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Revision: 1.35
Committed: Thu Jan 18 22:20:00 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.34: +3 -3 lines
Log Message:
RANDOM was broken due to signedness issues, also rewrote random_roll, no longer uses luck, but should

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25
26 #include <global.h>
27 #include <spells.h>
28 #include <object.h>
29 #include <errno.h>
30 #include <sproto.h>
31 #include <sounds.h>
32
33 extern char *spell_mapping[];
34
35 /* This returns a random spell from 'ob'. If skill is set, then
36 * the spell must be of this skill, it can be NULL in which case all
37 * matching spells are used.
38 */
39 object *
40 find_random_spell_in_ob (object *ob, const char *skill)
41 {
42 int k = 0, s;
43 object *tmp;
44
45 for (tmp = ob->inv; tmp; tmp = tmp->below)
46 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
47 k++;
48
49 /* No spells, no need to progess further */
50 if (!k)
51 return NULL;
52
53 s = RANDOM () % k;
54
55 for (tmp = ob->inv; tmp; tmp = tmp->below)
56 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
57 {
58 if (!s)
59 return tmp;
60 else
61 s--;
62 }
63 /* Should never get here, but just in case */
64 return NULL;
65 }
66
67 /* Relatively simple function that gets used a lot.
68 * Basically, it sets up the skill pointer for the spell being
69 * cast. If op is really casting the spell, then the skill
70 * is whatever skill the spell requires.
71 * if instead caster (rod, horn, wand, etc) is casting the skill,
72 * then they get exp for the skill that you need to use for
73 * that object (use magic device).
74 */
75 void
76 set_spell_skill (object *op, object *caster, object *spob, object *dest)
77 {
78 if (caster == op && spob->skill)
79 dest->skill = spob->skill;
80 else
81 dest->skill = caster->skill;
82 }
83
84 /* init_spells: This should really be called check_spells, as that
85 * is what it does. It goes through the spells looking for any
86 * obvious errors. This was most useful in debugging when re-doing
87 * all the spells to catch simple errors. To use it all the time
88 * will result in it spitting out messages that aren't really errors.
89 */
90 void
91 init_spells (void)
92 {
93 #ifdef SPELL_DEBUG
94 static int init_spells_done = 0;
95 int i;
96 archetype *at;
97
98 if (init_spells_done)
99 return;
100 LOG (llevDebug, "Checking spells...\n");
101
102 for (at = first_archetype; at; at = at->next)
103 {
104 if (at->clone.type == SPELL)
105 {
106 if (at->clone.skill)
107 {
108 for (i = 1; i < NUM_SKILLS; i++)
109 if (!strcmp (skill_names[i], at->clone.skill))
110 break;
111 if (i == NUM_SKILLS)
112 {
113 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
114 }
115 }
116 /* other_arch is already checked for in the loader */
117 }
118 }
119
120 i = 0;
121 while (spell_mapping[i])
122 {
123 if (!archetype::find (spell_mapping[i]))
124 {
125 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
126 }
127 i++;
128 }
129 LOG (llevDebug, "Checking spells completed.\n");
130 #endif
131 }
132
133 /* Dumps all the spells - now also dumps skill associated with the spell.
134 * not sure what this would be used for, as the data seems pretty
135 * minimal, but easy enough to keep around.
136 */
137 void
138 dump_spells (void)
139 {
140 archetype *at;
141
142 for (at = first_archetype; at; at = at->next)
143 {
144 if (at->clone.type == SPELL)
145 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
147 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
148 }
149 }
150 }
151
152 /* pretty basic function - basically just takes
153 * an object, sets the x,y, and calls insert_ob_in_map
154 */
155 void
156 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
157 {
158 if (spob->other_arch)
159 map->insert (arch_to_object (spob->other_arch), x, y, originator);
160 }
161
162 /*
163 * This function takes a caster and spell and presents the
164 * effective level the caster needs to be to cast the spell.
165 * basically, it just adjusts the spell->level with attuned/repelled
166 * spellpaths. Was called path_level_mod.
167 *
168 * caster is person casting the spell.
169 * spell is the spell object.
170 * Returns modified level.
171 */
172 int
173 min_casting_level (object *caster, object *spell)
174 {
175 int new_level;
176
177 if (caster->path_denied & spell->path_attuned)
178 return 1;
179
180 new_level = spell->level
181 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
182 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
183
184 return max (1, new_level);
185 }
186
187 /* This function returns the effective level the spell
188 * is being cast at.
189 * Note that I changed the repelled/attuned bonus to 2 from 5.
190 * This is because the new code compares casting_level against
191 * min_caster_level, so the difference is effectively 4
192 */
193
194 int
195 caster_level (object *caster, object *spell)
196 {
197 int level = caster->level;
198
199 /* If this is a player, try to find the matching skill */
200 if (caster->type == PLAYER && spell->skill)
201 for (int i = 0; i < NUM_SKILLS; i++)
202 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
203 {
204 level = caster->contr->last_skill_ob[i]->level;
205 break;
206 }
207
208 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
209 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
210 {
211 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
212 int sk_level = skill ? skill->level : 1;
213
214 level = MIN (level, sk_level + level / 10 + 1);
215 }
216
217 /* Got valid caster level. Now adjust for attunement */
218 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
219
220 /* Always make this at least 1. If this is zero, we get divide by zero
221 * errors in various places.
222 */
223 if (level < 1)
224 level = 1;
225
226 return level;
227 }
228
229 /* The following function scales the spellpoint cost of
230 * a spell by it's increased effectiveness. Some of the
231 * lower level spells become incredibly vicious at high
232 * levels. Very cheap mass destruction. This function is
233 * intended to keep the sp cost related to the effectiveness.
