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/cvs/deliantra/server/server/spell_util.C
Revision: 1.9
Committed: Tue Aug 29 11:58:02 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.8: +11 -6 lines
Log Message:
preventing hits of objects on a map by any effects if it is on a safe ground.
this should prevent most harmful effects for items and players there (delta
stuff that i didn't think of and couldn't find in the code).

File Contents

# Content
1 /*
2 * static char *rcsid_spell_util_c =
3 * "$Id: spell_util.C,v 1.8 2006-08-29 08:01:38 root Exp $";
4 */
5
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30
31 #include <global.h>
32 #include <spells.h>
33 #include <object.h>
34 #include <errno.h>
35 #ifndef __CEXTRACT__
36 #include <sproto.h>
37 #endif
38 #include <sounds.h>
39
40 extern char *spell_mapping[];
41
42 /* This returns a random spell from 'ob'. If skill is set, then
43 * the spell must be of this skill, it can be NULL in which case all
44 * matching spells are used.
45 */
46 object *find_random_spell_in_ob(object *ob, const char *skill)
47 {
48 int k=0,s;
49 object *tmp;
50
51 for (tmp=ob->inv; tmp; tmp=tmp->below)
52 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++;
53
54 /* No spells, no need to progess further */
55 if (!k) return NULL;
56
57 s = RANDOM() % k;
58
59 for (tmp=ob->inv; tmp; tmp=tmp->below)
60 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) {
61 if (!s) return tmp;
62 else s--;
63 }
64 /* Should never get here, but just in case */
65 return NULL;
66 }
67
68 /* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill
71 * is whatever skill the spell requires.
72 * if instead caster (rod, horn, wand, etc) is casting the skill,
73 * then they get exp for the skill that you need to use for
74 * that object (use magic device).
75 */
76 void set_spell_skill(object *op, object *caster, object *spob, object *dest)
77 {
78 if (dest->skill) FREE_AND_CLEAR_STR(dest->skill);
79 if (caster == op && spob->skill)
80 dest->skill = add_refcount(spob->skill);
81 else if (caster->skill)
82 dest->skill = add_refcount(caster->skill);
83 }
84
85 /* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any
87 * obvious errors. This was most useful in debugging when re-doing
88 * all the spells to catch simple errors. To use it all the time
89 * will result in it spitting out messages that aren't really errors.
90 */
91 void init_spells(void) {
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 if (at->clone.type == SPELL) {
103 if (at->clone.skill) {
104 for (i=1; i<NUM_SKILLS; i++)
105 if (!strcmp(skill_names[i], at->clone.skill)) break;
106 if (i==NUM_SKILLS) {
107 LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
108 }
109 }
110 /* other_arch is already checked for in the loader */
111 }
112 }
113
114 i=0;
115 while (spell_mapping[i]) {
116 if (!find_archetype(spell_mapping[i])) {
117 LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
118 }
119 i++;
120 }
121 LOG(llevDebug, "Checking spells completed.\n");
122 #endif
123 }
124
125 /* Dumps all the spells - now also dumps skill associated with the spell.
126 * not sure what this would be used for, as the data seems pretty
127 * minimal, but easy enough to keep around.
128 */
129 void dump_spells(void)
130 {
131 archetype *at;
132
133 for (at=first_archetype; at; at=at->next) {
134 if (at->clone.type == SPELL) {
135 fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name?at->clone.name:"null",
136 at->name, at->clone.other_arch?at->clone.other_arch->name:"null",
137 at->clone.skill?at->clone.skill:"null", at->clone.level);
138 }
139 }
140 }
141
142 /* pretty basic function - basically just takes
143 * an object, sets the x,y, and calls insert_ob_in_map
144 */
145
146 void spell_effect (object *spob, int x, int y, mapstruct *map,
147 object *originator)
148 {
149
150 if (spob->other_arch != NULL) {
151 object *effect = arch_to_object(spob->other_arch);
152
153 effect->x = x;
154 effect->y = y;
155
156 insert_ob_in_map(effect, map, originator,0);
157 }
158 }
159
160 /*
161 * This function takes a caster and spell and presents the
162 * effective level the caster needs to be to cast the spell.
163 * basically, it just adjusts the spell->level with attuned/repelled
164 * spellpaths. Was called path_level_mod
165 *
166 * caster is person casting hte spell.
167 * spell is the spell object.
168 * Returns modified level.
169 */
170 int min_casting_level(object *caster, object *spell)
171 {
172 int new_level;
173
174 if (caster->path_denied & spell->path_attuned) {
175 /* This case is not a bug, just the fact that this function is
176 * usually called BEFORE checking for path_deny. -AV
177 */
178 #if 0
179 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied "
180 "spell\n", caster->arch->name, caster->name);
181 #endif
182 return 1;
183 }
184 new_level = spell->level
185 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0)
186 + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
187 return (new_level < 1) ? 1 : new_level;
188 }
189
190
191 /* This function returns the effective level the spell
192 * is being cast at.
193 * Note that I changed the repelled/attuned bonus to 2 from 5.
194 * This is because the new code compares casting_level against
195 * min_caster_level, so the difference is effectively 4
196 */
197
198 int caster_level(object *caster, object *spell)
199 {
200 int level = caster->level;
201
202 /* If this is a player, try to find the matching skill */
203 if (caster->type == PLAYER && spell->skill) {
204 int i;
205
206 for (i=0; i < NUM_SKILLS; i++)
207 if (caster->contr->last_skill_ob[i] &&
208 caster->contr->last_skill_ob[i]->skill == spell->skill) {
209 level = caster->contr->last_skill_ob[i]->level;
210 break;
211 }
212 }
213
214 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
215 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
216 {
217 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
218 int sk_level = skill ? skill->level : 1;
219 level = MIN (level, sk_level + level / 10 + 1);
220 }
221
222 /* Got valid caster level. Now adjust for attunement */
223 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0)
224 + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
225
226 /* Always make this at least 1. If this is zero, we get divide by zero
227 * errors in various places.
