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/cvs/deliantra/server/server/spell_util.c
Revision: 1.12
Committed: Sat Aug 12 14:12:03 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: LAST_C_VERSION
Changes since 1.11: +5 -19 lines
Log Message:
created new spell type SP_PERL (should be SP_PLUGIN but well...).

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_spell_util_c =
3 root 1.2 * "$Id$";
4 root 1.1 */
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 root 1.6 int level = caster->level;
201 root 1.1
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 root 1.6
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 root 1.1 /* 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 root 1.6 if (level < 1) level = 1;
230 root 1.1 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 *= 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 *= PATH_SP_MULT(caster,spell);
268     if (spell->stats.grace && !grace) grace=1;
269     } else {
270     sp = spell->stats.sp * PATH_SP_MULT(caster,spell);
271     if (spell->stats.sp && !sp) sp=1;
272     grace = 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 root 1.3 * object is using magic, don't progress. I believe we could
468 root 1.1 * 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 root 1.5 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) &&
488     (tmp->subtype == op->subtype))
489 root 1.1 return 0;
490 root 1.4
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 root 1.3 }
508 root 1.1
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 elmex 1.9 if(op->type!=PLAYER && op->type!=RUNE)
631     {
632     tmp=get_owner(op);
633     /* If the owner does not exist, or is not a monster, than apply the spell
634     * to the caster.
635     */
636     if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op;
637 root 1.1 }
638 elmex 1.9 else
639     {
640     m = op->map;
641     x = op->x+freearr_x[dir];
642     y = op->y+freearr_y[dir];
643    
644     mflags = get_map_flags(m, &m, x, y, &x, &y);
645    
646     if (mflags & P_OUT_OF_MAP)
647     tmp=NULL;
648     else
649     {
650     for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above)
651     {
652     if(tmp->type==PLAYER)
653     break;
654     }
655     }
656 root 1.1 }
657     /* didn't find a player there, look in current square for a player */
658     if(tmp==NULL)
659 elmex 1.9 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
660     {
661     if(tmp->type==PLAYER)
662     break;
663     /* Don't forget to browse inside transports ! - gros 2006/07/25 */
664     if(tmp->type==TRANSPORT)
665     {
666     object* inv;
667     for (inv=tmp->inv; inv; inv=inv->below)
668     {
669 elmex 1.10 if ((inv->type == PLAYER) && (op == inv))
670 elmex 1.9 {
671     return inv;
672     }
673     }
674     }
675     }
676 root 1.1 return tmp;
677     }
678    
679    
680    
681     /* raytrace:
682     * spell_find_dir(map, x, y, exclude) will search first the center square
683     * then some close squares in the given map at the given coordinates for
684     * live objects.
685     * It will not consider the object given as exclude (= caster) among possible
686     * live objects. If the caster is a player, the spell will go after
687     * monsters/generators only. If not, the spell will hunt players only.
688     * It returns the direction toward the first/closest live object if it finds
689     * any, otherwise -1.
690     * note that exclude can be NULL, in which case all bets are off.
691     */
692    
693     int spell_find_dir(mapstruct *m, int x, int y, object *exclude) {
694     int i,max=SIZEOFFREE;
695     sint16 nx,ny;
696     int owner_type=0, mflags;
697     object *tmp;
698     mapstruct *mp;
699    
700     if (exclude && exclude->head)
701     exclude = exclude->head;
702     if (exclude && exclude->type)
703     owner_type = exclude->type;
704    
705     for(i=rndm(1, 8);i<max;i++) {
706     nx = x + freearr_x[i];
707     ny = y + freearr_y[i];
708     mp = m;
709     mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
710     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue;
711    
712     tmp=get_map_ob(mp,nx,ny);
713    
714     while(tmp!=NULL && (((owner_type==PLAYER &&
715     !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) ||
716     (owner_type!=PLAYER && tmp->type!=PLAYER)) ||
717     (tmp == exclude || (tmp->head && tmp->head == exclude))))
718     tmp=tmp->above;
719    
720     if(tmp!=NULL && can_see_monsterP(m,x,y,i))
721     return freedir[i];
722     }
723     return -1; /* flag for "keep going the way you were" */
724     }
725    
726    
727    
728     /* put_a_monster: puts a monster named monstername near by
729     * op. This creates the treasures for the monsters, and
730     * also deals with multipart monsters properly.
