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Revision: 1.17
Committed: Sat Sep 16 22:24:13 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.16: +9 -9 lines
Log Message:
mapstruct => maptile
removed many ytypedefs in favor of structure tags

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24
25 #include <global.h>
26 #include <spells.h>
27 #include <object.h>
28 #include <errno.h>
29 #ifndef __CEXTRACT__
30 # include <sproto.h>
31 #endif
32 #include <sounds.h>
33
34 extern char *spell_mapping[];
35
36 /* This returns a random spell from 'ob'. If skill is set, then
37 * the spell must be of this skill, it can be NULL in which case all
38 * matching spells are used.
39 */
40 object *
41 find_random_spell_in_ob (object *ob, const char *skill)
42 {
43 int k = 0, s;
44 object *tmp;
45
46 for (tmp = ob->inv; tmp; tmp = tmp->below)
47 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
48 k++;
49
50 /* No spells, no need to progess further */
51 if (!k)
52 return NULL;
53
54 s = RANDOM () % k;
55
56 for (tmp = ob->inv; tmp; tmp = tmp->below)
57 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
58 {
59 if (!s)
60 return tmp;
61 else
62 s--;
63 }
64 /* Should never get here, but just in case */
65 return NULL;
66 }
67
68 /* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill
71 * is whatever skill the spell requires.
72 * if instead caster (rod, horn, wand, etc) is casting the skill,
73 * then they get exp for the skill that you need to use for
74 * that object (use magic device).
75 */
76 void
77 set_spell_skill (object *op, object *caster, object *spob, object *dest)
78 {
79 if (caster == op && spob->skill)
80 dest->skill = spob->skill;
81 else
82 dest->skill = caster->skill;
83 }
84
85 /* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any
87 * obvious errors. This was most useful in debugging when re-doing
88 * all the spells to catch simple errors. To use it all the time
89 * will result in it spitting out messages that aren't really errors.
90 */
91 void
92 init_spells (void)
93 {
94 #ifdef SPELL_DEBUG
95 static int init_spells_done = 0;
96 int i;
97 archetype *at;
98
99 if (init_spells_done)
100 return;
101 LOG (llevDebug, "Checking spells...\n");
102
103 for (at = first_archetype; at; at = at->next)
104 {
105 if (at->clone.type == SPELL)
106 {
107 if (at->clone.skill)
108 {
109 for (i = 1; i < NUM_SKILLS; i++)
110 if (!strcmp (skill_names[i], at->clone.skill))
111 break;
112 if (i == NUM_SKILLS)
113 {
114 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
115 }
116 }
117 /* other_arch is already checked for in the loader */
118 }
119 }
120
121 i = 0;
122 while (spell_mapping[i])
123 {
124 if (!archetype::find (spell_mapping[i]))
125 {
126 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
127 }
128 i++;
129 }
130 LOG (llevDebug, "Checking spells completed.\n");
131 #endif
132 }
133
134 /* Dumps all the spells - now also dumps skill associated with the spell.
135 * not sure what this would be used for, as the data seems pretty
136 * minimal, but easy enough to keep around.
137 */
138 void
139 dump_spells (void)
140 {
141 archetype *at;
142
143 for (at = first_archetype; at; at = at->next)
144 {
145 if (at->clone.type == SPELL)
146 {
147 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
148 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
149 }
150 }
151 }
152
153 /* pretty basic function - basically just takes
154 * an object, sets the x,y, and calls insert_ob_in_map
155 */
156
157 void
158 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159 {
160
161 if (spob->other_arch != NULL)
162 {
163 object *effect = arch_to_object (spob->other_arch);
164
165 effect->x = x;
166 effect->y = y;
167
168 insert_ob_in_map (effect, map, originator, 0);
169 }
170 }
171
172 /*
173 * This function takes a caster and spell and presents the
174 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod
177 *
178 * caster is person casting hte spell.
179 * spell is the spell object.
180 * Returns modified level.
181 */
182 int
183 min_casting_level (object *caster, object *spell)
184 {
185 int new_level;
186
187 if (caster->path_denied & spell->path_attuned)
188 {
189 /* This case is not a bug, just the fact that this function is
190 * usually called BEFORE checking for path_deny. -AV
191 */
192 #if 0
193 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied " "spell\n", caster->arch->name, caster->name);
194 #endif
195 return 1;
196 }
197 new_level = spell->level
198 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
199 return (new_level < 1) ? 1 : new_level;
200 }
201
202
203 /* This function returns the effective level the spell
204 * is being cast at.
205 * Note that I changed the repelled/attuned bonus to 2 from 5.
206 * This is because the new code compares casting_level against
207 * min_caster_level, so the difference is effectively 4
208 */
209
210 int
211 caster_level (object *caster, object *spell)
212 {
213 int level = caster->level;
214
215 /* If this is a player, try to find the matching skill */
216 if (caster->type == PLAYER && spell->skill)
217 {
218 int i;
219
220 for (i = 0; i < NUM_SKILLS; i++)
221 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
222 {
223 level = caster->contr->last_skill_ob[i]->level;
224 break;
225 }
226 }
227
228 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
229 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
230 {
231 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
232 int sk_level = skill ? skill->level : 1;
233
234 level = MIN (level, sk_level + level / 10 + 1);
235 }
236
237 /* Got valid caster level. Now adjust for attunement */
238 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
239
240 /* Always make this at least 1. If this is zero, we get divide by zero
241 * errors in various places.
242 */
243 if (level < 1)
244 level = 1;
245 return level;
246 }
247
248 /* The following function scales the spellpoint cost of
249 * a spell by it's increased effectiveness. Some of the
250 * lower level spells become incredibly vicious at high
251 * levels. Very cheap mass destruction. This function is
252 * intended to keep the sp cost related to the effectiveness.
