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/cvs/deliantra/server/server/spell_util.c
Revision: 1.5
Committed: Tue Mar 14 17:59:22 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.4: +2 -3 lines
Log Message:
(hopefully) undid gratitious reformatting

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->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) &&
479 (tmp->subtype == op->subtype))
480 return 0;
481
482 /*
483 * Combine similar spell effects into one spell effect. Needed for
484 * performance reasons with meteor swarm and the like, but also for
485 * playability reasons.
486 */
487 if (tmp->arch == op->arch
488 && tmp->type == op->type
489 && tmp->subtype == op->subtype
490 && tmp->owner == op->owner
491 && ((tmp->subtype == SP_EXPLOSION)
492 || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))
493 ) {
494 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
495 tmp->range = MAX (tmp->range, op->range);
496 tmp->duration = MAX (tmp->duration, op->duration);
497 return 0;
498 }
499
500 /* Perhaps we should also put checks in for no magic and unholy
501 * ground to prevent it from moving along?
502 */
503 }
504 /* If it passes the above tests, it must be OK */
505 return 1;
506 }
507
508 /* fire_arch_from_position: fires an archetype.
509 * op: person firing the object.
510 * caster: object casting the spell.
511 * x, y: where to fire the spell (note, it then uses op->map for the map
512 * for these coordinates, which is probably a really bad idea.
513 * dir: direction to fire in.
514 * spell: spell that is being fired. It uses other_arch for the archetype
515 * to fire.
516 * returns 0 on failure, 1 on success.
517 */
518
519 int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y,
520 int dir, object *spell)
521 {
522 object *tmp;
523 int mflags;
524 mapstruct *m;
525
526 if(spell->other_arch==NULL)
527 return 0;
528
529 m = op->map;
530 mflags = get_map_flags(m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) {
532 return 0;
533 }
534
535 tmp=arch_to_object(spell->other_arch);
536
537 if(tmp==NULL)
538 return 0;
539
540 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) {
541 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
542 free_object(tmp);
543 return 0;
544 }
545
546
547
548 tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell);
549 tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell);
550 /* code in time.c uses food for some things, duration for others */
551 tmp->stats.food = tmp->duration;
552 tmp->range=spell->range+SP_level_range_adjust(caster,spell);
553 tmp->attacktype = spell->attacktype;
554 tmp->x=x;
555 tmp->y=y;
556 tmp->direction=dir;
557 if (get_owner (op) != NULL)
558 copy_owner (tmp, op);
559 else
560 set_owner (tmp, op);
561 tmp->level = caster_level (caster, spell);
562 set_spell_skill(op, caster, spell, tmp);
563
564 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
565 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) {
566 if(!tailor_god_spell(tmp,op)) return 0;
567 }
568 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
569 SET_ANIMATION(tmp, dir);
570
571 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL)
572 return 1;
573
574 move_spell_effect(tmp);
575
576 return 1;
577 }
578
579
580
581 /*****************************************************************************
582 *
583 * Code related to rods - perhaps better located in another file?
584 *
585 ****************************************************************************/
586
587 void regenerate_rod(object *rod) {
588 if (rod->stats.hp < rod->stats.maxhp) {
589 rod->stats.hp+= 1 + rod->stats.maxhp/10;
590
591 if (rod->stats.hp > rod->stats.maxhp)
592 rod->stats.hp = rod->stats.maxhp;
593 }
594 }
595
596
597 void drain_rod_charge(object *rod) {
598 rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST);
599 }
600
601
602
603
604 /* this function is commonly used to find a friendly target for
605 * spells such as heal or protection or armour
606 * op is what is looking for the target (which can be a player),
607 * dir is the direction we are looking in. Return object found, or
608 * NULL if no good object.
609 */
610
611 object *find_target_for_friendly_spell(object *op,int dir) {
612 object *tmp;
613 mapstruct *m;
614 sint16 x, y;
615 int mflags;
616
617 /* I don't really get this block - if op isn't a player or rune,
618 * we then make the owner of this object the target.
