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/cvs/deliantra/server/server/spell_util.C
Revision: 1.32
Committed: Mon Jan 15 00:40:49 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.31: +6 -11 lines
Log Message:
- micro-optimised hit_map and ok_to_put_more, this
  immensely helped reduce load on dense maps.
- introduced xy_normalise, which is imho a saner interface
  and much faster than get_map_flags so should be used
  in new code (and time-critical code).

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25
26 #include <global.h>
27 #include <spells.h>
28 #include <object.h>
29 #include <errno.h>
30 #include <sproto.h>
31 #include <sounds.h>
32
33 extern char *spell_mapping[];
34
35 /* This returns a random spell from 'ob'. If skill is set, then
36 * the spell must be of this skill, it can be NULL in which case all
37 * matching spells are used.
38 */
39 object *
40 find_random_spell_in_ob (object *ob, const char *skill)
41 {
42 int k = 0, s;
43 object *tmp;
44
45 for (tmp = ob->inv; tmp; tmp = tmp->below)
46 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
47 k++;
48
49 /* No spells, no need to progess further */
50 if (!k)
51 return NULL;
52
53 s = RANDOM () % k;
54
55 for (tmp = ob->inv; tmp; tmp = tmp->below)
56 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
57 {
58 if (!s)
59 return tmp;
60 else
61 s--;
62 }
63 /* Should never get here, but just in case */
64 return NULL;
65 }
66
67 /* Relatively simple function that gets used a lot.
68 * Basically, it sets up the skill pointer for the spell being
69 * cast. If op is really casting the spell, then the skill
70 * is whatever skill the spell requires.
71 * if instead caster (rod, horn, wand, etc) is casting the skill,
72 * then they get exp for the skill that you need to use for
73 * that object (use magic device).
74 */
75 void
76 set_spell_skill (object *op, object *caster, object *spob, object *dest)
77 {
78 if (caster == op && spob->skill)
79 dest->skill = spob->skill;
80 else
81 dest->skill = caster->skill;
82 }
83
84 /* init_spells: This should really be called check_spells, as that
85 * is what it does. It goes through the spells looking for any
86 * obvious errors. This was most useful in debugging when re-doing
87 * all the spells to catch simple errors. To use it all the time
88 * will result in it spitting out messages that aren't really errors.
89 */
90 void
91 init_spells (void)
92 {
93 #ifdef SPELL_DEBUG
94 static int init_spells_done = 0;
95 int i;
96 archetype *at;
97
98 if (init_spells_done)
99 return;
100 LOG (llevDebug, "Checking spells...\n");
101
102 for (at = first_archetype; at; at = at->next)
103 {
104 if (at->clone.type == SPELL)
105 {
106 if (at->clone.skill)
107 {
108 for (i = 1; i < NUM_SKILLS; i++)
109 if (!strcmp (skill_names[i], at->clone.skill))
110 break;
111 if (i == NUM_SKILLS)
112 {
113 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
114 }
115 }
116 /* other_arch is already checked for in the loader */
117 }
118 }
119
120 i = 0;
121 while (spell_mapping[i])
122 {
123 if (!archetype::find (spell_mapping[i]))
124 {
125 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
126 }
127 i++;
128 }
129 LOG (llevDebug, "Checking spells completed.\n");
130 #endif
131 }
132
133 /* Dumps all the spells - now also dumps skill associated with the spell.
134 * not sure what this would be used for, as the data seems pretty
135 * minimal, but easy enough to keep around.
136 */
137 void
138 dump_spells (void)
139 {
140 archetype *at;
141
142 for (at = first_archetype; at; at = at->next)
143 {
144 if (at->clone.type == SPELL)
145 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
147 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
148 }
149 }
150 }
151
152 /* pretty basic function - basically just takes
153 * an object, sets the x,y, and calls insert_ob_in_map
154 */
155 void
156 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
157 {
158 if (spob->other_arch)
159 map->insert (arch_to_object (spob->other_arch), x, y, originator);
160 }
161
162 /*
163 * This function takes a caster and spell and presents the
164 * effective level the caster needs to be to cast the spell.
165 * basically, it just adjusts the spell->level with attuned/repelled
166 * spellpaths. Was called path_level_mod.
167 *
168 * caster is person casting the spell.
169 * spell is the spell object.
170 * Returns modified level.
171 */
172 int
173 min_casting_level (object *caster, object *spell)
174 {
175 int new_level;
176
177 if (caster->path_denied & spell->path_attuned)
178 return 1;
179
180 new_level = spell->level
181 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
182 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
183
184 return max (1, new_level);
185 }
186
187 /* This function returns the effective level the spell
188 * is being cast at.
189 * Note that I changed the repelled/attuned bonus to 2 from 5.
190 * This is because the new code compares casting_level against
191 * min_caster_level, so the difference is effectively 4
192 */
193
194 int
195 caster_level (object *caster, object *spell)
196 {
197 int level = caster->level;
198
199 /* If this is a player, try to find the matching skill */
200 if (caster->type == PLAYER && spell->skill)
201 for (int i = 0; i < NUM_SKILLS; i++)
202 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
203 {
204 level = caster->contr->last_skill_ob[i]->level;
205 break;
206 }
207
208 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
209 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
210 {
211 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
212 int sk_level = skill ? skill->level : 1;
213
214 level = MIN (level, sk_level + level / 10 + 1);
215 }
216
217 /* Got valid caster level. Now adjust for attunement */
218 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
219
220 /* Always make this at least 1. If this is zero, we get divide by zero
221 * errors in various places.
