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/cvs/deliantra/server/server/spell_util.c
Revision: 1.1
Committed: Fri Feb 3 07:14:41 2006 UTC (18 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Branch point for: UPSTREAM
Log Message:
Initial revision

File Contents

# Content
1 /*
2 * static char *rcsid_spell_util_c =
3 * "$Id: spell_util.c,v 1.103 2006/01/09 19:35:13 cavesomething Exp $";
4 */
5
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30
31 #include <global.h>
32 #include <spells.h>
33 #include <object.h>
34 #include <errno.h>
35 #ifndef __CEXTRACT__
36 #include <sproto.h>
37 #endif
38 #include <sounds.h>
39
40 extern char *spell_mapping[];
41
42 /* This returns a random spell from 'ob'. If skill is set, then
43 * the spell must be of this skill, it can be NULL in which case all
44 * matching spells are used.
45 */
46 object *find_random_spell_in_ob(object *ob, const char *skill)
47 {
48 int k=0,s;
49 object *tmp;
50
51 for (tmp=ob->inv; tmp; tmp=tmp->below)
52 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) k++;
53
54 /* No spells, no need to progess further */
55 if (!k) return NULL;
56
57 s = RANDOM() % k;
58
59 for (tmp=ob->inv; tmp; tmp=tmp->below)
60 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) {
61 if (!s) return tmp;
62 else s--;
63 }
64 /* Should never get here, but just in case */
65 return NULL;
66 }
67
68 /* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill
71 * is whatever skill the spell requires.
72 * if instead caster (rod, horn, wand, etc) is casting the skill,
73 * then they get exp for the skill that you need to use for
74 * that object (use magic device).
75 */
76 void set_spell_skill(object *op, object *caster, object *spob, object *dest)
77 {
78 if (dest->skill) FREE_AND_CLEAR_STR(dest->skill);
79 if (caster == op && spob->skill)
80 dest->skill = add_refcount(spob->skill);
81 else if (caster->skill)
82 dest->skill = add_refcount(caster->skill);
83 }
84
85 /* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any
87 * obvious errors. This was most useful in debugging when re-doing
88 * all the spells to catch simple errors. To use it all the time
89 * will result in it spitting out messages that aren't really errors.
90 */
91 void init_spells(void) {
92 #ifdef SPELL_DEBUG
93 static int init_spells_done = 0;
94 int i;
95 archetype *at;
96
97 if (init_spells_done)
98 return;
99 LOG(llevDebug, "Checking spells...\n");
100
101 for (at=first_archetype; at; at=at->next) {
102 if (at->clone.type == SPELL) {
103 if (at->clone.skill) {
104 for (i=1; i<NUM_SKILLS; i++)
105 if (!strcmp(skill_names[i], at->clone.skill)) break;
106 if (i==NUM_SKILLS) {
107 LOG(llevError,"Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
108 }
109 }
110 /* other_arch is already checked for in the loader */
111 }
112 }
113
114 i=0;
115 while (spell_mapping[i]) {
116 if (!find_archetype(spell_mapping[i])) {
117 LOG(llevError,"Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
118 }
119 i++;
120 }
121 LOG(llevDebug, "Checking spells completed.\n");
122 #endif
123 }
124
125 /* Dumps all the spells - now also dumps skill associated with the spell.
126 * not sure what this would be used for, as the data seems pretty
127 * minimal, but easy enough to keep around.
128 */
129 void dump_spells(void)
130 {
131 archetype *at;
132
133 for (at=first_archetype; at; at=at->next) {
134 if (at->clone.type == SPELL) {
135 fprintf(stderr, "%s:%s:%s:%s:%d\n", at->clone.name?at->clone.name:"null",
136 at->name, at->clone.other_arch?at->clone.other_arch->name:"null",
137 at->clone.skill?at->clone.skill:"null", at->clone.level);
138 }
139 }
140 }
141
142 /* pretty basic function - basically just takes
143 * an object, sets the x,y, and calls insert_ob_in_map
144 */
145
146 void spell_effect (object *spob, int x, int y, mapstruct *map,
147 object *originator)
148 {
149
150 if (spob->other_arch != NULL) {
151 object *effect = arch_to_object(spob->other_arch);
152
153 effect->x = x;
154 effect->y = y;
155
156 insert_ob_in_map(effect, map, originator,0);
157 }
158 }
159
160 /*
161 * This function takes a caster and spell and presents the
162 * effective level the caster needs to be to cast the spell.
163 * basically, it just adjusts the spell->level with attuned/repelled
164 * spellpaths. Was called path_level_mod
165 *
166 * caster is person casting hte spell.
167 * spell is the spell object.
168 * Returns modified level.
169 */
170 int min_casting_level(object *caster, object *spell)
171 {
172 int new_level;
173
174 if (caster->path_denied & spell->path_attuned) {
175 /* This case is not a bug, just the fact that this function is
176 * usually called BEFORE checking for path_deny. -AV
177 */
178 #if 0
179 LOG (llevError, "BUG: path_level_mod (arch %s, name %s): casting denied "
180 "spell\n", caster->arch->name, caster->name);
181 #endif
182 return 1;
183 }
184 new_level = spell->level
185 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0)
186 + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
187 return (new_level < 1) ? 1 : new_level;
188 }
189
190
191 /* This function returns the effective level the spell
192 * is being cast at.
193 * Note that I changed the repelled/attuned bonus to 2 from 5.
194 * This is because the new code compares casting_level against
195 * min_caster_level, so the difference is effectively 4
196 */
197
198 int caster_level(object *caster, object *spell)
199 {
200 int level= caster->level;
201
202 /* If this is a player, try to find the matching skill */
203 if (caster->type == PLAYER && spell->skill) {
204 int i;
205
206 for (i=0; i < NUM_SKILLS; i++)
207 if (caster->contr->last_skill_ob[i] &&
208 caster->contr->last_skill_ob[i]->skill == spell->skill) {
209 level = caster->contr->last_skill_ob[i]->level;
210 break;
211 }
212 }
213 /* Got valid caster level. Now adjust for attunement */
214 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0)
215 + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
216
217 /* Always make this at least 1. If this is zero, we get divide by zero
218 * errors in various places.
