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/cvs/deliantra/server/server/spell_util.c
Revision: 1.8
Committed: Fri May 12 13:36:51 2006 UTC (18 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +3 -2 lines
Log Message:
fix... bug

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     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     if(tmp->type==PLAYER)
656     break;
657     return tmp;
658     }
659    
660    
661    
662     /* raytrace:
663     * spell_find_dir(map, x, y, exclude) will search first the center square
664     * then some close squares in the given map at the given coordinates for
665     * live objects.
666     * It will not consider the object given as exclude (= caster) among possible
667     * live objects. If the caster is a player, the spell will go after
668     * monsters/generators only. If not, the spell will hunt players only.
669     * It returns the direction toward the first/closest live object if it finds
670     * any, otherwise -1.
671     * note that exclude can be NULL, in which case all bets are off.
672     */
673    
674     int spell_find_dir(mapstruct *m, int x, int y, object *exclude) {
675     int i,max=SIZEOFFREE;
676     sint16 nx,ny;
677     int owner_type=0, mflags;
678     object *tmp;
679     mapstruct *mp;
680    
681     if (exclude && exclude->head)
682     exclude = exclude->head;
683     if (exclude && exclude->type)
684     owner_type = exclude->type;
685    
686     for(i=rndm(1, 8);i<max;i++) {
687     nx = x + freearr_x[i];
688     ny = y + freearr_y[i];
689     mp = m;
690     mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
691     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue;
692    
693     tmp=get_map_ob(mp,nx,ny);
694    
695     while(tmp!=NULL && (((owner_type==PLAYER &&
696     !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) ||
697     (owner_type!=PLAYER && tmp->type!=PLAYER)) ||
698     (tmp == exclude || (tmp->head && tmp->head == exclude))))
699     tmp=tmp->above;
700    
701     if(tmp!=NULL && can_see_monsterP(m,x,y,i))
702     return freedir[i];
703     }
704     return -1; /* flag for "keep going the way you were" */
705     }
706    
707    
708    
709     /* put_a_monster: puts a monster named monstername near by
710     * op. This creates the treasures for the monsters, and
711     * also deals with multipart monsters properly.
712     */
713    
714     void put_a_monster(object *op,const char *monstername) {
715     object *tmp,*head=NULL,*prev=NULL;
716     archetype *at;
717     int dir;
718    
719     /* Handle cases where we are passed a bogus mosntername */
720    
721     if((at=find_archetype(monstername))==NULL) return;
722    
723     /* find a free square nearby
724     * first we check the closest square for free squares
725     */
726    
727     dir=find_first_free_spot(&at->clone,op->map,op->x,op->y);
728     if(dir!=-1) {
729     /* This is basically grabbed for generate monster. Fixed 971225 to
730     * insert multipart monsters properly
731     */
732     while (at!=NULL) {
733     tmp=arch_to_object(at);
734     tmp->x=op->x+freearr_x[dir]+at->clone.x;
735     tmp->y=op->y+freearr_y[dir]+at->clone.y;
736     tmp->map = op->map;
737     if (head) {
738     tmp->head=head;
739     prev->more=tmp;
740     }
741     if (!head) head=tmp;
742     prev=tmp;
743     at=at->more;
744     }
745    
746     if (head->randomitems)
747     create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0);
748    
749     insert_ob_in_map(head,op->map,op,0);
750    
751     /* thought it'd be cool to insert a burnout, too.*/
752     tmp=get_archetype("burnout");
753     tmp->map = op->map;
754     tmp->x=op->x+freearr_x[dir];
755     tmp->y=op->y+freearr_y[dir];
756     insert_ob_in_map(tmp,op->map,op,0);
757     }
758     }
759    
760     /* peterm: function which summons hostile monsters and
761     * places them in nearby squares.
762     * op is the summoner.
763     * n is the number of monsters.
764     * monstername is the name of the monster.
765     * returns the number of monsters, which is basically n.
766     * it should really see how many it successfully replaced and
767     * return that instead.
