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Revision: 1.11
Committed: Sun Sep 10 15:59:58 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.10: +1069 -911 lines
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File Contents

# Content
1
2 /*
3 * static char *rcsid_spell_util_c =
4 * "$Id: spell_util.C,v 1.10 2006-09-03 00:18:42 root Exp $";
5 */
6
7
8 /*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen
13
14 This program is free software; you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or
17 (at your option) any later version.
18
19 This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details.
23
24 You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
27
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29 */
30
31
32 #include <global.h>
33 #include <spells.h>
34 #include <object.h>
35 #include <errno.h>
36 #ifndef __CEXTRACT__
37 # include <sproto.h>
38 #endif
39 #include <sounds.h>
40
41 extern char *spell_mapping[];
42
43 /* This returns a random spell from 'ob'. If skill is set, then
44 * the spell must be of this skill, it can be NULL in which case all
45 * matching spells are used.
46 */
47 object *
48 find_random_spell_in_ob (object *ob, const char *skill)
49 {
50 int k = 0, s;
51 object *tmp;
52
53 for (tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 k++;
56
57 /* No spells, no need to progess further */
58 if (!k)
59 return NULL;
60
61 s = RANDOM () % k;
62
63 for (tmp = ob->inv; tmp; tmp = tmp->below)
64 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
65 {
66 if (!s)
67 return tmp;
68 else
69 s--;
70 }
71 /* Should never get here, but just in case */
72 return NULL;
73 }
74
75 /* Relatively simple function that gets used a lot.
76 * Basically, it sets up the skill pointer for the spell being
77 * cast. If op is really casting the spell, then the skill
78 * is whatever skill the spell requires.
79 * if instead caster (rod, horn, wand, etc) is casting the skill,
80 * then they get exp for the skill that you need to use for
81 * that object (use magic device).
82 */
83 void
84 set_spell_skill (object *op, object *caster, object *spob, object *dest)
85 {
86 if (caster == op && spob->skill)
87 dest->skill = spob->skill;
88 else
89 dest->skill = caster->skill;
90 }
91
92 /* init_spells: This should really be called check_spells, as that
93 * is what it does. It goes through the spells looking for any
94 * obvious errors. This was most useful in debugging when re-doing
95 * all the spells to catch simple errors. To use it all the time
96 * will result in it spitting out messages that aren't really errors.
97 */
98 void
99 init_spells (void)
100 {
101 #ifdef SPELL_DEBUG
102 static int init_spells_done = 0;
103 int i;
104 archetype *at;
105
106 if (init_spells_done)
107 return;
108 LOG (llevDebug, "Checking spells...\n");
109
110 for (at = first_archetype; at; at = at->next)
111 {
112 if (at->clone.type == SPELL)
113 {
114 if (at->clone.skill)
115 {
116 for (i = 1; i < NUM_SKILLS; i++)
117 if (!strcmp (skill_names[i], at->clone.skill))
118 break;
119 if (i == NUM_SKILLS)
120 {
121 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
122 }
123 }
124 /* other_arch is already checked for in the loader */
125 }
126 }
127
128 i = 0;
129 while (spell_mapping[i])
130 {
131 if (!find_archetype (spell_mapping[i]))
132 {
133 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
134 }
135 i++;
136 }
137 LOG (llevDebug, "Checking spells completed.\n");
138 #endif
139 }
140
141 /* Dumps all the spells - now also dumps skill associated with the spell.
142 * not sure what this would be used for, as the data seems pretty
143 * minimal, but easy enough to keep around.
144 */
145 void
146 dump_spells (void)
147 {
148 archetype *at;
149
150 for (at = first_archetype; at; at = at->next)
151 {
152 if (at->clone.type == SPELL)
153 {
154 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
155 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
156 }
157 }
158 }
159
160 /* pretty basic function - basically just takes
161 * an object, sets the x,y, and calls insert_ob_in_map
162 */
163
164 void
165 spell_effect (object *spob, int x, int y, mapstruct *map, object *originator)
166 {
167
168 if (spob->other_arch != NULL)
169 {
170 object *effect = arch_to_object (spob->other_arch);
171
172 effect->x = x;
173 effect->y = y;
174
175 insert_ob_in_map (effect, map, originator, 0);
176 }
177 }
178
179 /*
180 * This function takes a caster and spell and presents the
181 * effective level the caster needs to be to cast the spell.
182 * basically, it just adjusts the spell->level with attuned/repelled
183 * spellpaths. Was called path_level_mod
184 *
185 * caster is person casting hte spell.
186 * spell is the spell object.
187 * Returns modified level.
188 */
189 int
190 min_casting_level (object *caster, object *spell)
191 {
192 int new_level;
193
194 if (caster->path_denied & spell->path_attuned)
195 {
196 /* This case is not a bug, just the fact that this function is
197 * usually called BEFORE checking for path_deny. -AV
198 */
199 #if 0
200 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " "spell\n", caster->arch->name, caster->name);
201 #endif
202 return 1;
203 }
204 new_level = spell->level
205 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
206 return (new_level < 1) ? 1 : new_level;
207 }
208
209
210 /* This function returns the effective level the spell
211 * is being cast at.
212 * Note that I changed the repelled/attuned bonus to 2 from 5.
213 * This is because the new code compares casting_level against
214 * min_caster_level, so the difference is effectively 4
215 */
216
217 int
218 caster_level (object *caster, object *spell)
219 {
220 int level = caster->level;
221
222 /* If this is a player, try to find the matching skill */
223 if (caster->type == PLAYER && spell->skill)
224 {
225 int i;
226
227 for (i = 0; i < NUM_SKILLS; i++)
228 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
229 {
230 level = caster->contr->last_skill_ob[i]->level;
231 break;
232 }
233 }
234
235 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
236 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
237 {
238 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
239 int sk_level = skill ? skill->level : 1;
240
241 level = MIN (level, sk_level + level / 10 + 1);
242 }
243
244 /* Got valid caster level. Now adjust for attunement */
245 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
246
247 /* Always make this at least 1. If this is zero, we get divide by zero
248 * errors in various places.