222 */
223 if (level < 1)
224 level = 1;
225
226 return level;
227 }
228
229 /* The following function scales the spellpoint cost of
230 * a spell by it's increased effectiveness. Some of the
231 * lower level spells become incredibly vicious at high
232 * levels. Very cheap mass destruction. This function is
233 * intended to keep the sp cost related to the effectiveness.
234 * op is the player/monster
235 * caster is what is casting the spell, can be op.
236 * spell is the spell object.
237 * Note that it is now possible for a spell to cost both grace and
238 * mana. In that case, we return which ever value is higher.
239 */
240
241 sint16
242 SP_level_spellpoint_cost (object *caster, object *spell, int flags)
243 {
244 int sp, grace, level = caster_level (caster, spell);
245
246 if (settings.spellpoint_level_depend == TRUE)
247 {
248 if (spell->stats.sp && spell->stats.maxsp)
249 {
250 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
251 }
252 else
253 sp = spell->stats.sp;
254
255 sp *= (int) PATH_SP_MULT (caster, spell);
256 if (!sp && spell->stats.sp)
257 sp = 1;
258
259 if (spell->stats.grace && spell->stats.maxgrace)
260 {
261 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
262 }
263 else
264 grace = spell->stats.grace;
265
266 grace *= (int) PATH_SP_MULT (caster, spell);
267 if (spell->stats.grace && !grace)
268 grace = 1;
269 }
270 else
271 {
272 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
273 if (spell->stats.sp && !sp)
274 sp = 1;
275 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
276 if (spell->stats.grace && !grace)
277 grace = 1;
278 }
279 if (flags == SPELL_HIGHEST)
280 return MAX (sp, grace);
281 else if (flags == SPELL_GRACE)
282 return grace;
283 else if (flags == SPELL_MANA)
284 return sp;
285 else
286 {
287 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
288 return 0;
289 }
290 }
291
292
293 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
294 * spob is the spell we are adjusting.
295 */
296 int
297 SP_level_dam_adjust (object *caster, object *spob)
298 {
299 int level = caster_level (caster, spob);
300 int adj = level - min_casting_level (caster, spob);
301
302 if (adj < 0)
303 adj = 0;
304 if (spob->dam_modifier)
305 adj /= spob->dam_modifier;
306 else
307 adj = 0;
308 return adj;
309 }
310
311 /* Adjust the strength of the spell based on level.
312 * This is basically the same as SP_level_dam_adjust above,
313 * but instead looks at the level_modifier value.
314 */
315 int
316 SP_level_duration_adjust (object *caster, object *spob)
317 {
318 int level = caster_level (caster, spob);
319 int adj = level - min_casting_level (caster, spob);
320
321 if (adj < 0)
322 adj = 0;
323 if (spob->duration_modifier)
324 adj /= spob->duration_modifier;
325 else
326 adj = 0;
327
328 return adj;
329 }
330
331 /* Adjust the strength of the spell based on level.
332 * This is basically the same as SP_level_dam_adjust above,
333 * but instead looks at the level_modifier value.
334 */
335 int
336 SP_level_range_adjust (object *caster, object *spob)
337 {
338 int level = caster_level (caster, spob);
339 int adj = level - min_casting_level (caster, spob);
340
341 if (adj < 0)
342 adj = 0;
343 if (spob->range_modifier)
344 adj /= spob->range_modifier;
345 else
346 adj = 0;
347
348 return adj;
349 }
350
351 /* Checks to see if player knows the spell. If the name is the same
352 * as an existing spell, we presume they know it.
353 * returns 1 if they know the spell, 0 if they don't.
354 */
355 object *
356 check_spell_known (object *op, const char *name)
357 {
358 object *spop;
359
360 for (spop = op->inv; spop; spop = spop->below)
361 if (spop->type == SPELL && !strcmp (spop->name, name))
362 return spop;
363
364 return NULL;
365 }
366
367
368 /*
369 * Look at object 'op' and see if they know the spell
370 * spname. This is pretty close to check_spell_known
371 * above, but it uses a looser matching mechanism.
372 * returns the matching spell object, or NULL.
373 * If we match multiple spells but don't get an
374 * exact match, we also return NULL.
375 */
376
377 object *
378 lookup_spell_by_name (object *op, const char *spname)
379 {
380 object *spob1 = NULL, *spob2 = NULL, *spob;
381 int nummatch = 0;
382
383 if (spname == NULL)
384 return NULL;
385
386 /* Try to find the spell. We store the results in spob1
387 * and spob2 - spob1 is only taking the length of
388 * the past spname, spob2 uses the length of the spell name.
389 */
390 for (spob = op->inv; spob; spob = spob->below)
391 {
392 if (spob->type == SPELL)
393 {
394 if (!strncmp (spob->name, spname, strlen (spname)))
395 {
396 nummatch++;
397 spob1 = spob;
398 }
399 else if (!strncmp (spob->name, spname, strlen (spob->name)))
400 {
401 /* if spells have ambiguous names, it makes matching
402 * really difficult. (eg, fire and fireball would
403 * fall into this category). It shouldn't be hard to
404 * make sure spell names don't overlap in that fashion.
405 */
406 if (spob2)
407 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
408 spob2 = spob;
409 }
410 }
411 }
412 /* if we have best match, return it. Otherwise, if we have one match
413 * on the loser match, return that, otehrwise null
414 */
415 if (spob2)
416 return spob2;
417 if (spob1 && nummatch == 1)
418 return spob1;
419 return NULL;
420 }
421
422 /* reflwall - decides weither the (spell-)object sp_op will
423 * be reflected from the given mapsquare. Returns 1 if true.
424 * (Note that for living creatures there is a small chance that
425 * reflect_spell fails.)