731     */
732    
733     void put_a_monster(object *op,const char *monstername) {
734     object *tmp,*head=NULL,*prev=NULL;
735     archetype *at;
736     int dir;
737    
738     /* Handle cases where we are passed a bogus mosntername */
739    
740     if((at=find_archetype(monstername))==NULL) return;
741    
742     /* find a free square nearby
743     * first we check the closest square for free squares
744     */
745    
746     dir=find_first_free_spot(&at->clone,op->map,op->x,op->y);
747     if(dir!=-1) {
748     /* This is basically grabbed for generate monster. Fixed 971225 to
749     * insert multipart monsters properly
750     */
751     while (at!=NULL) {
752     tmp=arch_to_object(at);
753     tmp->x=op->x+freearr_x[dir]+at->clone.x;
754     tmp->y=op->y+freearr_y[dir]+at->clone.y;
755     tmp->map = op->map;
756     if (head) {
757     tmp->head=head;
758     prev->more=tmp;
759     }
760     if (!head) head=tmp;
761     prev=tmp;
762     at=at->more;
763     }
764    
765     if (head->randomitems)
766     create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0);
767    
768     insert_ob_in_map(head,op->map,op,0);
769    
770     /* thought it'd be cool to insert a burnout, too.*/
771     tmp=get_archetype("burnout");
772     tmp->map = op->map;
773     tmp->x=op->x+freearr_x[dir];
774     tmp->y=op->y+freearr_y[dir];
775     insert_ob_in_map(tmp,op->map,op,0);
776     }
777     }
778    
779     /* peterm: function which summons hostile monsters and
780     * places them in nearby squares.
781     * op is the summoner.
782     * n is the number of monsters.
783     * monstername is the name of the monster.
784     * returns the number of monsters, which is basically n.
785     * it should really see how many it successfully replaced and
786     * return that instead.
787     * Note that this is not used by any spells (summon evil monsters
788     * use to call this, but best I can tell, that spell/ability was
789     * never used. This is however used by various failures on the
790     * players part (alchemy, reincarnation, etc)
791     */
792    
793     int summon_hostile_monsters(object *op,int n,const char *monstername){
794     int i;
795     for(i=0;i<n;i++)
796     put_a_monster(op,monstername);
797    
798     return n;
799     }
800    
801    
802     /* Some local definitions for shuffle-attack */
803     struct {
804     int attacktype;
805     int face;
806     } ATTACKS[22] = {
807     {AT_PHYSICAL,0},
808     {AT_PHYSICAL,0}, /*face = explosion*/
809     {AT_PHYSICAL,0},
810     {AT_MAGIC,1},
811     {AT_MAGIC,1}, /* face = last-burnout */
812     {AT_MAGIC,1},
813     {AT_FIRE,2},
814     {AT_FIRE,2}, /* face = fire.... */
815     {AT_FIRE,2},
816     {AT_ELECTRICITY,3},
817     {AT_ELECTRICITY,3}, /* ball_lightning */
818     {AT_ELECTRICITY,3},
819     {AT_COLD,4},
820     {AT_COLD,4}, /* face=icestorm*/
821     {AT_COLD,4},
822     {AT_CONFUSION,5},
823     {AT_POISON,7},
824     {AT_POISON,7}, /* face = acid sphere. generator */
825     {AT_POISON,7}, /* poisoncloud face */
826     {AT_SLOW,8},
827     {AT_PARALYZE,9},
828     {AT_FEAR,10} };
829    
830    
831    
832     /* shuffle_attack: peterm
833     * This routine shuffles the attack of op to one of the
834     * ones in the list. It does this at random. It also
835     * chooses a face appropriate to the attack that is
836     * being committed by that square at the moment.
