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Revision: 1.19
Committed: Tue Dec 12 20:53:03 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +7 -7 lines
Log Message:
replace some function- by method-calls

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