219 */
220 if (level < 1) level =1;
221 return level;
222 }
223
224 /* The following function scales the spellpoint cost of
225 * a spell by it's increased effectiveness. Some of the
226 * lower level spells become incredibly vicious at high
227 * levels. Very cheap mass destruction. This function is
228 * intended to keep the sp cost related to the effectiveness.
229 * op is the player/monster
230 * caster is what is casting the spell, can be op.
231 * spell is the spell object.
232 * Note that it is now possible for a spell to cost both grace and
233 * mana. In that case, we return which ever value is higher.
234 */
235
236 sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags)
237 {
238 int sp, grace, level = caster_level(caster, spell);
239
240 if (settings.spellpoint_level_depend == TRUE) {
241 if (spell->stats.sp && spell->stats.maxsp) {
242 sp= (int) (spell->stats.sp *
243 (1.0 + MAX(0,
244 (float)(level-spell->level)/ (float)spell->stats.maxsp)));
245 }
246 else sp = spell->stats.sp;
247
248 sp *= PATH_SP_MULT(caster,spell);
249 if (!sp && spell->stats.sp) sp=1;
250
251 if (spell->stats.grace && spell->stats.maxgrace) {
252 grace= (int) (spell->stats.grace *
253 (1.0 + MAX(0,
254 (float)(level-spell->level)/ (float)spell->stats.maxgrace)));
255 }
256 else grace = spell->stats.grace;
257
258 grace *= PATH_SP_MULT(caster,spell);
259 if (spell->stats.grace && !grace) grace=1;
260 } else {
261 sp = spell->stats.sp * PATH_SP_MULT(caster,spell);
262 if (spell->stats.sp && !sp) sp=1;
263 grace = spell->stats.grace * PATH_SP_MULT(caster,spell);
264 if (spell->stats.grace && !grace) grace=1;
265 }
266 if (flags == SPELL_HIGHEST)
267 return MAX(sp, grace);
268 else if (flags == SPELL_GRACE)
269 return grace;
270 else if (flags == SPELL_MANA)
271 return sp;
272 else {
273 LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
274 return 0;
275 }
276 }
277
278
279 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
280 * spob is the spell we are adjusting.
281 */
282 int SP_level_dam_adjust(object *caster, object *spob)
283 {
284 int level = caster_level (caster, spob);
285 int adj = level - min_casting_level(caster, spob);
286
287 if(adj < 0) adj=0;
288 if (spob->dam_modifier)
289 adj/=spob->dam_modifier;
290 else adj=0;
291 return adj;
292 }
293
294 /* Adjust the strength of the spell based on level.
295 * This is basically the same as SP_level_dam_adjust above,
296 * but instead looks at the level_modifier value.
297 */
298 int SP_level_duration_adjust(object *caster, object *spob)
299 {
300 int level = caster_level (caster, spob);
301 int adj = level - min_casting_level(caster, spob);
302
303 if(adj < 0) adj=0;
304 if(spob->duration_modifier)
305 adj/=spob->duration_modifier;
306 else adj=0;
307
308 return adj;
309 }
310
311 /* Adjust the strength of the spell based on level.
312 * This is basically the same as SP_level_dam_adjust above,
313 * but instead looks at the level_modifier value.
314 */
315 int SP_level_range_adjust(object *caster, object *spob)
316 {
317 int level = caster_level (caster, spob);
318 int adj = level - min_casting_level(caster, spob);
319
320 if(adj < 0) adj=0;
321 if(spob->range_modifier)
322 adj/=spob->range_modifier;
323 else adj=0;
324
325 return adj;
326 }
327
328 /* Checks to see if player knows the spell. If the name is the same
329 * as an existing spell, we presume they know it.
330 * returns 1 if they know the spell, 0 if they don't.
331 */
332 object *check_spell_known (object *op, const char *name)
333 {
334 object *spop;
335
336 for (spop=op->inv; spop; spop=spop->below)
337 if (spop->type == SPELL && !strcmp(spop->name, name)) return spop;
338
339 return NULL;
340 }
341
342
343 /*
344 * Look at object 'op' and see if they know the spell
345 * spname. This is pretty close to check_spell_known
346 * above, but it uses a looser matching mechanism.
347 * returns the matching spell object, or NULL.
348 * If we match multiple spells but don't get an
349 * exact match, we also return NULL.
350 */
351
352 object *lookup_spell_by_name(object *op,const char *spname) {
353 object *spob1=NULL, *spob2=NULL, *spob;
354 int nummatch=0;
355
356 if(spname==NULL) return NULL;
357
358 /* Try to find the spell. We store the results in spob1
359 * and spob2 - spob1 is only taking the length of
360 * the past spname, spob2 uses the length of the spell name.
361 */
362 for (spob = op->inv; spob; spob=spob->below) {
363 if (spob->type == SPELL) {
364 if (!strncmp(spob->name, spname, strlen(spname))) {
365 nummatch++;
366 spob1 = spob;
367 } else if (!strncmp(spob->name, spname, strlen(spob->name))) {
368 /* if spells have ambiguous names, it makes matching
369 * really difficult. (eg, fire and fireball would
370 * fall into this category). It shouldn't be hard to
371 * make sure spell names don't overlap in that fashion.
372 */
373 if (spob2)
374 LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n",
375 spob2->name, spob->name);
376 spob2 = spob;
377 }
378 }
379 }
380 /* if we have best match, return it. Otherwise, if we have one match
381 * on the loser match, return that, otehrwise null
382 */
383 if (spob2) return spob2;
384 if (spob1 && nummatch == 1) return spob1;
385 return NULL;
386 }
387
388 /* reflwall - decides weither the (spell-)object sp_op will
389 * be reflected from the given mapsquare. Returns 1 if true.