426 * Caller should be sure it passes us valid map coordinates
427 * eg, updated for tiled maps.
428 */
429 int
430 reflwall (maptile *m, int x, int y, object *sp_op)
431 {
432 object *op;
433
434 if (OUT_OF_REAL_MAP (m, x, y))
435 return 0;
436 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
437 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
438 && (!QUERY_FLAG (op, FLAG_ALIVE)
439 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
440 return 1;
441
442 return 0;
443 }
444
445 /* cast_create_object: creates object new_op in direction dir
446 * or if that is blocked, beneath the player (op).
447 * we pass 'caster', but don't use it for anything.
448 * This is really just a simple wrapper function .
449 * returns the direction that the object was actually placed
450 * in.
451 */
452 int
453 cast_create_obj (object *op, object *caster, object *new_op, int dir)
454 {
455 maptile *m;
456 sint16 sx, sy;
457
458 if (dir &&
459 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
460 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
461 {
462 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
463 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
464 dir = 0;
465 }
466
467 op->map->insert (new_op,
468 op->x + freearr_x[dir], op->y + freearr_y[dir],
469 op,
470 dir ? 0 : INS_BELOW_ORIGINATOR);
471
472 return dir;
473 }
474
475 /* Returns true if it is ok to put spell *op on the space/may provided.
476 * immune_stop is basically the attacktype of the spell (why
477 * passed as a different value, not sure of). If immune_stop
478 * has the AT_MAGIC bit set, and there is a counterwall
479 * on the space, the object doesn't get placed. if immune stop
480 * does not have AT_MAGIC, then counterwalls do not effect the spell.
481 *
482 */
483 int
484 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
485 {
486 if (!xy_normalise (m, x, y))
487 return 0;
488
489 mapspace &ms = m->at (x, y);
490
491 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
492 return 0;
493
494 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
495 {
496 /* If there is a counterspell on the space, and this
497 * object is using magic, don't progress. I believe we could
498 * leave this out and let in progress, and other areas of the code
499 * will then remove it, but that would seem to to use more
500 * resources, and may not work as well if a player is standing
501 * on top of a counterwall spell (may hit the player before being
502 * removed.) On the other hand, it may be more dramatic for the
503 * spell to actually hit the counterwall and be sucked up.
504 */
505 if ((tmp->attacktype & AT_COUNTERSPELL) &&
506 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) &&
507 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC))
508 return 0;
509
510 /* This is to prevent 'out of control' spells. Basically, this
511 * limits one spell effect per space per spell. This is definately
512 * needed for performance reasons, and just for playability I believe.
513 * there are no such things as multispaced spells right now, so
514 * we don't need to worry about the head.
515 */
516 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
517 return 0;
518
519 /*
520 * Combine similar spell effects into one spell effect. Needed for
521 * performance reasons with meteor swarm and the like, but also for
522 * playability reasons.
523 */
524 if (tmp->arch == op->arch
525 && tmp->type == op->type
526 && tmp->subtype == op->subtype
527 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
528 {
529 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
530 tmp->range = MAX (tmp->range, op->range);
531 tmp->duration = MAX (tmp->duration, op->duration);
532 return 0;
533 }
534
535 /* Perhaps we should also put checks in for no magic and unholy
536 * ground to prevent it from moving along?
537 */
538 }
539
540 /* If it passes the above tests, it must be OK */
541 return 1;
542 }
543
544 /* fire_arch_from_position: fires an archetype.
545 * op: person firing the object.
546 * caster: object casting the spell.
547 * x, y: where to fire the spell (note, it then uses op->map for the map
548 * for these coordinates, which is probably a really bad idea.
549 * dir: direction to fire in.
550 * spell: spell that is being fired. It uses other_arch for the archetype
551 * to fire.
552 * returns 0 on failure, 1 on success.
553 */
554
555 int
556 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
557 {
558 object *tmp;
559 int mflags;
560 maptile *m;
561
562 if (spell->other_arch == NULL)
563 return 0;
564
565 m = op->map;
566 mflags = get_map_flags (m, &m, x, y, &x, &y);
567 if (mflags & P_OUT_OF_MAP)
568 {
569 return 0;
570 }
571
572 tmp = arch_to_object (spell->other_arch);
573
574 if (tmp == NULL)
575 return 0;
576
577 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
578 {
579 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
580 tmp->destroy ();
581 return 0;
582 }
583
584 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
585 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
586 /* code in time.c uses food for some things, duration for others */
587 tmp->stats.food = tmp->duration;
588 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
589 tmp->attacktype = spell->attacktype;
590 tmp->x = x;
591 tmp->y = y;
592 tmp->direction = dir;
593 if (op->owner != NULL)
594 tmp->set_owner (op);
595 else
596 tmp->set_owner (op);
597 tmp->level = caster_level (caster, spell);
598 set_spell_skill (op, caster, spell, tmp);
599
600 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
601 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
602 {
603 if (!tailor_god_spell (tmp, op))
604 return 0;
605 }
606 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
607 SET_ANIMATION (tmp, dir);
608
609 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
610 move_spell_effect (tmp);
611
612 return 1;
613 }
614
615 /*****************************************************************************
616 *
617 * Code related to rods - perhaps better located in another file?
618 *
619 ****************************************************************************/
620 void
621 regenerate_rod (object *rod)
622 {
623 if (rod->stats.hp < rod->stats.maxhp)
624 {
625 rod->stats.hp += 1 + rod->stats.maxhp / 10;
626
627 if (rod->stats.hp > rod->stats.maxhp)
628 rod->stats.hp = rod->stats.maxhp;
629 }
630 }
631
632
633 void
634 drain_rod_charge (object *rod)
635 {
636 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
637 }
638
639
640
641
642 /* this function is commonly used to find a friendly target for
643 * spells such as heal or protection or armour
644 * op is what is looking for the target (which can be a player),
645 * dir is the direction we are looking in. Return object found, or
646 * NULL if no good object.