253 * op is the player/monster
254 * caster is what is casting the spell, can be op.
255 * spell is the spell object.
256 * Note that it is now possible for a spell to cost both grace and
257 * mana. In that case, we return which ever value is higher.
258 */
259
260 sint16
261 SP_level_spellpoint_cost (object *caster, object *spell, int flags)
262 {
263 int sp, grace, level = caster_level (caster, spell);
264
265 if (settings.spellpoint_level_depend == TRUE)
266 {
267 if (spell->stats.sp && spell->stats.maxsp)
268 {
269 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
270 }
271 else
272 sp = spell->stats.sp;
273
274 sp *= (int) PATH_SP_MULT (caster, spell);
275 if (!sp && spell->stats.sp)
276 sp = 1;
277
278 if (spell->stats.grace && spell->stats.maxgrace)
279 {
280 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
281 }
282 else
283 grace = spell->stats.grace;
284
285 grace *= (int) PATH_SP_MULT (caster, spell);
286 if (spell->stats.grace && !grace)
287 grace = 1;
288 }
289 else
290 {
291 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
292 if (spell->stats.sp && !sp)
293 sp = 1;
294 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
295 if (spell->stats.grace && !grace)
296 grace = 1;
297 }
298 if (flags == SPELL_HIGHEST)
299 return MAX (sp, grace);
300 else if (flags == SPELL_GRACE)
301 return grace;
302 else if (flags == SPELL_MANA)
303 return sp;
304 else
305 {
306 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
307 return 0;
308 }
309 }
310
311
312 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
313 * spob is the spell we are adjusting.
314 */
315 int
316 SP_level_dam_adjust (object *caster, object *spob)
317 {
318 int level = caster_level (caster, spob);
319 int adj = level - min_casting_level (caster, spob);
320
321 if (adj < 0)
322 adj = 0;
323 if (spob->dam_modifier)
324 adj /= spob->dam_modifier;
325 else
326 adj = 0;
327 return adj;
328 }
329
330 /* Adjust the strength of the spell based on level.
331 * This is basically the same as SP_level_dam_adjust above,
332 * but instead looks at the level_modifier value.
333 */
334 int
335 SP_level_duration_adjust (object *caster, object *spob)
336 {
337 int level = caster_level (caster, spob);
338 int adj = level - min_casting_level (caster, spob);
339
340 if (adj < 0)
341 adj = 0;
342 if (spob->duration_modifier)
343 adj /= spob->duration_modifier;
344 else
345 adj = 0;
346
347 return adj;
348 }
349
350 /* Adjust the strength of the spell based on level.
351 * This is basically the same as SP_level_dam_adjust above,
352 * but instead looks at the level_modifier value.
353 */
354 int
355 SP_level_range_adjust (object *caster, object *spob)
356 {
357 int level = caster_level (caster, spob);
358 int adj = level - min_casting_level (caster, spob);
359
360 if (adj < 0)
361 adj = 0;
362 if (spob->range_modifier)
363 adj /= spob->range_modifier;
364 else
365 adj = 0;
366
367 return adj;
368 }
369
370 /* Checks to see if player knows the spell. If the name is the same
371 * as an existing spell, we presume they know it.
372 * returns 1 if they know the spell, 0 if they don't.
373 */
374 object *
375 check_spell_known (object *op, const char *name)
376 {
377 object *spop;
378
379 for (spop = op->inv; spop; spop = spop->below)
380 if (spop->type == SPELL && !strcmp (spop->name, name))
381 return spop;
382
383 return NULL;
384 }
385
386
387 /*
388 * Look at object 'op' and see if they know the spell
389 * spname. This is pretty close to check_spell_known
390 * above, but it uses a looser matching mechanism.
391 * returns the matching spell object, or NULL.
392 * If we match multiple spells but don't get an
393 * exact match, we also return NULL.
394 */
395
396 object *
397 lookup_spell_by_name (object *op, const char *spname)
398 {
399 object *spob1 = NULL, *spob2 = NULL, *spob;
400 int nummatch = 0;
401
402 if (spname == NULL)
403 return NULL;
404
405 /* Try to find the spell. We store the results in spob1
406 * and spob2 - spob1 is only taking the length of
407 * the past spname, spob2 uses the length of the spell name.
408 */
409 for (spob = op->inv; spob; spob = spob->below)
410 {
411 if (spob->type == SPELL)
412 {
413 if (!strncmp (spob->name, spname, strlen (spname)))
414 {
415 nummatch++;
416 spob1 = spob;
417 }
418 else if (!strncmp (spob->name, spname, strlen (spob->name)))
419 {
420 /* if spells have ambiguous names, it makes matching
421 * really difficult. (eg, fire and fireball would
422 * fall into this category). It shouldn't be hard to
423 * make sure spell names don't overlap in that fashion.
424 */
425 if (spob2)
426 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
427 spob2 = spob;
428 }
429 }
430 }
431 /* if we have best match, return it. Otherwise, if we have one match
432 * on the loser match, return that, otehrwise null
433 */
434 if (spob2)
435 return spob2;
436 if (spob1 && nummatch == 1)
437 return spob1;
438 return NULL;
439 }
440
441 /* reflwall - decides weither the (spell-)object sp_op will
442 * be reflected from the given mapsquare. Returns 1 if true.
443 * (Note that for living creatures there is a small chance that
444 * reflect_spell fails.)
445 * Caller should be sure it passes us valid map coordinates
446 * eg, updated for tiled maps.