249 */
250 if (level < 1)
251 level = 1;
252 return level;
253 }
254
255 /* The following function scales the spellpoint cost of
256 * a spell by it's increased effectiveness. Some of the
257 * lower level spells become incredibly vicious at high
258 * levels. Very cheap mass destruction. This function is
259 * intended to keep the sp cost related to the effectiveness.
260 * op is the player/monster
261 * caster is what is casting the spell, can be op.
262 * spell is the spell object.
263 * Note that it is now possible for a spell to cost both grace and
264 * mana. In that case, we return which ever value is higher.
265 */
266
267 sint16
268 SP_level_spellpoint_cost (object *caster, object *spell, int flags)
269 {
270 int sp, grace, level = caster_level (caster, spell);
271
272 if (settings.spellpoint_level_depend == TRUE)
273 {
274 if (spell->stats.sp && spell->stats.maxsp)
275 {
276 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
277 }
278 else
279 sp = spell->stats.sp;
280
281 sp *= (int) PATH_SP_MULT (caster, spell);
282 if (!sp && spell->stats.sp)
283 sp = 1;
284
285 if (spell->stats.grace && spell->stats.maxgrace)
286 {
287 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
288 }
289 else
290 grace = spell->stats.grace;
291
292 grace *= (int) PATH_SP_MULT (caster, spell);
293 if (spell->stats.grace && !grace)
294 grace = 1;
295 }
296 else
297 {
298 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
299 if (spell->stats.sp && !sp)
300 sp = 1;
301 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
302 if (spell->stats.grace && !grace)
303 grace = 1;
304 }
305 if (flags == SPELL_HIGHEST)
306 return MAX (sp, grace);
307 else if (flags == SPELL_GRACE)
308 return grace;
309 else if (flags == SPELL_MANA)
310 return sp;
311 else
312 {
313 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
314 return 0;
315 }
316 }
317
318
319 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
320 * spob is the spell we are adjusting.
321 */
322 int
323 SP_level_dam_adjust (object *caster, object *spob)
324 {
325 int level = caster_level (caster, spob);
326 int adj = level - min_casting_level (caster, spob);
327
328 if (adj < 0)
329 adj = 0;
330 if (spob->dam_modifier)
331 adj /= spob->dam_modifier;
332 else
333 adj = 0;
334 return adj;
335 }
336
337 /* Adjust the strength of the spell based on level.
338 * This is basically the same as SP_level_dam_adjust above,
339 * but instead looks at the level_modifier value.
340 */
341 int
342 SP_level_duration_adjust (object *caster, object *spob)
343 {
344 int level = caster_level (caster, spob);
345 int adj = level - min_casting_level (caster, spob);
346
347 if (adj < 0)
348 adj = 0;
349 if (spob->duration_modifier)
350 adj /= spob->duration_modifier;
351 else
352 adj = 0;
353
354 return adj;
355 }
356
357 /* Adjust the strength of the spell based on level.
358 * This is basically the same as SP_level_dam_adjust above,
359 * but instead looks at the level_modifier value.
360 */
361 int
362 SP_level_range_adjust (object *caster, object *spob)
363 {
364 int level = caster_level (caster, spob);
365 int adj = level - min_casting_level (caster, spob);
366
367 if (adj < 0)
368 adj = 0;
369 if (spob->range_modifier)
370 adj /= spob->range_modifier;
371 else
372 adj = 0;
373
374 return adj;
375 }
376
377 /* Checks to see if player knows the spell. If the name is the same
378 * as an existing spell, we presume they know it.
379 * returns 1 if they know the spell, 0 if they don't.
380 */
381 object *
382 check_spell_known (object *op, const char *name)
383 {
384 object *spop;
385
386 for (spop = op->inv; spop; spop = spop->below)
387 if (spop->type == SPELL && !strcmp (spop->name, name))
388 return spop;
389
390 return NULL;
391 }
392
393
394 /*
395 * Look at object 'op' and see if they know the spell
396 * spname. This is pretty close to check_spell_known
397 * above, but it uses a looser matching mechanism.
398 * returns the matching spell object, or NULL.
399 * If we match multiple spells but don't get an
400 * exact match, we also return NULL.
401 */
402
403 object *
404 lookup_spell_by_name (object *op, const char *spname)
405 {
406 object *spob1 = NULL, *spob2 = NULL, *spob;
407 int nummatch = 0;
408
409 if (spname == NULL)
410 return NULL;
411
412 /* Try to find the spell. We store the results in spob1
413 * and spob2 - spob1 is only taking the length of
414 * the past spname, spob2 uses the length of the spell name.
415 */
416 for (spob = op->inv; spob; spob = spob->below)
417 {
418 if (spob->type == SPELL)
419 {
420 if (!strncmp (spob->name, spname, strlen (spname)))
421 {
422 nummatch++;
423 spob1 = spob;
424 }
425 else if (!strncmp (spob->name, spname, strlen (spob->name)))
426 {
427 /* if spells have ambiguous names, it makes matching
428 * really difficult. (eg, fire and fireball would
429 * fall into this category). It shouldn't be hard to
430 * make sure spell names don't overlap in that fashion.
431 */
432 if (spob2)
433 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
434 spob2 = spob;
435 }
436 }
437 }
438 /* if we have best match, return it. Otherwise, if we have one match
439 * on the loser match, return that, otehrwise null
440 */
441 if (spob2)
442 return spob2;
443 if (spob1 && nummatch == 1)
444 return spob1;
445 return NULL;
446 }
447
448 /* reflwall - decides weither the (spell-)object sp_op will
449 * be reflected from the given mapsquare. Returns 1 if true.