228 */
229 if (level < 1) level = 1;
230 return level;
231 }
232
233 /* The following function scales the spellpoint cost of
234 * a spell by it's increased effectiveness. Some of the
235 * lower level spells become incredibly vicious at high
236 * levels. Very cheap mass destruction. This function is
237 * intended to keep the sp cost related to the effectiveness.
238 * op is the player/monster
239 * caster is what is casting the spell, can be op.
240 * spell is the spell object.
241 * Note that it is now possible for a spell to cost both grace and
242 * mana. In that case, we return which ever value is higher.
243 */
244
245 sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags)
246 {
247 int sp, grace, level = caster_level(caster, spell);
248
249 if (settings.spellpoint_level_depend == TRUE) {
250 if (spell->stats.sp && spell->stats.maxsp) {
251 sp= (int) (spell->stats.sp *
252 (1.0 + MAX(0,
253 (float)(level-spell->level)/ (float)spell->stats.maxsp)));
254 }
255 else sp = spell->stats.sp;
256
257 sp *= (int) PATH_SP_MULT(caster,spell);
258 if (!sp && spell->stats.sp) sp=1;
259
260 if (spell->stats.grace && spell->stats.maxgrace) {
261 grace= (int) (spell->stats.grace *
262 (1.0 + MAX(0,
263 (float)(level-spell->level)/ (float)spell->stats.maxgrace)));
264 }
265 else grace = spell->stats.grace;
266
267 grace *= (int) PATH_SP_MULT(caster,spell);
268 if (spell->stats.grace && !grace) grace=1;
269 } else {
270 sp = (int) (spell->stats.sp * PATH_SP_MULT(caster,spell));
271 if (spell->stats.sp && !sp) sp=1;
272 grace = (int) (spell->stats.grace * PATH_SP_MULT(caster,spell));
273 if (spell->stats.grace && !grace) 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 LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
283 return 0;
284 }
285 }
286
287
288 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289 * spob is the spell we are adjusting.
290 */
291 int SP_level_dam_adjust(object *caster, object *spob)
292 {
293 int level = caster_level (caster, spob);
294 int adj = level - min_casting_level(caster, spob);
295
296 if(adj < 0) adj=0;
297 if (spob->dam_modifier)
298 adj/=spob->dam_modifier;
299 else adj=0;
300 return adj;
301 }
302
303 /* Adjust the strength of the spell based on level.
304 * This is basically the same as SP_level_dam_adjust above,
305 * but instead looks at the level_modifier value.
306 */
307 int SP_level_duration_adjust(object *caster, object *spob)
308 {
309 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level(caster, spob);
311
312 if(adj < 0) adj=0;
313 if(spob->duration_modifier)
314 adj/=spob->duration_modifier;
315 else adj=0;
316
317 return adj;
318 }
319
320 /* Adjust the strength of the spell based on level.
321 * This is basically the same as SP_level_dam_adjust above,
322 * but instead looks at the level_modifier value.
323 */
324 int SP_level_range_adjust(object *caster, object *spob)
325 {
326 int level = caster_level (caster, spob);
327 int adj = level - min_casting_level(caster, spob);
328
329 if(adj < 0) adj=0;
330 if(spob->range_modifier)
331 adj/=spob->range_modifier;
332 else adj=0;
333
334 return adj;
335 }
336
337 /* Checks to see if player knows the spell. If the name is the same
338 * as an existing spell, we presume they know it.
339 * returns 1 if they know the spell, 0 if they don't.
340 */
341 object *check_spell_known (object *op, const char *name)
342 {
343 object *spop;
344
345 for (spop=op->inv; spop; spop=spop->below)
346 if (spop->type == SPELL && !strcmp(spop->name, name)) return spop;
347
348 return NULL;
349 }
350
351
352 /*
353 * Look at object 'op' and see if they know the spell
354 * spname. This is pretty close to check_spell_known
355 * above, but it uses a looser matching mechanism.
356 * returns the matching spell object, or NULL.
357 * If we match multiple spells but don't get an
358 * exact match, we also return NULL.
359 */
360
361 object *lookup_spell_by_name(object *op,const char *spname) {
362 object *spob1=NULL, *spob2=NULL, *spob;
363 int nummatch=0;
364
365 if(spname==NULL) return NULL;
366
367 /* Try to find the spell. We store the results in spob1
368 * and spob2 - spob1 is only taking the length of
369 * the past spname, spob2 uses the length of the spell name.
370 */
371 for (spob = op->inv; spob; spob=spob->below) {
372 if (spob->type == SPELL) {
373 if (!strncmp(spob->name, spname, strlen(spname))) {
374 nummatch++;
375 spob1 = spob;
376 } else if (!strncmp(spob->name, spname, strlen(spob->name))) {
377 /* if spells have ambiguous names, it makes matching
378 * really difficult. (eg, fire and fireball would
379 * fall into this category). It shouldn't be hard to
380 * make sure spell names don't overlap in that fashion.
381 */
382 if (spob2)
383 LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n",
384 spob2->name, spob->name);
385 spob2 = spob;
386 }
387 }
388 }
389 /* if we have best match, return it. Otherwise, if we have one match
390 * on the loser match, return that, otehrwise null
391 */
392 if (spob2) return spob2;
393 if (spob1 && nummatch == 1) return spob1;
394 return NULL;
395 }
396
397 /* reflwall - decides weither the (spell-)object sp_op will
398 * be reflected from the given mapsquare. Returns 1 if true.
399 * (Note that for living creatures there is a small chance that
400 * reflect_spell fails.)
401 * Caller should be sure it passes us valid map coordinates
402 * eg, updated for tiled maps.
403 */
404 int reflwall(mapstruct *m,int x,int y, object *sp_op) {
405 object *op;
406
407 if(OUT_OF_REAL_MAP(m,x,y)) return 0;
408 for(op=get_map_ob(m,x,y);op!=NULL;op=op->above)
409 if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) ||
410 sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10)))
411 return 1;
412
413 return 0;
414 }
415
416 /* cast_create_object: creates object new_op in direction dir
417 * or if that is blocked, beneath the player (op).