647 */
648
649 object *
650 find_target_for_friendly_spell (object *op, int dir)
651 {
652 object *tmp;
653 maptile *m;
654 sint16 x, y;
655 int mflags;
656
657 /* I don't really get this block - if op isn't a player or rune,
658 * we then make the owner of this object the target.
659 * The owner could very well be no where near op.
660 */
661 if (op->type != PLAYER && op->type != RUNE)
662 {
663 tmp = op->owner;
664 /* If the owner does not exist, or is not a monster, than apply the spell
665 * to the caster.
666 */
667 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
668 tmp = op;
669 }
670 else
671 {
672 m = op->map;
673 x = op->x + freearr_x[dir];
674 y = op->y + freearr_y[dir];
675
676 mflags = get_map_flags (m, &m, x, y, &x, &y);
677
678 if (mflags & P_OUT_OF_MAP)
679 tmp = 0;
680 else
681 tmp = m->at (x, y).player ();
682 }
683
684 /* didn't find a player there, look in current square for a player */
685 if (!tmp)
686 tmp = op->ms ().player ();
687
688 return tmp;
689 }
690
691
692
693 /* raytrace:
694 * spell_find_dir(map, x, y, exclude) will search first the center square
695 * then some close squares in the given map at the given coordinates for
696 * live objects.
697 * It will not consider the object given as exclude (= caster) among possible
698 * live objects. If the caster is a player, the spell will go after
699 * monsters/generators only. If not, the spell will hunt players only.
700 * It returns the direction toward the first/closest live object if it finds
701 * any, otherwise -1.
702 * note that exclude can be NULL, in which case all bets are off.
703 */
704
705 int
706 spell_find_dir (maptile *m, int x, int y, object *exclude)
707 {
708 int i, max = SIZEOFFREE;
709 sint16 nx, ny;
710 int owner_type = 0, mflags;
711 object *tmp;
712 maptile *mp;
713
714 if (exclude && exclude->head)
715 exclude = exclude->head;
716 if (exclude && exclude->type)
717 owner_type = exclude->type;
718
719 for (i = rndm (1, 8); i < max; i++)
720 {
721 nx = x + freearr_x[i];
722 ny = y + freearr_y[i];
723 mp = m;
724 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
725 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
726 continue;
727
728 tmp = GET_MAP_OB (mp, nx, ny);
729
730 while (tmp != NULL && (((owner_type == PLAYER &&
731 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
732 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
733 tmp = tmp->above;
734
735 if (tmp != NULL && can_see_monsterP (m, x, y, i))
736 return freedir[i];
737 }
738 return -1; /* flag for "keep going the way you were" */
739 }
740
741
742
743 /* put_a_monster: puts a monster named monstername near by
744 * op. This creates the treasures for the monsters, and
745 * also deals with multipart monsters properly.
746 */
747
748 void
749 put_a_monster (object *op, const char *monstername)
750 {
751 object *tmp, *head = NULL, *prev = NULL;
752 archetype *at;
753 int dir;
754
755 /* Handle cases where we are passed a bogus mosntername */
756
757 if ((at = archetype::find (monstername)) == NULL)
758 return;
759
760 /* find a free square nearby
761 * first we check the closest square for free squares
762 */
763
764 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
765 if (dir != -1)
766 {
767 /* This is basically grabbed for generate monster. Fixed 971225 to
768 * insert multipart monsters properly
769 */
770 while (at != NULL)
771 {
772 tmp = arch_to_object (at);
773 tmp->x = op->x + freearr_x[dir] + at->clone.x;
774 tmp->y = op->y + freearr_y[dir] + at->clone.y;
775 tmp->map = op->map;
776 if (head)
777 {
778 tmp->head = head;
779 prev->more = tmp;
780 }
781 if (!head)
782 head = tmp;
783 prev = tmp;
784 at = at->more;
785 }
786
787 if (head->randomitems)
788 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
789
790 insert_ob_in_map (head, op->map, op, 0);
791
792 /* thought it'd be cool to insert a burnout, too. */
793 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
794 }
795 }
796
797 /* peterm: function which summons hostile monsters and
798 * places them in nearby squares.
799 * op is the summoner.
800 * n is the number of monsters.
801 * monstername is the name of the monster.
802 * returns the number of monsters, which is basically n.
803 * it should really see how many it successfully replaced and
804 * return that instead.