450 * (Note that for living creatures there is a small chance that
451 * reflect_spell fails.)
452 * Caller should be sure it passes us valid map coordinates
453 * eg, updated for tiled maps.
454 */
455 int
456 reflwall (mapstruct *m, int x, int y, object *sp_op)
457 {
458 object *op;
459
460 if (OUT_OF_REAL_MAP (m, x, y))
461 return 0;
462 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
463 if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) ||
464 sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
465 return 1;
466
467 return 0;
468 }
469
470 /* cast_create_object: creates object new_op in direction dir
471 * or if that is blocked, beneath the player (op).
472 * we pass 'caster', but don't use it for anything.
473 * This is really just a simple wrapper function .
474 * returns the direction that the object was actually placed
475 * in.
476 */
477 int
478 cast_create_obj (object *op, object *caster, object *new_op, int dir)
479 {
480 mapstruct *m;
481 sint16 sx, sy;
482
483 if (dir &&
484 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
485 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
486 {
487 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
488 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
489 dir = 0;
490 }
491 new_op->x = op->x + freearr_x[dir];
492 new_op->y = op->y + freearr_y[dir];
493 if (dir == 0)
494 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR);
495 else
496 insert_ob_in_map (new_op, op->map, op, 0);
497 return dir;
498 }
499
500 /* Returns true if it is ok to put spell *op on the space/may provided.
501 * immune_stop is basically the attacktype of the spell (why
502 * passed as a different value, not sure of). If immune_stop
503 * has the AT_MAGIC bit set, and there is a counterwall
504 * on the space, the object doesn't get placed. if immune stop
505 * does not have AT_MAGIC, then counterwalls do not effect the spell.
506 *
507 */
508
509 int
510 ok_to_put_more (mapstruct *m, sint16 x, sint16 y, object *op, int immune_stop)
511 {
512 object *tmp;
513 int mflags;
514 mapstruct *mp;
515
516 mp = m;
517 mflags = get_map_flags (m, &mp, x, y, &x, &y);
518
519 if (mflags & P_OUT_OF_MAP)
520 return 0;
521
522 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y)))
523 return 0;
524
525 for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above)
526 {
527 /* If there is a counterspell on the space, and this
528 * object is using magic, don't progress. I believe we could
529 * leave this out and let in progress, and other areas of the code
530 * will then remove it, but that would seem to to use more
531 * resources, and may not work as well if a player is standing
532 * on top of a counterwall spell (may hit the player before being
533 * removed.) On the other hand, it may be more dramatic for the
534 * spell to actually hit the counterwall and be sucked up.
535 */
536 if ((tmp->attacktype & AT_COUNTERSPELL) &&
537 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) &&
538 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC))
539 return 0;
540
541 /* This is to prevent 'out of control' spells. Basically, this
542 * limits one spell effect per space per spell. This is definately
543 * needed for performance reasons, and just for playability I believe.
544 * there are no such things as multispaced spells right now, so
545 * we don't need to worry about the head.
546 */
547 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
548 return 0;
549
550 /*
551 * Combine similar spell effects into one spell effect. Needed for
552 * performance reasons with meteor swarm and the like, but also for
553 * playability reasons.
554 */
555 if (tmp->arch == op->arch
556 && tmp->type == op->type
557 && tmp->subtype == op->subtype
558 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
559 {
560 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
561 tmp->range = MAX (tmp->range, op->range);
562 tmp->duration = MAX (tmp->duration, op->duration);
563 return 0;
564 }
565
566 /* Perhaps we should also put checks in for no magic and unholy
567 * ground to prevent it from moving along?
568 */
569 }
570 /* If it passes the above tests, it must be OK */
571 return 1;
572 }
573
574 /* fire_arch_from_position: fires an archetype.
575 * op: person firing the object.
576 * caster: object casting the spell.
577 * x, y: where to fire the spell (note, it then uses op->map for the map
578 * for these coordinates, which is probably a really bad idea.
579 * dir: direction to fire in.
580 * spell: spell that is being fired. It uses other_arch for the archetype
581 * to fire.
582 * returns 0 on failure, 1 on success.
583 */
584
585 int
586 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
587 {
588 object *tmp;
589 int mflags;
590 mapstruct *m;
591
592 if (spell->other_arch == NULL)
593 return 0;
594
595 m = op->map;
596 mflags = get_map_flags (m, &m, x, y, &x, &y);
597 if (mflags & P_OUT_OF_MAP)
598 {
599 return 0;
600 }
601
602 tmp = arch_to_object (spell->other_arch);
603
604 if (tmp == NULL)
605 return 0;
606
607 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
608 {
609 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
610 free_object (tmp);
611 return 0;
612 }
613
614
615
616 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
617 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
618 /* code in time.c uses food for some things, duration for others */
619 tmp->stats.food = tmp->duration;
620 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
621 tmp->attacktype = spell->attacktype;
622 tmp->x = x;
623 tmp->y = y;
624 tmp->direction = dir;
625 if (get_owner (op) != NULL)
626 copy_owner (tmp, op);
627 else
628 set_owner (tmp, op);
629 tmp->level = caster_level (caster, spell);
630 set_spell_skill (op, caster, spell, tmp);
631
632 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
633 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
634 {
635 if (!tailor_god_spell (tmp, op))
636 return 0;
637 }
638 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
639 SET_ANIMATION (tmp, dir);
640
641 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL)
642 return 1;
643
644 move_spell_effect (tmp);
645
646 return 1;
647 }
648
649
650
651 /*****************************************************************************
652 *
653 * Code related to rods - perhaps better located in another file?
