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Revision: 1.50
Committed: Mon Jun 4 12:19:09 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.49: +1 -1 lines
Log Message:
rename arch->name to arch->archname for preparation of subclassing object

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <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->archname, at->clone.other_arch ? &at->clone.other_arch->archname : "<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 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
633 }
634
635 void
636 drain_rod_charge (object *rod)
637 {
638 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
639 }
640
641 /* this function is commonly used to find a friendly target for
642 * spells such as heal or protection or armour
643 * op is what is looking for the target (which can be a player),
644 * dir is the direction we are looking in. Return object found, or
645 * NULL if no good object.
646 */
647 object *
648 find_target_for_friendly_spell (object *op, int dir)
649 {
650 object *tmp;
651
652 /* I don't really get this block - if op isn't a player or rune,
653 * we then make the owner of this object the target.
654 * The owner could very well be no where near op.
655 */
656 if (op->type != PLAYER && op->type != RUNE)
657 {
658 tmp = op->owner;
659 /* If the owner does not exist, or is not a monster, than apply the spell
660 * to the caster.
661 */
662 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
663 tmp = op;
664 }
665 else
666 {
667 maptile *m = op->map;
668 sint16 x = op->x + freearr_x[dir];
669 sint16 y = op->y + freearr_y[dir];
670
671 tmp = xy_normalise (m, x, y)
672 ? m->at (x, y).player ()
673 : 0;
674 }
675
676 /* didn't find a player there, look in current square for a player */
677 if (!tmp)
678 tmp = op->ms ().player ();
679
680 return tmp;
681 }
682
683
684
685 /* raytrace:
686 * spell_find_dir(map, x, y, exclude) will search first the center square
687 * then some close squares in the given map at the given coordinates for
688 * live objects.
689 * It will not consider the object given as exclude (= caster) among possible
690 * live objects. If the caster is a player, the spell will go after
691 * monsters/generators only. If not, the spell will hunt players only.
692 * It returns the direction toward the first/closest live object if it finds
693 * any, otherwise -1.
694 * note that exclude can be NULL, in which case all bets are off.
695 */
696
697 int
698 spell_find_dir (maptile *m, int x, int y, object *exclude)
699 {
700 int i, max = SIZEOFFREE;
701 sint16 nx, ny;
702 int owner_type = 0, mflags;
703 object *tmp;
704 maptile *mp;
705
706 if (exclude && exclude->head)
707 exclude = exclude->head;
708 if (exclude && exclude->type)
709 owner_type = exclude->type;
710
711 for (i = rndm (1, 8); i < max; i++)
712 {
713 nx = x + freearr_x[i];
714 ny = y + freearr_y[i];
715 mp = m;
716 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
717 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
718 continue;
719
720 tmp = GET_MAP_OB (mp, nx, ny);
721
722 while (tmp != NULL && (((owner_type == PLAYER &&
723 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
724 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
725 tmp = tmp->above;
726
727 if (tmp != NULL && can_see_monsterP (m, x, y, i))
728 return freedir[i];
729 }
730 return -1; /* flag for "keep going the way you were" */
731 }
732
733 /* put_a_monster: puts a monster named monstername near by
734 * op. This creates the treasures for the monsters, and
735 * also deals with multipart monsters properly.
736 */
737 void
738 put_a_monster (object *op, const char *monstername)
739 {
740 object *tmp, *head = NULL, *prev = NULL;
741 archetype *at;
742 int dir;
743
744 /* Handle cases where we are passed a bogus mosntername */
745
746 if ((at = archetype::find (monstername)) == NULL)
747 return;
748
749 /* find a free square nearby
750 * first we check the closest square for free squares
751 */
752
753 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y);
754 if (dir != -1)
755 {
756 /* This is basically grabbed for generate monster. Fixed 971225 to
757 * insert multipart monsters properly
758 */
759 while (at != NULL)
760 {
761 tmp = arch_to_object (at);
762 tmp->x = op->x + freearr_x[dir] + at->clone.x;
763 tmp->y = op->y + freearr_y[dir] + at->clone.y;
764 tmp->map = op->map;
765 if (head)
766 {
767 tmp->head = head;
768 prev->more = tmp;
769 }
770 if (!head)
771 head = tmp;
772 prev = tmp;
773 at = at->more;
774 }
775
776 if (head->randomitems)
777 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
778
779 insert_ob_in_map (head, op->map, op, 0);
780
781 /* thought it'd be cool to insert a burnout, too. */
782 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
783 }
784 }
785
786 /* peterm: function which summons hostile monsters and
787 * places them in nearby squares.