418 * we pass 'caster', but don't use it for anything.
419 * This is really just a simple wrapper function .
420 * returns the direction that the object was actually placed
421 * in.
422 */
423 int cast_create_obj(object *op,object *caster,object *new_op, int dir)
424 {
425 mapstruct *m;
426 sint16 sx, sy;
427
428 if(dir &&
429 ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
430 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) {
431 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
432 new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet.");
433 dir = 0;
434 }
435 new_op->x=op->x+freearr_x[dir];
436 new_op->y=op->y+freearr_y[dir];
437 if (dir == 0)
438 insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR);
439 else
440 insert_ob_in_map(new_op,op->map,op,0);
441 return dir;
442 }
443
444 /* Returns true if it is ok to put spell *op on the space/may provided.
445 * immune_stop is basically the attacktype of the spell (why
446 * passed as a different value, not sure of). If immune_stop
447 * has the AT_MAGIC bit set, and there is a counterwall
448 * on the space, the object doesn't get placed. if immune stop
449 * does not have AT_MAGIC, then counterwalls do not effect the spell.
450 *
451 */
452
453 int ok_to_put_more(mapstruct *m,sint16 x,sint16 y,object *op,int immune_stop) {
454 object *tmp;
455 int mflags;
456 mapstruct *mp;
457
458 mp = m;
459 mflags = get_map_flags(m, &mp, x, y, &x, &y);
460
461 if (mflags & P_OUT_OF_MAP) return 0;
462
463 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0;
464
465 for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) {
466 /* If there is a counterspell on the space, and this
467 * object is using magic, don't progress. I believe we could
468 * leave this out and let in progress, and other areas of the code
469 * will then remove it, but that would seem to to use more
470 * resources, and may not work as well if a player is standing
471 * on top of a counterwall spell (may hit the player before being
472 * removed.) On the other hand, it may be more dramatic for the
473 * spell to actually hit the counterwall and be sucked up.
474 */
475 if ((tmp->attacktype & AT_COUNTERSPELL) &&
476 (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) &&
477 (tmp->type != WEAPON) && (tmp->type != BOW) &&
478 (tmp->type != ARROW) && (tmp->type != GOLEM) &&
479 (immune_stop & AT_MAGIC)) return 0;
480
481 /* This is to prevent 'out of control' spells. Basically, this
482 * limits one spell effect per space per spell. This is definately
483 * needed for performance reasons, and just for playability I believe.
484 * there are no such things as multispaced spells right now, so
485 * we don't need to worry about the head.
486 */
487 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) &&
488 (tmp->subtype == op->subtype))
489 return 0;
490
491 /*
492 * Combine similar spell effects into one spell effect. Needed for
493 * performance reasons with meteor swarm and the like, but also for
494 * playability reasons.
495 */
496 if (tmp->arch == op->arch
497 && tmp->type == op->type
498 && tmp->subtype == op->subtype
499 && tmp->owner == op->owner
500 && ((tmp->subtype == SP_EXPLOSION)
501 || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))
502 ) {
503 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
504 tmp->range = MAX (tmp->range, op->range);
505 tmp->duration = MAX (tmp->duration, op->duration);
506 return 0;
507 }
508
509 /* Perhaps we should also put checks in for no magic and unholy
510 * ground to prevent it from moving along?
511 */
512 }
513 /* If it passes the above tests, it must be OK */
514 return 1;
515 }
516
517 /* fire_arch_from_position: fires an archetype.
518 * op: person firing the object.
519 * caster: object casting the spell.
520 * x, y: where to fire the spell (note, it then uses op->map for the map
521 * for these coordinates, which is probably a really bad idea.
522 * dir: direction to fire in.
523 * spell: spell that is being fired. It uses other_arch for the archetype
524 * to fire.
525 * returns 0 on failure, 1 on success.
526 */
527
528 int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y,
529 int dir, object *spell)
530 {
531 object *tmp;
532 int mflags;
533 mapstruct *m;
534
535 if(spell->other_arch==NULL)
536 return 0;
537
538 m = op->map;
539 mflags = get_map_flags(m, &m, x, y, &x, &y);
540 if (mflags & P_OUT_OF_MAP) {
541 return 0;
542 }
543
544 tmp=arch_to_object(spell->other_arch);
545
546 if(tmp==NULL)
547 return 0;
548
549 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) {
550 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
551 free_object(tmp);
552 return 0;
553 }
554
555
556
557 tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell);
558 tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell);
559 /* code in time.c uses food for some things, duration for others */
560 tmp->stats.food = tmp->duration;
561 tmp->range=spell->range+SP_level_range_adjust(caster,spell);
562 tmp->attacktype = spell->attacktype;
563 tmp->x=x;
564 tmp->y=y;
565 tmp->direction=dir;
566 if (get_owner (op) != NULL)
567 copy_owner (tmp, op);
568 else
569 set_owner (tmp, op);
570 tmp->level = caster_level (caster, spell);
571 set_spell_skill(op, caster, spell, tmp);
572
573 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
574 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) {
575 if(!tailor_god_spell(tmp,op)) return 0;
576 }
577 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
578 SET_ANIMATION(tmp, dir);
579
580 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL)
581 return 1;
582
583 move_spell_effect(tmp);
584
585 return 1;
586 }
587
588
589
590 /*****************************************************************************
591 *
592 * Code related to rods - perhaps better located in another file?
593 *
594 ****************************************************************************/
595
596 void regenerate_rod(object *rod) {
597 if (rod->stats.hp < rod->stats.maxhp) {
598 rod->stats.hp+= 1 + rod->stats.maxhp/10;
599
600 if (rod->stats.hp > rod->stats.maxhp)
601 rod->stats.hp = rod->stats.maxhp;
602 }
603 }
604
605
606 void drain_rod_charge(object *rod) {
607 rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST);
608 }
609
610
611
612
613 /* this function is commonly used to find a friendly target for
614 * spells such as heal or protection or armour
615 * op is what is looking for the target (which can be a player),
616 * dir is the direction we are looking in. Return object found, or
617 * NULL if no good object.