234 * op is the player/monster
235 * caster is what is casting the spell, can be op.
236 * spell is the spell object.
237 * Note that it is now possible for a spell to cost both grace and
238 * mana. In that case, we return which ever value is higher.
239 */
240
241 sint16
242 SP_level_spellpoint_cost (object *caster, object *spell, int flags)
243 {
244 int sp, grace, level = caster_level (caster, spell);
245
246 if (settings.spellpoint_level_depend == TRUE)
247 {
248 if (spell->stats.sp && spell->stats.maxsp)
249 {
250 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
251 }
252 else
253 sp = spell->stats.sp;
254
255 sp *= (int) PATH_SP_MULT (caster, spell);
256 if (!sp && spell->stats.sp)
257 sp = 1;
258
259 if (spell->stats.grace && spell->stats.maxgrace)
260 {
261 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
262 }
263 else
264 grace = spell->stats.grace;
265
266 grace *= (int) PATH_SP_MULT (caster, spell);
267 if (spell->stats.grace && !grace)
268 grace = 1;
269 }
270 else
271 {
272 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
273 if (spell->stats.sp && !sp)
274 sp = 1;
275 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
276 if (spell->stats.grace && !grace)
277 grace = 1;
278 }
279 if (flags == SPELL_HIGHEST)
280 return MAX (sp, grace);
281 else if (flags == SPELL_GRACE)
282 return grace;
283 else if (flags == SPELL_MANA)
284 return sp;
285 else
286 {
287 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
288 return 0;
289 }
290 }
291
292
293 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
294 * spob is the spell we are adjusting.
295 */
296 int
297 SP_level_dam_adjust (object *caster, object *spob)
298 {
299 int level = caster_level (caster, spob);
300 int adj = level - min_casting_level (caster, spob);
301
302 if (adj < 0)
303 adj = 0;
304 if (spob->dam_modifier)
305 adj /= spob->dam_modifier;
306 else
307 adj = 0;
308 return adj;
309 }
310
311 /* Adjust the strength of the spell based on level.
312 * This is basically the same as SP_level_dam_adjust above,
313 * but instead looks at the level_modifier value.
314 */
315 int
316 SP_level_duration_adjust (object *caster, object *spob)
317 {
318 int level = caster_level (caster, spob);
319 int adj = level - min_casting_level (caster, spob);
320
321 if (adj < 0)
322 adj = 0;
323 if (spob->duration_modifier)
324 adj /= spob->duration_modifier;
325 else
326 adj = 0;
327
328 return adj;
329 }
330
331 /* Adjust the strength of the spell based on level.
332 * This is basically the same as SP_level_dam_adjust above,
333 * but instead looks at the level_modifier value.
334 */
335 int
336 SP_level_range_adjust (object *caster, object *spob)
337 {
338 int level = caster_level (caster, spob);
339 int adj = level - min_casting_level (caster, spob);
340
341 if (adj < 0)
342 adj = 0;
343 if (spob->range_modifier)
344 adj /= spob->range_modifier;
345 else
346 adj = 0;
347
348 return adj;
349 }
350
351 /* Checks to see if player knows the spell. If the name is the same
352 * as an existing spell, we presume they know it.
353 * returns 1 if they know the spell, 0 if they don't.
354 */
355 object *
356 check_spell_known (object *op, const char *name)
357 {
358 object *spop;
359
360 for (spop = op->inv; spop; spop = spop->below)
361 if (spop->type == SPELL && !strcmp (spop->name, name))
362 return spop;
363
364 return NULL;
365 }
366
367
368 /*
369 * Look at object 'op' and see if they know the spell
370 * spname. This is pretty close to check_spell_known
371 * above, but it uses a looser matching mechanism.
372 * returns the matching spell object, or NULL.
373 * If we match multiple spells but don't get an
374 * exact match, we also return NULL.
375 */
376
377 object *
378 lookup_spell_by_name (object *op, const char *spname)
379 {
380 object *spob1 = NULL, *spob2 = NULL, *spob;
381 int nummatch = 0;
382
383 if (spname == NULL)
384 return NULL;
385
386 /* Try to find the spell. We store the results in spob1
387 * and spob2 - spob1 is only taking the length of
388 * the past spname, spob2 uses the length of the spell name.
389 */
390 for (spob = op->inv; spob; spob = spob->below)
391 {
392 if (spob->type == SPELL)
393 {
394 if (!strncmp (spob->name, spname, strlen (spname)))
395 {
396 nummatch++;
397 spob1 = spob;
398 }
399 else if (!strncmp (spob->name, spname, strlen (spob->name)))
400 {
401 /* if spells have ambiguous names, it makes matching
402 * really difficult. (eg, fire and fireball would
403 * fall into this category). It shouldn't be hard to
404 * make sure spell names don't overlap in that fashion.
405 */
406 if (spob2)
407 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
408 spob2 = spob;
409 }
410 }
411 }
412 /* if we have best match, return it. Otherwise, if we have one match
413 * on the loser match, return that, otehrwise null
414 */
415 if (spob2)
416 return spob2;
417 if (spob1 && nummatch == 1)
418 return spob1;
419 return NULL;
420 }
421
422 /* reflwall - decides weither the (spell-)object sp_op will
423 * be reflected from the given mapsquare. Returns 1 if true.
424 * (Note that for living creatures there is a small chance that
425 * reflect_spell fails.)
426 * Caller should be sure it passes us valid map coordinates
427 * eg, updated for tiled maps.