788 * op is the summoner.
789 * n is the number of monsters.
790 * monstername is the name of the monster.
791 * returns the number of monsters, which is basically n.
792 * it should really see how many it successfully replaced and
793 * return that instead.
794 * Note that this is not used by any spells (summon evil monsters
795 * use to call this, but best I can tell, that spell/ability was
796 * never used. This is however used by various failures on the
797 * players part (alchemy, reincarnation, etc)
798 */
799
800 int
801 summon_hostile_monsters (object *op, int n, const char *monstername)
802 {
803 int i;
804
805 for (i = 0; i < n; i++)
806 put_a_monster (op, monstername);
807
808 return n;
809 }
810
811
812 /* Some local definitions for shuffle-attack */
813 struct attacktype_shuffle
814 {
815 int attacktype;
816 int face;
817 } ATTACKS[22] =
818 {
819 { AT_PHYSICAL, 0},
820 { AT_PHYSICAL, 0}, /*face = explosion */
821 { AT_PHYSICAL, 0},
822 { AT_MAGIC, 1},
823 { AT_MAGIC, 1}, /* face = last-burnout */
824 { AT_MAGIC, 1},
825 { AT_FIRE, 2},
826 { AT_FIRE, 2}, /* face = fire.... */
827 { AT_FIRE, 2},
828 { AT_ELECTRICITY, 3},
829 { AT_ELECTRICITY, 3}, /* ball_lightning */
830 { AT_ELECTRICITY, 3},
831 { AT_COLD, 4},
832 { AT_COLD, 4}, /* face=icestorm */
833 { AT_COLD, 4},
834 { AT_CONFUSION, 5},
835 { AT_POISON, 7},
836 { AT_POISON, 7}, /* face = acid sphere. generator */
837 { AT_POISON, 7}, /* poisoncloud face */
838 { AT_SLOW, 8},
839 { AT_PARALYZE, 9},
840 { AT_FEAR, 10},
841 };
842
843 /* shuffle_attack: peterm
844 * This routine shuffles the attack of op to one of the
845 * ones in the list. It does this at random. It also
846 * chooses a face appropriate to the attack that is
847 * being committed by that square at the moment.
848 * right now it's being used by color spray and create pool of
849 * chaos.
850 * This could really be a better implementation - the
851 * faces and attacktypes above are hardcoded, which is never
852 * good. The faces refer to faces in the animation sequence.
853 * Not sure how to do better - but not having it hardcoded
854 * would be nice.
855 * I also fixed a bug here in that attacktype was |= -
856 * to me, that would be that it would quickly get all
857 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
858 */
859 void
860 shuffle_attack (object *op, int change_face)
861 {
862 int i;
863
864 i = rndm (0, 21);
865
866 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
867
868 if (change_face)
869 {
870 SET_ANIMATION (op, ATTACKS[i].face);
871 }
872 }
873
874
875 /* prayer_failure: This is called when a player fails
876 * at casting a prayer.
877 * op is the player.
878 * failure is basically how much grace they had.
879 * power is how much grace the spell would normally take to cast.
880 */
881
882 void
883 prayer_failure (object *op, int failure, int power)
884 {
885 const char *godname;
886 object *tmp;
887
888 if (!strcmp ((godname = determine_god (op)), "none"))
889 godname = "Your spirit";
890
891 if (failure <= -20 && failure > -40) /* wonder */
892 {
893 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
894 tmp = get_archetype (SPELL_WONDER);
895 cast_cone (op, op, 0, tmp);
896 tmp->destroy ();
897 }
898
899 else if (failure <= -40 && failure > -60) /* confusion */
900 {
901 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
902 confuse_player (op, op, 99);
903 }
904 else if (failure <= -60 && failure > -150) /* paralysis */
905 {
906 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
907 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
908 paralyze_player (op, op, 99);
909 }
910 else if (failure <= -150) /* blast the immediate area */
911 {
912 tmp = get_archetype (GOD_POWER);
913 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
914 cast_magic_storm (op, tmp, power);
915 }
916 }
917
918 /*
919 * spell_failure() handles the various effects for differing degrees
920 * of failure badness.
921 * op is the player that failed.
922 * failure is a random value of how badly you failed.
923 * power is how many spellpoints you'd normally need for the spell.