768     * Note that this is not used by any spells (summon evil monsters
769     * use to call this, but best I can tell, that spell/ability was
770     * never used. This is however used by various failures on the
771     * players part (alchemy, reincarnation, etc)
772     */
773    
774     int summon_hostile_monsters(object *op,int n,const char *monstername){
775     int i;
776     for(i=0;i<n;i++)
777     put_a_monster(op,monstername);
778    
779     return n;
780     }
781    
782    
783     /* Some local definitions for shuffle-attack */
784     struct {
785     int attacktype;
786     int face;
787     } ATTACKS[22] = {
788     {AT_PHYSICAL,0},
789     {AT_PHYSICAL,0}, /*face = explosion*/
790     {AT_PHYSICAL,0},
791     {AT_MAGIC,1},
792     {AT_MAGIC,1}, /* face = last-burnout */
793     {AT_MAGIC,1},
794     {AT_FIRE,2},
795     {AT_FIRE,2}, /* face = fire.... */
796     {AT_FIRE,2},
797     {AT_ELECTRICITY,3},
798     {AT_ELECTRICITY,3}, /* ball_lightning */
799     {AT_ELECTRICITY,3},
800     {AT_COLD,4},
801     {AT_COLD,4}, /* face=icestorm*/
802     {AT_COLD,4},
803     {AT_CONFUSION,5},
804     {AT_POISON,7},
805     {AT_POISON,7}, /* face = acid sphere. generator */
806     {AT_POISON,7}, /* poisoncloud face */
807     {AT_SLOW,8},
808     {AT_PARALYZE,9},
809     {AT_FEAR,10} };
810    
811    
812    
813     /* shuffle_attack: peterm
814     * This routine shuffles the attack of op to one of the
815     * ones in the list. It does this at random. It also
816     * chooses a face appropriate to the attack that is
817     * being committed by that square at the moment.
818     * right now it's being used by color spray and create pool of
819     * chaos.
820     * This could really be a better implementation - the
821     * faces and attacktypes above are hardcoded, which is never
822     * good. The faces refer to faces in the animation sequence.
823     * Not sure how to do better - but not having it hardcoded
824     * would be nice.
825     * I also fixed a bug here in that attacktype was |= -
826     * to me, that would be that it would quickly get all
827     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
828     */
829     void shuffle_attack(object *op,int change_face)
830     {
831     int i;
832     i=rndm(0, 21);
833    
834     op->attacktype=ATTACKS[i].attacktype|AT_MAGIC;
835    
836     if(change_face) {
837     SET_ANIMATION(op, ATTACKS[i].face);
838     }
839     }
840    
841    
842     /* prayer_failure: This is called when a player fails
843     * at casting a prayer.
844     * op is the player.
845     * failure is basically how much grace they had.
846     * power is how much grace the spell would normally take to cast.
847     */
848    
849     void prayer_failure(object *op, int failure,int power)
850     {
851     const char *godname;
852     object *tmp;
853    
854     if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit";
855    
856     if(failure<= -20 && failure > -40) /* wonder */
857     {
858     new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname);
859     tmp = get_archetype(SPELL_WONDER);
860     cast_cone(op,op,0,tmp);
861     free_object(tmp);
862     }
863    
864     else if (failure <= -40 && failure > -60) /* confusion */
865     {
866     new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!");
867     confuse_player(op,op,99);
868     }
869     else if (failure <= -60 && failure> -150) /* paralysis */
870     {
871     new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname);
872     new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else.");
873     paralyze_player(op,op,99);
874     }
875     else if (failure <= -150) /* blast the immediate area */
876     {
877     tmp = get_archetype(GOD_POWER);
878     new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname);
879     cast_magic_storm(op,tmp, power);
880     }
881     }
882    
883     /*
884     * spell_failure() handles the various effects for differing degrees
885     * of failure badness.
886     * op is the player that failed.
887     * failure is a random value of how badly you failed.
888     * power is how many spellpoints you'd normally need for the spell.
889     * skill is the skill you'd need to cast the spell.