619 * The owner could very well be no where near op.
620 */
621 if(op->type!=PLAYER && op->type!=RUNE) {
622 tmp=get_owner(op);
623 /* If the owner does not exist, or is not a monster, than apply the spell
624 * to the caster.
625 */
626 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op;
627 }
628 else {
629 m = op->map;
630 x = op->x+freearr_x[dir];
631 y = op->y+freearr_y[dir];
632
633 mflags = get_map_flags(m, &m, x, y, &x, &y);
634
635 if (mflags & P_OUT_OF_MAP)
636 tmp=NULL;
637 else {
638 for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above)
639 if(tmp->type==PLAYER)
640 break;
641 }
642 }
643 /* didn't find a player there, look in current square for a player */
644 if(tmp==NULL)
645 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
646 if(tmp->type==PLAYER)
647 break;
648 return tmp;
649 }
650
651
652
653 /* raytrace:
654 * spell_find_dir(map, x, y, exclude) will search first the center square
655 * then some close squares in the given map at the given coordinates for
656 * live objects.
657 * It will not consider the object given as exclude (= caster) among possible
658 * live objects. If the caster is a player, the spell will go after
659 * monsters/generators only. If not, the spell will hunt players only.
660 * It returns the direction toward the first/closest live object if it finds
661 * any, otherwise -1.
662 * note that exclude can be NULL, in which case all bets are off.
663 */
664
665 int spell_find_dir(mapstruct *m, int x, int y, object *exclude) {
666 int i,max=SIZEOFFREE;
667 sint16 nx,ny;
668 int owner_type=0, mflags;
669 object *tmp;
670 mapstruct *mp;
671
672 if (exclude && exclude->head)
673 exclude = exclude->head;
674 if (exclude && exclude->type)
675 owner_type = exclude->type;
676
677 for(i=rndm(1, 8);i<max;i++) {
678 nx = x + freearr_x[i];
679 ny = y + freearr_y[i];
680 mp = m;
681 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
682 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue;
683
684 tmp=get_map_ob(mp,nx,ny);
685
686 while(tmp!=NULL && (((owner_type==PLAYER &&
687 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) ||
688 (owner_type!=PLAYER && tmp->type!=PLAYER)) ||
689 (tmp == exclude || (tmp->head && tmp->head == exclude))))
690 tmp=tmp->above;
691
692 if(tmp!=NULL && can_see_monsterP(m,x,y,i))
693 return freedir[i];
694 }
695 return -1; /* flag for "keep going the way you were" */
696 }
697
698
699
700 /* put_a_monster: puts a monster named monstername near by
701 * op. This creates the treasures for the monsters, and
702 * also deals with multipart monsters properly.
703 */
704
705 void put_a_monster(object *op,const char *monstername) {
706 object *tmp,*head=NULL,*prev=NULL;
707 archetype *at;
708 int dir;
709
710 /* Handle cases where we are passed a bogus mosntername */
711
712 if((at=find_archetype(monstername))==NULL) return;
713
714 /* find a free square nearby
715 * first we check the closest square for free squares
716 */
717
718 dir=find_first_free_spot(&at->clone,op->map,op->x,op->y);
719 if(dir!=-1) {
720 /* This is basically grabbed for generate monster. Fixed 971225 to
721 * insert multipart monsters properly
722 */
723 while (at!=NULL) {
724 tmp=arch_to_object(at);
725 tmp->x=op->x+freearr_x[dir]+at->clone.x;
726 tmp->y=op->y+freearr_y[dir]+at->clone.y;
727 tmp->map = op->map;
728 if (head) {
729 tmp->head=head;
730 prev->more=tmp;
731 }
732 if (!head) head=tmp;
733 prev=tmp;
734 at=at->more;
735 }
736
737 if (head->randomitems)
738 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0);
739
740 insert_ob_in_map(head,op->map,op,0);
741
742 /* thought it'd be cool to insert a burnout, too.*/
743 tmp=get_archetype("burnout");
744 tmp->map = op->map;
745 tmp->x=op->x+freearr_x[dir];
746 tmp->y=op->y+freearr_y[dir];
747 insert_ob_in_map(tmp,op->map,op,0);
748 }
749 }
750
751 /* peterm: function which summons hostile monsters and
752 * places them in nearby squares.