618 */
619
620 object *find_target_for_friendly_spell(object *op,int dir) {
621 object *tmp;
622 mapstruct *m;
623 sint16 x, y;
624 int mflags;
625
626 /* I don't really get this block - if op isn't a player or rune,
627 * we then make the owner of this object the target.
628 * The owner could very well be no where near op.
629 */
630 if(op->type!=PLAYER && op->type!=RUNE) {
631 tmp=get_owner(op);
632 /* If the owner does not exist, or is not a monster, than apply the spell
633 * to the caster.
634 */
635 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op;
636 }
637 else {
638 m = op->map;
639 x = op->x+freearr_x[dir];
640 y = op->y+freearr_y[dir];
641
642 mflags = get_map_flags(m, &m, x, y, &x, &y);
643
644 if (mflags & P_OUT_OF_MAP)
645 tmp=NULL;
646 else {
647 for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above)
648 if(tmp->type==PLAYER)
649 break;
650 }
651 }
652 /* didn't find a player there, look in current square for a player */
653 if(tmp==NULL)
654 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
655 {
656 if(tmp->type==PLAYER)
657 break;
658 }
659
660 return tmp;
661 }
662
663
664
665 /* raytrace:
666 * spell_find_dir(map, x, y, exclude) will search first the center square
667 * then some close squares in the given map at the given coordinates for
668 * live objects.
669 * It will not consider the object given as exclude (= caster) among possible
670 * live objects. If the caster is a player, the spell will go after
671 * monsters/generators only. If not, the spell will hunt players only.
672 * It returns the direction toward the first/closest live object if it finds
673 * any, otherwise -1.
674 * note that exclude can be NULL, in which case all bets are off.
675 */
676
677 int spell_find_dir(mapstruct *m, int x, int y, object *exclude) {
678 int i,max=SIZEOFFREE;
679 sint16 nx,ny;
680 int owner_type=0, mflags;
681 object *tmp;
682 mapstruct *mp;
683
684 if (exclude && exclude->head)
685 exclude = exclude->head;
686 if (exclude && exclude->type)
687 owner_type = exclude->type;
688
689 for(i=rndm(1, 8);i<max;i++) {
690 nx = x + freearr_x[i];
691 ny = y + freearr_y[i];
692 mp = m;
693 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
694 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue;
695
696 tmp=get_map_ob(mp,nx,ny);
697
698 while(tmp!=NULL && (((owner_type==PLAYER &&
699 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) ||
700 (owner_type!=PLAYER && tmp->type!=PLAYER)) ||
701 (tmp == exclude || (tmp->head && tmp->head == exclude))))
702 tmp=tmp->above;
703
704 if(tmp!=NULL && can_see_monsterP(m,x,y,i))
705 return freedir[i];
706 }
707 return -1; /* flag for "keep going the way you were" */
708 }
709
710
711
712 /* put_a_monster: puts a monster named monstername near by
713 * op. This creates the treasures for the monsters, and
714 * also deals with multipart monsters properly.
715 */
716
717 void put_a_monster(object *op,const char *monstername) {
718 object *tmp,*head=NULL,*prev=NULL;
719 archetype *at;
720 int dir;
721
722 /* Handle cases where we are passed a bogus mosntername */
723
724 if((at=find_archetype(monstername))==NULL) return;
725
726 /* find a free square nearby
727 * first we check the closest square for free squares
728 */
729
730 dir=find_first_free_spot(&at->clone,op->map,op->x,op->y);
731 if(dir!=-1) {
732 /* This is basically grabbed for generate monster. Fixed 971225 to
733 * insert multipart monsters properly
734 */
735 while (at!=NULL) {
736 tmp=arch_to_object(at);
737 tmp->x=op->x+freearr_x[dir]+at->clone.x;
738 tmp->y=op->y+freearr_y[dir]+at->clone.y;
739 tmp->map = op->map;
740 if (head) {
741 tmp->head=head;
742 prev->more=tmp;
743 }
744 if (!head) head=tmp;
745 prev=tmp;
746 at=at->more;
747 }
748
749 if (head->randomitems)
750 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0);
751
752 insert_ob_in_map(head,op->map,op,0);
753
754 /* thought it'd be cool to insert a burnout, too.*/
755 tmp=get_archetype("burnout");
756 tmp->map = op->map;
757 tmp->x=op->x+freearr_x[dir];
758 tmp->y=op->y+freearr_y[dir];
759 insert_ob_in_map(tmp,op->map,op,0);
760 }
761 }
762
763 /* peterm: function which summons hostile monsters and
764 * places them in nearby squares.
765 * op is the summoner.
766 * n is the number of monsters.
767 * monstername is the name of the monster.
768 * returns the number of monsters, which is basically n.
769 * it should really see how many it successfully replaced and
770 * return that instead.
771 * Note that this is not used by any spells (summon evil monsters
772 * use to call this, but best I can tell, that spell/ability was
773 * never used. This is however used by various failures on the
774 * players part (alchemy, reincarnation, etc)
775 */
776
777 int summon_hostile_monsters(object *op,int n,const char *monstername){
778 int i;
779 for(i=0;i<n;i++)
780 put_a_monster(op,monstername);
781
782 return n;
783 }
784
785
786 /* Some local definitions for shuffle-attack */
787 struct attacktype_shuffle {
788 int attacktype;
789 int face;
790 } ATTACKS[22] = {
791 {AT_PHYSICAL,0},
792 {AT_PHYSICAL,0}, /*face = explosion*/
793 {AT_PHYSICAL,0},
794 {AT_MAGIC,1},
795 {AT_MAGIC,1}, /* face = last-burnout */
796 {AT_MAGIC,1},
797 {AT_FIRE,2},
798 {AT_FIRE,2}, /* face = fire.... */
799 {AT_FIRE,2},
800 {AT_ELECTRICITY,3},
801 {AT_ELECTRICITY,3}, /* ball_lightning */
802 {AT_ELECTRICITY,3},
803 {AT_COLD,4},
804 {AT_COLD,4}, /* face=icestorm*/
805 {AT_COLD,4},
806 {AT_CONFUSION,5},
807 {AT_POISON,7},
808 {AT_POISON,7}, /* face = acid sphere. generator */
809 {AT_POISON,7}, /* poisoncloud face */
810 {AT_SLOW,8},
811 {AT_PARALYZE,9},
812 {AT_FEAR,10} };
813
814
815
816 /* shuffle_attack: peterm
817 * This routine shuffles the attack of op to one of the
818 * ones in the list. It does this at random. It also
819 * chooses a face appropriate to the attack that is
820 * being committed by that square at the moment.
