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/cvs/deliantra/server/server/spell_util.C
Revision: 1.43
Committed: Mon Apr 30 04:43:46 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.42: +9 -0 lines
Log Message:
re-add 'content'

File Contents

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