447 */
448 int
449 reflwall (maptile *m, int x, int y, object *sp_op)
450 {
451 object *op;
452
453 if (OUT_OF_REAL_MAP (m, x, y))
454 return 0;
455 for (op = get_map_ob (m, x, y); op != NULL; op = op->above)
456 if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) ||
457 sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
458 return 1;
459
460 return 0;
461 }
462
463 /* cast_create_object: creates object new_op in direction dir
464 * or if that is blocked, beneath the player (op).
465 * we pass 'caster', but don't use it for anything.
466 * This is really just a simple wrapper function .
467 * returns the direction that the object was actually placed
468 * in.
469 */
470 int
471 cast_create_obj (object *op, object *caster, object *new_op, int dir)
472 {
473 maptile *m;
474 sint16 sx, sy;
475
476 if (dir &&
477 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
478 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
479 {
480 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
481 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
482 dir = 0;
483 }
484 new_op->x = op->x + freearr_x[dir];
485 new_op->y = op->y + freearr_y[dir];
486 if (dir == 0)
487 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR);
488 else
489 insert_ob_in_map (new_op, op->map, op, 0);
490 return dir;
491 }
492
493 /* Returns true if it is ok to put spell *op on the space/may provided.
494 * immune_stop is basically the attacktype of the spell (why
495 * passed as a different value, not sure of). If immune_stop
496 * has the AT_MAGIC bit set, and there is a counterwall
497 * on the space, the object doesn't get placed. if immune stop
498 * does not have AT_MAGIC, then counterwalls do not effect the spell.
499 *
500 */
501
502 int
503 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
504 {
505 object *tmp;
506 int mflags;
507 maptile *mp;
508
509 mp = m;
510 mflags = get_map_flags (m, &mp, x, y, &x, &y);
511
512 if (mflags & P_OUT_OF_MAP)
513 return 0;
514
515 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y)))
516 return 0;
517
518 for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above)
519 {
520 /* If there is a counterspell on the space, and this
521 * object is using magic, don't progress. I believe we could
522 * leave this out and let in progress, and other areas of the code
523 * will then remove it, but that would seem to to use more
524 * resources, and may not work as well if a player is standing
525 * on top of a counterwall spell (may hit the player before being
526 * removed.) On the other hand, it may be more dramatic for the
527 * spell to actually hit the counterwall and be sucked up.
528 */
529 if ((tmp->attacktype & AT_COUNTERSPELL) &&
530 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) &&
531 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC))
532 return 0;
533
534 /* This is to prevent 'out of control' spells. Basically, this
535 * limits one spell effect per space per spell. This is definately
536 * needed for performance reasons, and just for playability I believe.
537 * there are no such things as multispaced spells right now, so
538 * we don't need to worry about the head.
539 */
540 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
541 return 0;
542
543 /*
544 * Combine similar spell effects into one spell effect. Needed for
545 * performance reasons with meteor swarm and the like, but also for
546 * playability reasons.
547 */
548 if (tmp->arch == op->arch
549 && tmp->type == op->type
550 && tmp->subtype == op->subtype
551 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
552 {
553 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
554 tmp->range = MAX (tmp->range, op->range);
555 tmp->duration = MAX (tmp->duration, op->duration);
556 return 0;
557 }
558
559 /* Perhaps we should also put checks in for no magic and unholy
560 * ground to prevent it from moving along?
561 */
562 }
563 /* If it passes the above tests, it must be OK */
564 return 1;
565 }
566
567 /* fire_arch_from_position: fires an archetype.
568 * op: person firing the object.
569 * caster: object casting the spell.
570 * x, y: where to fire the spell (note, it then uses op->map for the map
571 * for these coordinates, which is probably a really bad idea.
572 * dir: direction to fire in.
573 * spell: spell that is being fired. It uses other_arch for the archetype
574 * to fire.
575 * returns 0 on failure, 1 on success.
576 */
577
578 int
579 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
580 {
581 object *tmp;
582 int mflags;
583 maptile *m;
584
585 if (spell->other_arch == NULL)
586 return 0;
587
588 m = op->map;
589 mflags = get_map_flags (m, &m, x, y, &x, &y);
590 if (mflags & P_OUT_OF_MAP)
591 {
592 return 0;
593 }
594
595 tmp = arch_to_object (spell->other_arch);
596
597 if (tmp == NULL)
598 return 0;
599
600 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
601 {
602 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
603 free_object (tmp);
604 return 0;
605 }
606
607
608
609 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
610 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
611 /* code in time.c uses food for some things, duration for others */
612 tmp->stats.food = tmp->duration;
613 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
614 tmp->attacktype = spell->attacktype;
615 tmp->x = x;
616 tmp->y = y;
617 tmp->direction = dir;
618 if (get_owner (op) != NULL)
619 copy_owner (tmp, op);
620 else
621 set_owner (tmp, op);
622 tmp->level = caster_level (caster, spell);
623 set_spell_skill (op, caster, spell, tmp);
624
625 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
626 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
627 {
628 if (!tailor_god_spell (tmp, op))
629 return 0;
630 }
631 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
632 SET_ANIMATION (tmp, dir);
633
634 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL)
635 return 1;
636
637 move_spell_effect (tmp);
638
639 return 1;
640 }
641
642
643
644 /*****************************************************************************
645 *
646 * Code related to rods - perhaps better located in another file?
647 *
648 ****************************************************************************/
649
650 void
651 regenerate_rod (object *rod)
652 {
653 if (rod->stats.hp < rod->stats.maxhp)
654 {
655 rod->stats.hp += 1 + rod->stats.maxhp / 10;
656
657 if (rod->stats.hp > rod->stats.maxhp)
658 rod->stats.hp = rod->stats.maxhp;
659 }
660 }
661
662
663 void
664 drain_rod_charge (object *rod)
665 {
666 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
667 }
668
669
670
671
672 /* this function is commonly used to find a friendly target for
673 * spells such as heal or protection or armour
674 * op is what is looking for the target (which can be a player),
675 * dir is the direction we are looking in. Return object found, or
676 * NULL if no good object.