654 *
655 ****************************************************************************/
656
657 void
658 regenerate_rod (object *rod)
659 {
660 if (rod->stats.hp < rod->stats.maxhp)
661 {
662 rod->stats.hp += 1 + rod->stats.maxhp / 10;
663
664 if (rod->stats.hp > rod->stats.maxhp)
665 rod->stats.hp = rod->stats.maxhp;
666 }
667 }
668
669
670 void
671 drain_rod_charge (object *rod)
672 {
673 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
674 }
675
676
677
678
679 /* this function is commonly used to find a friendly target for
680 * spells such as heal or protection or armour
681 * op is what is looking for the target (which can be a player),
682 * dir is the direction we are looking in. Return object found, or
683 * NULL if no good object.
684 */
685
686 object *
687 find_target_for_friendly_spell (object *op, int dir)
688 {
689 object *tmp;
690 mapstruct *m;
691 sint16 x, y;
692 int mflags;
693
694 /* I don't really get this block - if op isn't a player or rune,
695 * we then make the owner of this object the target.
696 * The owner could very well be no where near op.
697 */
698 if (op->type != PLAYER && op->type != RUNE)
699 {
700 tmp = get_owner (op);
701 /* If the owner does not exist, or is not a monster, than apply the spell
702 * to the caster.
703 */
704 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
705 tmp = op;
706 }
707 else
708 {
709 m = op->map;
710 x = op->x + freearr_x[dir];
711 y = op->y + freearr_y[dir];
712
713 mflags = get_map_flags (m, &m, x, y, &x, &y);
714
715 if (mflags & P_OUT_OF_MAP)
716 tmp = NULL;
717 else
718 {
719 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
720 if (tmp->type == PLAYER)
721 break;
722 }
723 }
724 /* didn't find a player there, look in current square for a player */
725 if (tmp == NULL)
726 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
727 {
728 if (tmp->type == PLAYER)
729 break;
730 }
731
732 return tmp;
733 }
734
735
736
737 /* raytrace:
738 * spell_find_dir(map, x, y, exclude) will search first the center square
739 * then some close squares in the given map at the given coordinates for
740 * live objects.
741 * It will not consider the object given as exclude (= caster) among possible
742 * live objects. If the caster is a player, the spell will go after
743 * monsters/generators only. If not, the spell will hunt players only.
744 * It returns the direction toward the first/closest live object if it finds
745 * any, otherwise -1.
746 * note that exclude can be NULL, in which case all bets are off.
747 */
748
749 int
750 spell_find_dir (mapstruct *m, int x, int y, object *exclude)
751 {
752 int i, max = SIZEOFFREE;
753 sint16 nx, ny;
754 int owner_type = 0, mflags;
755 object *tmp;
756 mapstruct *mp;
757
758 if (exclude && exclude->head)
759 exclude = exclude->head;
760 if (exclude && exclude->type)
761 owner_type = exclude->type;
762
763 for (i = rndm (1, 8); i < max; i++)
764 {
765 nx = x + freearr_x[i];
766 ny = y + freearr_y[i];
767 mp = m;
768 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
769 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
770 continue;
771
772 tmp = get_map_ob (mp, nx, ny);
773
774 while (tmp != NULL && (((owner_type == PLAYER &&
775 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
776 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
777 tmp = tmp->above;
778
779 if (tmp != NULL && can_see_monsterP (m, x, y, i))
780 return freedir[i];
781 }
782 return -1; /* flag for "keep going the way you were" */
783 }
784
785
786
787 /* put_a_monster: puts a monster named monstername near by
788 * op. This creates the treasures for the monsters, and
789 * also deals with multipart monsters properly.
790 */
791
792 void
793 put_a_monster (object *op, const char *monstername)
794 {
795 object *tmp, *head = NULL, *prev = NULL;
796 archetype *at;
797 int dir;
798
799 /* Handle cases where we are passed a bogus mosntername */
800
801 if ((at = find_archetype (monstername)) == NULL)
802 return;
803
804 /* find a free square nearby
805 * first we check the closest square for free squares
806 */
807
808 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
809 if (dir != -1)
810 {
811 /* This is basically grabbed for generate monster. Fixed 971225 to
812 * insert multipart monsters properly
813 */
814 while (at != NULL)
815 {
816 tmp = arch_to_object (at);
817 tmp->x = op->x + freearr_x[dir] + at->clone.x;
818 tmp->y = op->y + freearr_y[dir] + at->clone.y;
819 tmp->map = op->map;
820 if (head)
821 {
822 tmp->head = head;
823 prev->more = tmp;
824 }
825 if (!head)
826 head = tmp;
827 prev = tmp;
828 at = at->more;
829 }
830
831 if (head->randomitems)
832 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
833
834 insert_ob_in_map (head, op->map, op, 0);
835
836 /* thought it'd be cool to insert a burnout, too. */
837 tmp = get_archetype ("burnout");
838 tmp->map = op->map;
839 tmp->x = op->x + freearr_x[dir];
840 tmp->y = op->y + freearr_y[dir];
841 insert_ob_in_map (tmp, op->map, op, 0);
842 }
843 }
844
845 /* peterm: function which summons hostile monsters and
846 * places them in nearby squares.
847 * op is the summoner.
848 * n is the number of monsters.
849 * monstername is the name of the monster.
850 * returns the number of monsters, which is basically n.
851 * it should really see how many it successfully replaced and
852 * return that instead.