753 * op is the summoner.
754 * n is the number of monsters.
755 * monstername is the name of the monster.
756 * returns the number of monsters, which is basically n.
757 * it should really see how many it successfully replaced and
758 * return that instead.
759 * Note that this is not used by any spells (summon evil monsters
760 * use to call this, but best I can tell, that spell/ability was
761 * never used. This is however used by various failures on the
762 * players part (alchemy, reincarnation, etc)
763 */
764
765 int summon_hostile_monsters(object *op,int n,const char *monstername){
766 int i;
767 for(i=0;i<n;i++)
768 put_a_monster(op,monstername);
769
770 return n;
771 }
772
773
774 /* Some local definitions for shuffle-attack */
775 struct {
776 int attacktype;
777 int face;
778 } ATTACKS[22] = {
779 {AT_PHYSICAL,0},
780 {AT_PHYSICAL,0}, /*face = explosion*/
781 {AT_PHYSICAL,0},
782 {AT_MAGIC,1},
783 {AT_MAGIC,1}, /* face = last-burnout */
784 {AT_MAGIC,1},
785 {AT_FIRE,2},
786 {AT_FIRE,2}, /* face = fire.... */
787 {AT_FIRE,2},
788 {AT_ELECTRICITY,3},
789 {AT_ELECTRICITY,3}, /* ball_lightning */
790 {AT_ELECTRICITY,3},
791 {AT_COLD,4},
792 {AT_COLD,4}, /* face=icestorm*/
793 {AT_COLD,4},
794 {AT_CONFUSION,5},
795 {AT_POISON,7},
796 {AT_POISON,7}, /* face = acid sphere. generator */
797 {AT_POISON,7}, /* poisoncloud face */
798 {AT_SLOW,8},
799 {AT_PARALYZE,9},
800 {AT_FEAR,10} };
801
802
803
804 /* shuffle_attack: peterm
805 * This routine shuffles the attack of op to one of the
806 * ones in the list. It does this at random. It also
807 * chooses a face appropriate to the attack that is
808 * being committed by that square at the moment.
809 * right now it's being used by color spray and create pool of
810 * chaos.
811 * This could really be a better implementation - the
812 * faces and attacktypes above are hardcoded, which is never
813 * good. The faces refer to faces in the animation sequence.
814 * Not sure how to do better - but not having it hardcoded
815 * would be nice.
816 * I also fixed a bug here in that attacktype was |= -
817 * to me, that would be that it would quickly get all
818 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
819 */
820 void shuffle_attack(object *op,int change_face)
821 {
822 int i;
823 i=rndm(0, 21);
824
825 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC;
826
827 if(change_face) {
828 SET_ANIMATION(op, ATTACKS[i].face);
829 }
830 }
831
832
833 /* prayer_failure: This is called when a player fails
834 * at casting a prayer.
835 * op is the player.
836 * failure is basically how much grace they had.
837 * power is how much grace the spell would normally take to cast.
838 */
839
840 void prayer_failure(object *op, int failure,int power)
841 {
842 const char *godname;
843 object *tmp;
844
845 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit";
846
847 if(failure<= -20 && failure > -40) /* wonder */
848 {
849 new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname);
850 tmp = get_archetype(SPELL_WONDER);
851 cast_cone(op,op,0,tmp);
852 free_object(tmp);
853 }
854
855 else if (failure <= -40 && failure > -60) /* confusion */
856 {
857 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!");
858 confuse_player(op,op,99);
859 }
860 else if (failure <= -60 && failure> -150) /* paralysis */
861 {
862 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname);
863 new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else.");
864 paralyze_player(op,op,99);
865 }
866 else if (failure <= -150) /* blast the immediate area */
867 {
868 tmp = get_archetype(GOD_POWER);
869 new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname);
870 cast_magic_storm(op,tmp, power);
871 }
872 }
873
874 /*
875 * spell_failure() handles the various effects for differing degrees
876 * of failure badness.