837     * right now it's being used by color spray and create pool of
838     * chaos.
839     * This could really be a better implementation - the
840     * faces and attacktypes above are hardcoded, which is never
841     * good. The faces refer to faces in the animation sequence.
842     * Not sure how to do better - but not having it hardcoded
843     * would be nice.
844     * I also fixed a bug here in that attacktype was |= -
845     * to me, that would be that it would quickly get all
846     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
847     */
848     void shuffle_attack(object *op,int change_face)
849     {
850     int i;
851     i=rndm(0, 21);
852    
853     op->attacktype=ATTACKS[i].attacktype|AT_MAGIC;
854    
855     if(change_face) {
856     SET_ANIMATION(op, ATTACKS[i].face);
857     }
858     }
859    
860    
861     /* prayer_failure: This is called when a player fails
862     * at casting a prayer.
863     * op is the player.
864     * failure is basically how much grace they had.
865     * power is how much grace the spell would normally take to cast.
866     */
867    
868     void prayer_failure(object *op, int failure,int power)
869     {
870     const char *godname;
871     object *tmp;
872    
873     if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit";
874    
875     if(failure<= -20 && failure > -40) /* wonder */
876     {
877     new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname);
878     tmp = get_archetype(SPELL_WONDER);
879     cast_cone(op,op,0,tmp);
880     free_object(tmp);
881     }
882    
883     else if (failure <= -40 && failure > -60) /* confusion */
884     {
885     new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!");
886     confuse_player(op,op,99);
887     }
888     else if (failure <= -60 && failure> -150) /* paralysis */
889     {
890     new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname);
891     new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else.");
892     paralyze_player(op,op,99);
893     }
894     else if (failure <= -150) /* blast the immediate area */
895     {
896     tmp = get_archetype(GOD_POWER);
897     new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname);
898     cast_magic_storm(op,tmp, power);
899     }
900     }
901    
902     /*
903     * spell_failure() handles the various effects for differing degrees
904     * of failure badness.
905     * op is the player that failed.
906     * failure is a random value of how badly you failed.
907     * power is how many spellpoints you'd normally need for the spell.
908     * skill is the skill you'd need to cast the spell.
909     */
910    
911     void spell_failure(object *op, int failure,int power, object *skill)
912     {
913     object *tmp;
914    
915     if (settings.spell_failure_effects == FALSE)
916     return;
917    
918     if (failure<=-20 && failure > -40) /* wonder */
919     {
920     new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect.");
921     tmp = get_archetype(SPELL_WONDER);
922     cast_cone(op,op,0,tmp);
923     free_object(tmp);
924     }
925    
926     else if (failure <= -40 && failure > -60) /* confusion */
927     {
928     new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!");
929     confuse_player(op,op,99);
930     }
931     else if (failure <= -60 && failure> -80) /* paralysis */
932     {
933     new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!");
934     paralyze_player(op,op,99);
935     }
936     else if (failure <= -80) /* blast the immediate area */
937     {
938     object *tmp;
939     /* Safety check to make sure we don't get any mana storms in scorn */
940     if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) {
941     new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
942     hit_player(op,9998,op,AT_INTERNAL,1);
943    
944     } else {
945     new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
946     tmp=get_archetype(LOOSE_MANA);
947     tmp->level=skill->level;
948     tmp->x=op->x;
949     tmp->y=op->y;
950    
951     /* increase the area of destruction a little for more powerful spells */
952     tmp->range+=isqrt(power);
953    
954     if (power>25) tmp->stats.dam = 25 + isqrt(power);
955     else tmp->stats.dam=power; /* nasty recoils! */
956    
957     tmp->stats.maxhp=tmp->count;
958     insert_ob_in_map(tmp,op->map,NULL,0);
959     }
960     }
961     }
962    
963     int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
964     {
965     int success;
966     player *pl;
967     object *spell;
968    
969     if ( !spell_ob->other_arch )
970     {
971     LOG( llevError, "cast_party_spell: empty other arch\n" );
972     return 0;
973     }
974     spell = arch_to_object( spell_ob->other_arch );
975    
976     /* Always cast spell on caster */
977     success = cast_spell( op, caster, dir, spell, stringarg );
978    
979     if ( caster->contr->party == NULL )
980     {
981     remove_ob( spell );
982     return success;
983     }
984     for( pl=first_player; pl!=NULL; pl=pl->next )
985     if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) )
986     {
987     cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg );
988     }
989     remove_ob( spell );
990     return success;
991     }
992    
993     /* This is where the main dispatch when someone casts a spell.