390 * (Note that for living creatures there is a small chance that
391 * reflect_spell fails.)
392 * Caller should be sure it passes us valid map coordinates
393 * eg, updated for tiled maps.
394 */
395 int reflwall(mapstruct *m,int x,int y, object *sp_op) {
396 object *op;
397
398 if(OUT_OF_REAL_MAP(m,x,y)) return 0;
399 for(op=get_map_ob(m,x,y);op!=NULL;op=op->above)
400 if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) ||
401 sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10)))
402 return 1;
403
404 return 0;
405 }
406
407 /* cast_create_object: creates object new_op in direction dir
408 * or if that is blocked, beneath the player (op).
409 * we pass 'caster', but don't use it for anything.
410 * This is really just a simple wrapper function .
411 * returns the direction that the object was actually placed
412 * in.
413 */
414 int cast_create_obj(object *op,object *caster,object *new_op, int dir)
415 {
416 mapstruct *m;
417 sint16 sx, sy;
418
419 if(dir &&
420 ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
421 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) {
422 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
423 new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet.");
424 dir = 0;
425 }
426 new_op->x=op->x+freearr_x[dir];
427 new_op->y=op->y+freearr_y[dir];
428 if (dir == 0)
429 insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR);
430 else
431 insert_ob_in_map(new_op,op->map,op,0);
432 return dir;
433 }
434
435 /* Returns true if it is ok to put spell *op on the space/may provided.
436 * immune_stop is basically the attacktype of the spell (why
437 * passed as a different value, not sure of). If immune_stop
438 * has the AT_MAGIC bit set, and there is a counterwall
439 * on the space, the object doesn't get placed. if immune stop
440 * does not have AT_MAGIC, then counterwalls do not effect the spell.
441 *
442 */
443
444 int ok_to_put_more(mapstruct *m,sint16 x,sint16 y,object *op,int immune_stop) {
445 object *tmp;
446 int mflags;
447 mapstruct *mp;
448
449 mp = m;
450 mflags = get_map_flags(m, &mp, x, y, &x, &y);
451
452 if (mflags & P_OUT_OF_MAP) return 0;
453
454 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0;
455
456 for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) {
457 /* If there is a counterspell on the space, and this
458 * object is using magic, don't progess. I believe we could
459 * leave this out and let in progress, and other areas of the code
460 * will then remove it, but that would seem to to use more
461 * resources, and may not work as well if a player is standing
462 * on top of a counterwall spell (may hit the player before being
463 * removed.) On the other hand, it may be more dramatic for the
464 * spell to actually hit the counterwall and be sucked up.
465 */
466 if ((tmp->attacktype & AT_COUNTERSPELL) &&
467 (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) &&
468 (tmp->type != WEAPON) && (tmp->type != BOW) &&
469 (tmp->type != ARROW) && (tmp->type != GOLEM) &&
470 (immune_stop & AT_MAGIC)) return 0;
471
472 /* This is to prevent 'out of control' spells. Basically, this
473 * limits one spell effect per space per spell. This is definately
474 * needed for performance reasons, and just for playability I believe.
475 * there are no such things as multispaced spells right now, so
476 * we don't need to worry about the head.
477 */
478 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) &&
479 (tmp->subtype == op->subtype))
480 return 0;
481
482 /* Perhaps we should also put checks in for no magic and unholy
483 * ground to prevent it from moving along?
484 */
485 }
486 /* If it passes the above tests, it must be OK */
487 return 1;
488 }
489
490 /* fire_arch_from_position: fires an archetype.
491 * op: person firing the object.
492 * caster: object casting the spell.
493 * x, y: where to fire the spell (note, it then uses op->map for the map
494 * for these coordinates, which is probably a really bad idea.
495 * dir: direction to fire in.
496 * spell: spell that is being fired. It uses other_arch for the archetype
497 * to fire.
498 * returns 0 on failure, 1 on success.
499 */
500
501 int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y,
502 int dir, object *spell)
503 {
504 object *tmp;
505 int mflags;
506 mapstruct *m;
507
508 if(spell->other_arch==NULL)
509 return 0;
510
511 m = op->map;
512 mflags = get_map_flags(m, &m, x, y, &x, &y);
513 if (mflags & P_OUT_OF_MAP) {
514 return 0;
515 }
516
517 tmp=arch_to_object(spell->other_arch);
518
519 if(tmp==NULL)
520 return 0;
521
522 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) {
523 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
524 free_object(tmp);
525 return 0;
526 }
527
528
529
530 tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell);
531 tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell);
532 /* code in time.c uses food for some things, duration for others */
533 tmp->stats.food = tmp->duration;
534 tmp->range=spell->range+SP_level_range_adjust(caster,spell);
535 tmp->attacktype = spell->attacktype;
536 tmp->x=x;
537 tmp->y=y;
538 tmp->direction=dir;
539 if (get_owner (op) != NULL)
540 copy_owner (tmp, op);
541 else
542 set_owner (tmp, op);
543 tmp->level = caster_level (caster, spell);
544 set_spell_skill(op, caster, spell, tmp);
545
546 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
547 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) {
548 if(!tailor_god_spell(tmp,op)) return 0;
549 }
550 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
551 SET_ANIMATION(tmp, dir);
552
553 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL)
554 return 1;
555
556 move_spell_effect(tmp);
557
558 return 1;
559 }
560
561
562
563 /*****************************************************************************
564 *
565 * Code related to rods - perhaps better located in another file?