677 */
678
679 object *
680 find_target_for_friendly_spell (object *op, int dir)
681 {
682 object *tmp;
683 maptile *m;
684 sint16 x, y;
685 int mflags;
686
687 /* I don't really get this block - if op isn't a player or rune,
688 * we then make the owner of this object the target.
689 * The owner could very well be no where near op.
690 */
691 if (op->type != PLAYER && op->type != RUNE)
692 {
693 tmp = get_owner (op);
694 /* If the owner does not exist, or is not a monster, than apply the spell
695 * to the caster.
696 */
697 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
698 tmp = op;
699 }
700 else
701 {
702 m = op->map;
703 x = op->x + freearr_x[dir];
704 y = op->y + freearr_y[dir];
705
706 mflags = get_map_flags (m, &m, x, y, &x, &y);
707
708 if (mflags & P_OUT_OF_MAP)
709 tmp = NULL;
710 else
711 {
712 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
713 if (tmp->type == PLAYER)
714 break;
715 }
716 }
717 /* didn't find a player there, look in current square for a player */
718 if (tmp == NULL)
719 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
720 {
721 if (tmp->type == PLAYER)
722 break;
723 }
724
725 return tmp;
726 }
727
728
729
730 /* raytrace:
731 * spell_find_dir(map, x, y, exclude) will search first the center square
732 * then some close squares in the given map at the given coordinates for
733 * live objects.
734 * It will not consider the object given as exclude (= caster) among possible
735 * live objects. If the caster is a player, the spell will go after
736 * monsters/generators only. If not, the spell will hunt players only.
737 * It returns the direction toward the first/closest live object if it finds
738 * any, otherwise -1.
739 * note that exclude can be NULL, in which case all bets are off.
740 */
741
742 int
743 spell_find_dir (maptile *m, int x, int y, object *exclude)
744 {
745 int i, max = SIZEOFFREE;
746 sint16 nx, ny;
747 int owner_type = 0, mflags;
748 object *tmp;
749 maptile *mp;
750
751 if (exclude && exclude->head)
752 exclude = exclude->head;
753 if (exclude && exclude->type)
754 owner_type = exclude->type;
755
756 for (i = rndm (1, 8); i < max; i++)
757 {
758 nx = x + freearr_x[i];
759 ny = y + freearr_y[i];
760 mp = m;
761 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
762 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
763 continue;
764
765 tmp = get_map_ob (mp, nx, ny);
766
767 while (tmp != NULL && (((owner_type == PLAYER &&
768 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
769 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
770 tmp = tmp->above;
771
772 if (tmp != NULL && can_see_monsterP (m, x, y, i))
773 return freedir[i];
774 }
775 return -1; /* flag for "keep going the way you were" */
776 }
777
778
779
780 /* put_a_monster: puts a monster named monstername near by
781 * op. This creates the treasures for the monsters, and
782 * also deals with multipart monsters properly.
783 */
784
785 void
786 put_a_monster (object *op, const char *monstername)
787 {
788 object *tmp, *head = NULL, *prev = NULL;
789 archetype *at;
790 int dir;
791
792 /* Handle cases where we are passed a bogus mosntername */
793
794 if ((at = archetype::find (monstername)) == NULL)
795 return;
796
797 /* find a free square nearby
798 * first we check the closest square for free squares
799 */
800
801 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
802 if (dir != -1)
803 {
804 /* This is basically grabbed for generate monster. Fixed 971225 to
805 * insert multipart monsters properly
806 */
807 while (at != NULL)
808 {
809 tmp = arch_to_object (at);
810 tmp->x = op->x + freearr_x[dir] + at->clone.x;
811 tmp->y = op->y + freearr_y[dir] + at->clone.y;
812 tmp->map = op->map;
813 if (head)
814 {
815 tmp->head = head;
816 prev->more = tmp;
817 }
818 if (!head)
819 head = tmp;
820 prev = tmp;
821 at = at->more;
822 }
823
824 if (head->randomitems)
825 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
826
827 insert_ob_in_map (head, op->map, op, 0);
828
829 /* thought it'd be cool to insert a burnout, too. */
830 tmp = get_archetype ("burnout");
831 tmp->map = op->map;
832 tmp->x = op->x + freearr_x[dir];
833 tmp->y = op->y + freearr_y[dir];
834 insert_ob_in_map (tmp, op->map, op, 0);
835 }
836 }
837
838 /* peterm: function which summons hostile monsters and
839 * places them in nearby squares.
840 * op is the summoner.
841 * n is the number of monsters.
842 * monstername is the name of the monster.
843 * returns the number of monsters, which is basically n.
844 * it should really see how many it successfully replaced and
845 * return that instead.