821 * right now it's being used by color spray and create pool of
822 * chaos.
823 * This could really be a better implementation - the
824 * faces and attacktypes above are hardcoded, which is never
825 * good. The faces refer to faces in the animation sequence.
826 * Not sure how to do better - but not having it hardcoded
827 * would be nice.
828 * I also fixed a bug here in that attacktype was |= -
829 * to me, that would be that it would quickly get all
830 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
831 */
832 void shuffle_attack(object *op,int change_face)
833 {
834 int i;
835 i=rndm(0, 21);
836
837 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC;
838
839 if(change_face) {
840 SET_ANIMATION(op, ATTACKS[i].face);
841 }
842 }
843
844
845 /* prayer_failure: This is called when a player fails
846 * at casting a prayer.
847 * op is the player.
848 * failure is basically how much grace they had.
849 * power is how much grace the spell would normally take to cast.
850 */
851
852 void prayer_failure(object *op, int failure,int power)
853 {
854 const char *godname;
855 object *tmp;
856
857 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit";
858
859 if(failure<= -20 && failure > -40) /* wonder */
860 {
861 new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname);
862 tmp = get_archetype(SPELL_WONDER);
863 cast_cone(op,op,0,tmp);
864 free_object(tmp);
865 }
866
867 else if (failure <= -40 && failure > -60) /* confusion */
868 {
869 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!");
870 confuse_player(op,op,99);
871 }
872 else if (failure <= -60 && failure> -150) /* paralysis */
873 {
874 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname);
875 new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else.");
876 paralyze_player(op,op,99);
877 }
878 else if (failure <= -150) /* blast the immediate area */
879 {
880 tmp = get_archetype(GOD_POWER);
881 new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname);
882 cast_magic_storm(op,tmp, power);
883 }
884 }
885
886 /*
887 * spell_failure() handles the various effects for differing degrees
888 * of failure badness.
889 * op is the player that failed.
890 * failure is a random value of how badly you failed.
891 * power is how many spellpoints you'd normally need for the spell.
892 * skill is the skill you'd need to cast the spell.
893 */
894
895 void spell_failure(object *op, int failure,int power, object *skill)
896 {
897 object *tmp;
898
899 if (settings.spell_failure_effects == FALSE)
900 return;
901
902 if (failure<=-20 && failure > -40) /* wonder */
903 {
904 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect.");
905 tmp = get_archetype(SPELL_WONDER);
906 cast_cone(op,op,0,tmp);
907 free_object(tmp);
908 }
909
910 else if (failure <= -40 && failure > -60) /* confusion */
911 {
912 new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!");
913 confuse_player(op,op,99);
914 }
915 else if (failure <= -60 && failure> -80) /* paralysis */
916 {
917 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!");
918 paralyze_player(op,op,99);
919 }
920 else if (failure <= -80) /* blast the immediate area */
921 {
922 object *tmp;
923 /* Safety check to make sure we don't get any mana storms in scorn */
924 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) {
925 new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
926 hit_player(op,9998,op,AT_INTERNAL,1);
927
928 } else {
929 new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
930 tmp=get_archetype(LOOSE_MANA);
931 tmp->level=skill->level;
932 tmp->x=op->x;
933 tmp->y=op->y;
934
935 /* increase the area of destruction a little for more powerful spells */
936 tmp->range+=isqrt(power);
937
938 if (power>25) tmp->stats.dam = 25 + isqrt(power);
939 else tmp->stats.dam=power; /* nasty recoils! */
940
941 tmp->stats.maxhp=tmp->count;
942 insert_ob_in_map(tmp,op->map,NULL,0);
943 }
944 }
945 }
946
947 int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
948 {
949 int success;
950 player *pl;
951 object *spell;
952
953 if ( !spell_ob->other_arch )
954 {
955 LOG( llevError, "cast_party_spell: empty other arch\n" );
956 return 0;
957 }
958 spell = arch_to_object( spell_ob->other_arch );
959
960 /* Always cast spell on caster */
961 success = cast_spell( op, caster, dir, spell, stringarg );
962
963 if ( caster->contr->party == NULL )
964 {
965 remove_ob( spell );
966 return success;
967 }
968 for( pl=first_player; pl!=NULL; pl=pl->next )
969 if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) )
970 {
971 cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg );
972 }
973 remove_ob( spell );
974 return success;
975 }
976
977 /* This is where the main dispatch when someone casts a spell.
978 *
979 * op is the creature that is owner of the object that is casting the spell -
980 * eg, the player or monster.
981 * caster is the actual object (wand, potion) casting the spell. can be
982 * same as op.
983 * dir is the direction to cast in. Note in some cases, if the spell
984 * is self only, dir really doesn't make a difference.
985 * spell_ob is the spell object that is being cast. From that,
986 * we can determine what to do.
987 * stringarg is any options that are being used. It can be NULL. Almost
988 * certainly, only players will set it. It is basically used as optional
989 * parameters to a spell (eg, item to create, information for marking runes,
990 * etc.
991 * returns 1 on successful cast, or 0 on error. These values should really
992 * be swapped, so that 0 is successful, and non zero is failure, with a code
993 * of what it failed.