805 * Note that this is not used by any spells (summon evil monsters
806 * use to call this, but best I can tell, that spell/ability was
807 * never used. This is however used by various failures on the
808 * players part (alchemy, reincarnation, etc)
809 */
810
811 int
812 summon_hostile_monsters (object *op, int n, const char *monstername)
813 {
814 int i;
815
816 for (i = 0; i < n; i++)
817 put_a_monster (op, monstername);
818
819 return n;
820 }
821
822
823 /* Some local definitions for shuffle-attack */
824 struct attacktype_shuffle
825 {
826 int attacktype;
827 int face;
828 } ATTACKS[22] =
829 {
830 {
831 AT_PHYSICAL, 0},
832 {
833 AT_PHYSICAL, 0}, /*face = explosion */
834 {
835 AT_PHYSICAL, 0},
836 {
837 AT_MAGIC, 1},
838 {
839 AT_MAGIC, 1}, /* face = last-burnout */
840 {
841 AT_MAGIC, 1},
842 {
843 AT_FIRE, 2},
844 {
845 AT_FIRE, 2}, /* face = fire.... */
846 {
847 AT_FIRE, 2},
848 {
849 AT_ELECTRICITY, 3},
850 {
851 AT_ELECTRICITY, 3}, /* ball_lightning */
852 {
853 AT_ELECTRICITY, 3},
854 {
855 AT_COLD, 4},
856 {
857 AT_COLD, 4}, /* face=icestorm */
858 {
859 AT_COLD, 4},
860 {
861 AT_CONFUSION, 5},
862 {
863 AT_POISON, 7},
864 {
865 AT_POISON, 7}, /* face = acid sphere. generator */
866 {
867 AT_POISON, 7}, /* poisoncloud face */
868 {
869 AT_SLOW, 8},
870 {
871 AT_PARALYZE, 9},
872 {
873 AT_FEAR, 10}};
874
875
876
877 /* shuffle_attack: peterm
878 * This routine shuffles the attack of op to one of the
879 * ones in the list. It does this at random. It also
880 * chooses a face appropriate to the attack that is
881 * being committed by that square at the moment.
882 * right now it's being used by color spray and create pool of
883 * chaos.
884 * This could really be a better implementation - the
885 * faces and attacktypes above are hardcoded, which is never
886 * good. The faces refer to faces in the animation sequence.
887 * Not sure how to do better - but not having it hardcoded
888 * would be nice.
889 * I also fixed a bug here in that attacktype was |= -
890 * to me, that would be that it would quickly get all
891 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
892 */
893 void
894 shuffle_attack (object *op, int change_face)
895 {
896 int i;
897
898 i = rndm (0, 21);
899
900 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
901
902 if (change_face)
903 {
904 SET_ANIMATION (op, ATTACKS[i].face);
905 }
906 }
907
908
909 /* prayer_failure: This is called when a player fails
910 * at casting a prayer.
911 * op is the player.
912 * failure is basically how much grace they had.
913 * power is how much grace the spell would normally take to cast.
914 */
915
916 void
917 prayer_failure (object *op, int failure, int power)
918 {
919 const char *godname;
920 object *tmp;
921
922 if (!strcmp ((godname = determine_god (op)), "none"))
923 godname = "Your spirit";
924
925 if (failure <= -20 && failure > -40) /* wonder */
926 {
927 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
928 tmp = get_archetype (SPELL_WONDER);
929 cast_cone (op, op, 0, tmp);
930 tmp->destroy ();
931 }
932
933 else if (failure <= -40 && failure > -60) /* confusion */
934 {
935 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
936 confuse_player (op, op, 99);
937 }
938 else if (failure <= -60 && failure > -150) /* paralysis */
939 {
940 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
941 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
942 paralyze_player (op, op, 99);
943 }
944 else if (failure <= -150) /* blast the immediate area */
945 {
946 tmp = get_archetype (GOD_POWER);
947 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
948 cast_magic_storm (op, tmp, power);
949 }
950 }
951
952 /*
953 * spell_failure() handles the various effects for differing degrees
954 * of failure badness.
955 * op is the player that failed.
956 * failure is a random value of how badly you failed.
957 * power is how many spellpoints you'd normally need for the spell.
958 * skill is the skill you'd need to cast the spell.
959 */
960
961 void
962 spell_failure (object *op, int failure, int power, object *skill)
963 {
964 object *tmp;
965
966 if (settings.spell_failure_effects == FALSE)
967 return;
968
969 if (failure <= -20 && failure > -40) /* wonder */
970 {
971 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
972 tmp = get_archetype (SPELL_WONDER);
973 cast_cone (op, op, 0, tmp);
974 tmp->destroy ();
975 }
976
977 else if (failure <= -40 && failure > -60) /* confusion */
978 {
979 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
980 confuse_player (op, op, 99);
981 }
982 else if (failure <= -60 && failure > -80) /* paralysis */
983 {
984 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
985 paralyze_player (op, op, 99);
986 }
987 else if (failure <= -80) /* blast the immediate area */
988 {
989 object *tmp;
990
991 /* Safety check to make sure we don't get any mana storms in scorn */
992 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
993 {
994 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
995 hit_player (op, 9998, op, AT_INTERNAL, 1);
996
997 }
998 else
999 {
1000 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1001 tmp = get_archetype (LOOSE_MANA);
1002 tmp->level = skill->level;
1003
1004 /* increase the area of destruction a little for more powerful spells */
1005 tmp->range += isqrt (power);
1006
1007 if (power > 25)
1008 tmp->stats.dam = 25 + isqrt (power);
1009 else
1010 tmp->stats.dam = power; /* nasty recoils! */
1011
1012 tmp->stats.maxhp = tmp->count;
1013
1014 tmp->insert_at (op);
1015 }
1016 }
1017 }
1018
1019 int
1020 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1021 {
1022 int success;
1023 player *pl;
1024 object *spell;
1025
1026 if (!spell_ob->other_arch)
1027 {
1028 LOG (llevError, "cast_party_spell: empty other arch\n");
1029 return 0;
1030 }
1031 spell = arch_to_object (spell_ob->other_arch);
1032
1033 /* Always cast spell on caster */
1034 success = cast_spell (op, caster, dir, spell, stringarg);
1035
1036 if (caster->contr->party == NULL)
1037 {
1038 spell->remove ();
1039 return success;
1040 }
1041 for_all_players (pl)
1042 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1043 {
1044 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1045 }
1046 spell->remove ();
1047 return success;
1048 }
1049
1050 /* This is where the main dispatch when someone casts a spell.
1051 *
1052 * op is the creature that is owner of the object that is casting the spell -
1053 * eg, the player or monster.