924 * skill is the skill you'd need to cast the spell.
925 */
926
927 void
928 spell_failure (object *op, int failure, int power, object *skill)
929 {
930 object *tmp;
931
932 if (settings.spell_failure_effects == FALSE)
933 return;
934
935 if (failure <= -20 && failure > -40) /* wonder */
936 {
937 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
938 tmp = get_archetype (SPELL_WONDER);
939 cast_cone (op, op, 0, tmp);
940 tmp->destroy ();
941 }
942
943 else if (failure <= -40 && failure > -60) /* confusion */
944 {
945 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
946 confuse_player (op, op, 99);
947 }
948 else if (failure <= -60 && failure > -80) /* paralysis */
949 {
950 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
951 paralyze_player (op, op, 99);
952 }
953 else if (failure <= -80) /* blast the immediate area */
954 {
955 object *tmp;
956
957 /* Safety check to make sure we don't get any mana storms in scorn */
958 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
959 {
960 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
961 hit_player (op, 9998, op, AT_INTERNAL, 1);
962
963 }
964 else
965 {
966 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
967 tmp = get_archetype (LOOSE_MANA);
968 tmp->level = skill->level;
969
970 /* increase the area of destruction a little for more powerful spells */
971 tmp->range += isqrt (power);
972
973 if (power > 25)
974 tmp->stats.dam = 25 + isqrt (power);
975 else
976 tmp->stats.dam = power; /* nasty recoils! */
977
978 tmp->stats.maxhp = tmp->count;
979
980 tmp->insert_at (op);
981 }
982 }
983 }
984
985 int
986 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
987 {
988 int success;
989 object *spell;
990
991 if (!spell_ob->other_arch)
992 {
993 LOG (llevError, "cast_party_spell: empty other arch\n");
994 return 0;
995 }
996 spell = arch_to_object (spell_ob->other_arch);
997
998 /* Always cast spell on caster */
999 success = cast_spell (op, caster, dir, spell, stringarg);
1000
1001 if (caster->contr->party == NULL)
1002 {
1003 spell->remove ();
1004 return success;
1005 }
1006 for_all_players (pl)
1007 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1008 {
1009 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1010 }
1011 spell->remove ();
1012 return success;
1013 }
1014
1015 /* This is where the main dispatch when someone casts a spell.
1016 *
1017 * op is the creature that is owner of the object that is casting the spell -
1018 * eg, the player or monster.
1019 * caster is the actual object (wand, potion) casting the spell. can be
1020 * same as op.
1021 * dir is the direction to cast in. Note in some cases, if the spell
1022 * is self only, dir really doesn't make a difference.
1023 * spell_ob is the spell object that is being cast. From that,
1024 * we can determine what to do.
1025 * stringarg is any options that are being used. It can be NULL. Almost
1026 * certainly, only players will set it. It is basically used as optional
1027 * parameters to a spell (eg, item to create, information for marking runes,
1028 * etc.
1029 * returns 1 on successful cast, or 0 on error. These values should really
1030 * be swapped, so that 0 is successful, and non zero is failure, with a code
1031 * of what it failed.
1032 *
1033 * Note that this function is really a dispatch routine that calls other
1034 * functions - it just blindly returns what ever value those functions
1035 * return. So if your writing a new function that is called from this,
1036 * it shoudl also return 1 on success, 0 on failure.
1037 *
1038 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1039 * this function will decrease the mana/grace appropriately. For other
1040 * objects, the caller should do what it considers appropriate.
1041 */
1042 int
1043 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1044 {
1045 const char *godname;
1046 int success = 0, mflags, cast_level = 0;
1047 object *skill = NULL;
1048
1049 if (!spell_ob)
1050 {
1051 LOG (llevError, "cast_spell: null spell object passed\n");
1052 return 0;
1053 }
1054
1055 if (!strcmp ((godname = determine_god (op)), "none"))
1056 godname = "A random spirit";
1057
1058 /* the caller should set caster to op if appropriate */
1059 if (!caster)
1060 {
1061 LOG (llevError, "cast_spell: null caster object passed\n");
1062 return 0;
1063 }
1064
1065 /* if caster is a spell casting object, this normally shouldn't be
1066 * an issue, because they don't have any spellpaths set up.
1067 */
1068 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1069 {
1070 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1071 return 0;
1072 }
1073
1074 /* if it is a player casting the spell, and they are really casting it
1075 * (vs it coming from a wand, scroll, or whatever else), do some
1076 * checks. We let monsters do special things - eg, they
1077 * don't need the skill, bypass level checks, etc. The monster function
1078 * should take care of that.