428 */
429 int
430 reflwall (maptile *m, int x, int y, object *sp_op)
431 {
432 object *op;
433
434 if (OUT_OF_REAL_MAP (m, x, y))
435 return 0;
436 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
437 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
438 && (!QUERY_FLAG (op, FLAG_ALIVE)
439 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
440 return 1;
441
442 return 0;
443 }
444
445 /* cast_create_object: creates object new_op in direction dir
446 * or if that is blocked, beneath the player (op).
447 * we pass 'caster', but don't use it for anything.
448 * This is really just a simple wrapper function .
449 * returns the direction that the object was actually placed
450 * in.
451 */
452 int
453 cast_create_obj (object *op, object *caster, object *new_op, int dir)
454 {
455 maptile *m;
456 sint16 sx, sy;
457
458 if (dir &&
459 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
460 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
461 {
462 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
463 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
464 dir = 0;
465 }
466
467 op->map->insert (new_op,
468 op->x + freearr_x[dir], op->y + freearr_y[dir],
469 op,
470 dir ? 0 : INS_BELOW_ORIGINATOR);
471
472 return dir;
473 }
474
475 /* Returns true if it is ok to put spell *op on the space/may provided.
476 * immune_stop is basically the attacktype of the spell (why
477 * passed as a different value, not sure of). If immune_stop
478 * has the AT_MAGIC bit set, and there is a counterwall
479 * on the space, the object doesn't get placed. if immune stop
480 * does not have AT_MAGIC, then counterwalls do not effect the spell.
481 *
482 */
483 int
484 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
485 {
486 if (!xy_normalise (m, x, y))
487 return 0;
488
489 mapspace &ms = m->at (x, y);
490
491 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
492 return 0;
493
494 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
495 {
496 /* If there is a counterspell on the space, and this
497 * object is using magic, don't progress. I believe we could
498 * leave this out and let in progress, and other areas of the code
499 * will then remove it, but that would seem to to use more
500 * resources, and may not work as well if a player is standing
501 * on top of a counterwall spell (may hit the player before being
502 * removed.) On the other hand, it may be more dramatic for the
503 * spell to actually hit the counterwall and be sucked up.
504 */
505 if ((tmp->attacktype & AT_COUNTERSPELL) &&
506 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) &&
507 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC))
508 return 0;
509
510 /* This is to prevent 'out of control' spells. Basically, this
511 * limits one spell effect per space per spell. This is definately
512 * needed for performance reasons, and just for playability I believe.
513 * there are no such things as multispaced spells right now, so
514 * we don't need to worry about the head.
515 */
516 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
517 return 0;
518
519 /*
520 * Combine similar spell effects into one spell effect. Needed for
521 * performance reasons with meteor swarm and the like, but also for
522 * playability reasons.
523 */
524 if (tmp->arch == op->arch
525 && tmp->type == op->type
526 && tmp->subtype == op->subtype
527 && tmp->owner == op->owner
528 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
529 {
530 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
531 tmp->range = MAX (tmp->range, op->range);
532 tmp->duration = MAX (tmp->duration, op->duration);
533 return 0;
534 }
535
536 /* Perhaps we should also put checks in for no magic and unholy
537 * ground to prevent it from moving along?
538 */
539 }
540
541 /* If it passes the above tests, it must be OK */
542 return 1;
543 }
544
545 /* fire_arch_from_position: fires an archetype.
546 * op: person firing the object.
547 * caster: object casting the spell.
548 * x, y: where to fire the spell (note, it then uses op->map for the map
549 * for these coordinates, which is probably a really bad idea.
550 * dir: direction to fire in.
551 * spell: spell that is being fired. It uses other_arch for the archetype
552 * to fire.
553 * returns 0 on failure, 1 on success.
554 */
555
556 int
557 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
558 {
559 object *tmp;
560 int mflags;
561 maptile *m;
562
563 if (spell->other_arch == NULL)
564 return 0;
565
566 m = op->map;
567 mflags = get_map_flags (m, &m, x, y, &x, &y);
568 if (mflags & P_OUT_OF_MAP)
569 {
570 return 0;
571 }
572
573 tmp = arch_to_object (spell->other_arch);
574
575 if (tmp == NULL)
576 return 0;
577
578 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
579 {
580 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
581 tmp->destroy ();
582 return 0;
583 }
584
585 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
586 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
587 /* code in time.c uses food for some things, duration for others */
588 tmp->stats.food = tmp->duration;
589 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
590 tmp->attacktype = spell->attacktype;
591 tmp->x = x;
592 tmp->y = y;
593 tmp->direction = dir;
594 if (op->owner != NULL)
595 tmp->set_owner (op);
596 else
597 tmp->set_owner (op);
598 tmp->level = caster_level (caster, spell);
599 set_spell_skill (op, caster, spell, tmp);
600
601 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
602 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
603 {
604 if (!tailor_god_spell (tmp, op))
605 return 0;
606 }
607 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
608 SET_ANIMATION (tmp, dir);
609
610 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
611 move_spell_effect (tmp);
612
613 return 1;
614 }
615
616 /*****************************************************************************
617 *
618 * Code related to rods - perhaps better located in another file?
619 *
620 ****************************************************************************/
621 void
622 regenerate_rod (object *rod)
623 {
624 if (rod->stats.hp < rod->stats.maxhp)
625 {
626 rod->stats.hp += 1 + rod->stats.maxhp / 10;
627
628 if (rod->stats.hp > rod->stats.maxhp)
629 rod->stats.hp = rod->stats.maxhp;
630 }
631 }
632
633
634 void
635 drain_rod_charge (object *rod)
636 {
637 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
638 }
639
640
641
642
643 /* this function is commonly used to find a friendly target for
644 * spells such as heal or protection or armour
645 * op is what is looking for the target (which can be a player),
646 * dir is the direction we are looking in. Return object found, or
647 * NULL if no good object.
