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Revision: 1.62
Committed: Sun Oct 21 01:35:14 2007 UTC (16 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_3
Changes since 1.61: +13 -30 lines
Log Message:
reformatting

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