853 * Note that this is not used by any spells (summon evil monsters
854 * use to call this, but best I can tell, that spell/ability was
855 * never used. This is however used by various failures on the
856 * players part (alchemy, reincarnation, etc)
857 */
858
859 int
860 summon_hostile_monsters (object *op, int n, const char *monstername)
861 {
862 int i;
863
864 for (i = 0; i < n; i++)
865 put_a_monster (op, monstername);
866
867 return n;
868 }
869
870
871 /* Some local definitions for shuffle-attack */
872 struct attacktype_shuffle
873 {
874 int attacktype;
875 int face;
876 } ATTACKS[22] =
877 {
878 {
879 AT_PHYSICAL, 0},
880 {
881 AT_PHYSICAL, 0}, /*face = explosion */
882 {
883 AT_PHYSICAL, 0},
884 {
885 AT_MAGIC, 1},
886 {
887 AT_MAGIC, 1}, /* face = last-burnout */
888 {
889 AT_MAGIC, 1},
890 {
891 AT_FIRE, 2},
892 {
893 AT_FIRE, 2}, /* face = fire.... */
894 {
895 AT_FIRE, 2},
896 {
897 AT_ELECTRICITY, 3},
898 {
899 AT_ELECTRICITY, 3}, /* ball_lightning */
900 {
901 AT_ELECTRICITY, 3},
902 {
903 AT_COLD, 4},
904 {
905 AT_COLD, 4}, /* face=icestorm */
906 {
907 AT_COLD, 4},
908 {
909 AT_CONFUSION, 5},
910 {
911 AT_POISON, 7},
912 {
913 AT_POISON, 7}, /* face = acid sphere. generator */
914 {
915 AT_POISON, 7}, /* poisoncloud face */
916 {
917 AT_SLOW, 8},
918 {
919 AT_PARALYZE, 9},
920 {
921 AT_FEAR, 10}};
922
923
924
925 /* shuffle_attack: peterm
926 * This routine shuffles the attack of op to one of the
927 * ones in the list. It does this at random. It also
928 * chooses a face appropriate to the attack that is
929 * being committed by that square at the moment.
930 * right now it's being used by color spray and create pool of
931 * chaos.
932 * This could really be a better implementation - the
933 * faces and attacktypes above are hardcoded, which is never
934 * good. The faces refer to faces in the animation sequence.
935 * Not sure how to do better - but not having it hardcoded
936 * would be nice.
937 * I also fixed a bug here in that attacktype was |= -
938 * to me, that would be that it would quickly get all
939 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
940 */
941 void
942 shuffle_attack (object *op, int change_face)
943 {
944 int i;
945
946 i = rndm (0, 21);
947
948 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
949
950 if (change_face)
951 {
952 SET_ANIMATION (op, ATTACKS[i].face);
953 }
954 }
955
956
957 /* prayer_failure: This is called when a player fails
958 * at casting a prayer.
959 * op is the player.
960 * failure is basically how much grace they had.
961 * power is how much grace the spell would normally take to cast.
962 */
963
964 void
965 prayer_failure (object *op, int failure, int power)
966 {
967 const char *godname;
968 object *tmp;
969
970 if (!strcmp ((godname = determine_god (op)), "none"))
971 godname = "Your spirit";
972
973 if (failure <= -20 && failure > -40) /* wonder */
974 {
975 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
976 tmp = get_archetype (SPELL_WONDER);
977 cast_cone (op, op, 0, tmp);
978 free_object (tmp);
979 }
980
981 else if (failure <= -40 && failure > -60) /* confusion */
982 {
983 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
984 confuse_player (op, op, 99);
985 }
986 else if (failure <= -60 && failure > -150) /* paralysis */
987 {
988 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
989 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
990 paralyze_player (op, op, 99);
991 }
992 else if (failure <= -150) /* blast the immediate area */
993 {
994 tmp = get_archetype (GOD_POWER);
995 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
996 cast_magic_storm (op, tmp, power);
997 }
998 }
999
1000 /*
1001 * spell_failure() handles the various effects for differing degrees
1002 * of failure badness.
1003 * op is the player that failed.
1004 * failure is a random value of how badly you failed.
1005 * power is how many spellpoints you'd normally need for the spell.
1006 * skill is the skill you'd need to cast the spell.
1007 */
1008
1009 void
1010 spell_failure (object *op, int failure, int power, object *skill)
1011 {
1012 object *tmp;
1013
1014 if (settings.spell_failure_effects == FALSE)
1015 return;
1016
1017 if (failure <= -20 && failure > -40) /* wonder */
1018 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
1020 tmp = get_archetype (SPELL_WONDER);
1021 cast_cone (op, op, 0, tmp);
1022 free_object (tmp);
1023 }
1024
1025 else if (failure <= -40 && failure > -60) /* confusion */
1026 {
1027 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
1028 confuse_player (op, op, 99);
1029 }
1030 else if (failure <= -60 && failure > -80) /* paralysis */
1031 {
1032 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
1033 paralyze_player (op, op, 99);
1034 }
1035 else if (failure <= -80) /* blast the immediate area */
1036 {
1037 object *tmp;
1038
1039 /* Safety check to make sure we don't get any mana storms in scorn */
1040 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
1041 {
1042 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
1043 hit_player (op, 9998, op, AT_INTERNAL, 1);
1044
1045 }
1046 else
1047 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1049 tmp = get_archetype (LOOSE_MANA);
1050 tmp->level = skill->level;
1051 tmp->x = op->x;
1052 tmp->y = op->y;
1053
1054 /* increase the area of destruction a little for more powerful spells */
1055 tmp->range += isqrt (power);
1056
1057 if (power > 25)
1058 tmp->stats.dam = 25 + isqrt (power);
1059 else
1060 tmp->stats.dam = power; /* nasty recoils! */
1061
1062 tmp->stats.maxhp = tmp->count;
1063 insert_ob_in_map (tmp, op->map, NULL, 0);
1064 }
1065 }
1066 }
1067
1068 int
1069 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1070 {
1071 int success;
1072 player *pl;
1073 object *spell;
1074
1075 if (!spell_ob->other_arch)
1076 {
1077 LOG (llevError, "cast_party_spell: empty other arch\n");
1078 return 0;
1079 }
1080 spell = arch_to_object (spell_ob->other_arch);
1081
1082 /* Always cast spell on caster */
1083 success = cast_spell (op, caster, dir, spell, stringarg);
1084
1085 if (caster->contr->party == NULL)
1086 {
1087 remove_ob (spell);
1088 return success;
1089 }
1090 for (pl = first_player; pl != NULL; pl = pl->next)
1091 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1092 {
1093 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1094 }
1095 remove_ob (spell);
1096 return success;
1097 }
1098
1099 /* This is where the main dispatch when someone casts a spell.