648 */
649
650 object *
651 find_target_for_friendly_spell (object *op, int dir)
652 {
653 object *tmp;
654 maptile *m;
655 sint16 x, y;
656 int mflags;
657
658 /* I don't really get this block - if op isn't a player or rune,
659 * we then make the owner of this object the target.
660 * The owner could very well be no where near op.
661 */
662 if (op->type != PLAYER && op->type != RUNE)
663 {
664 tmp = op->owner;
665 /* If the owner does not exist, or is not a monster, than apply the spell
666 * to the caster.
667 */
668 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
669 tmp = op;
670 }
671 else
672 {
673 m = op->map;
674 x = op->x + freearr_x[dir];
675 y = op->y + freearr_y[dir];
676
677 mflags = get_map_flags (m, &m, x, y, &x, &y);
678
679 if (mflags & P_OUT_OF_MAP)
680 tmp = 0;
681 else
682 tmp = m->at (x, y).player ();
683 }
684
685 /* didn't find a player there, look in current square for a player */
686 if (!tmp)
687 tmp = op->ms ().player ();
688
689 return tmp;
690 }
691
692
693
694 /* raytrace:
695 * spell_find_dir(map, x, y, exclude) will search first the center square
696 * then some close squares in the given map at the given coordinates for
697 * live objects.
698 * It will not consider the object given as exclude (= caster) among possible
699 * live objects. If the caster is a player, the spell will go after
700 * monsters/generators only. If not, the spell will hunt players only.
701 * It returns the direction toward the first/closest live object if it finds
702 * any, otherwise -1.
703 * note that exclude can be NULL, in which case all bets are off.
704 */
705
706 int
707 spell_find_dir (maptile *m, int x, int y, object *exclude)
708 {
709 int i, max = SIZEOFFREE;
710 sint16 nx, ny;
711 int owner_type = 0, mflags;
712 object *tmp;
713 maptile *mp;
714
715 if (exclude && exclude->head)
716 exclude = exclude->head;
717 if (exclude && exclude->type)
718 owner_type = exclude->type;
719
720 for (i = rndm (1, 8); i < max; i++)
721 {
722 nx = x + freearr_x[i];
723 ny = y + freearr_y[i];
724 mp = m;
725 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
726 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
727 continue;
728
729 tmp = GET_MAP_OB (mp, nx, ny);
730
731 while (tmp != NULL && (((owner_type == PLAYER &&
732 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
733 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
734 tmp = tmp->above;
735
736 if (tmp != NULL && can_see_monsterP (m, x, y, i))
737 return freedir[i];
738 }
739 return -1; /* flag for "keep going the way you were" */
740 }
741
742
743
744 /* put_a_monster: puts a monster named monstername near by
745 * op. This creates the treasures for the monsters, and
746 * also deals with multipart monsters properly.
747 */
748
749 void
750 put_a_monster (object *op, const char *monstername)
751 {
752 object *tmp, *head = NULL, *prev = NULL;
753 archetype *at;
754 int dir;
755
756 /* Handle cases where we are passed a bogus mosntername */
757
758 if ((at = archetype::find (monstername)) == NULL)
759 return;
760
761 /* find a free square nearby
762 * first we check the closest square for free squares
763 */
764
765 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
766 if (dir != -1)
767 {
768 /* This is basically grabbed for generate monster. Fixed 971225 to
769 * insert multipart monsters properly
770 */
771 while (at != NULL)
772 {
773 tmp = arch_to_object (at);
774 tmp->x = op->x + freearr_x[dir] + at->clone.x;
775 tmp->y = op->y + freearr_y[dir] + at->clone.y;
776 tmp->map = op->map;
777 if (head)
778 {
779 tmp->head = head;
780 prev->more = tmp;
781 }
782 if (!head)
783 head = tmp;
784 prev = tmp;
785 at = at->more;
786 }
787
788 if (head->randomitems)
789 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
790
791 insert_ob_in_map (head, op->map, op, 0);
792
793 /* thought it'd be cool to insert a burnout, too. */
794 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
795 }
796 }
797
798 /* peterm: function which summons hostile monsters and
799 * places them in nearby squares.
800 * op is the summoner.
801 * n is the number of monsters.
802 * monstername is the name of the monster.
803 * returns the number of monsters, which is basically n.
804 * it should really see how many it successfully replaced and
805 * return that instead.
806 * Note that this is not used by any spells (summon evil monsters
807 * use to call this, but best I can tell, that spell/ability was
808 * never used. This is however used by various failures on the
809 * players part (alchemy, reincarnation, etc)
810 */
811
812 int
813 summon_hostile_monsters (object *op, int n, const char *monstername)
814 {
815 int i;
816
817 for (i = 0; i < n; i++)
818 put_a_monster (op, monstername);
819
820 return n;
821 }
822
823
824 /* Some local definitions for shuffle-attack */
825 struct attacktype_shuffle
826 {
827 int attacktype;
828 int face;
829 } ATTACKS[22] =
830 {
831 {
832 AT_PHYSICAL, 0},
833 {
834 AT_PHYSICAL, 0}, /*face = explosion */
835 {
836 AT_PHYSICAL, 0},
837 {
838 AT_MAGIC, 1},
839 {
840 AT_MAGIC, 1}, /* face = last-burnout */
841 {
842 AT_MAGIC, 1},
843 {
844 AT_FIRE, 2},
845 {
846 AT_FIRE, 2}, /* face = fire.... */
847 {
848 AT_FIRE, 2},
849 {
850 AT_ELECTRICITY, 3},
851 {
852 AT_ELECTRICITY, 3}, /* ball_lightning */
853 {
854 AT_ELECTRICITY, 3},
855 {
856 AT_COLD, 4},
857 {
858 AT_COLD, 4}, /* face=icestorm */
859 {
860 AT_COLD, 4},
861 {
862 AT_CONFUSION, 5},
863 {
864 AT_POISON, 7},
865 {
866 AT_POISON, 7}, /* face = acid sphere. generator */
867 {
868 AT_POISON, 7}, /* poisoncloud face */
869 {
870 AT_SLOW, 8},
871 {
872 AT_PARALYZE, 9},
873 {
874 AT_FEAR, 10}};
875
876
877
878 /* shuffle_attack: peterm
879 * This routine shuffles the attack of op to one of the
880 * ones in the list. It does this at random. It also
881 * chooses a face appropriate to the attack that is
882 * being committed by that square at the moment.