877 * op is the player that failed.
878 * failure is a random value of how badly you failed.
879 * power is how many spellpoints you'd normally need for the spell.
880 * skill is the skill you'd need to cast the spell.
881 */
882
883 void spell_failure(object *op, int failure,int power, object *skill)
884 {
885 object *tmp;
886
887 if (settings.spell_failure_effects == FALSE)
888 return;
889
890 if (failure<=-20 && failure > -40) /* wonder */
891 {
892 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect.");
893 tmp = get_archetype(SPELL_WONDER);
894 cast_cone(op,op,0,tmp);
895 free_object(tmp);
896 }
897
898 else if (failure <= -40 && failure > -60) /* confusion */
899 {
900 new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!");
901 confuse_player(op,op,99);
902 }
903 else if (failure <= -60 && failure> -80) /* paralysis */
904 {
905 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!");
906 paralyze_player(op,op,99);
907 }
908 else if (failure <= -80) /* blast the immediate area */
909 {
910 object *tmp;
911 /* Safety check to make sure we don't get any mana storms in scorn */
912 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) {
913 new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
914 hit_player(op,9998,op,AT_INTERNAL,1);
915
916 } else {
917 new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
918 tmp=get_archetype(LOOSE_MANA);
919 tmp->level=skill->level;
920 tmp->x=op->x;
921 tmp->y=op->y;
922
923 /* increase the area of destruction a little for more powerful spells */
924 tmp->range+=isqrt(power);
925
926 if (power>25) tmp->stats.dam = 25 + isqrt(power);
927 else tmp->stats.dam=power; /* nasty recoils! */
928
929 tmp->stats.maxhp=tmp->count;
930 insert_ob_in_map(tmp,op->map,NULL,0);
931 }
932 }
933 }
934
935 int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
936 {
937 int success;
938 player *pl;
939 object *spell;
940
941 if ( !spell_ob->other_arch )
942 {
943 LOG( llevError, "cast_party_spell: empty other arch\n" );
944 return 0;
945 }
946 spell = arch_to_object( spell_ob->other_arch );
947
948 /* Always cast spell on caster */
949 success = cast_spell( op, caster, dir, spell, stringarg );
950
951 if ( caster->contr->party == NULL )
952 {
953 remove_ob( spell );
954 return success;
955 }
956 for( pl=first_player; pl!=NULL; pl=pl->next )
957 if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) )
958 {
959 cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg );
960 }
961 remove_ob( spell );
962 return success;
963 }
964
965 /* This is where the main dispatch when someone casts a spell.
966 *
967 * op is the creature that is owner of the object that is casting the spell -
968 * eg, the player or monster.
969 * caster is the actual object (wand, potion) casting the spell. can be
970 * same as op.
971 * dir is the direction to cast in. Note in some cases, if the spell
972 * is self only, dir really doesn't make a difference.
973 * spell_ob is the spell object that is being cast. From that,
974 * we can determine what to do.
975 * stringarg is any options that are being used. It can be NULL. Almost
976 * certainly, only players will set it. It is basically used as optional
977 * parameters to a spell (eg, item to create, information for marking runes,
978 * etc.
979 * returns 1 on successful cast, or 0 on error. These values should really
980 * be swapped, so that 0 is successful, and non zero is failure, with a code
981 * of what it failed.
982 *
983 * Note that this function is really a dispatch routine that calls other
984 * functions - it just blindly returns what ever value those functions
985 * return. So if your writing a new function that is called from this,
986 * it shoudl also return 1 on success, 0 on failure.