1100 *
1101 * op is the creature that is owner of the object that is casting the spell -
1102 * eg, the player or monster.
1103 * caster is the actual object (wand, potion) casting the spell. can be
1104 * same as op.
1105 * dir is the direction to cast in. Note in some cases, if the spell
1106 * is self only, dir really doesn't make a difference.
1107 * spell_ob is the spell object that is being cast. From that,
1108 * we can determine what to do.
1109 * stringarg is any options that are being used. It can be NULL. Almost
1110 * certainly, only players will set it. It is basically used as optional
1111 * parameters to a spell (eg, item to create, information for marking runes,
1112 * etc.
1113 * returns 1 on successful cast, or 0 on error. These values should really
1114 * be swapped, so that 0 is successful, and non zero is failure, with a code
1115 * of what it failed.
1116 *
1117 * Note that this function is really a dispatch routine that calls other
1118 * functions - it just blindly returns what ever value those functions
1119 * return. So if your writing a new function that is called from this,
1120 * it shoudl also return 1 on success, 0 on failure.
1121 *
1122 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1123 * this function will decrease the mana/grace appropriately. For other
1124 * objects, the caller should do what it considers appropriate.
1125 */
1126
1127 int
1128 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1129 {
1130
1131 const char *godname;
1132 int success = 0, mflags, cast_level = 0, old_shoottype;
1133 object *skill = NULL;
1134
1135 old_shoottype = op->contr ? op->contr->shoottype : 0;
1136
1137 if (!spell_ob)
1138 {
1139 LOG (llevError, "cast_spell: null spell object passed\n");
1140 return 0;
1141 }
1142 if (!strcmp ((godname = determine_god (op)), "none"))
1143 godname = "A random spirit";
1144
1145 /* the caller should set caster to op if appropriate */
1146 if (!caster)
1147 {
1148 LOG (llevError, "cast_spell: null caster object passed\n");
1149 return 0;
1150 }
1151
1152 /* if caster is a spell casting object, this normally shouldn't be
1153 * an issue, because they don't have any spellpaths set up.
1154 */
1155 if (caster->path_denied & spell_ob->path_attuned)
1156 {
1157 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1158 return 0;
1159 }
1160
1161 /* if it is a player casting the spell, and they are really casting it
1162 * (vs it coming from a wand, scroll, or whatever else), do some
1163 * checks. We let monsters do special things - eg, they
1164 * don't need the skill, bypass level checks, etc. The monster function
1165 * should take care of that.
1166 * Remove the wiz check here and move it further down - some spells
1167 * need to have the right skill pointer passed, so we need to
1168 * at least process that code.
1169 */
1170 if (op->type == PLAYER && op == caster)
1171 {
1172 cast_level = caster_level (caster, spell_ob);
1173 if (spell_ob->skill)
1174 {
1175 skill = find_skill_by_name (op, spell_ob->skill);
1176 if (!skill)
1177 {
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1179 return 0;
1180 }
1181 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1182 {
1183 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1184 return 0;
1185 }
1186 }
1187 /* If the caster is the wiz, they don't ever fail, and don't have
1188 * to have sufficient grace/mana.
1189 */
1190 if (!QUERY_FLAG (op, FLAG_WIZ))
1191 {
1192 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1193 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1194 {
1195 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1196 return 0;
1197 }
1198 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1199 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1200 {
1201 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1202 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1203 {
1204 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1205 }
1206 else
1207 {
1208 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1209 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1210 return 0;
1211 }
1212 }
1213
1214 /* player/monster is trying to cast the spell. might fumble it */
1215 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1216 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1217 {
1218 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1219 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1220 if (settings.casting_time == TRUE)
1221 {
1222 op->casting_time = -1;
1223 }
1224 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1225 return 0;
1226 }
1227 else if (spell_ob->stats.sp)
1228 {
1229 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1230
1231 if (failure < 0)
1232 {
1233 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1234 if (settings.spell_failure_effects == TRUE)
1235 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1236 op->contr->shoottype = (rangetype) old_shoottype;
1237 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1238 return 0;
1239 }
1240 }
1241 }
1242 }
1243
1244 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1245
1246 /* See if we can cast a spell here. If the caster and op are
1247 * not alive, then this would mean that the mapmaker put the
1248 * objects on the space - presume that they know what they are
1249 * doing.
1250 */
1251
1252 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1253 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1255 return 0;
1256 }
1257
1258 if ((spell_ob->type == SPELL)
1259 && (caster->type != POTION)
1260 && !QUERY_FLAG (op, FLAG_WIZCAST)
1261 && (QUERY_FLAG (caster, FLAG_ALIVE)
1262 || QUERY_FLAG (op, FLAG_ALIVE))
1263 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1264 {
1265 if (op->type != PLAYER)
1266 return 0;
1267
1268 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1269 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1270 else
1271 switch (op->contr->shoottype)
1272 {
1273 case range_magic:
1274 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1275 break;
1276 case range_misc:
1277 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1278 break;
1279 case range_golem:
1280 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1281 break;
1282 default:
1283 break;
1284 }
1285 return 0;
1286 }
1287
1288 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1289 {
1290 if (op->casting_time == -1)
1291 { /* begin the casting */
1292 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1293 op->spell = spell_ob;
1294 /* put the stringarg into the object struct so that when the
1295 * spell is actually cast, it knows about the stringarg.
1296 * necessary for the invoke command spells.