994 *
995 * Note that this function is really a dispatch routine that calls other
996 * functions - it just blindly returns what ever value those functions
997 * return. So if your writing a new function that is called from this,
998 * it shoudl also return 1 on success, 0 on failure.
999 *
1000 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1001 * this function will decrease the mana/grace appropriately. For other
1002 * objects, the caller should do what it considers appropriate.
1003 */
1004
1005 int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) {
1006
1007 const char *godname;
1008 int success=0,mflags, cast_level=0, old_shoottype;
1009 object *skill=NULL;
1010
1011 old_shoottype = op->contr ? op->contr->shoottype : 0;
1012
1013 if (!spell_ob) {
1014 LOG(llevError,"cast_spell: null spell object passed\n");
1015 return 0;
1016 }
1017 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1018
1019 /* the caller should set caster to op if appropriate */
1020 if (!caster) {
1021 LOG(llevError,"cast_spell: null caster object passed\n");
1022 return 0;
1023 }
1024
1025 /* if caster is a spell casting object, this normally shouldn't be
1026 * an issue, because they don't have any spellpaths set up.
1027 */
1028 if (caster->path_denied & spell_ob->path_attuned) {
1029 new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you.");
1030 return 0;
1031 }
1032
1033 /* if it is a player casting the spell, and they are really casting it
1034 * (vs it coming from a wand, scroll, or whatever else), do some
1035 * checks. We let monsters do special things - eg, they
1036 * don't need the skill, bypass level checks, etc. The monster function
1037 * should take care of that.
1038 * Remove the wiz check here and move it further down - some spells
1039 * need to have the right skill pointer passed, so we need to
1040 * at least process that code.
1041 */
1042 if (op->type == PLAYER && op == caster) {
1043 cast_level = caster_level(caster, spell_ob);
1044 if (spell_ob->skill) {
1045 skill = find_skill_by_name(op, spell_ob->skill);
1046 if (!skill) {
1047 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.",
1048 spell_ob->skill, spell_ob->name);
1049 return 0;
1050 }
1051 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) {
1052 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell.");
1053 return 0;
1054 }
1055 }
1056 /* If the caster is the wiz, they don't ever fail, and don't have
1057 * to have sufficient grace/mana.
1058 */
1059 if (!QUERY_FLAG(op, FLAG_WIZ)) {
1060 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) &&
1061 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) {
1062 new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana.");
1063 return 0;
1064 }
1065 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) &&
1066 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) {
1067 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace -
1068 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) {
1069 new_draw_info_format(NDI_UNIQUE, 0,op,
1070 "%s grants your prayer, though you are unworthy.",godname);
1071 }
1072 else {
1073 prayer_failure(op,op->stats.grace,
1074 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace);
1075 new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname);
1076 return 0;
1077 }
1078 }
1079
1080 /* player/monster is trying to cast the spell. might fumble it */
1081 if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) <
1082 (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) {
1083 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1084 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell.");
1085 if (settings.casting_time == TRUE) {
1086 op->casting_time = -1;
1087 }
1088 op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW);
1089 return 0;
1090 } else if (spell_ob->stats.sp) {
1091 int failure = random_roll(0, 199, op, PREFER_HIGH) -
1092 op->contr->encumbrance +op->level - spell_ob->level +35;
1093
1094 if( failure < 0) {
1095 new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use.");
1096 if (settings.spell_failure_effects == TRUE)
1097 spell_failure(op,failure,
1098 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA),
1099 skill);
1100 op->contr->shoottype = (rangetype) old_shoottype;
1101 op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW);
1102 return 0;
1103 }
1104 }
1105 }
1106 }
1107
1108 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1109
1110 /* See if we can cast a spell here. If the caster and op are
1111 * not alive, then this would mean that the mapmaker put the
1112 * objects on the space - presume that they know what they are
1113 * doing.
1114 */
1115
1116 if ((mflags & P_SAFE) && !QUERY_FLAG(op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1117 {
1118 new_draw_info(NDI_UNIQUE, 0,op,
1119 "This ground is sacred! The gods prevent any magical effects done by you here!.");
1120 return 0;
1121 }
1122
1123 if ((spell_ob->type == SPELL)
1124 && (caster->type != POTION)
1125 && !QUERY_FLAG(op, FLAG_WIZCAST)
1126 && (QUERY_FLAG(caster, FLAG_ALIVE)
1127 || QUERY_FLAG(op, FLAG_ALIVE))
1128 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp)
1129 || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1130 {
1131 if (op->type!=PLAYER)
1132 return 0;
1133
1134 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1135 new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname);
1136 else
1137 switch(op->contr->shoottype)
1138 {
1139 case range_magic:
1140 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting.");
1141 break;
1142 case range_misc:
1143 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item.");
1144 break;
1145 case range_golem:
1146 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll.");
1147 break;
1148 default:
1149 break;
1150 }
1151 return 0;
1152 }
1153
1154 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) {
1155 if (op->casting_time==-1) { /* begin the casting */
1156 op->casting_time = (sint16) (spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob));
1157 op->spell = spell_ob;
1158 /* put the stringarg into the object struct so that when the
1159 * spell is actually cast, it knows about the stringarg.
1160 * necessary for the invoke command spells.
1161 */
1162 if(stringarg) {
1163 op->spellarg = strdup_local(stringarg);
1164 }
1165 else op->spellarg=NULL;
1166 return 0;
1167 }
1168 else if (op->casting_time != 0) {
1169 if (op->type == PLAYER )
1170 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!");
1171 return 0;
1172 } else { /* casting_time == 0 */
1173 op->casting_time = -1;
1174 spell_ob = op->spell;
1175 stringarg = op->spellarg;
1176 }
1177 } else {
1178 /* Take into account how long it takes to cast the spell.
1179 * if the player is casting it, then we use the time in
1180 * the spell object. If it is a spell object, have it
1181 * take two ticks. Things that cast spells on the players
1182 * behalf (eg, altars, and whatever else) shouldn't cost
1183 * the player any time.