1054 * caster is the actual object (wand, potion) casting the spell. can be
1055 * same as op.
1056 * dir is the direction to cast in. Note in some cases, if the spell
1057 * is self only, dir really doesn't make a difference.
1058 * spell_ob is the spell object that is being cast. From that,
1059 * we can determine what to do.
1060 * stringarg is any options that are being used. It can be NULL. Almost
1061 * certainly, only players will set it. It is basically used as optional
1062 * parameters to a spell (eg, item to create, information for marking runes,
1063 * etc.
1064 * returns 1 on successful cast, or 0 on error. These values should really
1065 * be swapped, so that 0 is successful, and non zero is failure, with a code
1066 * of what it failed.
1067 *
1068 * Note that this function is really a dispatch routine that calls other
1069 * functions - it just blindly returns what ever value those functions
1070 * return. So if your writing a new function that is called from this,
1071 * it shoudl also return 1 on success, 0 on failure.
1072 *
1073 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1074 * this function will decrease the mana/grace appropriately. For other
1075 * objects, the caller should do what it considers appropriate.
1076 */
1077
1078 int
1079 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1080 {
1081 const char *godname;
1082 int success = 0, mflags, cast_level = 0, old_shoottype;
1083 object *skill = NULL;
1084
1085 old_shoottype = op->contr ? op->contr->shoottype : 0;
1086
1087 if (!spell_ob)
1088 {
1089 LOG (llevError, "cast_spell: null spell object passed\n");
1090 return 0;
1091 }
1092
1093 if (!strcmp ((godname = determine_god (op)), "none"))
1094 godname = "A random spirit";
1095
1096 /* the caller should set caster to op if appropriate */
1097 if (!caster)
1098 {
1099 LOG (llevError, "cast_spell: null caster object passed\n");
1100 return 0;
1101 }
1102
1103 /* if caster is a spell casting object, this normally shouldn't be
1104 * an issue, because they don't have any spellpaths set up.
1105 */
1106 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1107 {
1108 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1109 return 0;
1110 }
1111
1112 /* if it is a player casting the spell, and they are really casting it
1113 * (vs it coming from a wand, scroll, or whatever else), do some
1114 * checks. We let monsters do special things - eg, they
1115 * don't need the skill, bypass level checks, etc. The monster function
1116 * should take care of that.
1117 * Remove the wiz check here and move it further down - some spells
1118 * need to have the right skill pointer passed, so we need to
1119 * at least process that code.
1120 */
1121 if (op->type == PLAYER && op == caster)
1122 {
1123 cast_level = caster_level (caster, spell_ob);
1124 if (spell_ob->skill)
1125 {
1126 skill = find_skill_by_name (op, spell_ob->skill);
1127 if (!skill)
1128 {
1129 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1130 return 0;
1131 }
1132 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1133 {
1134 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1135 return 0;
1136 }
1137 }
1138 /* If the caster is the wiz, they don't ever fail, and don't have
1139 * to have sufficient grace/mana.
1140 */
1141 if (!QUERY_FLAG (op, FLAG_WIZ))
1142 {
1143 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1144 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1145 {
1146 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1147 return 0;
1148 }
1149
1150 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1151 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1152 {
1153 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1154 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1155 {
1156 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1157 }
1158 else
1159 {
1160 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1162 return 0;
1163 }
1164 }
1165
1166 /* player/monster is trying to cast the spell. might fumble it */
1167 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1168 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1169 {
1170 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1171 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1172 if (settings.casting_time == TRUE)
1173 {
1174 op->casting_time = -1;
1175 }
1176 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1177 return 0;
1178 }
1179 else if (spell_ob->stats.sp)
1180 {
1181 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1182
1183 if (failure < 0)
1184 {
1185 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1186 if (settings.spell_failure_effects == TRUE)
1187 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1188 op->contr->shoottype = (rangetype) old_shoottype;
1189 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1190 return 0;
1191 }
1192 }
1193 }
1194 }
1195
1196 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1197
1198 /* See if we can cast a spell here. If the caster and op are
1199 * not alive, then this would mean that the mapmaker put the
1200 * objects on the space - presume that they know what they are
1201 * doing.
1202 */
1203
1204 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1207 return 0;
1208 }
1209
1210 if ((spell_ob->type == SPELL)
1211 && (caster->type != POTION)
1212 && !QUERY_FLAG (op, FLAG_WIZCAST)
1213 && (QUERY_FLAG (caster, FLAG_ALIVE)
1214 || QUERY_FLAG (op, FLAG_ALIVE))
1215 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1216 {
1217 if (op->type != PLAYER)
1218 return 0;
1219
1220 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1221 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1222 else
1223 switch (op->contr->shoottype)
1224 {
1225 case range_magic:
1226 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1227 break;
1228 case range_misc:
1229 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1230 break;
1231 case range_golem:
1232 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1233 break;
1234 default:
1235 break;
1236 }
1237 return 0;
1238 }
1239
1240 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1241 {
1242 if (op->casting_time == -1)
1243 { /* begin the casting */
1244 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1245 op->spell = spell_ob;
1246 /* put the stringarg into the object struct so that when the
1247 * spell is actually cast, it knows about the stringarg.
1248 * necessary for the invoke command spells.
1249 */
1250 if (stringarg)
1251 {
1252 op->spellarg = strdup (stringarg);
1253 }
1254 else
1255 op->spellarg = NULL;
1256 return 0;
1257 }
1258 else if (op->casting_time != 0)
1259 {
1260 if (op->type == PLAYER)
1261 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1262 return 0;
1263 }
1264 else
1265 { /* casting_time == 0 */
1266 op->casting_time = -1;
1267 spell_ob = op->spell;
1268 stringarg = op->spellarg;
1269 }
1270 }
1271 else
1272 {
1273 /* Take into account how long it takes to cast the spell.