1297 */
1298 if (stringarg)
1299 {
1300 op->spellarg = strdup_local (stringarg);
1301 }
1302 else
1303 op->spellarg = NULL;
1304 return 0;
1305 }
1306 else if (op->casting_time != 0)
1307 {
1308 if (op->type == PLAYER)
1309 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1310 return 0;
1311 }
1312 else
1313 { /* casting_time == 0 */
1314 op->casting_time = -1;
1315 spell_ob = op->spell;
1316 stringarg = op->spellarg;
1317 }
1318 }
1319 else
1320 {
1321 /* Take into account how long it takes to cast the spell.
1322 * if the player is casting it, then we use the time in
1323 * the spell object. If it is a spell object, have it
1324 * take two ticks. Things that cast spells on the players
1325 * behalf (eg, altars, and whatever else) shouldn't cost
1326 * the player any time.
1327 * Ignore casting time for firewalls
1328 */
1329 if (caster == op && caster->type != FIREWALL)
1330 {
1331 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1332 /* Other portions of the code may also decrement the speed of the player, so
1333 * put a lower limit so that the player isn't stuck here too long
1334 */
1335 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1336 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1337 }
1338 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1339 {
1340 op->speed_left -= 2 * FABS (op->speed);
1341 }
1342 }
1343
1344 if (op->type == PLAYER && op == caster)
1345 {
1346 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1347 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1348 }
1349
1350 /* We want to try to find the skill to properly credit exp.
1351 * for spell casting objects, the exp goes to the skill the casting
1352 * object requires.
1353 */
1354 if (op != caster && !skill && caster->skill)
1355 {
1356 skill = find_skill_by_name (op, caster->skill);
1357 if (!skill)
1358 {
1359 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1360 return 0;
1361 }
1362 change_skill (op, skill, 0); /* needed for proper exp credit */
1363 }
1364
1365 switch (spell_ob->subtype)
1366 {
1367 /* The order of case statements is same as the order they show up
1368 * in in spells.h.
1369 */
1370 case SP_RAISE_DEAD:
1371 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1372 break;
1373
1374 case SP_RUNE:
1375 success = write_rune (op, caster, spell_ob, dir, stringarg);
1376 break;
1377
1378 case SP_MAKE_MARK:
1379 success = write_mark (op, spell_ob, stringarg);
1380 break;
1381
1382 case SP_BOLT:
1383 success = fire_bolt (op, caster, dir, spell_ob, skill);
1384 break;
1385
1386 case SP_BULLET:
1387 success = fire_bullet (op, caster, dir, spell_ob);
1388 break;
1389
1390 case SP_CONE:
1391 success = cast_cone (op, caster, dir, spell_ob);
1392 break;
1393
1394 case SP_BOMB:
1395 success = create_bomb (op, caster, dir, spell_ob);
1396 break;
1397
1398 case SP_WONDER:
1399 success = cast_wonder (op, caster, dir, spell_ob);
1400 break;
1401
1402 case SP_SMITE:
1403 success = cast_smite_spell (op, caster, dir, spell_ob);
1404 break;
1405
1406 case SP_MAGIC_MISSILE:
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_SUMMON_GOLEM:
1411 success = summon_golem (op, caster, dir, spell_ob);
1412 old_shoottype = range_golem;
1413 break;
1414
1415 case SP_DIMENSION_DOOR:
1416 /* dimension door needs the actual caster, because that is what is
1417 * moved.
1418 */
1419 success = dimension_door (op, caster, spell_ob, dir);
1420 break;
1421
1422 case SP_MAGIC_MAPPING:
1423 if (op->type == PLAYER)
1424 {
1425 spell_effect (spell_ob, op->x, op->y, op->map, op);
1426 draw_magic_map (op);
1427 success = 1;
1428 }
1429 else
1430 success = 0;
1431 break;
1432
1433 case SP_MAGIC_WALL:
1434 success = magic_wall (op, caster, dir, spell_ob);
1435 break;
1436
1437 case SP_DESTRUCTION:
1438 success = cast_destruction (op, caster, spell_ob);
1439 break;
1440
1441 case SP_PERCEIVE_SELF:
1442 success = perceive_self (op);
1443 break;
1444
1445 case SP_WORD_OF_RECALL:
1446 success = cast_word_of_recall (op, caster, spell_ob);
1447 break;
1448
1449 case SP_INVISIBLE:
1450 success = cast_invisible (op, caster, spell_ob);
1451 break;
1452
1453 case SP_PROBE:
1454 success = probe (op, caster, spell_ob, dir);
1455 break;
1456
1457 case SP_HEALING:
1458 success = cast_heal (op, caster, spell_ob, dir);
1459 break;
1460
1461 case SP_CREATE_FOOD:
1462 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1463 break;
1464
1465 case SP_EARTH_TO_DUST:
1466 success = cast_earth_to_dust (op, caster, spell_ob);
1467 break;
1468
1469 case SP_CHANGE_ABILITY:
1470 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1471 break;
1472
1473 case SP_BLESS:
1474 success = cast_bless (op, caster, spell_ob, dir);
1475 break;
1476
1477 case SP_CURSE:
1478 success = cast_curse (op, caster, spell_ob, dir);
1479 break;
1480
1481 case SP_SUMMON_MONSTER:
1482 success = summon_object (op, caster, spell_ob, dir, stringarg);
1483 break;
1484
1485 case SP_CHARGING:
1486 success = recharge (op, caster, spell_ob);
1487 break;
1488
1489 case SP_POLYMORPH:
1490 #ifdef NO_POLYMORPH
1491 /* Not great, but at least provide feedback so if players do have
1492 * polymorph (ie, find it as a preset item or left over from before
1493 * it was disabled), they get some feedback.