994     *
995     * op is the creature that is owner of the object that is casting the spell -
996     * eg, the player or monster.
997     * caster is the actual object (wand, potion) casting the spell. can be
998     * same as op.
999     * dir is the direction to cast in. Note in some cases, if the spell
1000     * is self only, dir really doesn't make a difference.
1001     * spell_ob is the spell object that is being cast. From that,
1002     * we can determine what to do.
1003     * stringarg is any options that are being used. It can be NULL. Almost
1004     * certainly, only players will set it. It is basically used as optional
1005     * parameters to a spell (eg, item to create, information for marking runes,
1006     * etc.
1007     * returns 1 on successful cast, or 0 on error. These values should really
1008     * be swapped, so that 0 is successful, and non zero is failure, with a code
1009     * of what it failed.
1010     *
1011     * Note that this function is really a dispatch routine that calls other
1012     * functions - it just blindly returns what ever value those functions
1013     * return. So if your writing a new function that is called from this,
1014     * it shoudl also return 1 on success, 0 on failure.
1015     *
1016     * if it is a player casting the spell (op->type == PLAYER, op == caster),
1017 root 1.2 * this function will decrease the mana/grace appropriately. For other
1018 root 1.1 * objects, the caller should do what it considers appropriate.
1019     */
1020    
1021     int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) {
1022    
1023     const char *godname;
1024 elmex 1.12 int success=0,mflags, cast_level=0, old_shoottype;
1025 root 1.1 object *skill=NULL;
1026    
1027     old_shoottype = op->contr ? op->contr->shoottype : 0;
1028    
1029     if (!spell_ob) {
1030     LOG(llevError,"cast_spell: null spell object passed\n");
1031     return 0;
1032     }
1033     if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1034    
1035     /* the caller should set caster to op if appropriate */
1036     if (!caster) {
1037     LOG(llevError,"cast_spell: null caster object passed\n");
1038     return 0;
1039     }
1040    
1041     /* if caster is a spell casting object, this normally shouldn't be
1042     * an issue, because they don't have any spellpaths set up.
1043     */
1044     if (caster->path_denied & spell_ob->path_attuned) {
1045     new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you.");
1046     return 0;
1047     }
1048    
1049     /* if it is a player casting the spell, and they are really casting it
1050     * (vs it coming from a wand, scroll, or whatever else), do some
1051     * checks. We let monsters do special things - eg, they
1052     * don't need the skill, bypass level checks, etc. The monster function
1053     * should take care of that.
1054     * Remove the wiz check here and move it further down - some spells
1055     * need to have the right skill pointer passed, so we need to
1056     * at least process that code.
1057     */
1058     if (op->type == PLAYER && op == caster) {
1059     cast_level = caster_level(caster, spell_ob);
1060     if (spell_ob->skill) {
1061     skill = find_skill_by_name(op, spell_ob->skill);
1062     if (!skill) {
1063     new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.",
1064     spell_ob->skill, spell_ob->name);
1065     return 0;
1066     }
1067     if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) {
1068     new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell.");
1069     return 0;
1070     }
1071     }
1072     /* If the caster is the wiz, they don't ever fail, and don't have
1073     * to have sufficient grace/mana.