1079 * Remove the wiz check here and move it further down - some spells
1080 * need to have the right skill pointer passed, so we need to
1081 * at least process that code.
1082 */
1083 if (op->type == PLAYER && op == caster)
1084 {
1085 cast_level = caster_level (caster, spell_ob);
1086
1087 if (spell_ob->skill)
1088 {
1089 skill = find_skill_by_name (op, spell_ob->skill);
1090
1091 if (!skill)
1092 {
1093 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1094 return 0;
1095 }
1096
1097 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1098 {
1099 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1100 return 0;
1101 }
1102 }
1103
1104 /* If the caster is the wiz, they don't ever fail, and don't have
1105 * to have sufficient grace/mana.
1106 */
1107 if (!QUERY_FLAG (op, FLAG_WIZ))
1108 {
1109 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1110 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1111 {
1112 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1113 return 0;
1114 }
1115
1116 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1117 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1118 {
1119 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1120 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1121 {
1122 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname);
1123 }
1124 else
1125 {
1126 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1127 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname);
1128 return 0;
1129 }
1130 }
1131
1132 /* player/monster is trying to cast the spell. might fumble it */
1133 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1134 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1135 {
1136 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1137 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1138
1139 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1140 return 0;
1141 }
1142 else if (spell_ob->stats.sp)
1143 {
1144 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1145
1146 if (failure < 0)
1147 {
1148 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1149 if (settings.spell_failure_effects == TRUE)
1150 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1151
1152 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1153 return 0;
1154 }
1155 }
1156 }
1157 }
1158
1159 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL);
1160
1161 /* See if we can cast a spell here. If the caster and op are
1162 * not alive, then this would mean that the mapmaker put the
1163 * objects on the space - presume that they know what they are
1164 * doing.
1165 */
1166
1167 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1168 {
1169 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!.");
1170 return 0;
1171 }
1172
1173 if ((spell_ob->type == SPELL)
1174 && (caster->type != POTION)
1175 && !QUERY_FLAG (op, FLAG_WIZCAST)
1176 && (QUERY_FLAG (caster, FLAG_ALIVE)
1177 || QUERY_FLAG (op, FLAG_ALIVE))
1178 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1179 {
1180 if (op->type != PLAYER)
1181 return 0;
1182
1183 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1184 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1185 else if (object *item = op->contr->ranged_ob)
1186 {
1187 if (item->type == SPELL)
1188 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1189 else if (item->type == SCROLL)
1190 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1191 else
1192 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1193 }
1194 else
1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1196
1197 return 0;
1198 }
1199
1200 /* Take into account how long it takes to cast the spell.
1201 * if the player is casting it, then we use the time in
1202 * the spell object. If it is a spell object, have it
1203 * take two ticks. Things that cast spells on the players
1204 * behalf (eg, altars, and whatever else) shouldn't cost
1205 * the player any time.
1206 * Ignore casting time for firewalls
1207 */
1208 if (caster == op && caster->type != FIREWALL)
1209 {
1210 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1211 /* Other portions of the code may also decrement the speed of the player, so
1212 * put a lower limit so that the player isn't stuck here too long
1213 */
1214 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1215 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1216 }
1217 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1218 op->speed_left -= 2 * FABS (op->speed);
1219
1220 if (op->type == PLAYER && op == caster)
1221 {
1222 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1223 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1224 }
1225
1226 /* We want to try to find the skill to properly credit exp.
1227 * for spell casting objects, the exp goes to the skill the casting
1228 * object requires.
1229 */
1230 if (op != caster && !skill && caster->skill)
1231 {
1232 skill = find_skill_by_name (op, caster->skill);
1233 if (!skill)
1234 {
1235 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1236 return 0;
1237 }
1238
1239 op->change_skill (skill); /* needed for proper exp credit */
1240 }
1241
1242 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1243 return RESULT_INT (0);
1244
1245 switch (spell_ob->subtype)
1246 {
1247 /* The order of case statements is same as the order they show up
1248 * in in spells.h.
