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/cvs/deliantra/server/server/spell_util.c
Revision: 1.3
Committed: Mon Mar 13 21:33:23 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +4 -3 lines
Log Message:
fix the Hanuk-kills-server bug: ok_to_put_more now combines similar spell effects into one

File Contents

# Content
1 /*
2 * static char *rcsid_spell_util_c =
3 * "$Id$";
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 progress. 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->type == op->type && tmp->subtype == op->subtype) {
479 tmp->stats.maxhp = MAX(tmp->stats.maxhp,op->stats.maxhp);
480 return 0;
481 }
482
483 /* Perhaps we should also put checks in for no magic and unholy
484 * ground to prevent it from moving along?
485 */
486 }
487 /* If it passes the above tests, it must be OK */
488 return 1;
489 }
490
491 /* fire_arch_from_position: fires an archetype.
492 * op: person firing the object.
493 * caster: object casting the spell.
494 * x, y: where to fire the spell (note, it then uses op->map for the map
495 * for these coordinates, which is probably a really bad idea.
496 * dir: direction to fire in.
497 * spell: spell that is being fired. It uses other_arch for the archetype
498 * to fire.
499 * returns 0 on failure, 1 on success.
500 */
501
502 int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y,
503 int dir, object *spell)
504 {
505 object *tmp;
506 int mflags;
507 mapstruct *m;
508
509 if(spell->other_arch==NULL)
510 return 0;
511
512 m = op->map;
513 mflags = get_map_flags(m, &m, x, y, &x, &y);
514 if (mflags & P_OUT_OF_MAP) {
515 return 0;
516 }
517
518 tmp=arch_to_object(spell->other_arch);
519
520 if(tmp==NULL)
521 return 0;
522
523 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) {
524 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
525 free_object(tmp);
526 return 0;
527 }
528
529
530
531 tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell);
532 tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell);
533 /* code in time.c uses food for some things, duration for others */
534 tmp->stats.food = tmp->duration;
535 tmp->range=spell->range+SP_level_range_adjust(caster,spell);
536 tmp->attacktype = spell->attacktype;
537 tmp->x=x;
538 tmp->y=y;
539 tmp->direction=dir;
540 if (get_owner (op) != NULL)
541 copy_owner (tmp, op);
542 else
543 set_owner (tmp, op);
544 tmp->level = caster_level (caster, spell);
545 set_spell_skill(op, caster, spell, tmp);
546
547 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
548 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) {
549 if(!tailor_god_spell(tmp,op)) return 0;
550 }
551 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
552 SET_ANIMATION(tmp, dir);
553
554 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL)
555 return 1;
556
557 move_spell_effect(tmp);
558
559 return 1;
560 }
561
562
563
564 /*****************************************************************************
565 *
566 * Code related to rods - perhaps better located in another file?
567 *
568 ****************************************************************************/
569
570 void regenerate_rod(object *rod) {
571 if (rod->stats.hp < rod->stats.maxhp) {
572 rod->stats.hp+= 1 + rod->stats.maxhp/10;
573
574 if (rod->stats.hp > rod->stats.maxhp)
575 rod->stats.hp = rod->stats.maxhp;
576 }
577 }
578
579
580 void drain_rod_charge(object *rod) {
581 rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST);
582 }
583
584
585
586
587 /* this function is commonly used to find a friendly target for
588 * spells such as heal or protection or armour
589 * op is what is looking for the target (which can be a player),
590 * dir is the direction we are looking in. Return object found, or
591 * NULL if no good object.
592 */
593
594 object *find_target_for_friendly_spell(object *op,int dir) {
595 object *tmp;
596 mapstruct *m;
597 sint16 x, y;
598 int mflags;
599
600 /* I don't really get this block - if op isn't a player or rune,
601 * we then make the owner of this object the target.
602 * The owner could very well be no where near op.
603 */
604 if(op->type!=PLAYER && op->type!=RUNE) {
605 tmp=get_owner(op);
606 /* If the owner does not exist, or is not a monster, than apply the spell
607 * to the caster.