890     */
891    
892     void spell_failure(object *op, int failure,int power, object *skill)
893     {
894     object *tmp;
895    
896     if (settings.spell_failure_effects == FALSE)
897     return;
898    
899     if (failure<=-20 && failure > -40) /* wonder */
900     {
901     new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect.");
902     tmp = get_archetype(SPELL_WONDER);
903     cast_cone(op,op,0,tmp);
904     free_object(tmp);
905     }
906    
907     else if (failure <= -40 && failure > -60) /* confusion */
908     {
909     new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!");
910     confuse_player(op,op,99);
911     }
912     else if (failure <= -60 && failure> -80) /* paralysis */
913     {
914     new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!");
915     paralyze_player(op,op,99);
916     }
917     else if (failure <= -80) /* blast the immediate area */
918     {
919     object *tmp;
920     /* Safety check to make sure we don't get any mana storms in scorn */
921     if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) {
922     new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
923     hit_player(op,9998,op,AT_INTERNAL,1);
924    
925     } else {
926     new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
927     tmp=get_archetype(LOOSE_MANA);
928     tmp->level=skill->level;
929     tmp->x=op->x;
930     tmp->y=op->y;
931    
932     /* increase the area of destruction a little for more powerful spells */
933     tmp->range+=isqrt(power);
934    
935     if (power>25) tmp->stats.dam = 25 + isqrt(power);
936     else tmp->stats.dam=power; /* nasty recoils! */
937    
938     tmp->stats.maxhp=tmp->count;
939     insert_ob_in_map(tmp,op->map,NULL,0);
940     }
941     }
942     }
943    
944     int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
945     {
946     int success;
947     player *pl;
948     object *spell;
949    
950     if ( !spell_ob->other_arch )
951     {
952     LOG( llevError, "cast_party_spell: empty other arch\n" );
953     return 0;
954     }
955     spell = arch_to_object( spell_ob->other_arch );
956    
957     /* Always cast spell on caster */
958     success = cast_spell( op, caster, dir, spell, stringarg );
959    
960     if ( caster->contr->party == NULL )
961     {
962     remove_ob( spell );
963     return success;
964     }
965     for( pl=first_player; pl!=NULL; pl=pl->next )
966     if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) )
967     {
968     cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg );
969     }
970     remove_ob( spell );
971     return success;
972     }
973    
974     /* This is where the main dispatch when someone casts a spell.
975     *
976     * op is the creature that is owner of the object that is casting the spell -
977     * eg, the player or monster.
978     * caster is the actual object (wand, potion) casting the spell. can be
979     * same as op.
980     * dir is the direction to cast in. Note in some cases, if the spell
981     * is self only, dir really doesn't make a difference.
982     * spell_ob is the spell object that is being cast. From that,
983     * we can determine what to do.
984     * stringarg is any options that are being used. It can be NULL. Almost
985     * certainly, only players will set it. It is basically used as optional
986     * parameters to a spell (eg, item to create, information for marking runes,
987     * etc.
988     * returns 1 on successful cast, or 0 on error. These values should really
989     * be swapped, so that 0 is successful, and non zero is failure, with a code
990     * of what it failed.
991     *
992     * Note that this function is really a dispatch routine that calls other
993     * functions - it just blindly returns what ever value those functions
994     * return. So if your writing a new function that is called from this,
995     * it shoudl also return 1 on success, 0 on failure.
996     *
997     * if it is a player casting the spell (op->type == PLAYER, op == caster),
998 root 1.2 * this function will decrease the mana/grace appropriately. For other
999 root 1.1 * objects, the caller should do what it considers appropriate.
1000     */
1001    
1002     int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) {
1003    
1004     const char *godname;
1005     int success=0,mflags, cast_level=0, old_shoottype;
1006     object *skill=NULL;
1007    
1008     old_shoottype = op->contr ? op->contr->shoottype : 0;
1009    
1010     if (!spell_ob) {
1011     LOG(llevError,"cast_spell: null spell object passed\n");
1012     return 0;
1013     }
1014     if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1015    
1016     /* the caller should set caster to op if appropriate */
1017     if (!caster) {
1018     LOG(llevError,"cast_spell: null caster object passed\n");
1019     return 0;
1020     }
1021    
1022     /* if caster is a spell casting object, this normally shouldn't be
1023     * an issue, because they don't have any spellpaths set up.