846 * Note that this is not used by any spells (summon evil monsters
847 * use to call this, but best I can tell, that spell/ability was
848 * never used. This is however used by various failures on the
849 * players part (alchemy, reincarnation, etc)
850 */
851
852 int
853 summon_hostile_monsters (object *op, int n, const char *monstername)
854 {
855 int i;
856
857 for (i = 0; i < n; i++)
858 put_a_monster (op, monstername);
859
860 return n;
861 }
862
863
864 /* Some local definitions for shuffle-attack */
865 struct attacktype_shuffle
866 {
867 int attacktype;
868 int face;
869 } ATTACKS[22] =
870 {
871 {
872 AT_PHYSICAL, 0},
873 {
874 AT_PHYSICAL, 0}, /*face = explosion */
875 {
876 AT_PHYSICAL, 0},
877 {
878 AT_MAGIC, 1},
879 {
880 AT_MAGIC, 1}, /* face = last-burnout */
881 {
882 AT_MAGIC, 1},
883 {
884 AT_FIRE, 2},
885 {
886 AT_FIRE, 2}, /* face = fire.... */
887 {
888 AT_FIRE, 2},
889 {
890 AT_ELECTRICITY, 3},
891 {
892 AT_ELECTRICITY, 3}, /* ball_lightning */
893 {
894 AT_ELECTRICITY, 3},
895 {
896 AT_COLD, 4},
897 {
898 AT_COLD, 4}, /* face=icestorm */
899 {
900 AT_COLD, 4},
901 {
902 AT_CONFUSION, 5},
903 {
904 AT_POISON, 7},
905 {
906 AT_POISON, 7}, /* face = acid sphere. generator */
907 {
908 AT_POISON, 7}, /* poisoncloud face */
909 {
910 AT_SLOW, 8},
911 {
912 AT_PARALYZE, 9},
913 {
914 AT_FEAR, 10}};
915
916
917
918 /* shuffle_attack: peterm
919 * This routine shuffles the attack of op to one of the
920 * ones in the list. It does this at random. It also
921 * chooses a face appropriate to the attack that is
922 * being committed by that square at the moment.
923 * right now it's being used by color spray and create pool of
924 * chaos.
925 * This could really be a better implementation - the
926 * faces and attacktypes above are hardcoded, which is never
927 * good. The faces refer to faces in the animation sequence.
928 * Not sure how to do better - but not having it hardcoded
929 * would be nice.
930 * I also fixed a bug here in that attacktype was |= -
931 * to me, that would be that it would quickly get all
932 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
933 */
934 void
935 shuffle_attack (object *op, int change_face)
936 {
937 int i;
938
939 i = rndm (0, 21);
940
941 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
942
943 if (change_face)
944 {
945 SET_ANIMATION (op, ATTACKS[i].face);
946 }
947 }
948
949
950 /* prayer_failure: This is called when a player fails
951 * at casting a prayer.
952 * op is the player.
953 * failure is basically how much grace they had.
954 * power is how much grace the spell would normally take to cast.
955 */
956
957 void
958 prayer_failure (object *op, int failure, int power)
959 {
960 const char *godname;
961 object *tmp;
962
963 if (!strcmp ((godname = determine_god (op)), "none"))
964 godname = "Your spirit";
965
966 if (failure <= -20 && failure > -40) /* wonder */
967 {
968 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
969 tmp = get_archetype (SPELL_WONDER);
970 cast_cone (op, op, 0, tmp);
971 free_object (tmp);
972 }
973
974 else if (failure <= -40 && failure > -60) /* confusion */
975 {
976 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
977 confuse_player (op, op, 99);
978 }
979 else if (failure <= -60 && failure > -150) /* paralysis */
980 {
981 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
982 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
983 paralyze_player (op, op, 99);
984 }
985 else if (failure <= -150) /* blast the immediate area */
986 {
987 tmp = get_archetype (GOD_POWER);
988 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
989 cast_magic_storm (op, tmp, power);
990 }
991 }
992
993 /*
994 * spell_failure() handles the various effects for differing degrees
995 * of failure badness.
996 * op is the player that failed.
997 * failure is a random value of how badly you failed.
998 * power is how many spellpoints you'd normally need for the spell.
999 * skill is the skill you'd need to cast the spell.
1000 */
1001
1002 void
1003 spell_failure (object *op, int failure, int power, object *skill)
1004 {
1005 object *tmp;
1006
1007 if (settings.spell_failure_effects == FALSE)
1008 return;
1009
1010 if (failure <= -20 && failure > -40) /* wonder */
1011 {
1012 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
1013 tmp = get_archetype (SPELL_WONDER);
1014 cast_cone (op, op, 0, tmp);
1015 free_object (tmp);
1016 }
1017
1018 else if (failure <= -40 && failure > -60) /* confusion */
1019 {
1020 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
1021 confuse_player (op, op, 99);
1022 }
1023 else if (failure <= -60 && failure > -80) /* paralysis */
1024 {
1025 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
1026 paralyze_player (op, op, 99);
1027 }
1028 else if (failure <= -80) /* blast the immediate area */
1029 {
1030 object *tmp;
1031
1032 /* Safety check to make sure we don't get any mana storms in scorn */
1033 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
1034 {
1035 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
1036 hit_player (op, 9998, op, AT_INTERNAL, 1);
1037
1038 }
1039 else
1040 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1042 tmp = get_archetype (LOOSE_MANA);
1043 tmp->level = skill->level;
1044 tmp->x = op->x;
1045 tmp->y = op->y;
1046
1047 /* increase the area of destruction a little for more powerful spells */
1048 tmp->range += isqrt (power);
1049
1050 if (power > 25)
1051 tmp->stats.dam = 25 + isqrt (power);
1052 else
1053 tmp->stats.dam = power; /* nasty recoils! */
1054
1055 tmp->stats.maxhp = tmp->count;
1056 insert_ob_in_map (tmp, op->map, NULL, 0);
1057 }
1058 }
1059 }
1060
1061 int
1062 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1063 {
1064 int success;
1065 player *pl;
1066 object *spell;
1067
1068 if (!spell_ob->other_arch)
1069 {
1070 LOG (llevError, "cast_party_spell: empty other arch\n");
1071 return 0;
1072 }
1073 spell = arch_to_object (spell_ob->other_arch);
1074
1075 /* Always cast spell on caster */
1076 success = cast_spell (op, caster, dir, spell, stringarg);
1077
1078 if (caster->contr->party == NULL)
1079 {
1080 remove_ob (spell);
1081 return success;
1082 }
1083 for (pl = first_player; pl != NULL; pl = pl->next)
1084 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1085 {
1086 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1087 }
1088 remove_ob (spell);
1089 return success;
1090 }
1091
1092 /* This is where the main dispatch when someone casts a spell.