608 */
609 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op;
610 }
611 else {
612 m = op->map;
613 x = op->x+freearr_x[dir];
614 y = op->y+freearr_y[dir];
615
616 mflags = get_map_flags(m, &m, x, y, &x, &y);
617
618 if (mflags & P_OUT_OF_MAP)
619 tmp=NULL;
620 else {
621 for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above)
622 if(tmp->type==PLAYER)
623 break;
624 }
625 }
626 /* didn't find a player there, look in current square for a player */
627 if(tmp==NULL)
628 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
629 if(tmp->type==PLAYER)
630 break;
631 return tmp;
632 }
633
634
635
636 /* raytrace:
637 * spell_find_dir(map, x, y, exclude) will search first the center square
638 * then some close squares in the given map at the given coordinates for
639 * live objects.
640 * It will not consider the object given as exclude (= caster) among possible
641 * live objects. If the caster is a player, the spell will go after
642 * monsters/generators only. If not, the spell will hunt players only.
643 * It returns the direction toward the first/closest live object if it finds
644 * any, otherwise -1.
645 * note that exclude can be NULL, in which case all bets are off.
646 */
647
648 int spell_find_dir(mapstruct *m, int x, int y, object *exclude) {
649 int i,max=SIZEOFFREE;
650 sint16 nx,ny;
651 int owner_type=0, mflags;
652 object *tmp;
653 mapstruct *mp;
654
655 if (exclude && exclude->head)
656 exclude = exclude->head;
657 if (exclude && exclude->type)
658 owner_type = exclude->type;
659
660 for(i=rndm(1, 8);i<max;i++) {
661 nx = x + freearr_x[i];
662 ny = y + freearr_y[i];
663 mp = m;
664 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
665 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue;
666
667 tmp=get_map_ob(mp,nx,ny);
668
669 while(tmp!=NULL && (((owner_type==PLAYER &&
670 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) ||
671 (owner_type!=PLAYER && tmp->type!=PLAYER)) ||
672 (tmp == exclude || (tmp->head && tmp->head == exclude))))
673 tmp=tmp->above;
674
675 if(tmp!=NULL && can_see_monsterP(m,x,y,i))
676 return freedir[i];
677 }
678 return -1; /* flag for "keep going the way you were" */
679 }
680
681
682
683 /* put_a_monster: puts a monster named monstername near by
684 * op. This creates the treasures for the monsters, and
685 * also deals with multipart monsters properly.
686 */
687
688 void put_a_monster(object *op,const char *monstername) {
689 object *tmp,*head=NULL,*prev=NULL;
690 archetype *at;
691 int dir;
692
693 /* Handle cases where we are passed a bogus mosntername */
694
695 if((at=find_archetype(monstername))==NULL) return;
696
697 /* find a free square nearby
698 * first we check the closest square for free squares
699 */
700
701 dir=find_first_free_spot(&at->clone,op->map,op->x,op->y);
702 if(dir!=-1) {
703 /* This is basically grabbed for generate monster. Fixed 971225 to
704 * insert multipart monsters properly
705 */
706 while (at!=NULL) {
707 tmp=arch_to_object(at);
708 tmp->x=op->x+freearr_x[dir]+at->clone.x;
709 tmp->y=op->y+freearr_y[dir]+at->clone.y;
710 tmp->map = op->map;
711 if (head) {
712 tmp->head=head;
713 prev->more=tmp;
714 }
715 if (!head) head=tmp;
716 prev=tmp;
717 at=at->more;
718 }
719
720 if (head->randomitems)
721 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0);
722
723 insert_ob_in_map(head,op->map,op,0);
724
725 /* thought it'd be cool to insert a burnout, too.*/
726 tmp=get_archetype("burnout");
727 tmp->map = op->map;
728 tmp->x=op->x+freearr_x[dir];
729 tmp->y=op->y+freearr_y[dir];
730 insert_ob_in_map(tmp,op->map,op,0);
731 }
732 }
733
734 /* peterm: function which summons hostile monsters and
735 * places them in nearby squares.
736 * op is the summoner.
737 * n is the number of monsters.
738 * monstername is the name of the monster.
739 * returns the number of monsters, which is basically n.