883 * right now it's being used by color spray and create pool of
884 * chaos.
885 * This could really be a better implementation - the
886 * faces and attacktypes above are hardcoded, which is never
887 * good. The faces refer to faces in the animation sequence.
888 * Not sure how to do better - but not having it hardcoded
889 * would be nice.
890 * I also fixed a bug here in that attacktype was |= -
891 * to me, that would be that it would quickly get all
892 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
893 */
894 void
895 shuffle_attack (object *op, int change_face)
896 {
897 int i;
898
899 i = rndm (0, 21);
900
901 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
902
903 if (change_face)
904 {
905 SET_ANIMATION (op, ATTACKS[i].face);
906 }
907 }
908
909
910 /* prayer_failure: This is called when a player fails
911 * at casting a prayer.
912 * op is the player.
913 * failure is basically how much grace they had.
914 * power is how much grace the spell would normally take to cast.
915 */
916
917 void
918 prayer_failure (object *op, int failure, int power)
919 {
920 const char *godname;
921 object *tmp;
922
923 if (!strcmp ((godname = determine_god (op)), "none"))
924 godname = "Your spirit";
925
926 if (failure <= -20 && failure > -40) /* wonder */
927 {
928 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
929 tmp = get_archetype (SPELL_WONDER);
930 cast_cone (op, op, 0, tmp);
931 tmp->destroy ();
932 }
933
934 else if (failure <= -40 && failure > -60) /* confusion */
935 {
936 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
937 confuse_player (op, op, 99);
938 }
939 else if (failure <= -60 && failure > -150) /* paralysis */
940 {
941 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
942 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
943 paralyze_player (op, op, 99);
944 }
945 else if (failure <= -150) /* blast the immediate area */
946 {
947 tmp = get_archetype (GOD_POWER);
948 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
949 cast_magic_storm (op, tmp, power);
950 }
951 }
952
953 /*
954 * spell_failure() handles the various effects for differing degrees
955 * of failure badness.
956 * op is the player that failed.
957 * failure is a random value of how badly you failed.
958 * power is how many spellpoints you'd normally need for the spell.
959 * skill is the skill you'd need to cast the spell.
960 */
961
962 void
963 spell_failure (object *op, int failure, int power, object *skill)
964 {
965 object *tmp;
966
967 if (settings.spell_failure_effects == FALSE)
968 return;
969
970 if (failure <= -20 && failure > -40) /* wonder */
971 {
972 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
973 tmp = get_archetype (SPELL_WONDER);
974 cast_cone (op, op, 0, tmp);
975 tmp->destroy ();
976 }
977
978 else if (failure <= -40 && failure > -60) /* confusion */
979 {
980 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
981 confuse_player (op, op, 99);
982 }
983 else if (failure <= -60 && failure > -80) /* paralysis */
984 {
985 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
986 paralyze_player (op, op, 99);
987 }
988 else if (failure <= -80) /* blast the immediate area */
989 {
990 object *tmp;
991
992 /* Safety check to make sure we don't get any mana storms in scorn */
993 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
994 {
995 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
996 hit_player (op, 9998, op, AT_INTERNAL, 1);
997
998 }
999 else
1000 {
1001 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1002 tmp = get_archetype (LOOSE_MANA);
1003 tmp->level = skill->level;
1004
1005 /* increase the area of destruction a little for more powerful spells */
1006 tmp->range += isqrt (power);
1007
1008 if (power > 25)
1009 tmp->stats.dam = 25 + isqrt (power);
1010 else
1011 tmp->stats.dam = power; /* nasty recoils! */
1012
1013 tmp->stats.maxhp = tmp->count;
1014
1015 tmp->insert_at (op);
1016 }
1017 }
1018 }
1019
1020 int
1021 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1022 {
1023 int success;
1024 player *pl;
1025 object *spell;
1026
1027 if (!spell_ob->other_arch)
1028 {
1029 LOG (llevError, "cast_party_spell: empty other arch\n");
1030 return 0;
1031 }
1032 spell = arch_to_object (spell_ob->other_arch);
1033
1034 /* Always cast spell on caster */
1035 success = cast_spell (op, caster, dir, spell, stringarg);
1036
1037 if (caster->contr->party == NULL)
1038 {
1039 spell->remove ();
1040 return success;
1041 }
1042 for_all_players (pl)
1043 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1044 {
1045 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1046 }
1047 spell->remove ();
1048 return success;
1049 }
1050
1051 /* This is where the main dispatch when someone casts a spell.
1052 *
1053 * op is the creature that is owner of the object that is casting the spell -
1054 * eg, the player or monster.