566 *
567 ****************************************************************************/
568
569 void regenerate_rod(object *rod) {
570 if (rod->stats.hp < rod->stats.maxhp) {
571 rod->stats.hp+= 1 + rod->stats.maxhp/10;
572
573 if (rod->stats.hp > rod->stats.maxhp)
574 rod->stats.hp = rod->stats.maxhp;
575 }
576 }
577
578
579 void drain_rod_charge(object *rod) {
580 rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST);
581 }
582
583
584
585
586 /* this function is commonly used to find a friendly target for
587 * spells such as heal or protection or armour
588 * op is what is looking for the target (which can be a player),
589 * dir is the direction we are looking in. Return object found, or
590 * NULL if no good object.
591 */
592
593 object *find_target_for_friendly_spell(object *op,int dir) {
594 object *tmp;
595 mapstruct *m;
596 sint16 x, y;
597 int mflags;
598
599 /* I don't really get this block - if op isn't a player or rune,
600 * we then make the owner of this object the target.
601 * The owner could very well be no where near op.
602 */
603 if(op->type!=PLAYER && op->type!=RUNE) {
604 tmp=get_owner(op);
605 /* If the owner does not exist, or is not a monster, than apply the spell
606 * to the caster.
607 */
608 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op;
609 }
610 else {
611 m = op->map;
612 x = op->x+freearr_x[dir];
613 y = op->y+freearr_y[dir];
614
615 mflags = get_map_flags(m, &m, x, y, &x, &y);
616
617 if (mflags & P_OUT_OF_MAP)
618 tmp=NULL;
619 else {
620 for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above)
621 if(tmp->type==PLAYER)
622 break;
623 }
624 }
625 /* didn't find a player there, look in current square for a player */
626 if(tmp==NULL)
627 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
628 if(tmp->type==PLAYER)
629 break;
630 return tmp;
631 }
632
633
634
635 /* raytrace:
636 * spell_find_dir(map, x, y, exclude) will search first the center square
637 * then some close squares in the given map at the given coordinates for
638 * live objects.
639 * It will not consider the object given as exclude (= caster) among possible
640 * live objects. If the caster is a player, the spell will go after
641 * monsters/generators only. If not, the spell will hunt players only.
642 * It returns the direction toward the first/closest live object if it finds
643 * any, otherwise -1.
644 * note that exclude can be NULL, in which case all bets are off.
645 */
646
647 int spell_find_dir(mapstruct *m, int x, int y, object *exclude) {
648 int i,max=SIZEOFFREE;
649 sint16 nx,ny;
650 int owner_type=0, mflags;
651 object *tmp;
652 mapstruct *mp;
653
654 if (exclude && exclude->head)
655 exclude = exclude->head;
656 if (exclude && exclude->type)
657 owner_type = exclude->type;
658
659 for(i=rndm(1, 8);i<max;i++) {
660 nx = x + freearr_x[i];
661 ny = y + freearr_y[i];
662 mp = m;
663 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
664 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue;
665
666 tmp=get_map_ob(mp,nx,ny);
667
668 while(tmp!=NULL && (((owner_type==PLAYER &&
669 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) ||
670 (owner_type!=PLAYER && tmp->type!=PLAYER)) ||
671 (tmp == exclude || (tmp->head && tmp->head == exclude))))
672 tmp=tmp->above;
673
674 if(tmp!=NULL && can_see_monsterP(m,x,y,i))
675 return freedir[i];
676 }
677 return -1; /* flag for "keep going the way you were" */
678 }
679
680
681
682 /* put_a_monster: puts a monster named monstername near by
683 * op. This creates the treasures for the monsters, and
684 * also deals with multipart monsters properly.
685 */
686
687 void put_a_monster(object *op,const char *monstername) {
688 object *tmp,*head=NULL,*prev=NULL;
689 archetype *at;
690 int dir;
691
692 /* Handle cases where we are passed a bogus mosntername */
693
694 if((at=find_archetype(monstername))==NULL) return;
695
696 /* find a free square nearby
697 * first we check the closest square for free squares
698 */
699
700 dir=find_first_free_spot(&at->clone,op->map,op->x,op->y);
701 if(dir!=-1) {
702 /* This is basically grabbed for generate monster. Fixed 971225 to
703 * insert multipart monsters properly
704 */
705 while (at!=NULL) {
706 tmp=arch_to_object(at);
707 tmp->x=op->x+freearr_x[dir]+at->clone.x;
708 tmp->y=op->y+freearr_y[dir]+at->clone.y;
709 tmp->map = op->map;
710 if (head) {
711 tmp->head=head;
712 prev->more=tmp;
713 }
714 if (!head) head=tmp;
715 prev=tmp;
716 at=at->more;
717 }
718
719 if (head->randomitems)
720 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0);
721
722 insert_ob_in_map(head,op->map,op,0);
723
724 /* thought it'd be cool to insert a burnout, too.*/
725 tmp=get_archetype("burnout");
726 tmp->map = op->map;
727 tmp->x=op->x+freearr_x[dir];
728 tmp->y=op->y+freearr_y[dir];
729 insert_ob_in_map(tmp,op->map,op,0);
730 }
731 }
732
733 /* peterm: function which summons hostile monsters and
734 * places them in nearby squares.
735 * op is the summoner.
736 * n is the number of monsters.
737 * monstername is the name of the monster.
738 * returns the number of monsters, which is basically n.
739 * it should really see how many it successfully replaced and
740 * return that instead.
