1419 case SP_WORD_OF_RECALL:
1420 success = cast_word_of_recall (op, caster, spell_ob);
1421 break;
1422
1423 case SP_INVISIBLE:
1424 success = cast_invisible (op, caster, spell_ob);
1425 break;
1426
1427 case SP_PROBE:
1428 success = probe (op, caster, spell_ob, dir);
1429 break;
1430
1431 case SP_HEALING:
1432 success = cast_heal (op, caster, spell_ob, dir);
1433 break;
1434
1435 case SP_CREATE_FOOD:
1436 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1437 break;
1438
1439 case SP_EARTH_TO_DUST:
1440 success = cast_earth_to_dust (op, caster, spell_ob);
1441 break;
1442
1443 case SP_CHANGE_ABILITY:
1444 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1445 break;
1446
1447 case SP_BLESS:
1448 success = cast_bless (op, caster, spell_ob, dir);
1449 break;
1450
1451 case SP_CURSE:
1452 success = cast_curse (op, caster, spell_ob, dir);
1453 break;
1454
1455 case SP_SUMMON_MONSTER:
1456 success = summon_object (op, caster, spell_ob, dir, stringarg);
1457 break;
1458
1459 case SP_CHARGING:
1460 success = recharge (op, caster, spell_ob);
1461 break;
1462
1463 case SP_POLYMORPH:
1464 #ifdef NO_POLYMORPH
1465 /* Not great, but at least provide feedback so if players do have
1466 * polymorph (ie, find it as a preset item or left over from before
1467 * it was disabled), they get some feedback.
1468 */
1469 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1470 success = 0;
1471 #else
1472 success = cast_polymorph (op, caster, spell_ob, dir);
1473 #endif
1474 break;
1475
1476 case SP_ALCHEMY:
1477 success = alchemy (op, caster, spell_ob);
1478 break;
1479
1480 case SP_REMOVE_CURSE:
1481 success = remove_curse (op, caster, spell_ob);
1482 break;
1483
1484 case SP_IDENTIFY:
1485 success = cast_identify (op, caster, spell_ob);
1486 break;
1487
1488 case SP_DETECTION:
1489 success = cast_detection (op, caster, spell_ob, skill);
1490 break;
1491
1492 case SP_MOOD_CHANGE:
1493 success = mood_change (op, caster, spell_ob);
1494 break;
1495
1496 case SP_MOVING_BALL:
1497 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1498 {
1499 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1500 success = 0;
1501 }
1502 else
1503 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1504 break;
1505
1506 case SP_SWARM:
1507 success = fire_swarm (op, caster, spell_ob, dir);
1508 break;
1509
1510 case SP_CHANGE_MANA:
1511 success = cast_transfer (op, caster, spell_ob, dir);
1512 break;
1513
1514 case SP_DISPEL_RUNE:
1515 /* in rune.c */
1516 success = dispel_rune (op, caster, spell_ob, skill, dir);
1517 break;
1518
1519 case SP_CREATE_MISSILE:
1520 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1521 break;
1522
1523 case SP_CONSECRATE:
1524 success = cast_consecrate (op, caster, spell_ob);
1525 break;
1526
1527 case SP_ANIMATE_WEAPON:
1528 success = animate_weapon (op, caster, spell_ob, dir);
1529 old_shoottype = range_golem;
1530 break;
1531
1532 case SP_LIGHT:
1533 success = cast_light (op, caster, spell_ob, dir);
1534 break;
1535
1536 case SP_CHANGE_MAP_LIGHT:
1537 success = cast_change_map_lightlevel (op, caster, spell_ob);
1538 break;
1539
1540 case SP_FAERY_FIRE:
1541 success = cast_destruction (op, caster, spell_ob);
1542 break;
1543
1544 case SP_CAUSE_DISEASE:
1545 success = cast_cause_disease (op, caster, spell_ob, dir);
1546 break;
1547
1548 case SP_AURA:
1549 success = create_aura (op, caster, spell_ob);
1550 break;
1551
1552 case SP_TOWN_PORTAL:
1553 success = cast_create_town_portal (op, caster, spell_ob, dir);
1554 break;
1555
1556 case SP_PARTY_SPELL:
1557 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1558 break;
1559
1560 default:
1561 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1562 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1563 }
1564
1565 /* FIXME - we need some better sound suppport */
1566 // yes, for example, augment map info with the spell effect
1567 // so clients can calculate the sounds themselves
1568 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1569
1570 /* free the spell arg */
1571 if (settings.casting_time == TRUE && stringarg)
1572 {
1573 free (stringarg);
1574 stringarg = NULL;
1575 }
1576 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1577 * to something like use_magic_item, but you really want to be able to fire
1578 * it again.
1579 */
1580 if (op->contr)
1581 op->contr->shoottype = (rangetype) old_shoottype;
1582
1583 return success;
1584 }
1585
1586
1587 /* This is called from time.c/process_object(). That function
1588 * calls this for any SPELL_EFFECT type objects. This function
1589 * then dispatches them to the appropriate specific routines.
1590 */
1591 void
1592 move_spell_effect (object *op)
1593 {
1594 switch (op->subtype)
1595 {
1596 case SP_BOLT:
1597 move_bolt (op);
1598 break;
1599
1600 case SP_BULLET:
1601 move_bullet (op);
1602 break;
1603
1604 case SP_EXPLOSION:
1605 explosion (op);
1606 break;
1607
1608 case SP_CONE:
1609 move_cone (op);
1610 break;
1611
1612 case SP_BOMB:
1613 animate_bomb (op);
1614 break;
1615
1616 case SP_MAGIC_MISSILE:
1617 move_missile (op);
1618 break;
1619
1620 case SP_WORD_OF_RECALL:
1621 execute_word_of_recall (op);
1622 break;
1623
1624 case SP_MOVING_BALL:
1625 move_ball_spell (op);
1626 break;
1627
1628 case SP_SWARM:
1629 move_swarm_spell (op);
1630 break;
1631
1632 case SP_AURA:
1633 move_aura (op);
1634 break;
1635 }
1636 }
1637
1638 /* this checks to see if something special should happen if
1639 * something runs into the object.
1640 */
1641 void
1642 check_spell_effect (object *op)
1643 {
1644 switch (op->subtype)
1645 {
1646 case SP_BOLT:
1647 move_bolt (op);
1648 return;
1649
1650 case SP_BULLET:
1651 check_bullet (op);
1652 return;
1653 }
1654 }
1655
1656 /* This is called by move_apply. Basically, if someone
1657 * moves onto a spell effect and the walk_on or fly_on flags
1658 * are set, this is called. This should only be called for
1659 * objects of the appropraite type.
1660 */
1661 void
1662 apply_spell_effect (object *spell, object *victim)
1663 {
1664 switch (spell->subtype)
1665 {
1666 case SP_CONE:
1667 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1668 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1669 break;
1670
1671 case SP_MAGIC_MISSILE:
1672 if (QUERY_FLAG (victim, FLAG_ALIVE))
1673 {
1674 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1675
1676 if (!spell->destroyed ())
1677 spell->destroy ();
1678 }
1679 break;
1680
1681 case SP_MOVING_BALL:
1682 if (QUERY_FLAG (victim, FLAG_ALIVE))
1683 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1684 else if (victim->material || victim->materialname)
1685 save_throw_object (victim, spell->attacktype, spell);
1686 break;
1687 }
1688 }