1249 */
1250 case SP_RAISE_DEAD:
1251 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1252 break;
1253
1254 case SP_RUNE:
1255 success = write_rune (op, caster, spell_ob, dir, stringarg);
1256 break;
1257
1258 case SP_MAKE_MARK:
1259 success = write_mark (op, spell_ob, stringarg);
1260 break;
1261
1262 case SP_BOLT:
1263 success = fire_bolt (op, caster, dir, spell_ob, skill);
1264 break;
1265
1266 case SP_BULLET:
1267 success = fire_bullet (op, caster, dir, spell_ob);
1268 break;
1269
1270 case SP_CONE:
1271 success = cast_cone (op, caster, dir, spell_ob);
1272 break;
1273
1274 case SP_BOMB:
1275 success = create_bomb (op, caster, dir, spell_ob);
1276 break;
1277
1278 case SP_WONDER:
1279 success = cast_wonder (op, caster, dir, spell_ob);
1280 break;
1281
1282 case SP_SMITE:
1283 success = cast_smite_spell (op, caster, dir, spell_ob);
1284 break;
1285
1286 case SP_MAGIC_MISSILE:
1287 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1288 break;
1289
1290 case SP_SUMMON_GOLEM:
1291 success = summon_golem (op, caster, dir, spell_ob);
1292 break;
1293
1294 case SP_DIMENSION_DOOR:
1295 /* dimension door needs the actual caster, because that is what is
1296 * moved.
1297 */
1298 success = dimension_door (op, caster, spell_ob, dir);
1299 break;
1300
1301 case SP_MAGIC_MAPPING:
1302 if (op->type == PLAYER)
1303 {
1304 spell_effect (spell_ob, op->x, op->y, op->map, op);
1305 draw_magic_map (op);
1306 success = 1;
1307 }
1308 else
1309 success = 0;
1310 break;
1311
1312 case SP_MAGIC_WALL:
1313 success = magic_wall (op, caster, dir, spell_ob);
1314 break;
1315
1316 case SP_DESTRUCTION:
1317 success = cast_destruction (op, caster, spell_ob);
1318 break;
1319
1320 case SP_PERCEIVE_SELF:
1321 success = perceive_self (op);
1322 break;
1323
1324 case SP_WORD_OF_RECALL:
1325 success = cast_word_of_recall (op, caster, spell_ob);
1326 break;
1327
1328 case SP_INVISIBLE:
1329 success = cast_invisible (op, caster, spell_ob);
1330 break;
1331
1332 case SP_PROBE:
1333 success = probe (op, caster, spell_ob, dir);
1334 break;
1335
1336 case SP_HEALING:
1337 success = cast_heal (op, caster, spell_ob, dir);
1338 break;
1339
1340 case SP_CREATE_FOOD:
1341 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1342 break;
1343
1344 case SP_EARTH_TO_DUST:
1345 success = cast_earth_to_dust (op, caster, spell_ob);
1346 break;
1347
1348 case SP_CHANGE_ABILITY:
1349 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1350 break;
1351
1352 case SP_BLESS:
1353 success = cast_bless (op, caster, spell_ob, dir);
1354 break;
1355
1356 case SP_CURSE:
1357 success = cast_curse (op, caster, spell_ob, dir);
1358 break;
1359
1360 case SP_SUMMON_MONSTER:
1361 success = summon_object (op, caster, spell_ob, dir, stringarg);
1362 break;
1363
1364 case SP_CHARGING:
1365 success = recharge (op, caster, spell_ob);
1366 break;
1367
1368 case SP_POLYMORPH:
1369 #ifdef NO_POLYMORPH
1370 /* Not great, but at least provide feedback so if players do have
1371 * polymorph (ie, find it as a preset item or left over from before
1372 * it was disabled), they get some feedback.