1024     */
1025     if (caster->path_denied & spell_ob->path_attuned) {
1026     new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you.");
1027     return 0;
1028     }
1029    
1030     /* if it is a player casting the spell, and they are really casting it
1031     * (vs it coming from a wand, scroll, or whatever else), do some
1032     * checks. We let monsters do special things - eg, they
1033     * don't need the skill, bypass level checks, etc. The monster function
1034     * should take care of that.
1035     * Remove the wiz check here and move it further down - some spells
1036     * need to have the right skill pointer passed, so we need to
1037     * at least process that code.
1038     */
1039     if (op->type == PLAYER && op == caster) {
1040     cast_level = caster_level(caster, spell_ob);
1041     if (spell_ob->skill) {
1042     skill = find_skill_by_name(op, spell_ob->skill);
1043     if (!skill) {
1044     new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.",
1045     spell_ob->skill, spell_ob->name);
1046     return 0;
1047     }
1048     if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) {
1049     new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell.");
1050     return 0;
1051     }
1052     }
1053     /* If the caster is the wiz, they don't ever fail, and don't have
1054     * to have sufficient grace/mana.
1055     */
1056     if (!QUERY_FLAG(op, FLAG_WIZ)) {
1057     if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) &&
1058     SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) {
1059     new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana.");
1060     return 0;
1061     }
1062     if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) &&
1063     SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) {
1064     if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace -
1065     10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) {
1066     new_draw_info_format(NDI_UNIQUE, 0,op,
1067     "%s grants your prayer, though you are unworthy.",godname);
1068     }
1069     else {
1070     prayer_failure(op,op->stats.grace,
1071     SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace);
1072     new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname);
1073     return 0;
1074     }
1075     }
1076    
1077     /* player/monster is trying to cast the spell. might fumble it */
1078     if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) <
1079     (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) {
1080     play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1081     new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell.");
1082     if (settings.casting_time == TRUE) {
1083     op->casting_time = -1;
1084     }
1085     op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW);
1086     return 0;
1087     } else if (spell_ob->stats.sp) {
1088     int failure = random_roll(0, 199, op, PREFER_HIGH) -
1089     op->contr->encumbrance +op->level - spell_ob->level +35;
1090    
1091     if( failure < 0) {
1092     new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use.");
1093     if (settings.spell_failure_effects == TRUE)
1094     spell_failure(op,failure,
1095     SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA),
1096     skill);
1097     op->contr->shoottype = old_shoottype;
1098     op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW);
1099     return 0;
1100     }
1101     }
1102     }
1103     }
1104    
1105     mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1106    
1107     /* See if we can cast a spell here. If the caster and op are
1108     * not alive, then this would mean that the mapmaker put the
1109     * objects on the space - presume that they know what they are
1110     * doing.
1111     */
1112     if (spell_ob->type == SPELL && caster->type != POTION && !QUERY_FLAG(op, FLAG_WIZCAST) &&
1113     (QUERY_FLAG(caster, FLAG_ALIVE) || QUERY_FLAG(op, FLAG_ALIVE)) &&
1114     (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) ||
1115     ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) {
1116    
1117     if (op->type!=PLAYER)
1118     return 0;
1119    
1120     if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1121     new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname);
1122     else
1123     switch(op->contr->shoottype) {
1124     case range_magic:
1125     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting.");
1126     break;
1127     case range_misc:
1128     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item.");
1129     break;
1130     case range_golem:
1131     new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll.");
1132     break;
1133     default:
1134     break;
1135     }
1136     return 0;
1137     }
1138    
1139     if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) {
1140     if (op->casting_time==-1) { /* begin the casting */
1141     op->casting_time = spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob);
1142     op->spell = spell_ob;
1143     /* put the stringarg into the object struct so that when the
1144     * spell is actually cast, it knows about the stringarg.
1145     * necessary for the invoke command spells.
1146     */
1147     if(stringarg) {
1148     op->spellarg = strdup_local(stringarg);
1149     }
1150     else op->spellarg=NULL;
1151     return 0;
1152     }
1153     else if (op->casting_time != 0) {
1154     if (op->type == PLAYER )
1155     new_draw_info(NDI_UNIQUE, 0,op,"You are casting!");
1156     return 0;
1157     } else { /* casting_time == 0 */
1158     op->casting_time = -1;
1159     spell_ob = op->spell;
1160     stringarg = op->spellarg;
1161     }
1162     } else {
1163     /* Take into account how long it takes to cast the spell.