1093 *
1094 * op is the creature that is owner of the object that is casting the spell -
1095 * eg, the player or monster.
1096 * caster is the actual object (wand, potion) casting the spell. can be
1097 * same as op.
1098 * dir is the direction to cast in. Note in some cases, if the spell
1099 * is self only, dir really doesn't make a difference.
1100 * spell_ob is the spell object that is being cast. From that,
1101 * we can determine what to do.
1102 * stringarg is any options that are being used. It can be NULL. Almost
1103 * certainly, only players will set it. It is basically used as optional
1104 * parameters to a spell (eg, item to create, information for marking runes,
1105 * etc.
1106 * returns 1 on successful cast, or 0 on error. These values should really
1107 * be swapped, so that 0 is successful, and non zero is failure, with a code
1108 * of what it failed.
1109 *
1110 * Note that this function is really a dispatch routine that calls other
1111 * functions - it just blindly returns what ever value those functions
1112 * return. So if your writing a new function that is called from this,
1113 * it shoudl also return 1 on success, 0 on failure.
1114 *
1115 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1116 * this function will decrease the mana/grace appropriately. For other
1117 * objects, the caller should do what it considers appropriate.
1118 */
1119
1120 int
1121 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1122 {
1123 const char *godname;
1124 int success = 0, mflags, cast_level = 0, old_shoottype;
1125 object *skill = NULL;
1126
1127 old_shoottype = op->contr ? op->contr->shoottype : 0;
1128
1129 if (!spell_ob)
1130 {
1131 LOG (llevError, "cast_spell: null spell object passed\n");
1132 return 0;
1133 }
1134
1135 if (!strcmp ((godname = determine_god (op)), "none"))
1136 godname = "A random spirit";
1137
1138 /* the caller should set caster to op if appropriate */
1139 if (!caster)
1140 {
1141 LOG (llevError, "cast_spell: null caster object passed\n");
1142 return 0;
1143 }
1144
1145 /* if caster is a spell casting object, this normally shouldn't be
1146 * an issue, because they don't have any spellpaths set up.
1147 */
1148 if (caster->path_denied & spell_ob->path_attuned)
1149 {
1150 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1151 return 0;
1152 }
1153
1154 /* if it is a player casting the spell, and they are really casting it
1155 * (vs it coming from a wand, scroll, or whatever else), do some
1156 * checks. We let monsters do special things - eg, they
1157 * don't need the skill, bypass level checks, etc. The monster function
1158 * should take care of that.
1159 * Remove the wiz check here and move it further down - some spells
1160 * need to have the right skill pointer passed, so we need to
1161 * at least process that code.
1162 */
1163 if (op->type == PLAYER && op == caster)
1164 {
1165 cast_level = caster_level (caster, spell_ob);
1166 if (spell_ob->skill)
1167 {
1168 skill = find_skill_by_name (op, spell_ob->skill);
1169 if (!skill)
1170 {
1171 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1172 return 0;
1173 }
1174 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1175 {
1176 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1177 return 0;
1178 }
1179 }
1180 /* If the caster is the wiz, they don't ever fail, and don't have
1181 * to have sufficient grace/mana.
1182 */
1183 if (!QUERY_FLAG (op, FLAG_WIZ))
1184 {
1185 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1186 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1187 {
1188 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1189 return 0;
1190 }
1191 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1192 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1193 {
1194 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1195 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1196 {
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1198 }
1199 else
1200 {
1201 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1203 return 0;
1204 }
1205 }
1206
1207 /* player/monster is trying to cast the spell. might fumble it */
1208 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1209 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1210 {
1211 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1212 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1213 if (settings.casting_time == TRUE)
1214 {
1215 op->casting_time = -1;
1216 }
1217 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1218 return 0;
1219 }
1220 else if (spell_ob->stats.sp)
1221 {
1222 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1223
1224 if (failure < 0)
1225 {
1226 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1227 if (settings.spell_failure_effects == TRUE)
1228 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1229 op->contr->shoottype = (rangetype) old_shoottype;
1230 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1231 return 0;
1232 }
1233 }
1234 }
1235 }
1236
1237 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1238
1239 /* See if we can cast a spell here. If the caster and op are
1240 * not alive, then this would mean that the mapmaker put the
1241 * objects on the space - presume that they know what they are
1242 * doing.
1243 */
1244
1245 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1246 {
1247 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1248 return 0;
1249 }
1250
1251 if ((spell_ob->type == SPELL)
1252 && (caster->type != POTION)
1253 && !QUERY_FLAG (op, FLAG_WIZCAST)
1254 && (QUERY_FLAG (caster, FLAG_ALIVE)
1255 || QUERY_FLAG (op, FLAG_ALIVE))
1256 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1257 {
1258 if (op->type != PLAYER)
1259 return 0;
1260
1261 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1262 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1263 else
1264 switch (op->contr->shoottype)
1265 {
1266 case range_magic:
1267 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1268 break;
1269 case range_misc:
1270 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1271 break;
1272 case range_golem:
1273 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1274 break;
1275 default:
1276 break;
1277 }
1278 return 0;
1279 }
1280
1281 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1282 {
1283 if (op->casting_time == -1)
1284 { /* begin the casting */
1285 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1286 op->spell = spell_ob;
1287 /* put the stringarg into the object struct so that when the
1288 * spell is actually cast, it knows about the stringarg.
1289 * necessary for the invoke command spells.