740 * it should really see how many it successfully replaced and
741 * return that instead.
742 * Note that this is not used by any spells (summon evil monsters
743 * use to call this, but best I can tell, that spell/ability was
744 * never used. This is however used by various failures on the
745 * players part (alchemy, reincarnation, etc)
746 */
747
748 int summon_hostile_monsters(object *op,int n,const char *monstername){
749 int i;
750 for(i=0;i<n;i++)
751 put_a_monster(op,monstername);
752
753 return n;
754 }
755
756
757 /* Some local definitions for shuffle-attack */
758 struct {
759 int attacktype;
760 int face;
761 } ATTACKS[22] = {
762 {AT_PHYSICAL,0},
763 {AT_PHYSICAL,0}, /*face = explosion*/
764 {AT_PHYSICAL,0},
765 {AT_MAGIC,1},
766 {AT_MAGIC,1}, /* face = last-burnout */
767 {AT_MAGIC,1},
768 {AT_FIRE,2},
769 {AT_FIRE,2}, /* face = fire.... */
770 {AT_FIRE,2},
771 {AT_ELECTRICITY,3},
772 {AT_ELECTRICITY,3}, /* ball_lightning */
773 {AT_ELECTRICITY,3},
774 {AT_COLD,4},
775 {AT_COLD,4}, /* face=icestorm*/
776 {AT_COLD,4},
777 {AT_CONFUSION,5},
778 {AT_POISON,7},
779 {AT_POISON,7}, /* face = acid sphere. generator */
780 {AT_POISON,7}, /* poisoncloud face */
781 {AT_SLOW,8},
782 {AT_PARALYZE,9},
783 {AT_FEAR,10} };
784
785
786
787 /* shuffle_attack: peterm
788 * This routine shuffles the attack of op to one of the
789 * ones in the list. It does this at random. It also
790 * chooses a face appropriate to the attack that is
791 * being committed by that square at the moment.
792 * right now it's being used by color spray and create pool of
793 * chaos.
794 * This could really be a better implementation - the
795 * faces and attacktypes above are hardcoded, which is never
796 * good. The faces refer to faces in the animation sequence.
797 * Not sure how to do better - but not having it hardcoded
798 * would be nice.
799 * I also fixed a bug here in that attacktype was |= -
800 * to me, that would be that it would quickly get all
801 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
802 */
803 void shuffle_attack(object *op,int change_face)
804 {
805 int i;
806 i=rndm(0, 21);
807
808 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC;
809
810 if(change_face) {
811 SET_ANIMATION(op, ATTACKS[i].face);
812 }
813 }
814
815
816 /* prayer_failure: This is called when a player fails
817 * at casting a prayer.
818 * op is the player.
819 * failure is basically how much grace they had.
820 * power is how much grace the spell would normally take to cast.
821 */
822
823 void prayer_failure(object *op, int failure,int power)
824 {
825 const char *godname;
826 object *tmp;
827
828 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit";
829
830 if(failure<= -20 && failure > -40) /* wonder */
831 {
832 new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname);
833 tmp = get_archetype(SPELL_WONDER);
834 cast_cone(op,op,0,tmp);
835 free_object(tmp);
836 }
837
838 else if (failure <= -40 && failure > -60) /* confusion */
839 {
840 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!");
841 confuse_player(op,op,99);
842 }
843 else if (failure <= -60 && failure> -150) /* paralysis */
844 {
845 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname);
846 new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else.");
847 paralyze_player(op,op,99);
848 }
849 else if (failure <= -150) /* blast the immediate area */
850 {
851 tmp = get_archetype(GOD_POWER);
852 new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname);
853 cast_magic_storm(op,tmp, power);
854 }
855 }
856
857 /*
858 * spell_failure() handles the various effects for differing degrees
859 * of failure badness.
860 * op is the player that failed.
861 * failure is a random value of how badly you failed.
862 * power is how many spellpoints you'd normally need for the spell.
863 * skill is the skill you'd need to cast the spell.