1164     * if the player is casting it, then we use the time in
1165     * the spell object. If it is a spell object, have it
1166     * take two ticks. Things that cast spells on the players
1167     * behalf (eg, altars, and whatever else) shouldn't cost
1168     * the player any time.
1169     * Ignore casting time for firewalls
1170     */
1171     if (caster == op && caster->type != FIREWALL) {
1172     op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1173     /* Other portions of the code may also decrement the speed of the player, so
1174     * put a lower limit so that the player isn't stuck here too long
1175     */
1176     if ((spell_ob->casting_time > 0) &&
1177     op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed))
1178     op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1179     } else if (caster->type == WAND || caster->type == HORN ||
1180     caster->type == ROD || caster->type == POTION ||
1181     caster->type == SCROLL) {
1182     op->speed_left -= 2 * FABS(op->speed);
1183     }
1184     }
1185    
1186     if (op->type == PLAYER && op == caster) {
1187     op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE);
1188     op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA);
1189     }
1190    
1191     /* We want to try to find the skill to properly credit exp.
1192     * for spell casting objects, the exp goes to the skill the casting
1193     * object requires.
1194     */
1195     if (op != caster && !skill && caster->skill) {
1196     skill = find_skill_by_name(op, caster->skill);
1197     if (!skill) {
1198     new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s",
1199     caster->skill, query_name(caster));
1200     return 0;
1201     }
1202     change_skill(op, skill, 0); /* needed for proper exp credit */
1203     }
1204    
1205     switch(spell_ob->subtype) {
1206     /* The order of case statements is same as the order they show up
1207     * in in spells.h.
1208     */
1209     case SP_RAISE_DEAD:
1210     success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg);
1211     break;
1212    
1213     case SP_RUNE:
1214     success = write_rune(op,caster, spell_ob, dir,stringarg);
1215     break;
1216    
1217     case SP_MAKE_MARK:
1218     success = write_mark(op, spell_ob, stringarg);
1219     break;
1220    
1221     case SP_BOLT:
1222     success = fire_bolt(op,caster,dir,spell_ob,skill);
1223     break;
1224    
1225     case SP_BULLET:
1226     success = fire_bullet(op, caster, dir, spell_ob);
1227     break;
1228    
1229     case SP_CONE:
1230     success = cast_cone(op, caster, dir, spell_ob);
1231     break;
1232    
1233     case SP_BOMB:
1234     success = create_bomb(op,caster,dir, spell_ob);
1235     break;
1236    
1237     case SP_WONDER:
1238     success = cast_wonder(op,caster, dir,spell_ob);
1239     break;
1240    
1241     case SP_SMITE:
1242     success = cast_smite_spell(op,caster, dir,spell_ob);
1243     break;
1244    
1245     case SP_MAGIC_MISSILE:
1246     success = fire_arch_from_position(op, caster, op->x + freearr_x[dir],
1247     op->y + freearr_y[dir], dir, spell_ob);
1248     break;
1249    
1250     case SP_SUMMON_GOLEM:
1251     success = summon_golem(op, caster, dir, spell_ob);
1252     old_shoottype = range_golem;
1253     break;
1254    
1255     case SP_DIMENSION_DOOR:
1256     /* dimension door needs the actual caster, because that is what is
1257     * moved.