741 * Note that this is not used by any spells (summon evil monsters
742 * use to call this, but best I can tell, that spell/ability was
743 * never used. This is however used by various failures on the
744 * players part (alchemy, reincarnation, etc)
745 */
746
747 int summon_hostile_monsters(object *op,int n,const char *monstername){
748 int i;
749 for(i=0;i<n;i++)
750 put_a_monster(op,monstername);
751
752 return n;
753 }
754
755
756 /* Some local definitions for shuffle-attack */
757 struct {
758 int attacktype;
759 int face;
760 } ATTACKS[22] = {
761 {AT_PHYSICAL,0},
762 {AT_PHYSICAL,0}, /*face = explosion*/
763 {AT_PHYSICAL,0},
764 {AT_MAGIC,1},
765 {AT_MAGIC,1}, /* face = last-burnout */
766 {AT_MAGIC,1},
767 {AT_FIRE,2},
768 {AT_FIRE,2}, /* face = fire.... */
769 {AT_FIRE,2},
770 {AT_ELECTRICITY,3},
771 {AT_ELECTRICITY,3}, /* ball_lightning */
772 {AT_ELECTRICITY,3},
773 {AT_COLD,4},
774 {AT_COLD,4}, /* face=icestorm*/
775 {AT_COLD,4},
776 {AT_CONFUSION,5},
777 {AT_POISON,7},
778 {AT_POISON,7}, /* face = acid sphere. generator */
779 {AT_POISON,7}, /* poisoncloud face */
780 {AT_SLOW,8},
781 {AT_PARALYZE,9},
782 {AT_FEAR,10} };
783
784
785
786 /* shuffle_attack: peterm
787 * This routine shuffles the attack of op to one of the
788 * ones in the list. It does this at random. It also
789 * chooses a face appropriate to the attack that is
790 * being committed by that square at the moment.
791 * right now it's being used by color spray and create pool of
792 * chaos.
793 * This could really be a better implementation - the
794 * faces and attacktypes above are hardcoded, which is never
795 * good. The faces refer to faces in the animation sequence.
796 * Not sure how to do better - but not having it hardcoded
797 * would be nice.
798 * I also fixed a bug here in that attacktype was |= -
799 * to me, that would be that it would quickly get all
800 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
801 */
802 void shuffle_attack(object *op,int change_face)
803 {
804 int i;
805 i=rndm(0, 21);
806
807 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC;
808
809 if(change_face) {
810 SET_ANIMATION(op, ATTACKS[i].face);
811 }
812 }
813
814
815 /* prayer_failure: This is called when a player fails
816 * at casting a prayer.
817 * op is the player.
818 * failure is basically how much grace they had.
819 * power is how much grace the spell would normally take to cast.
820 */
821
822 void prayer_failure(object *op, int failure,int power)
823 {
824 const char *godname;
825 object *tmp;
826
827 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit";
828
829 if(failure<= -20 && failure > -40) /* wonder */
830 {
831 new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname);
832 tmp = get_archetype(SPELL_WONDER);
833 cast_cone(op,op,0,tmp);
834 free_object(tmp);
835 }
836
837 else if (failure <= -40 && failure > -60) /* confusion */
838 {
839 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!");
840 confuse_player(op,op,99);
841 }
842 else if (failure <= -60 && failure> -150) /* paralysis */
843 {
844 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname);
845 new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else.");
846 paralyze_player(op,op,99);
847 }
848 else if (failure <= -150) /* blast the immediate area */
849 {
850 tmp = get_archetype(GOD_POWER);
851 new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname);
852 cast_magic_storm(op,tmp, power);
853 }
854 }
855
856 /*
857 * spell_failure() handles the various effects for differing degrees
858 * of failure badness.
859 * op is the player that failed.
860 * failure is a random value of how badly you failed.
861 * power is how many spellpoints you'd normally need for the spell.
862 * skill is the skill you'd need to cast the spell.
863 */
864
865 void spell_failure(object *op, int failure,int power, object *skill)
866 {
867 object *tmp;
868
869 if (settings.spell_failure_effects == FALSE)
870 return;
871
872 if (failure<=-20 && failure > -40) /* wonder */
873 {
874 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect.");
875 tmp = get_archetype(SPELL_WONDER);
876 cast_cone(op,op,0,tmp);
877 free_object(tmp);
878 }
879
880 else if (failure <= -40 && failure > -60) /* confusion */
881 {
882 new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!");
883 confuse_player(op,op,99);
884 }
885 else if (failure <= -60 && failure> -80) /* paralysis */
886 {
887 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!");
888 paralyze_player(op,op,99);
889 }
890 else if (failure <= -80) /* blast the immediate area */
891 {
892 object *tmp;
893 /* Safety check to make sure we don't get any mana storms in scorn */
894 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) {
895 new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
896 hit_player(op,9998,op,AT_INTERNAL,1);
897
898 } else {
899 new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
900 tmp=get_archetype(LOOSE_MANA);
901 tmp->level=skill->level;
902 tmp->x=op->x;
903 tmp->y=op->y;
904
905 /* increase the area of destruction a little for more powerful spells */
906 tmp->range+=isqrt(power);
907
908 if (power>25) tmp->stats.dam = 25 + isqrt(power);
909 else tmp->stats.dam=power; /* nasty recoils! */
910
911 tmp->stats.maxhp=tmp->count;
912 insert_ob_in_map(tmp,op->map,NULL,0);
913 }
914 }
915 }
916
917 int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
918 {
919 int success;
920 player *pl;
921 object *spell;
922
923 if ( !spell_ob->other_arch )
924 {
925 LOG( llevError, "cast_party_spell: empty other arch\n" );
926 return 0;
927 }
928 spell = arch_to_object( spell_ob->other_arch );
929
930 /* Always cast spell on caster */
931 success = cast_spell( op, caster, dir, spell, stringarg );
932
933 if ( caster->contr->party == NULL )
934 {
935 remove_ob( spell );
936 return success;
937 }
938 for( pl=first_player; pl!=NULL; pl=pl->next )
939 if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) )
940 {
941 cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg );
942 }
943 remove_ob( spell );
944 return success;
945 }
946
947 /* This is where the main dispatch when someone casts a spell.
948 *
949 * op is the creature that is owner of the object that is casting the spell -
950 * eg, the player or monster.
951 * caster is the actual object (wand, potion) casting the spell. can be
952 * same as op.
953 * dir is the direction to cast in. Note in some cases, if the spell
954 * is self only, dir really doesn't make a difference.
955 * spell_ob is the spell object that is being cast. From that,
956 * we can determine what to do.