1290 */
1291 if (stringarg)
1292 {
1293 op->spellarg = strdup_local (stringarg);
1294 }
1295 else
1296 op->spellarg = NULL;
1297 return 0;
1298 }
1299 else if (op->casting_time != 0)
1300 {
1301 if (op->type == PLAYER)
1302 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1303 return 0;
1304 }
1305 else
1306 { /* casting_time == 0 */
1307 op->casting_time = -1;
1308 spell_ob = op->spell;
1309 stringarg = op->spellarg;
1310 }
1311 }
1312 else
1313 {
1314 /* Take into account how long it takes to cast the spell.
1315 * if the player is casting it, then we use the time in
1316 * the spell object. If it is a spell object, have it
1317 * take two ticks. Things that cast spells on the players
1318 * behalf (eg, altars, and whatever else) shouldn't cost
1319 * the player any time.
1320 * Ignore casting time for firewalls
1321 */
1322 if (caster == op && caster->type != FIREWALL)
1323 {
1324 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1325 /* Other portions of the code may also decrement the speed of the player, so
1326 * put a lower limit so that the player isn't stuck here too long
1327 */
1328 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1329 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1330 }
1331 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1332 {
1333 op->speed_left -= 2 * FABS (op->speed);
1334 }
1335 }
1336
1337 if (op->type == PLAYER && op == caster)
1338 {
1339 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1340 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1341 }
1342
1343 /* We want to try to find the skill to properly credit exp.
1344 * for spell casting objects, the exp goes to the skill the casting
1345 * object requires.
1346 */
1347 if (op != caster && !skill && caster->skill)
1348 {
1349 skill = find_skill_by_name (op, caster->skill);
1350 if (!skill)
1351 {
1352 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1353 return 0;
1354 }
1355 change_skill (op, skill, 0); /* needed for proper exp credit */
1356 }
1357
1358 switch (spell_ob->subtype)
1359 {
1360 /* The order of case statements is same as the order they show up
1361 * in in spells.h.
1362 */
1363 case SP_RAISE_DEAD:
1364 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1365 break;
1366
1367 case SP_RUNE:
1368 success = write_rune (op, caster, spell_ob, dir, stringarg);
1369 break;
1370
1371 case SP_MAKE_MARK:
1372 success = write_mark (op, spell_ob, stringarg);
1373 break;
1374
1375 case SP_BOLT:
1376 success = fire_bolt (op, caster, dir, spell_ob, skill);
1377 break;
1378
1379 case SP_BULLET:
1380 success = fire_bullet (op, caster, dir, spell_ob);
1381 break;
1382
1383 case SP_CONE:
1384 success = cast_cone (op, caster, dir, spell_ob);
1385 break;
1386
1387 case SP_BOMB:
1388 success = create_bomb (op, caster, dir, spell_ob);
1389 break;
1390
1391 case SP_WONDER:
1392 success = cast_wonder (op, caster, dir, spell_ob);
1393 break;
1394
1395 case SP_SMITE:
1396 success = cast_smite_spell (op, caster, dir, spell_ob);
1397 break;
1398
1399 case SP_MAGIC_MISSILE:
1400 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1401 break;
1402
1403 case SP_SUMMON_GOLEM:
1404 success = summon_golem (op, caster, dir, spell_ob);
1405 old_shoottype = range_golem;
1406 break;
1407
1408 case SP_DIMENSION_DOOR:
1409 /* dimension door needs the actual caster, because that is what is
1410 * moved.
1411 */
1412 success = dimension_door (op, caster, spell_ob, dir);
1413 break;
1414
1415 case SP_MAGIC_MAPPING:
1416 if (op->type == PLAYER)
1417 {
1418 spell_effect (spell_ob, op->x, op->y, op->map, op);
1419 draw_magic_map (op);
1420 success = 1;
1421 }
1422 else
1423 success = 0;
1424 break;
1425
1426 case SP_MAGIC_WALL:
1427 success = magic_wall (op, caster, dir, spell_ob);
1428 break;
1429
1430 case SP_DESTRUCTION:
1431 success = cast_destruction (op, caster, spell_ob);
1432 break;
1433
1434 case SP_PERCEIVE_SELF:
1435 success = perceive_self (op);
1436 break;
1437
1438 case SP_WORD_OF_RECALL:
1439 success = cast_word_of_recall (op, caster, spell_ob);
1440 break;
1441
1442 case SP_INVISIBLE:
1443 success = cast_invisible (op, caster, spell_ob);
1444 break;
1445
1446 case SP_PROBE:
1447 success = probe (op, caster, spell_ob, dir);
1448 break;
1449
1450 case SP_HEALING:
1451 success = cast_heal (op, caster, spell_ob, dir);
1452 break;
1453
1454 case SP_CREATE_FOOD:
1455 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1456 break;
1457
1458 case SP_EARTH_TO_DUST:
1459 success = cast_earth_to_dust (op, caster, spell_ob);
1460 break;
1461
1462 case SP_CHANGE_ABILITY:
1463 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1464 break;
1465
1466 case SP_BLESS:
1467 success = cast_bless (op, caster, spell_ob, dir);
1468 break;
1469
1470 case SP_CURSE:
1471 success = cast_curse (op, caster, spell_ob, dir);
1472 break;
1473
1474 case SP_SUMMON_MONSTER:
1475 success = summon_object (op, caster, spell_ob, dir, stringarg);
1476 break;
1477
1478 case SP_CHARGING:
1479 success = recharge (op, caster, spell_ob);
1480 break;
1481
1482 case SP_POLYMORPH:
1483 #ifdef NO_POLYMORPH
1484 /* Not great, but at least provide feedback so if players do have
1485 * polymorph (ie, find it as a preset item or left over from before
1486 * it was disabled), they get some feedback.