1055 * caster is the actual object (wand, potion) casting the spell. can be
1056 * same as op.
1057 * dir is the direction to cast in. Note in some cases, if the spell
1058 * is self only, dir really doesn't make a difference.
1059 * spell_ob is the spell object that is being cast. From that,
1060 * we can determine what to do.
1061 * stringarg is any options that are being used. It can be NULL. Almost
1062 * certainly, only players will set it. It is basically used as optional
1063 * parameters to a spell (eg, item to create, information for marking runes,
1064 * etc.
1065 * returns 1 on successful cast, or 0 on error. These values should really
1066 * be swapped, so that 0 is successful, and non zero is failure, with a code
1067 * of what it failed.
1068 *
1069 * Note that this function is really a dispatch routine that calls other
1070 * functions - it just blindly returns what ever value those functions
1071 * return. So if your writing a new function that is called from this,
1072 * it shoudl also return 1 on success, 0 on failure.
1073 *
1074 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1075 * this function will decrease the mana/grace appropriately. For other
1076 * objects, the caller should do what it considers appropriate.
1077 */
1078
1079 int
1080 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1081 {
1082 const char *godname;
1083 int success = 0, mflags, cast_level = 0, old_shoottype;
1084 object *skill = NULL;
1085
1086 old_shoottype = op->contr ? op->contr->shoottype : 0;
1087
1088 if (!spell_ob)
1089 {
1090 LOG (llevError, "cast_spell: null spell object passed\n");
1091 return 0;
1092 }
1093
1094 if (!strcmp ((godname = determine_god (op)), "none"))
1095 godname = "A random spirit";
1096
1097 /* the caller should set caster to op if appropriate */
1098 if (!caster)
1099 {
1100 LOG (llevError, "cast_spell: null caster object passed\n");
1101 return 0;
1102 }
1103
1104 /* if caster is a spell casting object, this normally shouldn't be
1105 * an issue, because they don't have any spellpaths set up.
1106 */
1107 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1108 {
1109 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1110 return 0;
1111 }
1112
1113 /* if it is a player casting the spell, and they are really casting it
1114 * (vs it coming from a wand, scroll, or whatever else), do some
1115 * checks. We let monsters do special things - eg, they
1116 * don't need the skill, bypass level checks, etc. The monster function
1117 * should take care of that.
1118 * Remove the wiz check here and move it further down - some spells
1119 * need to have the right skill pointer passed, so we need to
1120 * at least process that code.
1121 */
1122 if (op->type == PLAYER && op == caster)
1123 {
1124 cast_level = caster_level (caster, spell_ob);
1125 if (spell_ob->skill)
1126 {
1127 skill = find_skill_by_name (op, spell_ob->skill);
1128 if (!skill)
1129 {
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1131 return 0;
1132 }
1133 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1134 {
1135 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1136 return 0;
1137 }
1138 }
1139 /* If the caster is the wiz, they don't ever fail, and don't have
1140 * to have sufficient grace/mana.
1141 */
1142 if (!QUERY_FLAG (op, FLAG_WIZ))
1143 {
1144 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1145 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1146 {
1147 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1148 return 0;
1149 }
1150
1151 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1152 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1153 {
1154 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1155 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1156 {
1157 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1158 }
1159 else
1160 {
1161 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1162 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1163 return 0;
1164 }
1165 }
1166
1167 /* player/monster is trying to cast the spell. might fumble it */
1168 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1169 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1170 {
1171 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1172 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1173
1174 if (settings.casting_time == TRUE)
1175 op->casting_time = -1;
1176
1177 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1178 return 0;
1179 }
1180 else if (spell_ob->stats.sp)
1181 {
1182 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1183
1184 if (failure < 0)
1185 {
1186 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1187 if (settings.spell_failure_effects == TRUE)
1188 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1189 op->contr->shoottype = (rangetype) old_shoottype;
1190 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1191 return 0;
1192 }
1193 }
1194 }
1195 }
1196
1197 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1198
1199 /* See if we can cast a spell here. If the caster and op are
1200 * not alive, then this would mean that the mapmaker put the
1201 * objects on the space - presume that they know what they are
1202 * doing.
1203 */
1204
1205 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1206 {
1207 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1208 return 0;
1209 }
1210
1211 if ((spell_ob->type == SPELL)
1212 && (caster->type != POTION)
1213 && !QUERY_FLAG (op, FLAG_WIZCAST)
1214 && (QUERY_FLAG (caster, FLAG_ALIVE)
1215 || QUERY_FLAG (op, FLAG_ALIVE))
1216 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1217 {
1218 if (op->type != PLAYER)
1219 return 0;
1220
1221 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1223 else
1224 switch (op->contr->shoottype)
1225 {
1226 case range_magic:
1227 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1228 break;
1229 case range_misc:
1230 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1231 break;
1232 case range_golem:
1233 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1234 break;
1235 default:
1236 break;
1237 }
1238 return 0;
1239 }
1240
1241 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1242 {
1243 if (op->casting_time == -1)
1244 { /* begin the casting */
1245 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1246 op->spell = spell_ob;
1247 /* put the stringarg into the object struct so that when the
1248 * spell is actually cast, it knows about the stringarg.
1249 * necessary for the invoke command spells.
1250 */
1251 if (stringarg)
1252 {
1253 op->spellarg = strdup (stringarg);
1254 }
1255 else
1256 op->spellarg = NULL;
1257 return 0;
1258 }
1259 else if (op->casting_time != 0)
1260 {
1261 if (op->type == PLAYER)
1262 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1263 return 0;
1264 }
1265 else
1266 { /* casting_time == 0 */
1267 op->casting_time = -1;
1268 spell_ob = op->spell;
1269 stringarg = op->spellarg;
1270 }
1271 }
1272 else
1273 {
1274 /* Take into account how long it takes to cast the spell.