987 *
988 * if it is a player casting the spell (op->type == PLAYER, op == caster),
989 * this function will decrease the mana/grace appropriately. For other
990 * objects, the caller should do what it considers appropriate.
991 */
992
993 int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) {
994
995 const char *godname;
996 int success=0,mflags, cast_level=0, old_shoottype;
997 object *skill=NULL;
998
999 old_shoottype = op->contr ? op->contr->shoottype : 0;
1000
1001 if (!spell_ob) {
1002 LOG(llevError,"cast_spell: null spell object passed\n");
1003 return 0;
1004 }
1005 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1006
1007 /* the caller should set caster to op if appropriate */
1008 if (!caster) {
1009 LOG(llevError,"cast_spell: null caster object passed\n");
1010 return 0;
1011 }
1012
1013 /* if caster is a spell casting object, this normally shouldn't be
1014 * an issue, because they don't have any spellpaths set up.
1015 */
1016 if (caster->path_denied & spell_ob->path_attuned) {
1017 new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you.");
1018 return 0;
1019 }
1020
1021 /* if it is a player casting the spell, and they are really casting it
1022 * (vs it coming from a wand, scroll, or whatever else), do some
1023 * checks. We let monsters do special things - eg, they
1024 * don't need the skill, bypass level checks, etc. The monster function
1025 * should take care of that.
1026 * Remove the wiz check here and move it further down - some spells
1027 * need to have the right skill pointer passed, so we need to
1028 * at least process that code.
1029 */
1030 if (op->type == PLAYER && op == caster) {
1031 cast_level = caster_level(caster, spell_ob);
1032 if (spell_ob->skill) {
1033 skill = find_skill_by_name(op, spell_ob->skill);
1034 if (!skill) {
1035 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.",
1036 spell_ob->skill, spell_ob->name);
1037 return 0;
1038 }
1039 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) {
1040 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell.");
1041 return 0;
1042 }
1043 }
1044 /* If the caster is the wiz, they don't ever fail, and don't have
1045 * to have sufficient grace/mana.
1046 */
1047 if (!QUERY_FLAG(op, FLAG_WIZ)) {
1048 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) &&
1049 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) {
1050 new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana.");
1051 return 0;
1052 }
1053 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) &&
1054 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) {
1055 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace -
1056 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) {
1057 new_draw_info_format(NDI_UNIQUE, 0,op,
1058 "%s grants your prayer, though you are unworthy.",godname);
1059 }
1060 else {
1061 prayer_failure(op,op->stats.grace,
1062 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace);
1063 new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname);
1064 return 0;
1065 }
1066 }
1067
1068 /* player/monster is trying to cast the spell. might fumble it */
1069 if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) <
1070 (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) {
1071 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1072 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell.");
1073 if (settings.casting_time == TRUE) {
1074 op->casting_time = -1;
1075 }
1076 op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW);
1077 return 0;
1078 } else if (spell_ob->stats.sp) {
1079 int failure = random_roll(0, 199, op, PREFER_HIGH) -
1080 op->contr->encumbrance +op->level - spell_ob->level +35;
1081
1082 if( failure < 0) {
1083 new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use.");
1084 if (settings.spell_failure_effects == TRUE)
1085 spell_failure(op,failure,
1086 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA),
1087 skill);
1088 op->contr->shoottype = old_shoottype;
1089 op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW);
1090 return 0;
1091 }
1092 }
1093 }
1094 }
1095
1096 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1097
1098 /* See if we can cast a spell here. If the caster and op are
1099 * not alive, then this would mean that the mapmaker put the
1100 * objects on the space - presume that they know what they are
1101 * doing.