1487 */
1488 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1489 success = 0;
1490 #else
1491 success = cast_polymorph (op, caster, spell_ob, dir);
1492 #endif
1493 break;
1494
1495 case SP_ALCHEMY:
1496 success = alchemy (op, caster, spell_ob);
1497 break;
1498
1499 case SP_REMOVE_CURSE:
1500 success = remove_curse (op, caster, spell_ob);
1501 break;
1502
1503 case SP_IDENTIFY:
1504 success = cast_identify (op, caster, spell_ob);
1505 break;
1506
1507 case SP_DETECTION:
1508 success = cast_detection (op, caster, spell_ob, skill);
1509 break;
1510
1511 case SP_MOOD_CHANGE:
1512 success = mood_change (op, caster, spell_ob);
1513 break;
1514
1515 case SP_MOVING_BALL:
1516 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1517 {
1518 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1519 success = 0;
1520 }
1521 else
1522 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1523 break;
1524
1525 case SP_SWARM:
1526 success = fire_swarm (op, caster, spell_ob, dir);
1527 break;
1528
1529 case SP_CHANGE_MANA:
1530 success = cast_transfer (op, caster, spell_ob, dir);
1531 break;
1532
1533 case SP_DISPEL_RUNE:
1534 /* in rune.c */
1535 success = dispel_rune (op, caster, spell_ob, skill, dir);
1536 break;
1537
1538 case SP_CREATE_MISSILE:
1539 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1540 break;
1541
1542 case SP_CONSECRATE:
1543 success = cast_consecrate (op, caster, spell_ob);
1544 break;
1545
1546 case SP_ANIMATE_WEAPON:
1547 success = animate_weapon (op, caster, spell_ob, dir);
1548 old_shoottype = range_golem;
1549 break;
1550
1551 case SP_LIGHT:
1552 success = cast_light (op, caster, spell_ob, dir);
1553 break;
1554
1555 case SP_CHANGE_MAP_LIGHT:
1556 success = cast_change_map_lightlevel (op, caster, spell_ob);
1557 break;
1558
1559 case SP_FAERY_FIRE:
1560 success = cast_destruction (op, caster, spell_ob);
1561 break;
1562
1563 case SP_CAUSE_DISEASE:
1564 success = cast_cause_disease (op, caster, spell_ob, dir);
1565 break;
1566
1567 case SP_AURA:
1568 success = create_aura (op, caster, spell_ob);
1569 break;
1570
1571 case SP_TOWN_PORTAL:
1572 success = cast_create_town_portal (op, caster, spell_ob, dir);
1573 break;
1574
1575 case SP_PARTY_SPELL:
1576 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1577 break;
1578
1579 default:
1580 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1581 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1582 }
1583
1584 /* FIXME - we need some better sound suppport */
1585 // yes, for example, augment map info with the spell effect
1586 // so clients can calculate the sounds themselves
1587 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1588
1589 /* free the spell arg */
1590 if (settings.casting_time == TRUE && stringarg)
1591 {
1592 free (stringarg);
1593 stringarg = NULL;
1594 }
1595 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1596 * to something like use_magic_item, but you really want to be able to fire
1597 * it again.
1598 */
1599 if (op->contr)
1600 op->contr->shoottype = (rangetype) old_shoottype;
1601
1602 return success;
1603 }
1604
1605
1606 /* This is called from time.c/process_object(). That function
1607 * calls this for any SPELL_EFFECT type objects. This function
1608 * then dispatches them to the appropriate specific routines.
1609 */
1610 void
1611 move_spell_effect (object *op)
1612 {
1613 switch (op->subtype)
1614 {
1615 case SP_BOLT:
1616 move_bolt (op);
1617 break;
1618
1619 case SP_BULLET:
1620 move_bullet (op);
1621 break;
1622
1623 case SP_EXPLOSION:
1624 explosion (op);
1625 break;
1626
1627 case SP_CONE:
1628 move_cone (op);
1629 break;
1630
1631 case SP_BOMB:
1632 animate_bomb (op);
1633 break;
1634
1635 case SP_MAGIC_MISSILE:
1636 move_missile (op);
1637 break;
1638
1639 case SP_WORD_OF_RECALL:
1640 execute_word_of_recall (op);
1641 break;
1642
1643 case SP_MOVING_BALL:
1644 move_ball_spell (op);
1645 break;
1646
1647 case SP_SWARM:
1648 move_swarm_spell (op);
1649 break;
1650
1651 case SP_AURA:
1652 move_aura (op);
1653 break;
1654 }
1655 }
1656
1657 /* this checks to see if something special should happen if
1658 * something runs into the object.
1659 */
1660 void
1661 check_spell_effect (object *op)
1662 {
1663 switch (op->subtype)
1664 {
1665 case SP_BOLT:
1666 move_bolt (op);
1667 return;
1668
1669 case SP_BULLET:
1670 check_bullet (op);
1671 return;
1672 }
1673 }
1674
1675 /* This is called by move_apply. Basically, if someone
1676 * moves onto a spell effect and the walk_on or fly_on flags
1677 * are set, this is called. This should only be called for
1678 * objects of the appropraite type.
1679 */
1680 void
1681 apply_spell_effect (object *spell, object *victim)
1682 {
1683 switch (spell->subtype)
1684 {
1685 case SP_CONE:
1686 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1687 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1688 break;
1689
1690 case SP_MAGIC_MISSILE:
1691 if (QUERY_FLAG (victim, FLAG_ALIVE))
1692 {
1693 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1694
1695 if (!spell->destroyed ())
1696 {
1697 remove_ob (spell);
1698 free_object (spell);
1699 }
1700 }
1701 break;
1702
1703 case SP_MOVING_BALL:
1704 if (QUERY_FLAG (victim, FLAG_ALIVE))
1705 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1706 else if (victim->material || victim->materialname)
1707 save_throw_object (victim, spell->attacktype, spell);
1708 break;
1709 }
1710 }