1275 * if the player is casting it, then we use the time in
1276 * the spell object. If it is a spell object, have it
1277 * take two ticks. Things that cast spells on the players
1278 * behalf (eg, altars, and whatever else) shouldn't cost
1279 * the player any time.
1280 * Ignore casting time for firewalls
1281 */
1282 if (caster == op && caster->type != FIREWALL)
1283 {
1284 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1285 /* Other portions of the code may also decrement the speed of the player, so
1286 * put a lower limit so that the player isn't stuck here too long
1287 */
1288 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1289 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1290 }
1291 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1292 {
1293 op->speed_left -= 2 * FABS (op->speed);
1294 }
1295 }
1296
1297 if (op->type == PLAYER && op == caster)
1298 {
1299 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1300 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1301 }
1302
1303 /* We want to try to find the skill to properly credit exp.
1304 * for spell casting objects, the exp goes to the skill the casting
1305 * object requires.
1306 */
1307 if (op != caster && !skill && caster->skill)
1308 {
1309 skill = find_skill_by_name (op, caster->skill);
1310 if (!skill)
1311 {
1312 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1313 return 0;
1314 }
1315 change_skill (op, skill, 0); /* needed for proper exp credit */
1316 }
1317
1318 switch (spell_ob->subtype)
1319 {
1320 /* The order of case statements is same as the order they show up
1321 * in in spells.h.
1322 */
1323 case SP_RAISE_DEAD:
1324 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1325 break;
1326
1327 case SP_RUNE:
1328 success = write_rune (op, caster, spell_ob, dir, stringarg);
1329 break;
1330
1331 case SP_MAKE_MARK:
1332 success = write_mark (op, spell_ob, stringarg);
1333 break;
1334
1335 case SP_BOLT:
1336 success = fire_bolt (op, caster, dir, spell_ob, skill);
1337 break;
1338
1339 case SP_BULLET:
1340 success = fire_bullet (op, caster, dir, spell_ob);
1341 break;
1342
1343 case SP_CONE:
1344 success = cast_cone (op, caster, dir, spell_ob);
1345 break;
1346
1347 case SP_BOMB:
1348 success = create_bomb (op, caster, dir, spell_ob);
1349 break;
1350
1351 case SP_WONDER:
1352 success = cast_wonder (op, caster, dir, spell_ob);
1353 break;
1354
1355 case SP_SMITE:
1356 success = cast_smite_spell (op, caster, dir, spell_ob);
1357 break;
1358
1359 case SP_MAGIC_MISSILE:
1360 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1361 break;
1362
1363 case SP_SUMMON_GOLEM:
1364 success = summon_golem (op, caster, dir, spell_ob);
1365 old_shoottype = range_golem;
1366 break;
1367
1368 case SP_DIMENSION_DOOR:
1369 /* dimension door needs the actual caster, because that is what is
1370 * moved.
1371 */
1372 success = dimension_door (op, caster, spell_ob, dir);
1373 break;
1374
1375 case SP_MAGIC_MAPPING:
1376 if (op->type == PLAYER)
1377 {
1378 spell_effect (spell_ob, op->x, op->y, op->map, op);
1379 draw_magic_map (op);
1380 success = 1;
1381 }
1382 else
1383 success = 0;
1384 break;
1385
1386 case SP_MAGIC_WALL:
1387 success = magic_wall (op, caster, dir, spell_ob);
1388 break;
1389
1390 case SP_DESTRUCTION:
1391 success = cast_destruction (op, caster, spell_ob);
1392 break;
1393
1394 case SP_PERCEIVE_SELF:
1395 success = perceive_self (op);
1396 break;
1397
1398 case SP_WORD_OF_RECALL:
1399 success = cast_word_of_recall (op, caster, spell_ob);
1400 break;
1401
1402 case SP_INVISIBLE:
1403 success = cast_invisible (op, caster, spell_ob);
1404 break;
1405
1406 case SP_PROBE:
1407 success = probe (op, caster, spell_ob, dir);
1408 break;
1409
1410 case SP_HEALING:
1411 success = cast_heal (op, caster, spell_ob, dir);
1412 break;
1413
1414 case SP_CREATE_FOOD:
1415 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1416 break;
1417
1418 case SP_EARTH_TO_DUST:
1419 success = cast_earth_to_dust (op, caster, spell_ob);
1420 break;
1421
1422 case SP_CHANGE_ABILITY:
1423 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1424 break;
1425
1426 case SP_BLESS:
1427 success = cast_bless (op, caster, spell_ob, dir);
1428 break;
1429
1430 case SP_CURSE:
1431 success = cast_curse (op, caster, spell_ob, dir);
1432 break;
1433
1434 case SP_SUMMON_MONSTER:
1435 success = summon_object (op, caster, spell_ob, dir, stringarg);
1436 break;
1437
1438 case SP_CHARGING:
1439 success = recharge (op, caster, spell_ob);
1440 break;
1441
1442 case SP_POLYMORPH:
1443 #ifdef NO_POLYMORPH
1444 /* Not great, but at least provide feedback so if players do have
1445 * polymorph (ie, find it as a preset item or left over from before
1446 * it was disabled), they get some feedback.