1074     */
1075     if (!QUERY_FLAG(op, FLAG_WIZ)) {
1076     if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) &&
1077     SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) {
1078     new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana.");
1079     return 0;
1080     }
1081     if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) &&
1082     SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) {
1083     if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace -
1084     10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) {
1085     new_draw_info_format(NDI_UNIQUE, 0,op,
1086     "%s grants your prayer, though you are unworthy.",godname);
1087     }
1088     else {
1089     prayer_failure(op,op->stats.grace,
1090     SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace);
1091     new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname);
1092     return 0;
1093     }
1094     }
1095    
1096     /* player/monster is trying to cast the spell. might fumble it */
1097     if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) <
1098     (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) {
1099     play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1100     new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell.");
1101     if (settings.casting_time == TRUE) {
1102     op->casting_time = -1;
1103     }
1104     op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW);
1105     return 0;
1106     } else if (spell_ob->stats.sp) {
1107     int failure = random_roll(0, 199, op, PREFER_HIGH) -
1108     op->contr->encumbrance +op->level - spell_ob->level +35;
1109    
1110     if( failure < 0) {
1111     new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use.");
1112     if (settings.spell_failure_effects == TRUE)
1113     spell_failure(op,failure,
1114     SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA),
1115     skill);
1116     op->contr->shoottype = old_shoottype;
1117     op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW);
1118     return 0;
1119     }
1120     }
1121     }
1122     }
1123    
1124     mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1125    
1126     /* See if we can cast a spell here. If the caster and op are
1127     * not alive, then this would mean that the mapmaker put the
1128     * objects on the space - presume that they know what they are
1129     * doing.
1130     */
1131     if (spell_ob->type == SPELL && caster->type != POTION && !QUERY_FLAG(op, FLAG_WIZCAST) &&
1132     (QUERY_FLAG(caster, FLAG_ALIVE) || QUERY_FLAG(op, FLAG_ALIVE)) &&
1133     (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) ||
1134     ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) {
1135    
1136     if (op->type!=PLAYER)
1137     return 0;
1138    
1139     if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1140     new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname);
1141     else
1142     switch(op->contr->shoottype) {
1143     case range_magic:
1144     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting.");
1145     break;
1146     case range_misc:
1147     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item.");
1148     break;
1149     case range_golem:
1150     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll.");
1151     break;
1152     default:
1153     break;
1154     }
1155     return 0;
1156     }
1157    
1158     if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) {
1159     if (op->casting_time==-1) { /* begin the casting */
1160     op->casting_time = spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob);
1161     op->spell = spell_ob;
1162     /* put the stringarg into the object struct so that when the
1163     * spell is actually cast, it knows about the stringarg.
1164     * necessary for the invoke command spells.
1165     */
1166     if(stringarg) {
1167     op->spellarg = strdup_local(stringarg);
1168     }
1169     else op->spellarg=NULL;
1170     return 0;
1171     }
1172     else if (op->casting_time != 0) {
1173     if (op->type == PLAYER )
1174     new_draw_info(NDI_UNIQUE, 0,op,"You are casting!");
1175     return 0;
1176     } else { /* casting_time == 0 */
1177     op->casting_time = -1;
1178     spell_ob = op->spell;
1179     stringarg = op->spellarg;
1180     }
1181     } else {
1182     /* Take into account how long it takes to cast the spell.
1183     * if the player is casting it, then we use the time in
1184     * the spell object. If it is a spell object, have it
1185     * take two ticks. Things that cast spells on the players
1186     * behalf (eg, altars, and whatever else) shouldn't cost
1187     * the player any time.
1188     * Ignore casting time for firewalls
1189     */
1190     if (caster == op && caster->type != FIREWALL) {
1191     op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1192     /* Other portions of the code may also decrement the speed of the player, so
1193     * put a lower limit so that the player isn't stuck here too long
1194     */
1195     if ((spell_ob->casting_time > 0) &&
1196     op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed))
1197     op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1198     } else if (caster->type == WAND || caster->type == HORN ||
1199     caster->type == ROD || caster->type == POTION ||
1200     caster->type == SCROLL) {
1201     op->speed_left -= 2 * FABS(op->speed);
1202     }
1203     }
1204    
1205     if (op->type == PLAYER && op == caster) {
1206     op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE);
1207     op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA);
1208     }
1209    
1210     /* We want to try to find the skill to properly credit exp.