1274 * if the player is casting it, then we use the time in
1275 * the spell object. If it is a spell object, have it
1276 * take two ticks. Things that cast spells on the players
1277 * behalf (eg, altars, and whatever else) shouldn't cost
1278 * the player any time.
1279 * Ignore casting time for firewalls
1280 */
1281 if (caster == op && caster->type != FIREWALL)
1282 {
1283 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1284 /* Other portions of the code may also decrement the speed of the player, so
1285 * put a lower limit so that the player isn't stuck here too long
1286 */
1287 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1288 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1289 }
1290 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1291 {
1292 op->speed_left -= 2 * FABS (op->speed);
1293 }
1294 }
1295
1296 if (op->type == PLAYER && op == caster)
1297 {
1298 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1299 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1300 }
1301
1302 /* We want to try to find the skill to properly credit exp.
1303 * for spell casting objects, the exp goes to the skill the casting
1304 * object requires.
1305 */
1306 if (op != caster && !skill && caster->skill)
1307 {
1308 skill = find_skill_by_name (op, caster->skill);
1309 if (!skill)
1310 {
1311 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1312 return 0;
1313 }
1314 change_skill (op, skill, 0); /* needed for proper exp credit */
1315 }
1316
1317 switch (spell_ob->subtype)
1318 {
1319 /* The order of case statements is same as the order they show up
1320 * in in spells.h.
1321 */
1322 case SP_RAISE_DEAD:
1323 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1324 break;
1325
1326 case SP_RUNE:
1327 success = write_rune (op, caster, spell_ob, dir, stringarg);
1328 break;
1329
1330 case SP_MAKE_MARK:
1331 success = write_mark (op, spell_ob, stringarg);
1332 break;
1333
1334 case SP_BOLT:
1335 success = fire_bolt (op, caster, dir, spell_ob, skill);
1336 break;
1337
1338 case SP_BULLET:
1339 success = fire_bullet (op, caster, dir, spell_ob);
1340 break;
1341
1342 case SP_CONE:
1343 success = cast_cone (op, caster, dir, spell_ob);
1344 break;
1345
1346 case SP_BOMB:
1347 success = create_bomb (op, caster, dir, spell_ob);
1348 break;
1349
1350 case SP_WONDER:
1351 success = cast_wonder (op, caster, dir, spell_ob);
1352 break;
1353
1354 case SP_SMITE:
1355 success = cast_smite_spell (op, caster, dir, spell_ob);
1356 break;
1357
1358 case SP_MAGIC_MISSILE:
1359 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1360 break;
1361
1362 case SP_SUMMON_GOLEM:
1363 success = summon_golem (op, caster, dir, spell_ob);
1364 old_shoottype = range_golem;
1365 break;
1366
1367 case SP_DIMENSION_DOOR:
1368 /* dimension door needs the actual caster, because that is what is
1369 * moved.
1370 */
1371 success = dimension_door (op, caster, spell_ob, dir);
1372 break;
1373
1374 case SP_MAGIC_MAPPING:
1375 if (op->type == PLAYER)
1376 {
1377 spell_effect (spell_ob, op->x, op->y, op->map, op);
1378 draw_magic_map (op);
1379 success = 1;
1380 }
1381 else
1382 success = 0;
1383 break;
1384
1385 case SP_MAGIC_WALL:
1386 success = magic_wall (op, caster, dir, spell_ob);
1387 break;
1388
1389 case SP_DESTRUCTION:
1390 success = cast_destruction (op, caster, spell_ob);
1391 break;
1392
1393 case SP_PERCEIVE_SELF:
1394 success = perceive_self (op);
1395 break;
1396
1397 case SP_WORD_OF_RECALL:
1398 success = cast_word_of_recall (op, caster, spell_ob);
1399 break;
1400
1401 case SP_INVISIBLE:
1402 success = cast_invisible (op, caster, spell_ob);
1403 break;
1404
1405 case SP_PROBE:
1406 success = probe (op, caster, spell_ob, dir);
1407 break;
1408
1409 case SP_HEALING:
1410 success = cast_heal (op, caster, spell_ob, dir);
1411 break;
1412
1413 case SP_CREATE_FOOD:
1414 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1415 break;
1416
1417 case SP_EARTH_TO_DUST:
1418 success = cast_earth_to_dust (op, caster, spell_ob);
1419 break;
1420
1421 case SP_CHANGE_ABILITY:
1422 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1423 break;
1424
1425 case SP_BLESS:
1426 success = cast_bless (op, caster, spell_ob, dir);
1427 break;
1428
1429 case SP_CURSE:
1430 success = cast_curse (op, caster, spell_ob, dir);
1431 break;
1432
1433 case SP_SUMMON_MONSTER:
1434 success = summon_object (op, caster, spell_ob, dir, stringarg);
1435 break;
1436
1437 case SP_CHARGING:
1438 success = recharge (op, caster, spell_ob);
1439 break;
1440
1441 case SP_POLYMORPH:
1442 #ifdef NO_POLYMORPH
1443 /* Not great, but at least provide feedback so if players do have
1444 * polymorph (ie, find it as a preset item or left over from before
1445 * it was disabled), they get some feedback.