1447 */
1448 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1449 success = 0;
1450 #else
1451 success = cast_polymorph (op, caster, spell_ob, dir);
1452 #endif
1453 break;
1454
1455 case SP_ALCHEMY:
1456 success = alchemy (op, caster, spell_ob);
1457 break;
1458
1459 case SP_REMOVE_CURSE:
1460 success = remove_curse (op, caster, spell_ob);
1461 break;
1462
1463 case SP_IDENTIFY:
1464 success = cast_identify (op, caster, spell_ob);
1465 break;
1466
1467 case SP_DETECTION:
1468 success = cast_detection (op, caster, spell_ob, skill);
1469 break;
1470
1471 case SP_MOOD_CHANGE:
1472 success = mood_change (op, caster, spell_ob);
1473 break;
1474
1475 case SP_MOVING_BALL:
1476 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1477 {
1478 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1479 success = 0;
1480 }
1481 else
1482 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1483 break;
1484
1485 case SP_SWARM:
1486 success = fire_swarm (op, caster, spell_ob, dir);
1487 break;
1488
1489 case SP_CHANGE_MANA:
1490 success = cast_transfer (op, caster, spell_ob, dir);
1491 break;
1492
1493 case SP_DISPEL_RUNE:
1494 /* in rune.c */
1495 success = dispel_rune (op, caster, spell_ob, skill, dir);
1496 break;
1497
1498 case SP_CREATE_MISSILE:
1499 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1500 break;
1501
1502 case SP_CONSECRATE:
1503 success = cast_consecrate (op, caster, spell_ob);
1504 break;
1505
1506 case SP_ANIMATE_WEAPON:
1507 success = animate_weapon (op, caster, spell_ob, dir);
1508 old_shoottype = range_golem;
1509 break;
1510
1511 case SP_LIGHT:
1512 success = cast_light (op, caster, spell_ob, dir);
1513 break;
1514
1515 case SP_CHANGE_MAP_LIGHT:
1516 success = cast_change_map_lightlevel (op, caster, spell_ob);
1517 break;
1518
1519 case SP_FAERY_FIRE:
1520 success = cast_destruction (op, caster, spell_ob);
1521 break;
1522
1523 case SP_CAUSE_DISEASE:
1524 success = cast_cause_disease (op, caster, spell_ob, dir);
1525 break;
1526
1527 case SP_AURA:
1528 success = create_aura (op, caster, spell_ob);
1529 break;
1530
1531 case SP_TOWN_PORTAL:
1532 success = cast_create_town_portal (op, caster, spell_ob, dir);
1533 break;
1534
1535 case SP_PARTY_SPELL:
1536 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1537 break;
1538
1539 default:
1540 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1541 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1542 }
1543
1544 /* FIXME - we need some better sound suppport */
1545 // yes, for example, augment map info with the spell effect
1546 // so clients can calculate the sounds themselves
1547 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1548
1549 /* free the spell arg */
1550 if (settings.casting_time == TRUE && stringarg)
1551 {
1552 free (stringarg);
1553 stringarg = NULL;
1554 }
1555 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1556 * to something like use_magic_item, but you really want to be able to fire
1557 * it again.
1558 */
1559 if (op->contr)
1560 op->contr->shoottype = (rangetype) old_shoottype;
1561
1562 return success;
1563 }
1564
1565
1566 /* This is called from time.c/process_object(). That function
1567 * calls this for any SPELL_EFFECT type objects. This function
1568 * then dispatches them to the appropriate specific routines.
1569 */
1570 void
1571 move_spell_effect (object *op)
1572 {
1573 switch (op->subtype)
1574 {
1575 case SP_BOLT:
1576 move_bolt (op);
1577 break;
1578
1579 case SP_BULLET:
1580 move_bullet (op);
1581 break;
1582
1583 case SP_EXPLOSION:
1584 explosion (op);
1585 break;
1586
1587 case SP_CONE:
1588 move_cone (op);
1589 break;
1590
1591 case SP_BOMB:
1592 animate_bomb (op);
1593 break;
1594
1595 case SP_MAGIC_MISSILE:
1596 move_missile (op);
1597 break;
1598
1599 case SP_WORD_OF_RECALL:
1600 execute_word_of_recall (op);
1601 break;
1602
1603 case SP_MOVING_BALL:
1604 move_ball_spell (op);
1605 break;
1606
1607 case SP_SWARM:
1608 move_swarm_spell (op);
1609 break;
1610
1611 case SP_AURA:
1612 move_aura (op);
1613 break;
1614 }
1615 }
1616
1617 /* this checks to see if something special should happen if
1618 * something runs into the object.
1619 */
1620 void
1621 check_spell_effect (object *op)
1622 {
1623 switch (op->subtype)
1624 {
1625 case SP_BOLT:
1626 move_bolt (op);
1627 return;
1628
1629 case SP_BULLET:
1630 check_bullet (op);
1631 return;
1632 }
1633 }
1634
1635 /* This is called by move_apply. Basically, if someone
1636 * moves onto a spell effect and the walk_on or fly_on flags
1637 * are set, this is called. This should only be called for
1638 * objects of the appropraite type.
1639 */
1640 void
1641 apply_spell_effect (object *spell, object *victim)
1642 {
1643 switch (spell->subtype)
1644 {
1645 case SP_CONE:
1646 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1647 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1648 break;
1649
1650 case SP_MAGIC_MISSILE:
1651 if (QUERY_FLAG (victim, FLAG_ALIVE))
1652 {
1653 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1654
1655 if (!spell->destroyed ())
1656 spell->destroy ();
1657 }
1658 break;
1659
1660 case SP_MOVING_BALL:
1661 if (QUERY_FLAG (victim, FLAG_ALIVE))
1662 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1663 else if (victim->material || victim->materialname)
1664 save_throw_object (victim, spell->attacktype, spell);
1665 break;
1666 }
1667 }