864 */
865
866 void spell_failure(object *op, int failure,int power, object *skill)
867 {
868 object *tmp;
869
870 if (settings.spell_failure_effects == FALSE)
871 return;
872
873 if (failure<=-20 && failure > -40) /* wonder */
874 {
875 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect.");
876 tmp = get_archetype(SPELL_WONDER);
877 cast_cone(op,op,0,tmp);
878 free_object(tmp);
879 }
880
881 else if (failure <= -40 && failure > -60) /* confusion */
882 {
883 new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!");
884 confuse_player(op,op,99);
885 }
886 else if (failure <= -60 && failure> -80) /* paralysis */
887 {
888 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!");
889 paralyze_player(op,op,99);
890 }
891 else if (failure <= -80) /* blast the immediate area */
892 {
893 object *tmp;
894 /* Safety check to make sure we don't get any mana storms in scorn */
895 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) {
896 new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
897 hit_player(op,9998,op,AT_INTERNAL,1);
898
899 } else {
900 new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
901 tmp=get_archetype(LOOSE_MANA);
902 tmp->level=skill->level;
903 tmp->x=op->x;
904 tmp->y=op->y;
905
906 /* increase the area of destruction a little for more powerful spells */
907 tmp->range+=isqrt(power);
908
909 if (power>25) tmp->stats.dam = 25 + isqrt(power);
910 else tmp->stats.dam=power; /* nasty recoils! */
911
912 tmp->stats.maxhp=tmp->count;
913 insert_ob_in_map(tmp,op->map,NULL,0);
914 }
915 }
916 }
917
918 int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
919 {
920 int success;
921 player *pl;
922 object *spell;
923
924 if ( !spell_ob->other_arch )
925 {
926 LOG( llevError, "cast_party_spell: empty other arch\n" );
927 return 0;
928 }
929 spell = arch_to_object( spell_ob->other_arch );
930
931 /* Always cast spell on caster */
932 success = cast_spell( op, caster, dir, spell, stringarg );
933
934 if ( caster->contr->party == NULL )
935 {
936 remove_ob( spell );
937 return success;
938 }
939 for( pl=first_player; pl!=NULL; pl=pl->next )
940 if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) )
941 {
942 cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg );
943 }
944 remove_ob( spell );
945 return success;
946 }
947
948 /* This is where the main dispatch when someone casts a spell.
949 *
950 * op is the creature that is owner of the object that is casting the spell -
951 * eg, the player or monster.
952 * caster is the actual object (wand, potion) casting the spell. can be
953 * same as op.
954 * dir is the direction to cast in. Note in some cases, if the spell
955 * is self only, dir really doesn't make a difference.
956 * spell_ob is the spell object that is being cast. From that,
957 * we can determine what to do.
958 * stringarg is any options that are being used. It can be NULL. Almost
959 * certainly, only players will set it. It is basically used as optional
960 * parameters to a spell (eg, item to create, information for marking runes,
961 * etc.
962 * returns 1 on successful cast, or 0 on error. These values should really
963 * be swapped, so that 0 is successful, and non zero is failure, with a code
964 * of what it failed.
965 *
966 * Note that this function is really a dispatch routine that calls other
967 * functions - it just blindly returns what ever value those functions
968 * return. So if your writing a new function that is called from this,
969 * it shoudl also return 1 on success, 0 on failure.
970 *
971 * if it is a player casting the spell (op->type == PLAYER, op == caster),
972 * this function will decrease the mana/grace appropriately. For other
973 * objects, the caller should do what it considers appropriate.
974 */
975
976 int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) {
977
978 const char *godname;
979 int success=0,mflags, cast_level=0, old_shoottype;
980 object *skill=NULL;
981
982 old_shoottype = op->contr ? op->contr->shoottype : 0;
983
984 if (!spell_ob) {
985 LOG(llevError,"cast_spell: null spell object passed\n");
986 return 0;
987 }
988 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
989
990 /* the caller should set caster to op if appropriate */
991 if (!caster) {
992 LOG(llevError,"cast_spell: null caster object passed\n");
993 return 0;
994 }
995
996 /* if caster is a spell casting object, this normally shouldn't be
997 * an issue, because they don't have any spellpaths set up.