957 * stringarg is any options that are being used. It can be NULL. Almost
958 * certainly, only players will set it. It is basically used as optional
959 * parameters to a spell (eg, item to create, information for marking runes,
960 * etc.
961 * returns 1 on successful cast, or 0 on error. These values should really
962 * be swapped, so that 0 is successful, and non zero is failure, with a code
963 * of what it failed.
964 *
965 * Note that this function is really a dispatch routine that calls other
966 * functions - it just blindly returns what ever value those functions
967 * return. So if your writing a new function that is called from this,
968 * it shoudl also return 1 on success, 0 on failure.
969 *
970 * if it is a player casting the spell (op->type == PLAYER, op == caster),
971 * this function will decrease teh mana/grace appropriately. For other
972 * objects, the caller should do what it considers appropriate.
973 */
974
975 int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) {
976
977 const char *godname;
978 int success=0,mflags, cast_level=0, old_shoottype;
979 object *skill=NULL;
980
981 old_shoottype = op->contr ? op->contr->shoottype : 0;
982
983 if (!spell_ob) {
984 LOG(llevError,"cast_spell: null spell object passed\n");
985 return 0;
986 }
987 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
988
989 /* the caller should set caster to op if appropriate */
990 if (!caster) {
991 LOG(llevError,"cast_spell: null caster object passed\n");
992 return 0;
993 }
994
995 /* if caster is a spell casting object, this normally shouldn't be
996 * an issue, because they don't have any spellpaths set up.
997 */
998 if (caster->path_denied & spell_ob->path_attuned) {
999 new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you.");
1000 return 0;
1001 }
1002
1003 /* if it is a player casting the spell, and they are really casting it
1004 * (vs it coming from a wand, scroll, or whatever else), do some
1005 * checks. We let monsters do special things - eg, they
1006 * don't need the skill, bypass level checks, etc. The monster function
1007 * should take care of that.
1008 * Remove the wiz check here and move it further down - some spells
1009 * need to have the right skill pointer passed, so we need to
1010 * at least process that code.
1011 */
1012 if (op->type == PLAYER && op == caster) {
1013 cast_level = caster_level(caster, spell_ob);
1014 if (spell_ob->skill) {
1015 skill = find_skill_by_name(op, spell_ob->skill);
1016 if (!skill) {
1017 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.",
1018 spell_ob->skill, spell_ob->name);
1019 return 0;
1020 }
1021 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) {
1022 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell.");
1023 return 0;
1024 }
1025 }
1026 /* If the caster is the wiz, they don't ever fail, and don't have
1027 * to have sufficient grace/mana.
1028 */
1029 if (!QUERY_FLAG(op, FLAG_WIZ)) {
1030 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) &&
1031 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) {
1032 new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana.");
1033 return 0;
1034 }
1035 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) &&
1036 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) {
1037 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace -
1038 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) {
1039 new_draw_info_format(NDI_UNIQUE, 0,op,
1040 "%s grants your prayer, though you are unworthy.",godname);
1041 }
1042 else {
1043 prayer_failure(op,op->stats.grace,
1044 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace);
1045 new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname);
1046 return 0;
1047 }
1048 }
1049
1050 /* player/monster is trying to cast the spell. might fumble it */
1051 if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) <
1052 (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) {
1053 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1054 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell.");
1055 if (settings.casting_time == TRUE) {
1056 op->casting_time = -1;
1057 }
1058 op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW);
1059 return 0;
1060 } else if (spell_ob->stats.sp) {
1061 int failure = random_roll(0, 199, op, PREFER_HIGH) -
1062 op->contr->encumbrance +op->level - spell_ob->level +35;
1063
1064 if( failure < 0) {
1065 new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use.");
1066 if (settings.spell_failure_effects == TRUE)
1067 spell_failure(op,failure,
1068 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA),
1069 skill);
1070 op->contr->shoottype = old_shoottype;
1071 op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW);
1072 return 0;
1073 }
1074 }
1075 }
1076 }
1077
1078 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1079
1080 /* See if we can cast a spell here. If the caster and op are
1081 * not alive, then this would mean that the mapmaker put the
1082 * objects on the space - presume that they know what they are
1083 * doing.
1084 */
1085 if (spell_ob->type == SPELL && caster->type != POTION && !QUERY_FLAG(op, FLAG_WIZCAST) &&
1086 (QUERY_FLAG(caster, FLAG_ALIVE) || QUERY_FLAG(op, FLAG_ALIVE)) &&
1087 (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) ||
1088 ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) {
1089
1090 if (op->type!=PLAYER)
1091 return 0;
1092
1093 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1094 new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname);
1095 else
1096 switch(op->contr->shoottype) {
1097 case range_magic:
1098 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting.");
1099 break;
1100 case range_misc:
1101 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item.");
1102 break;
1103 case range_golem:
1104 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll.");
1105 break;
1106 default:
1107 break;
1108 }
1109 return 0;
1110 }
1111
1112 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) {
1113 if (op->casting_time==-1) { /* begin the casting */
1114 op->casting_time = spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob);
1115 op->spell = spell_ob;
1116 /* put the stringarg into the object struct so that when the
1117 * spell is actually cast, it knows about the stringarg.
1118 * necessary for the invoke command spells.
1119 */
1120 if(stringarg) {
1121 op->spellarg = strdup_local(stringarg);
1122 }
1123 else op->spellarg=NULL;
1124 return 0;
1125 }
1126 else if (op->casting_time != 0) {
1127 if (op->type == PLAYER )
1128 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!");
1129 return 0;
1130 } else { /* casting_time == 0 */
1131 op->casting_time = -1;
1132 spell_ob = op->spell;
1133 stringarg = op->spellarg;
1134 }
1135 } else {
1136 /* Take into account how long it takes to cast the spell.
1137 * if the player is casting it, then we use the time in
1138 * the spell object. If it is a spell object, have it
1139 * take two ticks. Things that cast spells on the players
1140 * behalf (eg, altars, and whatever else) shouldn't cost
1141 * the player any time.