1211     * for spell casting objects, the exp goes to the skill the casting
1212     * object requires.
1213     */
1214     if (op != caster && !skill && caster->skill) {
1215     skill = find_skill_by_name(op, caster->skill);
1216     if (!skill) {
1217     new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s",
1218     caster->skill, query_name(caster));
1219     return 0;
1220     }
1221     change_skill(op, skill, 0); /* needed for proper exp credit */
1222     }
1223    
1224 elmex 1.11 switch(spell_ob->subtype)
1225     {
1226     /* The order of case statements is same as the order they show up
1227     * in in spells.h.
1228     */
1229     case SP_RAISE_DEAD:
1230     success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg);
1231     break;
1232 root 1.1
1233 elmex 1.11 case SP_RUNE:
1234     success = write_rune(op,caster, spell_ob, dir,stringarg);
1235     break;
1236 root 1.1
1237 elmex 1.11 case SP_MAKE_MARK:
1238     success = write_mark(op, spell_ob, stringarg);
1239     break;
1240 root 1.1
1241 elmex 1.11 case SP_BOLT:
1242     success = fire_bolt(op,caster,dir,spell_ob,skill);
1243     break;
1244 root 1.1
1245 elmex 1.11 case SP_BULLET:
1246     success = fire_bullet(op, caster, dir, spell_ob);
1247     break;
1248 root 1.1
1249 elmex 1.11 case SP_CONE:
1250     success = cast_cone(op, caster, dir, spell_ob);
1251     break;
1252 root 1.1
1253 elmex 1.11 case SP_BOMB:
1254     success = create_bomb(op,caster,dir, spell_ob);
1255     break;
1256 root 1.1
1257 elmex 1.11 case SP_WONDER:
1258     success = cast_wonder(op,caster, dir,spell_ob);
1259     break;
1260 root 1.1
1261 elmex 1.11 case SP_SMITE:
1262     success = cast_smite_spell(op,caster, dir,spell_ob);
1263     break;
1264 root 1.1
1265 elmex 1.11 case SP_MAGIC_MISSILE:
1266     success = fire_arch_from_position(op, caster, op->x + freearr_x[dir],
1267     op->y + freearr_y[dir], dir, spell_ob);
1268     break;
1269 root 1.1
1270 elmex 1.11 case SP_SUMMON_GOLEM:
1271     success = summon_golem(op, caster, dir, spell_ob);
1272     old_shoottype = range_golem;
1273     break;
1274 root 1.1
1275 elmex 1.11 case SP_DIMENSION_DOOR:
1276     /* dimension door needs the actual caster, because that is what is
1277     * moved.
1278     */
1279     success = dimension_door(op,caster, spell_ob, dir);
1280     break;
1281 root 1.1
1282 elmex 1.11 case SP_MAGIC_MAPPING:
1283     if(op->type==PLAYER) {
1284     spell_effect(spell_ob, op->x, op->y, op->map, op);
1285     draw_magic_map(op);
1286     success=1;
1287     }
1288     else success=0;
1289     break;
1290 root 1.1
1291 elmex 1.11 case SP_MAGIC_WALL:
1292     success = magic_wall(op,caster,dir,spell_ob);
1293     break;
1294 root 1.1
1295 elmex 1.11 case SP_DESTRUCTION:
1296     success = cast_destruction(op,caster,spell_ob);
1297     break;
1298 root 1.1
1299 elmex 1.11 case SP_PERCEIVE_SELF:
1300     success = perceive_self(op);
1301     break;
1302 root 1.1
1303 elmex 1.11 case SP_WORD_OF_RECALL:
1304     success = cast_word_of_recall(op,caster,spell_ob);
1305     break;
1306 root 1.1
1307 elmex 1.11 case SP_INVISIBLE:
1308     success = cast_invisible(op,caster,spell_ob);
1309     break;
1310 root 1.1
1311 elmex 1.11 case SP_PROBE:
1312     success = probe(op,caster, spell_ob, dir);
1313     break;
1314 root 1.1
1315 elmex 1.11 case SP_HEALING:
1316     success = cast_heal(op,caster, spell_ob, dir);
1317     break;
1318 root 1.1
1319 elmex 1.11 case SP_CREATE_FOOD:
1320     success = cast_create_food(op,caster,spell_ob, dir,stringarg);
1321     break;
1322 root 1.1
1323 elmex 1.11 case SP_EARTH_TO_DUST:
1324     success = cast_earth_to_dust(op,caster,spell_ob);
1325     break;
1326 root 1.1
1327 elmex 1.11 case SP_CHANGE_ABILITY:
1328     success = cast_change_ability(op,caster,spell_ob, dir, 0);
1329     break;
1330 root 1.1
1331 elmex 1.11 case SP_BLESS:
1332     success = cast_bless(op,caster,spell_ob, dir);
1333     break;
1334 root 1.1
1335 elmex 1.11 case SP_CURSE:
1336     success = cast_curse(op,caster,spell_ob, dir);
1337     break;
1338 root 1.1
1339 elmex 1.11 case SP_SUMMON_MONSTER:
1340     success = summon_object(op,caster,spell_ob, dir,stringarg);
1341     break;
1342 root 1.1
1343 elmex 1.11 case SP_CHARGING:
1344     success = recharge(op, caster, spell_ob);
1345     break;
1346 root 1.1
1347 elmex 1.11 case SP_POLYMORPH:
1348 root 1.1 #ifdef NO_POLYMORPH
1349 elmex 1.11 /* Not great, but at least provide feedback so if players do have
1350     * polymorph (ie, find it as a preset item or left over from before
1351     * it was disabled), they get some feedback.
1352     */
1353     new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles");
1354     success = 0;
1355 root 1.1 #else
1356 elmex 1.11 success = cast_polymorph(op,caster,spell_ob, dir);
1357 root 1.1 #endif
1358 elmex 1.11 break;
1359 root 1.1
1360 elmex 1.11 case SP_ALCHEMY:
1361     success = alchemy(op, caster, spell_ob);
1362     break;
1363 root 1.1
1364 elmex 1.11 case SP_REMOVE_CURSE:
1365     success = remove_curse(op, caster, spell_ob);
1366     break;
1367 root 1.1
1368 elmex 1.11 case SP_IDENTIFY:
1369     success = cast_identify(op, caster, spell_ob);
1370     break;
1371 root 1.1
1372 elmex 1.11 case SP_DETECTION:
1373     success = cast_detection(op, caster, spell_ob, skill);
1374     break;
1375 root 1.1
1376 elmex 1.11 case SP_MOOD_CHANGE:
1377     success = mood_change(op, caster, spell_ob);
1378     break;
1379 root 1.1
1380 elmex 1.11 case SP_MOVING_BALL:
1381     if (spell_ob->path_repelled &&
1382     (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) {
1383     new_draw_info_format(NDI_UNIQUE, 0, op,
1384     "You lack the proper attunement to cast %s", spell_ob->name);
1385     success = 0;
1386     } else
1387     success = fire_arch_from_position(op,caster,
1388     op->x + freearr_x[dir], op->y + freearr_y[dir],
1389     dir, spell_ob);
1390     break;
1391 root 1.1
1392 elmex 1.11 case SP_SWARM:
1393     success = fire_swarm(op, caster, spell_ob, dir);
1394     break;
1395 root 1.1
1396 elmex 1.11 case SP_CHANGE_MANA:
1397     success = cast_transfer(op,caster, spell_ob, dir);
1398     break;
1399 root 1.1
1400 elmex 1.11 case SP_DISPEL_RUNE:
1401     /* in rune.c */
1402     success = dispel_rune(op,caster, spell_ob, skill, dir);
1403     break;
1404 root 1.1
1405 elmex 1.11 case SP_CREATE_MISSILE:
1406     success = cast_create_missile(op,caster,spell_ob, dir,stringarg);
1407     break;
1408 root 1.1
1409 elmex 1.11 case SP_CONSECRATE:
1410     success = cast_consecrate(op, caster, spell_ob);
1411     break;
1412 root 1.1
1413 elmex 1.11 case SP_ANIMATE_WEAPON:
1414     success = animate_weapon(op, caster, spell_ob, dir);
1415     old_shoottype = range_golem;
1416     break;
1417 root 1.1
1418 elmex 1.11 case SP_LIGHT:
1419     success = cast_light(op, caster, spell_ob, dir);
1420     break;
1421 root 1.1
1422 elmex 1.11 case SP_CHANGE_MAP_LIGHT:
1423     success = cast_change_map_lightlevel(op, caster, spell_ob);
1424     break;
1425 root 1.1
1426 elmex 1.11 case SP_FAERY_FIRE:
1427     success = cast_destruction(op,caster,spell_ob);
1428     break;
1429 root 1.1
1430 elmex 1.11 case SP_CAUSE_DISEASE:
1431     success = cast_cause_disease(op, caster, spell_ob, dir);
1432     break;
1433 root 1.1
1434 elmex 1.11 case SP_AURA:
1435     success = create_aura(op, caster, spell_ob);
1436     break;
1437 root 1.1
1438 elmex 1.11 case SP_TOWN_PORTAL:
1439     success= cast_create_town_portal (op,caster,spell_ob, dir);
1440     break;
1441 root 1.1
1442 root 1.8 case SP_PARTY_SPELL:
1443     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1444     break;
1445 root 1.1
1446 elmex 1.12 case SP_PERL:
1447     execute_global_event(EVENT_CAST_SPELL, op, caster, spell_ob, dir, stringarg ? stringarg : "");
1448     break;
1449    
1450 elmex 1.11 default:
1451     LOG(llevError,"cast_spell: Unhandled spell subtype %d\n",
1452     spell_ob->subtype);
1453     }
1454 root 1.1
1455     /* FIXME - we need some better sound suppport */
1456 root 1.7 // yes, for example, augment map info with the spell effect
1457     // so clients can calculate the sounds themselves
1458     //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1459    
1460 root 1.1 /* free the spell arg */
1461     if(settings.casting_time == TRUE && stringarg) {
1462     free(stringarg);
1463     stringarg=NULL;
1464     }
1465     /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1466     * to something like use_magic_item, but you really want to be able to fire
1467     * it again.
1468     */
1469     if (op->contr) op->contr->shoottype = old_shoottype;
1470    
1471     return success;
1472     }
1473    
1474    
1475     /* This is called from time.c/process_object(). That function
1476     * calls this for any SPELL_EFFECT type objects. This function
1477     * then dispatches them to the appropriate specific routines.
1478     */
1479     void move_spell_effect(object *op) {
1480    
1481     switch (op->subtype) {
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    
1525     /* this checks to see if something special should happen if
1526     * something runs into the object.
1527     */
1528     void check_spell_effect(object *op) {
1529    
1530     switch (op->subtype) {
1531     case SP_BOLT:
1532     move_bolt(op);
1533     return;
1534    
1535     case SP_BULLET:
1536     check_bullet(op);
1537     return;
1538     }
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 apply_spell_effect(object *spell, object *victim)
1548     {
1549     switch (spell->subtype) {
1550     case SP_CONE:
1551     if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1552     hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0);
1553     break;
1554    
1555     case SP_MAGIC_MISSILE:
1556     if (QUERY_FLAG (victim, FLAG_ALIVE)) {
1557     tag_t spell_tag = spell->count;
1558     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1559     if ( ! was_destroyed (spell, spell_tag)) {
1560     remove_ob (spell);
1561     free_object (spell);
1562     }
1563     }
1564     break;
1565    
1566     case SP_MOVING_BALL:
1567     if (QUERY_FLAG (victim, FLAG_ALIVE))
1568     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1569     else if (victim->material || victim->materialname)
1570     save_throw_object (victim, spell->attacktype, spell);
1571     break;
1572     }
1573     }