1184 * Ignore casting time for firewalls
1185 */
1186 if (caster == op && caster->type != FIREWALL) {
1187 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1188 /* Other portions of the code may also decrement the speed of the player, so
1189 * put a lower limit so that the player isn't stuck here too long
1190 */
1191 if ((spell_ob->casting_time > 0) &&
1192 op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed))
1193 op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1194 } else if (caster->type == WAND || caster->type == HORN ||
1195 caster->type == ROD || caster->type == POTION ||
1196 caster->type == SCROLL) {
1197 op->speed_left -= 2 * FABS(op->speed);
1198 }
1199 }
1200
1201 if (op->type == PLAYER && op == caster) {
1202 op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE);
1203 op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA);
1204 }
1205
1206 /* We want to try to find the skill to properly credit exp.
1207 * for spell casting objects, the exp goes to the skill the casting
1208 * object requires.
1209 */
1210 if (op != caster && !skill && caster->skill) {
1211 skill = find_skill_by_name(op, caster->skill);
1212 if (!skill) {
1213 new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s",
1214 caster->skill, query_name(caster));
1215 return 0;
1216 }
1217 change_skill(op, skill, 0); /* needed for proper exp credit */
1218 }
1219
1220 switch(spell_ob->subtype) {
1221 /* The order of case statements is same as the order they show up
1222 * in in spells.h.
1223 */
1224 case SP_RAISE_DEAD:
1225 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg);
1226 break;
1227
1228 case SP_RUNE:
1229 success = write_rune(op,caster, spell_ob, dir,stringarg);
1230 break;
1231
1232 case SP_MAKE_MARK:
1233 success = write_mark(op, spell_ob, stringarg);
1234 break;
1235
1236 case SP_BOLT:
1237 success = fire_bolt(op,caster,dir,spell_ob,skill);
1238 break;
1239
1240 case SP_BULLET:
1241 success = fire_bullet(op, caster, dir, spell_ob);
1242 break;
1243
1244 case SP_CONE:
1245 success = cast_cone(op, caster, dir, spell_ob);
1246 break;
1247
1248 case SP_BOMB:
1249 success = create_bomb(op,caster,dir, spell_ob);
1250 break;
1251
1252 case SP_WONDER:
1253 success = cast_wonder(op,caster, dir,spell_ob);
1254 break;
1255
1256 case SP_SMITE:
1257 success = cast_smite_spell(op,caster, dir,spell_ob);
1258 break;
1259
1260 case SP_MAGIC_MISSILE:
1261 success = fire_arch_from_position(op, caster, op->x + freearr_x[dir],
1262 op->y + freearr_y[dir], dir, spell_ob);
1263 break;
1264
1265 case SP_SUMMON_GOLEM:
1266 success = summon_golem(op, caster, dir, spell_ob);
1267 old_shoottype = range_golem;
1268 break;
1269
1270 case SP_DIMENSION_DOOR:
1271 /* dimension door needs the actual caster, because that is what is
1272 * moved.
1273 */
1274 success = dimension_door(op,caster, spell_ob, dir);
1275 break;
1276
1277 case SP_MAGIC_MAPPING:
1278 if(op->type==PLAYER) {
1279 spell_effect(spell_ob, op->x, op->y, op->map, op);
1280 draw_magic_map(op);
1281 success=1;
1282 }
1283 else success=0;
1284 break;
1285
1286 case SP_MAGIC_WALL:
1287 success = magic_wall(op,caster,dir,spell_ob);
1288 break;
1289
1290 case SP_DESTRUCTION:
1291 success = cast_destruction(op,caster,spell_ob);
1292 break;
1293
1294 case SP_PERCEIVE_SELF:
1295 success = perceive_self(op);
1296 break;
1297
1298 case SP_WORD_OF_RECALL:
1299 success = cast_word_of_recall(op,caster,spell_ob);
1300 break;
1301
1302 case SP_INVISIBLE:
1303 success = cast_invisible(op,caster,spell_ob);
1304 break;
1305
1306 case SP_PROBE:
1307 success = probe(op,caster, spell_ob, dir);
1308 break;
1309
1310 case SP_HEALING:
1311 success = cast_heal(op,caster, spell_ob, dir);
1312 break;
1313
1314 case SP_CREATE_FOOD:
1315 success = cast_create_food(op,caster,spell_ob, dir,stringarg);
1316 break;
1317
1318 case SP_EARTH_TO_DUST:
1319 success = cast_earth_to_dust(op,caster,spell_ob);
1320 break;
1321
1322 case SP_CHANGE_ABILITY:
1323 success = cast_change_ability(op,caster,spell_ob, dir, 0);
1324 break;
1325
1326 case SP_BLESS:
1327 success = cast_bless(op,caster,spell_ob, dir);
1328 break;
1329
1330 case SP_CURSE:
1331 success = cast_curse(op,caster,spell_ob, dir);
1332 break;
1333
1334 case SP_SUMMON_MONSTER:
1335 success = summon_object(op,caster,spell_ob, dir,stringarg);
1336 break;
1337
1338 case SP_CHARGING:
1339 success = recharge(op, caster, spell_ob);
1340 break;
1341
1342 case SP_POLYMORPH:
1343 #ifdef NO_POLYMORPH
1344 /* Not great, but at least provide feedback so if players do have
1345 * polymorph (ie, find it as a preset item or left over from before
1346 * it was disabled), they get some feedback.