1142 * Ignore casting time for firewalls
1143 */
1144 if (caster == op && caster->type != FIREWALL) {
1145 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1146 /* Other portions of the code may also decrement the speed of the player, so
1147 * put a lower limit so that the player isn't stuck here too long
1148 */
1149 if ((spell_ob->casting_time > 0) &&
1150 op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed))
1151 op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1152 } else if (caster->type == WAND || caster->type == HORN ||
1153 caster->type == ROD || caster->type == POTION ||
1154 caster->type == SCROLL) {
1155 op->speed_left -= 2 * FABS(op->speed);
1156 }
1157 }
1158
1159 if (op->type == PLAYER && op == caster) {
1160 op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE);
1161 op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA);
1162 }
1163
1164 /* We want to try to find the skill to properly credit exp.
1165 * for spell casting objects, the exp goes to the skill the casting
1166 * object requires.
1167 */
1168 if (op != caster && !skill && caster->skill) {
1169 skill = find_skill_by_name(op, caster->skill);
1170 if (!skill) {
1171 new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s",
1172 caster->skill, query_name(caster));
1173 return 0;
1174 }
1175 change_skill(op, skill, 0); /* needed for proper exp credit */
1176 }
1177
1178 switch(spell_ob->subtype) {
1179 /* The order of case statements is same as the order they show up
1180 * in in spells.h.
1181 */
1182 case SP_RAISE_DEAD:
1183 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg);
1184 break;
1185
1186 case SP_RUNE:
1187 success = write_rune(op,caster, spell_ob, dir,stringarg);
1188 break;
1189
1190 case SP_MAKE_MARK:
1191 success = write_mark(op, spell_ob, stringarg);
1192 break;
1193
1194 case SP_BOLT:
1195 success = fire_bolt(op,caster,dir,spell_ob,skill);
1196 break;
1197
1198 case SP_BULLET:
1199 success = fire_bullet(op, caster, dir, spell_ob);
1200 break;
1201
1202 case SP_CONE:
1203 success = cast_cone(op, caster, dir, spell_ob);
1204 break;
1205
1206 case SP_BOMB:
1207 success = create_bomb(op,caster,dir, spell_ob);
1208 break;
1209
1210 case SP_WONDER:
1211 success = cast_wonder(op,caster, dir,spell_ob);
1212 break;
1213
1214 case SP_SMITE:
1215 success = cast_smite_spell(op,caster, dir,spell_ob);
1216 break;
1217
1218 case SP_MAGIC_MISSILE:
1219 success = fire_arch_from_position(op, caster, op->x + freearr_x[dir],
1220 op->y + freearr_y[dir], dir, spell_ob);
1221 break;
1222
1223 case SP_SUMMON_GOLEM:
1224 success = summon_golem(op, caster, dir, spell_ob);
1225 old_shoottype = range_golem;
1226 break;
1227
1228 case SP_DIMENSION_DOOR:
1229 /* dimension door needs the actual caster, because that is what is
1230 * moved.
1231 */
1232 success = dimension_door(op,caster, spell_ob, dir);
1233 break;
1234
1235 case SP_MAGIC_MAPPING:
1236 if(op->type==PLAYER) {
1237 spell_effect(spell_ob, op->x, op->y, op->map, op);
1238 draw_magic_map(op);
1239 success=1;
1240 }
1241 else success=0;
1242 break;
1243
1244 case SP_MAGIC_WALL:
1245 success = magic_wall(op,caster,dir,spell_ob);
1246 break;
1247
1248 case SP_DESTRUCTION:
1249 success = cast_destruction(op,caster,spell_ob);
1250 break;
1251
1252 case SP_PERCEIVE_SELF:
1253 success = perceive_self(op);
1254 break;
1255
1256 case SP_WORD_OF_RECALL:
1257 success = cast_word_of_recall(op,caster,spell_ob);
1258 break;
1259
1260 case SP_INVISIBLE:
1261 success = cast_invisible(op,caster,spell_ob);
1262 break;
1263
1264 case SP_PROBE:
1265 success = probe(op,caster, spell_ob, dir);
1266 break;
1267
1268 case SP_HEALING:
1269 success = cast_heal(op,caster, spell_ob, dir);
1270 break;
1271
1272 case SP_CREATE_FOOD:
1273 success = cast_create_food(op,caster,spell_ob, dir,stringarg);
1274 break;
1275
1276 case SP_EARTH_TO_DUST:
1277 success = cast_earth_to_dust(op,caster,spell_ob);
1278 break;
1279
1280 case SP_CHANGE_ABILITY:
1281 success = cast_change_ability(op,caster,spell_ob, dir, 0);
1282 break;
1283
1284 case SP_BLESS:
1285 success = cast_bless(op,caster,spell_ob, dir);
1286 break;
1287
1288 case SP_CURSE:
1289 success = cast_curse(op,caster,spell_ob, dir);
1290 break;
1291
1292 case SP_SUMMON_MONSTER:
1293 success = summon_object(op,caster,spell_ob, dir,stringarg);
1294 break;
1295
1296 case SP_CHARGING:
1297 success = recharge(op, caster, spell_ob);
1298 break;
1299
1300 case SP_POLYMORPH:
1301 #ifdef NO_POLYMORPH
1302 /* Not great, but at least provide feedback so if players do have
1303 * polymorph (ie, find it as a preset item or left over from before
1304 * it was disabled), they get some feedback.