1373 */
1374 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles");
1375 success = 0;
1376 #else
1377 success = cast_polymorph (op, caster, spell_ob, dir);
1378 #endif
1379 break;
1380
1381 case SP_ALCHEMY:
1382 success = alchemy (op, caster, spell_ob);
1383 break;
1384
1385 case SP_REMOVE_CURSE:
1386 success = remove_curse (op, caster, spell_ob);
1387 break;
1388
1389 case SP_IDENTIFY:
1390 success = cast_identify (op, caster, spell_ob);
1391 break;
1392
1393 case SP_DETECTION:
1394 success = cast_detection (op, caster, spell_ob, skill);
1395 break;
1396
1397 case SP_MOOD_CHANGE:
1398 success = mood_change (op, caster, spell_ob);
1399 break;
1400
1401 case SP_MOVING_BALL:
1402 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1403 {
1404 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name);
1405 success = 0;
1406 }
1407 else
1408 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1409 break;
1410
1411 case SP_SWARM:
1412 success = fire_swarm (op, caster, spell_ob, dir);
1413 break;
1414
1415 case SP_CHANGE_MANA:
1416 success = cast_transfer (op, caster, spell_ob, dir);
1417 break;
1418
1419 case SP_DISPEL_RUNE:
1420 /* in rune.c */
1421 success = dispel_rune (op, caster, spell_ob, skill, dir);
1422 break;
1423
1424 case SP_CREATE_MISSILE:
1425 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1426 break;
1427
1428 case SP_CONSECRATE:
1429 success = cast_consecrate (op, caster, spell_ob);
1430 break;
1431
1432 case SP_ANIMATE_WEAPON:
1433 success = animate_weapon (op, caster, spell_ob, dir);
1434 break;
1435
1436 case SP_LIGHT:
1437 success = cast_light (op, caster, spell_ob, dir);
1438 break;
1439
1440 case SP_CHANGE_MAP_LIGHT:
1441 success = cast_change_map_lightlevel (op, caster, spell_ob);
1442 break;
1443
1444 case SP_FAERY_FIRE:
1445 success = cast_destruction (op, caster, spell_ob);
1446 break;
1447
1448 case SP_CAUSE_DISEASE:
1449 success = cast_cause_disease (op, caster, spell_ob, dir);
1450 break;
1451
1452 case SP_AURA:
1453 success = create_aura (op, caster, spell_ob);
1454 break;
1455
1456 case SP_PARTY_SPELL:
1457 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1458 break;
1459
1460 default:
1461 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1462 }
1463
1464 /* FIXME - we need some better sound suppport */
1465 // yes, for example, augment map info with the spell effect
1466 // so clients can calculate the sounds themselves
1467 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1468
1469 return success;
1470 }
1471
1472
1473 /* This is called from time.c/process_object(). That function
1474 * calls this for any SPELL_EFFECT type objects. This function
1475 * then dispatches them to the appropriate specific routines.
1476 */
1477 void
1478 move_spell_effect (object *op)
1479 {
1480 switch (op->subtype)
1481 {
1482 case SP_BOLT:
1483 move_bolt (op);
1484 break;
1485
1486 case SP_BULLET:
1487 move_bullet (op);
1488 break;
1489
1490 case SP_EXPLOSION:
1491 explosion (op);
1492 break;
1493
1494 case SP_CONE:
1495 move_cone (op);
1496 break;
1497
1498 case SP_BOMB:
1499 animate_bomb (op);
1500 break;
1501
1502 case SP_MAGIC_MISSILE:
1503 move_missile (op);
1504 break;
1505
1506 case SP_WORD_OF_RECALL:
1507 execute_word_of_recall (op);
1508 break;
1509
1510 case SP_MOVING_BALL:
1511 move_ball_spell (op);
1512 break;
1513
1514 case SP_SWARM:
1515 move_swarm_spell (op);
1516 break;
1517
1518 case SP_AURA:
1519 move_aura (op);
1520 break;
1521 }
1522 }
1523
1524 /* this checks to see if something special should happen if
1525 * something runs into the object.
1526 */
1527 void
1528 check_spell_effect (object *op)
1529 {
1530 switch (op->subtype)
1531 {
1532 case SP_BOLT:
1533 move_bolt (op);
1534 return;
1535
1536 case SP_BULLET:
1537 check_bullet (op);
1538 return;
1539 }
1540 }
1541
1542 /* This is called by move_apply. Basically, if someone
1543 * moves onto a spell effect and the walk_on or fly_on flags
1544 * are set, this is called. This should only be called for
1545 * objects of the appropraite type.
1546 */
1547 void
1548 apply_spell_effect (object *spell, object *victim)
1549 {
1550 switch (spell->subtype)
1551 {
1552 case SP_CONE:
1553 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1554 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1555 break;
1556
1557 case SP_MAGIC_MISSILE:
1558 if (QUERY_FLAG (victim, FLAG_ALIVE))
1559 {
1560 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1561
1562 if (!spell->destroyed ())
1563 spell->destroy ();
1564 }
1565 break;
1566
1567 case SP_MOVING_BALL:
1568 if (QUERY_FLAG (victim, FLAG_ALIVE))
1569 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1570 else if (victim->materialname)
1571 save_throw_object (victim, spell->attacktype, spell);
1572 break;
1573 }
1574 }