1494 */
1495 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1496 success = 0;
1497 #else
1498 success = cast_polymorph (op, caster, spell_ob, dir);
1499 #endif
1500 break;
1501
1502 case SP_ALCHEMY:
1503 success = alchemy (op, caster, spell_ob);
1504 break;
1505
1506 case SP_REMOVE_CURSE:
1507 success = remove_curse (op, caster, spell_ob);
1508 break;
1509
1510 case SP_IDENTIFY:
1511 success = cast_identify (op, caster, spell_ob);
1512 break;
1513
1514 case SP_DETECTION:
1515 success = cast_detection (op, caster, spell_ob, skill);
1516 break;
1517
1518 case SP_MOOD_CHANGE:
1519 success = mood_change (op, caster, spell_ob);
1520 break;
1521
1522 case SP_MOVING_BALL:
1523 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1524 {
1525 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1526 success = 0;
1527 }
1528 else
1529 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1530 break;
1531
1532 case SP_SWARM:
1533 success = fire_swarm (op, caster, spell_ob, dir);
1534 break;
1535
1536 case SP_CHANGE_MANA:
1537 success = cast_transfer (op, caster, spell_ob, dir);
1538 break;
1539
1540 case SP_DISPEL_RUNE:
1541 /* in rune.c */
1542 success = dispel_rune (op, caster, spell_ob, skill, dir);
1543 break;
1544
1545 case SP_CREATE_MISSILE:
1546 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1547 break;
1548
1549 case SP_CONSECRATE:
1550 success = cast_consecrate (op, caster, spell_ob);
1551 break;
1552
1553 case SP_ANIMATE_WEAPON:
1554 success = animate_weapon (op, caster, spell_ob, dir);
1555 old_shoottype = range_golem;
1556 break;
1557
1558 case SP_LIGHT:
1559 success = cast_light (op, caster, spell_ob, dir);
1560 break;
1561
1562 case SP_CHANGE_MAP_LIGHT:
1563 success = cast_change_map_lightlevel (op, caster, spell_ob);
1564 break;
1565
1566 case SP_FAERY_FIRE:
1567 success = cast_destruction (op, caster, spell_ob);
1568 break;
1569
1570 case SP_CAUSE_DISEASE:
1571 success = cast_cause_disease (op, caster, spell_ob, dir);
1572 break;
1573
1574 case SP_AURA:
1575 success = create_aura (op, caster, spell_ob);
1576 break;
1577
1578 case SP_TOWN_PORTAL:
1579 success = cast_create_town_portal (op, caster, spell_ob, dir);
1580 break;
1581
1582 case SP_PARTY_SPELL:
1583 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1584 break;
1585
1586 default:
1587 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1588 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1589
1590
1591 }
1592
1593 /* FIXME - we need some better sound suppport */
1594 // yes, for example, augment map info with the spell effect
1595 // so clients can calculate the sounds themselves
1596 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1597
1598 /* free the spell arg */
1599 if (settings.casting_time == TRUE && stringarg)
1600 {
1601 free (stringarg);
1602 stringarg = NULL;
1603 }
1604 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1605 * to something like use_magic_item, but you really want to be able to fire
1606 * it again.
1607 */
1608 if (op->contr)
1609 op->contr->shoottype = (rangetype) old_shoottype;
1610
1611 return success;
1612 }
1613
1614
1615 /* This is called from time.c/process_object(). That function
1616 * calls this for any SPELL_EFFECT type objects. This function
1617 * then dispatches them to the appropriate specific routines.
1618 */
1619 void
1620 move_spell_effect (object *op)
1621 {
1622
1623 switch (op->subtype)
1624 {
1625 case SP_BOLT:
1626 move_bolt (op);
1627 break;
1628
1629 case SP_BULLET:
1630 move_bullet (op);
1631 break;
1632
1633 case SP_EXPLOSION:
1634 explosion (op);
1635 break;
1636
1637 case SP_CONE:
1638 move_cone (op);
1639 break;
1640
1641 case SP_BOMB:
1642 animate_bomb (op);
1643 break;
1644
1645 case SP_MAGIC_MISSILE:
1646 move_missile (op);
1647 break;
1648
1649 case SP_WORD_OF_RECALL:
1650 execute_word_of_recall (op);
1651 break;
1652
1653 case SP_MOVING_BALL:
1654 move_ball_spell (op);
1655 break;
1656
1657 case SP_SWARM:
1658 move_swarm_spell (op);
1659 break;
1660
1661 case SP_AURA:
1662 move_aura (op);
1663 break;
1664
1665 }
1666 }
1667
1668 /* this checks to see if something special should happen if
1669 * something runs into the object.
1670 */
1671 void
1672 check_spell_effect (object *op)
1673 {
1674
1675 switch (op->subtype)
1676 {
1677 case SP_BOLT:
1678 move_bolt (op);
1679 return;
1680
1681 case SP_BULLET:
1682 check_bullet (op);
1683 return;
1684 }
1685
1686 }
1687
1688 /* This is called by move_apply. Basically, if someone
1689 * moves onto a spell effect and the walk_on or fly_on flags
1690 * are set, this is called. This should only be called for
1691 * objects of the appropraite type.
1692 */
1693 void
1694 apply_spell_effect (object *spell, object *victim)
1695 {
1696 switch (spell->subtype)
1697 {
1698 case SP_CONE:
1699 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1700 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1701 break;
1702
1703 case SP_MAGIC_MISSILE:
1704 if (QUERY_FLAG (victim, FLAG_ALIVE))
1705 {
1706 tag_t spell_tag = spell->count;
1707
1708 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1709 if (!was_destroyed (spell, spell_tag))
1710 {
1711 remove_ob (spell);
1712 free_object (spell);
1713 }
1714 }
1715 break;
1716
1717 case SP_MOVING_BALL:
1718 if (QUERY_FLAG (victim, FLAG_ALIVE))
1719 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1720 else if (victim->material || victim->materialname)
1721 save_throw_object (victim, spell->attacktype, spell);
1722 break;
1723 }
1724 }