998 */
999 if (caster->path_denied & spell_ob->path_attuned) {
1000 new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you.");
1001 return 0;
1002 }
1003
1004 /* if it is a player casting the spell, and they are really casting it
1005 * (vs it coming from a wand, scroll, or whatever else), do some
1006 * checks. We let monsters do special things - eg, they
1007 * don't need the skill, bypass level checks, etc. The monster function
1008 * should take care of that.
1009 * Remove the wiz check here and move it further down - some spells
1010 * need to have the right skill pointer passed, so we need to
1011 * at least process that code.
1012 */
1013 if (op->type == PLAYER && op == caster) {
1014 cast_level = caster_level(caster, spell_ob);
1015 if (spell_ob->skill) {
1016 skill = find_skill_by_name(op, spell_ob->skill);
1017 if (!skill) {
1018 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.",
1019 spell_ob->skill, spell_ob->name);
1020 return 0;
1021 }
1022 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) {
1023 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell.");
1024 return 0;
1025 }
1026 }
1027 /* If the caster is the wiz, they don't ever fail, and don't have
1028 * to have sufficient grace/mana.
1029 */
1030 if (!QUERY_FLAG(op, FLAG_WIZ)) {
1031 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) &&
1032 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) {
1033 new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana.");
1034 return 0;
1035 }
1036 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) &&
1037 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) {
1038 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace -
1039 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) {
1040 new_draw_info_format(NDI_UNIQUE, 0,op,
1041 "%s grants your prayer, though you are unworthy.",godname);
1042 }
1043 else {
1044 prayer_failure(op,op->stats.grace,
1045 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace);
1046 new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname);
1047 return 0;
1048 }
1049 }
1050
1051 /* player/monster is trying to cast the spell. might fumble it */
1052 if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) <
1053 (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) {
1054 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1055 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell.");
1056 if (settings.casting_time == TRUE) {
1057 op->casting_time = -1;
1058 }
1059 op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW);
1060 return 0;
1061 } else if (spell_ob->stats.sp) {
1062 int failure = random_roll(0, 199, op, PREFER_HIGH) -
1063 op->contr->encumbrance +op->level - spell_ob->level +35;
1064
1065 if( failure < 0) {
1066 new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use.");
1067 if (settings.spell_failure_effects == TRUE)
1068 spell_failure(op,failure,
1069 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA),
1070 skill);
1071 op->contr->shoottype = old_shoottype;
1072 op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW);
1073 return 0;
1074 }
1075 }
1076 }
1077 }
1078
1079 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1080
1081 /* See if we can cast a spell here. If the caster and op are
1082 * not alive, then this would mean that the mapmaker put the
1083 * objects on the space - presume that they know what they are
1084 * doing.
1085 */
1086 if (spell_ob->type == SPELL && caster->type != POTION && !QUERY_FLAG(op, FLAG_WIZCAST) &&
1087 (QUERY_FLAG(caster, FLAG_ALIVE) || QUERY_FLAG(op, FLAG_ALIVE)) &&
1088 (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) ||
1089 ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) {
1090
1091 if (op->type!=PLAYER)
1092 return 0;
1093
1094 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1095 new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname);
1096 else
1097 switch(op->contr->shoottype) {
1098 case range_magic:
1099 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting.");
1100 break;
1101 case range_misc:
1102 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item.");
1103 break;
1104 case range_golem:
1105 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll.");
1106 break;
1107 default:
1108 break;
1109 }
1110 return 0;
1111 }
1112
1113 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) {
1114 if (op->casting_time==-1) { /* begin the casting */
1115 op->casting_time = spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob);
1116 op->spell = spell_ob;
1117 /* put the stringarg into the object struct so that when the
1118 * spell is actually cast, it knows about the stringarg.
1119 * necessary for the invoke command spells.
1120 */
1121 if(stringarg) {
1122 op->spellarg = strdup_local(stringarg);
1123 }
1124 else op->spellarg=NULL;
1125 return 0;
1126 }
1127 else if (op->casting_time != 0) {
1128 if (op->type == PLAYER )
1129 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!");
1130 return 0;
1131 } else { /* casting_time == 0 */
1132 op->casting_time = -1;
1133 spell_ob = op->spell;
1134 stringarg = op->spellarg;
1135 }
1136 } else {
1137 /* Take into account how long it takes to cast the spell.