1446 */
1447 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1448 success = 0;
1449 #else
1450 success = cast_polymorph (op, caster, spell_ob, dir);
1451 #endif
1452 break;
1453
1454 case SP_ALCHEMY:
1455 success = alchemy (op, caster, spell_ob);
1456 break;
1457
1458 case SP_REMOVE_CURSE:
1459 success = remove_curse (op, caster, spell_ob);
1460 break;
1461
1462 case SP_IDENTIFY:
1463 success = cast_identify (op, caster, spell_ob);
1464 break;
1465
1466 case SP_DETECTION:
1467 success = cast_detection (op, caster, spell_ob, skill);
1468 break;
1469
1470 case SP_MOOD_CHANGE:
1471 success = mood_change (op, caster, spell_ob);
1472 break;
1473
1474 case SP_MOVING_BALL:
1475 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1476 {
1477 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1478 success = 0;
1479 }
1480 else
1481 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1482 break;
1483
1484 case SP_SWARM:
1485 success = fire_swarm (op, caster, spell_ob, dir);
1486 break;
1487
1488 case SP_CHANGE_MANA:
1489 success = cast_transfer (op, caster, spell_ob, dir);
1490 break;
1491
1492 case SP_DISPEL_RUNE:
1493 /* in rune.c */
1494 success = dispel_rune (op, caster, spell_ob, skill, dir);
1495 break;
1496
1497 case SP_CREATE_MISSILE:
1498 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1499 break;
1500
1501 case SP_CONSECRATE:
1502 success = cast_consecrate (op, caster, spell_ob);
1503 break;
1504
1505 case SP_ANIMATE_WEAPON:
1506 success = animate_weapon (op, caster, spell_ob, dir);
1507 old_shoottype = range_golem;
1508 break;
1509
1510 case SP_LIGHT:
1511 success = cast_light (op, caster, spell_ob, dir);
1512 break;
1513
1514 case SP_CHANGE_MAP_LIGHT:
1515 success = cast_change_map_lightlevel (op, caster, spell_ob);
1516 break;
1517
1518 case SP_FAERY_FIRE:
1519 success = cast_destruction (op, caster, spell_ob);
1520 break;
1521
1522 case SP_CAUSE_DISEASE:
1523 success = cast_cause_disease (op, caster, spell_ob, dir);
1524 break;
1525
1526 case SP_AURA:
1527 success = create_aura (op, caster, spell_ob);
1528 break;
1529
1530 case SP_TOWN_PORTAL:
1531 success = cast_create_town_portal (op, caster, spell_ob, dir);
1532 break;
1533
1534 case SP_PARTY_SPELL:
1535 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1536 break;
1537
1538 default:
1539 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1540 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1541 }
1542
1543 /* FIXME - we need some better sound suppport */
1544 // yes, for example, augment map info with the spell effect
1545 // so clients can calculate the sounds themselves
1546 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1547
1548 /* free the spell arg */
1549 if (settings.casting_time == TRUE && stringarg)
1550 {
1551 free (stringarg);
1552 stringarg = NULL;
1553 }
1554 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1555 * to something like use_magic_item, but you really want to be able to fire
1556 * it again.
1557 */
1558 if (op->contr)
1559 op->contr->shoottype = (rangetype) old_shoottype;
1560
1561 return success;
1562 }
1563
1564
1565 /* This is called from time.c/process_object(). That function
1566 * calls this for any SPELL_EFFECT type objects. This function
1567 * then dispatches them to the appropriate specific routines.
1568 */
1569 void
1570 move_spell_effect (object *op)
1571 {
1572 switch (op->subtype)
1573 {
1574 case SP_BOLT:
1575 move_bolt (op);
1576 break;
1577
1578 case SP_BULLET:
1579 move_bullet (op);
1580 break;
1581
1582 case SP_EXPLOSION:
1583 explosion (op);
1584 break;
1585
1586 case SP_CONE:
1587 move_cone (op);
1588 break;
1589
1590 case SP_BOMB:
1591 animate_bomb (op);
1592 break;
1593
1594 case SP_MAGIC_MISSILE:
1595 move_missile (op);
1596 break;
1597
1598 case SP_WORD_OF_RECALL:
1599 execute_word_of_recall (op);
1600 break;
1601
1602 case SP_MOVING_BALL:
1603 move_ball_spell (op);
1604 break;
1605
1606 case SP_SWARM:
1607 move_swarm_spell (op);
1608 break;
1609
1610 case SP_AURA:
1611 move_aura (op);
1612 break;
1613 }
1614 }
1615
1616 /* this checks to see if something special should happen if
1617 * something runs into the object.
1618 */
1619 void
1620 check_spell_effect (object *op)
1621 {
1622 switch (op->subtype)
1623 {
1624 case SP_BOLT:
1625 move_bolt (op);
1626 return;
1627
1628 case SP_BULLET:
1629 check_bullet (op);
1630 return;
1631 }
1632 }
1633
1634 /* This is called by move_apply. Basically, if someone
1635 * moves onto a spell effect and the walk_on or fly_on flags
1636 * are set, this is called. This should only be called for
1637 * objects of the appropraite type.
1638 */
1639 void
1640 apply_spell_effect (object *spell, object *victim)
1641 {
1642 switch (spell->subtype)
1643 {
1644 case SP_CONE:
1645 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1646 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1647 break;
1648
1649 case SP_MAGIC_MISSILE:
1650 if (QUERY_FLAG (victim, FLAG_ALIVE))
1651 {
1652 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1653
1654 if (!spell->destroyed ())
1655 spell->destroy ();
1656 }
1657 break;
1658
1659 case SP_MOVING_BALL:
1660 if (QUERY_FLAG (victim, FLAG_ALIVE))
1661 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1662 else if (victim->material || victim->materialname)
1663 save_throw_object (victim, spell->attacktype, spell);
1664 break;
1665 }
1666 }