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Revision: 1.23
Committed: Wed Dec 20 02:15:49 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.22: +5 -2 lines
Log Message:
documented CLOCK and LIGHTNING, FLAG_REFLECTING and FLAG_REFL_SPELL.
and discovered that LIGHTNING is mostly unused, most spells use subtypes to
indicate bolt spells (the actual lightnings are not of type LIGHTNING).

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