1138 * if the player is casting it, then we use the time in
1139 * the spell object. If it is a spell object, have it
1140 * take two ticks. Things that cast spells on the players
1141 * behalf (eg, altars, and whatever else) shouldn't cost
1142 * the player any time.
1143 * Ignore casting time for firewalls
1144 */
1145 if (caster == op && caster->type != FIREWALL) {
1146 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1147 /* Other portions of the code may also decrement the speed of the player, so
1148 * put a lower limit so that the player isn't stuck here too long
1149 */
1150 if ((spell_ob->casting_time > 0) &&
1151 op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed))
1152 op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1153 } else if (caster->type == WAND || caster->type == HORN ||
1154 caster->type == ROD || caster->type == POTION ||
1155 caster->type == SCROLL) {
1156 op->speed_left -= 2 * FABS(op->speed);
1157 }
1158 }
1159
1160 if (op->type == PLAYER && op == caster) {
1161 op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE);
1162 op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA);
1163 }
1164
1165 /* We want to try to find the skill to properly credit exp.
1166 * for spell casting objects, the exp goes to the skill the casting
1167 * object requires.
1168 */
1169 if (op != caster && !skill && caster->skill) {
1170 skill = find_skill_by_name(op, caster->skill);
1171 if (!skill) {
1172 new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s",
1173 caster->skill, query_name(caster));
1174 return 0;
1175 }
1176 change_skill(op, skill, 0); /* needed for proper exp credit */
1177 }
1178
1179 switch(spell_ob->subtype) {
1180 /* The order of case statements is same as the order they show up
1181 * in in spells.h.
1182 */
1183 case SP_RAISE_DEAD:
1184 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg);
1185 break;
1186
1187 case SP_RUNE:
1188 success = write_rune(op,caster, spell_ob, dir,stringarg);
1189 break;
1190
1191 case SP_MAKE_MARK:
1192 success = write_mark(op, spell_ob, stringarg);
1193 break;
1194
1195 case SP_BOLT:
1196 success = fire_bolt(op,caster,dir,spell_ob,skill);
1197 break;
1198
1199 case SP_BULLET:
1200 success = fire_bullet(op, caster, dir, spell_ob);
1201 break;
1202
1203 case SP_CONE:
1204 success = cast_cone(op, caster, dir, spell_ob);
1205 break;
1206
1207 case SP_BOMB:
1208 success = create_bomb(op,caster,dir, spell_ob);
1209 break;
1210
1211 case SP_WONDER:
1212 success = cast_wonder(op,caster, dir,spell_ob);
1213 break;
1214
1215 case SP_SMITE:
1216 success = cast_smite_spell(op,caster, dir,spell_ob);
1217 break;
1218
1219 case SP_MAGIC_MISSILE:
1220 success = fire_arch_from_position(op, caster, op->x + freearr_x[dir],
1221 op->y + freearr_y[dir], dir, spell_ob);
1222 break;
1223
1224 case SP_SUMMON_GOLEM:
1225 success = summon_golem(op, caster, dir, spell_ob);
1226 old_shoottype = range_golem;
1227 break;
1228
1229 case SP_DIMENSION_DOOR:
1230 /* dimension door needs the actual caster, because that is what is
1231 * moved.