1258     */
1259     success = dimension_door(op,caster, spell_ob, dir);
1260     break;
1261    
1262     case SP_MAGIC_MAPPING:
1263     if(op->type==PLAYER) {
1264     spell_effect(spell_ob, op->x, op->y, op->map, op);
1265     draw_magic_map(op);
1266     success=1;
1267     }
1268     else success=0;
1269     break;
1270    
1271     case SP_MAGIC_WALL:
1272     success = magic_wall(op,caster,dir,spell_ob);
1273     break;
1274    
1275     case SP_DESTRUCTION:
1276     success = cast_destruction(op,caster,spell_ob);
1277     break;
1278    
1279     case SP_PERCEIVE_SELF:
1280     success = perceive_self(op);
1281     break;
1282    
1283     case SP_WORD_OF_RECALL:
1284     success = cast_word_of_recall(op,caster,spell_ob);
1285     break;
1286    
1287     case SP_INVISIBLE:
1288     success = cast_invisible(op,caster,spell_ob);
1289     break;
1290    
1291     case SP_PROBE:
1292     success = probe(op,caster, spell_ob, dir);
1293     break;
1294    
1295     case SP_HEALING:
1296     success = cast_heal(op,caster, spell_ob, dir);
1297     break;
1298    
1299     case SP_CREATE_FOOD:
1300     success = cast_create_food(op,caster,spell_ob, dir,stringarg);
1301     break;
1302    
1303     case SP_EARTH_TO_DUST:
1304     success = cast_earth_to_dust(op,caster,spell_ob);
1305     break;
1306    
1307     case SP_CHANGE_ABILITY:
1308     success = cast_change_ability(op,caster,spell_ob, dir, 0);
1309     break;
1310    
1311     case SP_BLESS:
1312     success = cast_bless(op,caster,spell_ob, dir);
1313     break;
1314    
1315     case SP_CURSE:
1316     success = cast_curse(op,caster,spell_ob, dir);
1317     break;
1318    
1319     case SP_SUMMON_MONSTER:
1320     success = summon_object(op,caster,spell_ob, dir,stringarg);
1321     break;
1322    
1323     case SP_CHARGING:
1324     success = recharge(op, caster, spell_ob);
1325     break;
1326    
1327     case SP_POLYMORPH:
1328     #ifdef NO_POLYMORPH
1329     /* Not great, but at least provide feedback so if players do have
1330     * polymorph (ie, find it as a preset item or left over from before
1331     * it was disabled), they get some feedback.
1332     */
1333     new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles");
1334     success = 0;
1335     #else
1336     success = cast_polymorph(op,caster,spell_ob, dir);
1337     #endif
1338     break;
1339    
1340     case SP_ALCHEMY:
1341     success = alchemy(op, caster, spell_ob);
1342     break;
1343    
1344     case SP_REMOVE_CURSE:
1345     success = remove_curse(op, caster, spell_ob);
1346     break;
1347    
1348     case SP_IDENTIFY:
1349     success = cast_identify(op, caster, spell_ob);
1350     break;
1351    
1352     case SP_DETECTION:
1353     success = cast_detection(op, caster, spell_ob, skill);
1354     break;
1355    
1356     case SP_MOOD_CHANGE:
1357     success = mood_change(op, caster, spell_ob);
1358     break;
1359    
1360     case SP_MOVING_BALL:
1361     if (spell_ob->path_repelled &&
1362     (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) {
1363     new_draw_info_format(NDI_UNIQUE, 0, op,
1364     "You lack the proper attunement to cast %s", spell_ob->name);
1365     success = 0;
1366     } else
1367     success = fire_arch_from_position(op,caster,
1368     op->x + freearr_x[dir], op->y + freearr_y[dir],
1369     dir, spell_ob);
1370     break;
1371    
1372     case SP_SWARM:
1373     success = fire_swarm(op, caster, spell_ob, dir);
1374     break;
1375    
1376     case SP_CHANGE_MANA:
1377     success = cast_transfer(op,caster, spell_ob, dir);
1378     break;
1379    
1380     case SP_DISPEL_RUNE:
1381     /* in rune.c */
1382     success = dispel_rune(op,caster, spell_ob, skill, dir);
1383     break;
1384    
1385     case SP_CREATE_MISSILE:
1386     success = cast_create_missile(op,caster,spell_ob, dir,stringarg);
1387     break;
1388    
1389     case SP_CONSECRATE:
1390     success = cast_consecrate(op, caster, spell_ob);
1391     break;
1392    
1393     case SP_ANIMATE_WEAPON:
1394     success = animate_weapon(op, caster, spell_ob, dir);
1395     old_shoottype = range_golem;
1396     break;
1397    
1398     case SP_LIGHT:
1399     success = cast_light(op, caster, spell_ob, dir);
1400     break;
1401    
1402     case SP_CHANGE_MAP_LIGHT:
