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Revision: 1.59
Committed: Mon Aug 27 05:10:51 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.58: +4 -11 lines
Log Message:
fix cure disease giving exp for the wrong skill

File Contents

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