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Revision: 1.25
Committed: Wed Dec 20 11:20:50 2006 UTC (17 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.24: +0 -2 lines
Log Message:
removed QUEST and LIGHTNING types.

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