1403     success = cast_change_map_lightlevel(op, caster, spell_ob);
1404     break;
1405    
1406     case SP_FAERY_FIRE:
1407     success = cast_destruction(op,caster,spell_ob);
1408     break;
1409    
1410     case SP_CAUSE_DISEASE:
1411     success = cast_cause_disease(op, caster, spell_ob, dir);
1412     break;
1413    
1414     case SP_AURA:
1415     success = create_aura(op, caster, spell_ob);
1416     break;
1417    
1418     case SP_TOWN_PORTAL:
1419     success= cast_create_town_portal (op,caster,spell_ob, dir);
1420     break;
1421    
1422 root 1.8 case SP_PARTY_SPELL:
1423     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1424     break;
1425 root 1.1
1426     default:
1427     LOG(llevError,"cast_spell: Unhandled spell subtype %d\n",
1428     spell_ob->subtype);
1429    
1430    
1431     }
1432    
1433     /* FIXME - we need some better sound suppport */
1434 root 1.7 // yes, for example, augment map info with the spell effect
1435     // so clients can calculate the sounds themselves
1436     //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1437    
1438 root 1.1 /* free the spell arg */
1439     if(settings.casting_time == TRUE && stringarg) {
1440     free(stringarg);
1441     stringarg=NULL;
1442     }
1443     /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1444     * to something like use_magic_item, but you really want to be able to fire
1445     * it again.
1446     */
1447     if (op->contr) op->contr->shoottype = old_shoottype;
1448    
1449     return success;
1450     }
1451    
1452    
1453     /* This is called from time.c/process_object(). That function
1454     * calls this for any SPELL_EFFECT type objects. This function
1455     * then dispatches them to the appropriate specific routines.
1456     */
1457     void move_spell_effect(object *op) {
1458    
1459     switch (op->subtype) {
1460     case SP_BOLT:
1461     move_bolt(op);
1462     break;
1463    
1464     case SP_BULLET:
1465     move_bullet(op);
1466     break;
1467    
1468     case SP_EXPLOSION:
1469     explosion(op);
1470     break;
1471    
1472     case SP_CONE:
1473     move_cone(op);
1474     break;
1475    
1476     case SP_BOMB:
1477     animate_bomb(op);
1478     break;
1479    
1480     case SP_MAGIC_MISSILE:
1481     move_missile(op);
1482     break;
1483    
1484     case SP_WORD_OF_RECALL:
1485     execute_word_of_recall(op);
1486     break;
1487    
1488     case SP_MOVING_BALL:
1489     move_ball_spell(op);
1490     break;
1491    
1492     case SP_SWARM:
1493     move_swarm_spell(op);
1494     break;
1495    
1496     case SP_AURA:
1497     move_aura(op);
1498     break;
1499    
1500     }
1501     }
1502    
1503     /* this checks to see if something special should happen if
1504     * something runs into the object.
1505     */
1506     void check_spell_effect(object *op) {
1507    
1508     switch (op->subtype) {
1509     case SP_BOLT:
1510     move_bolt(op);
1511     return;
1512    
1513     case SP_BULLET:
1514     check_bullet(op);
1515     return;
1516     }
1517    
1518     }
1519    
1520     /* This is called by move_apply. Basically, if someone
1521     * moves onto a spell effect and the walk_on or fly_on flags
1522     * are set, this is called. This should only be called for
1523     * objects of the appropraite type.
1524     */
1525     void apply_spell_effect(object *spell, object *victim)
1526     {
1527     switch (spell->subtype) {
1528     case SP_CONE:
1529     if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1530     hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0);
1531     break;
1532    
1533     case SP_MAGIC_MISSILE:
1534     if (QUERY_FLAG (victim, FLAG_ALIVE)) {
1535     tag_t spell_tag = spell->count;
1536     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1537     if ( ! was_destroyed (spell, spell_tag)) {
1538     remove_ob (spell);
1539     free_object (spell);
1540     }
1541     }
1542     break;
1543    
1544     case SP_MOVING_BALL:
1545     if (QUERY_FLAG (victim, FLAG_ALIVE))
1546     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1547     else if (victim->material || victim->materialname)
1548     save_throw_object (victim, spell->attacktype, spell);
1549     break;
1550     }
1551     }