1232 */
1233 success = dimension_door(op,caster, spell_ob, dir);
1234 break;
1235
1236 case SP_MAGIC_MAPPING:
1237 if(op->type==PLAYER) {
1238 spell_effect(spell_ob, op->x, op->y, op->map, op);
1239 draw_magic_map(op);
1240 success=1;
1241 }
1242 else success=0;
1243 break;
1244
1245 case SP_MAGIC_WALL:
1246 success = magic_wall(op,caster,dir,spell_ob);
1247 break;
1248
1249 case SP_DESTRUCTION:
1250 success = cast_destruction(op,caster,spell_ob);
1251 break;
1252
1253 case SP_PERCEIVE_SELF:
1254 success = perceive_self(op);
1255 break;
1256
1257 case SP_WORD_OF_RECALL:
1258 success = cast_word_of_recall(op,caster,spell_ob);
1259 break;
1260
1261 case SP_INVISIBLE:
1262 success = cast_invisible(op,caster,spell_ob);
1263 break;
1264
1265 case SP_PROBE:
1266 success = probe(op,caster, spell_ob, dir);
1267 break;
1268
1269 case SP_HEALING:
1270 success = cast_heal(op,caster, spell_ob, dir);
1271 break;
1272
1273 case SP_CREATE_FOOD:
1274 success = cast_create_food(op,caster,spell_ob, dir,stringarg);
1275 break;
1276
1277 case SP_EARTH_TO_DUST:
1278 success = cast_earth_to_dust(op,caster,spell_ob);
1279 break;
1280
1281 case SP_CHANGE_ABILITY:
1282 success = cast_change_ability(op,caster,spell_ob, dir, 0);
1283 break;
1284
1285 case SP_BLESS:
1286 success = cast_bless(op,caster,spell_ob, dir);
1287 break;
1288
1289 case SP_CURSE:
1290 success = cast_curse(op,caster,spell_ob, dir);
1291 break;
1292
1293 case SP_SUMMON_MONSTER:
1294 success = summon_object(op,caster,spell_ob, dir,stringarg);
1295 break;
1296
1297 case SP_CHARGING:
1298 success = recharge(op, caster, spell_ob);
1299 break;
1300
1301 case SP_POLYMORPH:
1302 #ifdef NO_POLYMORPH
1303 /* Not great, but at least provide feedback so if players do have
1304 * polymorph (ie, find it as a preset item or left over from before
1305 * it was disabled), they get some feedback.
1306 */
1307 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles");
1308 success = 0;
1309 #else
1310 success = cast_polymorph(op,caster,spell_ob, dir);
1311 #endif
1312 break;
1313
1314 case SP_ALCHEMY:
1315 success = alchemy(op, caster, spell_ob);
1316 break;
1317
1318 case SP_REMOVE_CURSE:
1319 success = remove_curse(op, caster, spell_ob);
1320 break;
1321
1322 case SP_IDENTIFY:
1323 success = cast_identify(op, caster, spell_ob);
1324 break;
1325
1326 case SP_DETECTION:
1327 success = cast_detection(op, caster, spell_ob, skill);
1328 break;
1329
1330 case SP_MOOD_CHANGE:
1331 success = mood_change(op, caster, spell_ob);
1332 break;
1333
1334 case SP_MOVING_BALL:
1335 if (spell_ob->path_repelled &&
1336 (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) {
1337 new_draw_info_format(NDI_UNIQUE, 0, op,
1338 "You lack the proper attunement to cast %s", spell_ob->name);
1339 success = 0;
1340 } else
1341 success = fire_arch_from_position(op,caster,
1342 op->x + freearr_x[dir], op->y + freearr_y[dir],
1343 dir, spell_ob);
1344 break;
1345
1346 case SP_SWARM:
1347 success = fire_swarm(op, caster, spell_ob, dir);
1348 break;
1349
1350 case SP_CHANGE_MANA:
1351 success = cast_transfer(op,caster, spell_ob, dir);
1352 break;
1353
1354 case SP_DISPEL_RUNE:
1355 /* in rune.c */
1356 success = dispel_rune(op,caster, spell_ob, skill, dir);
1357 break;
1358
1359 case SP_CREATE_MISSILE:
1360 success = cast_create_missile(op,caster,spell_ob, dir,stringarg);
1361 break;
1362
1363 case SP_CONSECRATE:
1364 success = cast_consecrate(op, caster, spell_ob);
1365 break;
1366
1367 case SP_ANIMATE_WEAPON:
1368 success = animate_weapon(op, caster, spell_ob, dir);
1369 old_shoottype = range_golem;
1370 break;
1371
1372 case SP_LIGHT:
1373 success = cast_light(op, caster, spell_ob, dir);
1374 break;
1375
1376 case SP_CHANGE_MAP_LIGHT:
1377 success = cast_change_map_lightlevel(op, caster, spell_ob);
1378 break;
1379
1380 case SP_FAERY_FIRE:
1381 success = cast_destruction(op,caster,spell_ob);
1382 break;
1383
1384 case SP_CAUSE_DISEASE:
1385 success = cast_cause_disease(op, caster, spell_ob, dir);
1386 break;
1387
1388 case SP_AURA:
1389 success = create_aura(op, caster, spell_ob);
1390 break;
1391
1392 case SP_TOWN_PORTAL:
1393 success= cast_create_town_portal (op,caster,spell_ob, dir);
1394 break;
1395
1396 case SP_PARTY_SPELL:
1397 success = cast_party_spell( op, caster, dir, spell_ob, stringarg );
1398
1399 default:
1400 LOG(llevError,"cast_spell: Unhandled spell subtype %d\n",
1401 spell_ob->subtype);
1402
1403
1404 }
1405
1406 /* FIXME - we need some better sound suppport */
1407 /* play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + type);*/
1408 /* free the spell arg */
1409 if(settings.casting_time == TRUE && stringarg) {
1410 free(stringarg);
1411 stringarg=NULL;
1412 }
1413 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1414 * to something like use_magic_item, but you really want to be able to fire
1415 * it again.
1416 */
1417 if (op->contr) op->contr->shoottype = old_shoottype;
1418
1419 return success;
1420 }
1421
1422
1423 /* This is called from time.c/process_object(). That function
1424 * calls this for any SPELL_EFFECT type objects. This function
1425 * then dispatches them to the appropriate specific routines.
1426 */
1427 void move_spell_effect(object *op) {
1428
1429 switch (op->subtype) {
1430 case SP_BOLT:
1431 move_bolt(op);
1432 break;
1433
1434 case SP_BULLET:
1435 move_bullet(op);
1436 break;
1437
1438 case SP_EXPLOSION:
1439 explosion(op);
1440 break;
1441
1442 case SP_CONE:
1443 move_cone(op);
1444 break;
1445
1446 case SP_BOMB:
1447 animate_bomb(op);
1448 break;
1449
1450 case SP_MAGIC_MISSILE:
1451 move_missile(op);
1452 break;
1453
1454 case SP_WORD_OF_RECALL:
1455 execute_word_of_recall(op);
1456 break;
1457
1458 case SP_MOVING_BALL:
1459 move_ball_spell(op);
1460 break;
1461
1462 case SP_SWARM:
1463 move_swarm_spell(op);
1464 break;
1465
1466 case SP_AURA:
1467 move_aura(op);
1468 break;
1469
1470 }
1471 }
1472
1473 /* this checks to see if something special should happen if
1474 * something runs into the object.
1475 */
1476 void check_spell_effect(object *op) {
1477
1478 switch (op->subtype) {
1479 case SP_BOLT:
1480 move_bolt(op);
1481 return;
1482
1483 case SP_BULLET:
1484 check_bullet(op);
1485 return;
1486 }
1487
1488 }
1489
1490 /* This is called by move_apply. Basically, if someone
1491 * moves onto a spell effect and the walk_on or fly_on flags
1492 * are set, this is called. This should only be called for
1493 * objects of the appropraite type.
1494 */
1495 void apply_spell_effect(object *spell, object *victim)
1496 {
1497 switch (spell->subtype) {
1498 case SP_CONE:
1499 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1500 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0);
1501 break;
1502
1503 case SP_MAGIC_MISSILE:
1504 if (QUERY_FLAG (victim, FLAG_ALIVE)) {
1505 tag_t spell_tag = spell->count;
1506 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1507 if ( ! was_destroyed (spell, spell_tag)) {
1508 remove_ob (spell);
1509 free_object (spell);
1510 }
1511 }
1512 break;
1513
1514 case SP_MOVING_BALL:
1515 if (QUERY_FLAG (victim, FLAG_ALIVE))
1516 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1517 else if (victim->material || victim->materialname)
1518 save_throw_object (victim, spell->attacktype, spell);
1519 break;
1520 }
1521 }