1305 */
1306 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles");
1307 success = 0;
1308 #else
1309 success = cast_polymorph(op,caster,spell_ob, dir);
1310 #endif
1311 break;
1312
1313 case SP_ALCHEMY:
1314 success = alchemy(op, caster, spell_ob);
1315 break;
1316
1317 case SP_REMOVE_CURSE:
1318 success = remove_curse(op, caster, spell_ob);
1319 break;
1320
1321 case SP_IDENTIFY:
1322 success = cast_identify(op, caster, spell_ob);
1323 break;
1324
1325 case SP_DETECTION:
1326 success = cast_detection(op, caster, spell_ob, skill);
1327 break;
1328
1329 case SP_MOOD_CHANGE:
1330 success = mood_change(op, caster, spell_ob);
1331 break;
1332
1333 case SP_MOVING_BALL:
1334 if (spell_ob->path_repelled &&
1335 (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) {
1336 new_draw_info_format(NDI_UNIQUE, 0, op,
1337 "You lack the proper attunement to cast %s", spell_ob->name);
1338 success = 0;
1339 } else
1340 success = fire_arch_from_position(op,caster,
1341 op->x + freearr_x[dir], op->y + freearr_y[dir],
1342 dir, spell_ob);
1343 break;
1344
1345 case SP_SWARM:
1346 success = fire_swarm(op, caster, spell_ob, dir);
1347 break;
1348
1349 case SP_CHANGE_MANA:
1350 success = cast_transfer(op,caster, spell_ob, dir);
1351 break;
1352
1353 case SP_DISPEL_RUNE:
1354 /* in rune.c */
1355 success = dispel_rune(op,caster, spell_ob, skill, dir);
1356 break;
1357
1358 case SP_CREATE_MISSILE:
1359 success = cast_create_missile(op,caster,spell_ob, dir,stringarg);
1360 break;
1361
1362 case SP_CONSECRATE:
1363 success = cast_consecrate(op, caster, spell_ob);
1364 break;
1365
1366 case SP_ANIMATE_WEAPON:
1367 success = animate_weapon(op, caster, spell_ob, dir);
1368 old_shoottype = range_golem;
1369 break;
1370
1371 case SP_LIGHT:
1372 success = cast_light(op, caster, spell_ob, dir);
1373 break;
1374
1375 case SP_CHANGE_MAP_LIGHT:
1376 success = cast_change_map_lightlevel(op, caster, spell_ob);
1377 break;
1378
1379 case SP_FAERY_FIRE:
1380 success = cast_destruction(op,caster,spell_ob);
1381 break;
1382
1383 case SP_CAUSE_DISEASE:
1384 success = cast_cause_disease(op, caster, spell_ob, dir);
1385 break;
1386
1387 case SP_AURA:
1388 success = create_aura(op, caster, spell_ob);
1389 break;
1390
1391 case SP_TOWN_PORTAL:
1392 success= cast_create_town_portal (op,caster,spell_ob, dir);
1393 break;
1394
1395 case SP_PARTY_SPELL:
1396 success = cast_party_spell( op, caster, dir, spell_ob, stringarg );
1397
1398 default:
1399 LOG(llevError,"cast_spell: Unhandled spell subtype %d\n",
1400 spell_ob->subtype);
1401
1402
1403 }
1404
1405 /* FIXME - we need some better sound suppport */
1406 /* play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + type);*/
1407 /* free the spell arg */
1408 if(settings.casting_time == TRUE && stringarg) {
1409 free(stringarg);
1410 stringarg=NULL;
1411 }
1412 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1413 * to something like use_magic_item, but you really want to be able to fire
1414 * it again.
1415 */
1416 if (op->contr) op->contr->shoottype = old_shoottype;
1417
1418 return success;
1419 }
1420
1421
1422 /* This is called from time.c/process_object(). That function
1423 * calls this for any SPELL_EFFECT type objects. This function
1424 * then dispatches them to the appropriate specific routines.
1425 */
1426 void move_spell_effect(object *op) {
1427
1428 switch (op->subtype) {
1429 case SP_BOLT:
1430 move_bolt(op);
1431 break;
1432
1433 case SP_BULLET:
1434 move_bullet(op);
1435 break;
1436
1437 case SP_EXPLOSION:
1438 explosion(op);
1439 break;
1440
1441 case SP_CONE:
1442 move_cone(op);
1443 break;
1444
1445 case SP_BOMB:
1446 animate_bomb(op);
1447 break;
1448
1449 case SP_MAGIC_MISSILE:
1450 move_missile(op);
1451 break;
1452
1453 case SP_WORD_OF_RECALL:
1454 execute_word_of_recall(op);
1455 break;
1456
1457 case SP_MOVING_BALL:
1458 move_ball_spell(op);
1459 break;
1460
1461 case SP_SWARM:
1462 move_swarm_spell(op);
1463 break;
1464
1465 case SP_AURA:
1466 move_aura(op);
1467 break;
1468
1469 }
1470 }
1471
1472 /* this checks to see if something special should happen if
1473 * something runs into the object.
1474 */
1475 void check_spell_effect(object *op) {
1476
1477 switch (op->subtype) {
1478 case SP_BOLT:
1479 move_bolt(op);
1480 return;
1481
1482 case SP_BULLET:
1483 check_bullet(op);
1484 return;
1485 }
1486
1487 }
1488
1489 /* This is called by move_apply. Basically, if someone
1490 * moves onto a spell effect and the walk_on or fly_on flags
1491 * are set, this is called. This should only be called for
1492 * objects of the appropraite type.
1493 */
1494 void apply_spell_effect(object *spell, object *victim)
1495 {
1496 switch (spell->subtype) {
1497 case SP_CONE:
1498 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1499 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0);
1500 break;
1501
1502 case SP_MAGIC_MISSILE:
1503 if (QUERY_FLAG (victim, FLAG_ALIVE)) {
1504 tag_t spell_tag = spell->count;
1505 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1506 if ( ! was_destroyed (spell, spell_tag)) {
1507 remove_ob (spell);
1508 free_object (spell);
1509 }
1510 }
1511 break;
1512
1513 case SP_MOVING_BALL:
1514 if (QUERY_FLAG (victim, FLAG_ALIVE))
1515 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1516 else if (victim->material || victim->materialname)
1517 save_throw_object (victim, spell->attacktype, spell);
1518 break;
1519 }
1520 }