1347 */
1348 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles");
1349 success = 0;
1350 #else
1351 success = cast_polymorph(op,caster,spell_ob, dir);
1352 #endif
1353 break;
1354
1355 case SP_ALCHEMY:
1356 success = alchemy(op, caster, spell_ob);
1357 break;
1358
1359 case SP_REMOVE_CURSE:
1360 success = remove_curse(op, caster, spell_ob);
1361 break;
1362
1363 case SP_IDENTIFY:
1364 success = cast_identify(op, caster, spell_ob);
1365 break;
1366
1367 case SP_DETECTION:
1368 success = cast_detection(op, caster, spell_ob, skill);
1369 break;
1370
1371 case SP_MOOD_CHANGE:
1372 success = mood_change(op, caster, spell_ob);
1373 break;
1374
1375 case SP_MOVING_BALL:
1376 if (spell_ob->path_repelled &&
1377 (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) {
1378 new_draw_info_format(NDI_UNIQUE, 0, op,
1379 "You lack the proper attunement to cast %s", spell_ob->name);
1380 success = 0;
1381 } else
1382 success = fire_arch_from_position(op,caster,
1383 op->x + freearr_x[dir], op->y + freearr_y[dir],
1384 dir, spell_ob);
1385 break;
1386
1387 case SP_SWARM:
1388 success = fire_swarm(op, caster, spell_ob, dir);
1389 break;
1390
1391 case SP_CHANGE_MANA:
1392 success = cast_transfer(op,caster, spell_ob, dir);
1393 break;
1394
1395 case SP_DISPEL_RUNE:
1396 /* in rune.c */
1397 success = dispel_rune(op,caster, spell_ob, skill, dir);
1398 break;
1399
1400 case SP_CREATE_MISSILE:
1401 success = cast_create_missile(op,caster,spell_ob, dir,stringarg);
1402 break;
1403
1404 case SP_CONSECRATE:
1405 success = cast_consecrate(op, caster, spell_ob);
1406 break;
1407
1408 case SP_ANIMATE_WEAPON:
1409 success = animate_weapon(op, caster, spell_ob, dir);
1410 old_shoottype = range_golem;
1411 break;
1412
1413 case SP_LIGHT:
1414 success = cast_light(op, caster, spell_ob, dir);
1415 break;
1416
1417 case SP_CHANGE_MAP_LIGHT:
1418 success = cast_change_map_lightlevel(op, caster, spell_ob);
1419 break;
1420
1421 case SP_FAERY_FIRE:
1422 success = cast_destruction(op,caster,spell_ob);
1423 break;
1424
1425 case SP_CAUSE_DISEASE:
1426 success = cast_cause_disease(op, caster, spell_ob, dir);
1427 break;
1428
1429 case SP_AURA:
1430 success = create_aura(op, caster, spell_ob);
1431 break;
1432
1433 case SP_TOWN_PORTAL:
1434 success= cast_create_town_portal (op,caster,spell_ob, dir);
1435 break;
1436
1437 case SP_PARTY_SPELL:
1438 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1439 break;
1440
1441 default:
1442 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1443 LOG (llevError,"cast_spell: Unhandled spell subtype %d\n",
1444 spell_ob->subtype);
1445
1446
1447 }
1448
1449 /* FIXME - we need some better sound suppport */
1450 // yes, for example, augment map info with the spell effect
1451 // so clients can calculate the sounds themselves
1452 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1453
1454 /* free the spell arg */
1455 if(settings.casting_time == TRUE && stringarg) {
1456 free(stringarg);
1457 stringarg=NULL;
1458 }
1459 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1460 * to something like use_magic_item, but you really want to be able to fire
1461 * it again.
1462 */
1463 if (op->contr) op->contr->shoottype = (rangetype) old_shoottype;
1464
1465 return success;
1466 }
1467
1468
1469 /* This is called from time.c/process_object(). That function
1470 * calls this for any SPELL_EFFECT type objects. This function
1471 * then dispatches them to the appropriate specific routines.
1472 */
1473 void move_spell_effect(object *op) {
1474
1475 switch (op->subtype) {
1476 case SP_BOLT:
1477 move_bolt(op);
1478 break;
1479
1480 case SP_BULLET:
1481 move_bullet(op);
1482 break;
1483
1484 case SP_EXPLOSION:
1485 explosion(op);
1486 break;
1487
1488 case SP_CONE:
1489 move_cone(op);
1490 break;
1491
1492 case SP_BOMB:
1493 animate_bomb(op);
1494 break;
1495
1496 case SP_MAGIC_MISSILE:
1497 move_missile(op);
1498 break;
1499
1500 case SP_WORD_OF_RECALL:
1501 execute_word_of_recall(op);
1502 break;
1503
1504 case SP_MOVING_BALL:
1505 move_ball_spell(op);
1506 break;
1507
1508 case SP_SWARM:
1509 move_swarm_spell(op);
1510 break;
1511
1512 case SP_AURA:
1513 move_aura(op);
1514 break;
1515
1516 }
1517 }
1518
1519 /* this checks to see if something special should happen if
1520 * something runs into the object.
1521 */
1522 void check_spell_effect(object *op) {
1523
1524 switch (op->subtype) {
1525 case SP_BOLT:
1526 move_bolt(op);
1527 return;
1528
1529 case SP_BULLET:
1530 check_bullet(op);
1531 return;
1532 }
1533
1534 }
1535
1536 /* This is called by move_apply. Basically, if someone
1537 * moves onto a spell effect and the walk_on or fly_on flags
1538 * are set, this is called. This should only be called for
1539 * objects of the appropraite type.
1540 */
1541 void apply_spell_effect(object *spell, object *victim)
1542 {
1543 switch (spell->subtype) {
1544 case SP_CONE:
1545 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1546 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0);
1547 break;
1548
1549 case SP_MAGIC_MISSILE:
1550 if (QUERY_FLAG (victim, FLAG_ALIVE)) {
1551 tag_t spell_tag = spell->count;
1552 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1553 if ( ! was_destroyed (spell, spell_tag)) {
1554 remove_ob (spell);
1555 free_object (spell);
1556 }
1557 }
1558 break;
1559
1560 case SP_MOVING_BALL:
1561 if (QUERY_FLAG (victim, FLAG_ALIVE))
1562 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1563 else if (victim->material || victim->materialname)
1564 save_throw_object (victim, spell->attacktype, spell);
1565 break;
1566 }
1567 }