1102 */
1103 if (spell_ob->type == SPELL && caster->type != POTION && !QUERY_FLAG(op, FLAG_WIZCAST) &&
1104 (QUERY_FLAG(caster, FLAG_ALIVE) || QUERY_FLAG(op, FLAG_ALIVE)) &&
1105 (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) ||
1106 ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) {
1107
1108 if (op->type!=PLAYER)
1109 return 0;
1110
1111 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1112 new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname);
1113 else
1114 switch(op->contr->shoottype) {
1115 case range_magic:
1116 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting.");
1117 break;
1118 case range_misc:
1119 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item.");
1120 break;
1121 case range_golem:
1122 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll.");
1123 break;
1124 default:
1125 break;
1126 }
1127 return 0;
1128 }
1129
1130 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) {
1131 if (op->casting_time==-1) { /* begin the casting */
1132 op->casting_time = spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob);
1133 op->spell = spell_ob;
1134 /* put the stringarg into the object struct so that when the
1135 * spell is actually cast, it knows about the stringarg.
1136 * necessary for the invoke command spells.
1137 */
1138 if(stringarg) {
1139 op->spellarg = strdup_local(stringarg);
1140 }
1141 else op->spellarg=NULL;
1142 return 0;
1143 }
1144 else if (op->casting_time != 0) {
1145 if (op->type == PLAYER )
1146 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!");
1147 return 0;
1148 } else { /* casting_time == 0 */
1149 op->casting_time = -1;
1150 spell_ob = op->spell;
1151 stringarg = op->spellarg;
1152 }
1153 } else {
1154 /* Take into account how long it takes to cast the spell.
1155 * if the player is casting it, then we use the time in
1156 * the spell object. If it is a spell object, have it
1157 * take two ticks. Things that cast spells on the players
1158 * behalf (eg, altars, and whatever else) shouldn't cost
1159 * the player any time.
1160 * Ignore casting time for firewalls
1161 */
1162 if (caster == op && caster->type != FIREWALL) {
1163 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1164 /* Other portions of the code may also decrement the speed of the player, so
1165 * put a lower limit so that the player isn't stuck here too long
1166 */
1167 if ((spell_ob->casting_time > 0) &&
1168 op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed))
1169 op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1170 } else if (caster->type == WAND || caster->type == HORN ||
1171 caster->type == ROD || caster->type == POTION ||
1172 caster->type == SCROLL) {
1173 op->speed_left -= 2 * FABS(op->speed);
1174 }
1175 }
1176
1177 if (op->type == PLAYER && op == caster) {
1178 op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE);
1179 op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA);
1180 }
1181
1182 /* We want to try to find the skill to properly credit exp.
1183 * for spell casting objects, the exp goes to the skill the casting
1184 * object requires.
1185 */
1186 if (op != caster && !skill && caster->skill) {
1187 skill = find_skill_by_name(op, caster->skill);
1188 if (!skill) {
1189 new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s",
1190 caster->skill, query_name(caster));
1191 return 0;
1192 }
1193 change_skill(op, skill, 0); /* needed for proper exp credit */
1194 }
1195
1196 switch(spell_ob->subtype) {
1197 /* The order of case statements is same as the order they show up
1198 * in in spells.h.
1199 */
1200 case SP_RAISE_DEAD:
1201 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg);
1202 break;
1203
1204 case SP_RUNE:
1205 success = write_rune(op,caster, spell_ob, dir,stringarg);
1206 break;
1207
1208 case SP_MAKE_MARK:
1209 success = write_mark(op, spell_ob, stringarg);
1210 break;
1211
1212 case SP_BOLT:
1213 success = fire_bolt(op,caster,dir,spell_ob,skill);
1214 break;
1215
1216 case SP_BULLET:
1217 success = fire_bullet(op, caster, dir, spell_ob);
1218 break;
1219
1220 case SP_CONE:
1221 success = cast_cone(op, caster, dir, spell_ob);
1222 break;
1223
1224 case SP_BOMB:
1225 success = create_bomb(op,caster,dir, spell_ob);
1226 break;
1227
1228 case SP_WONDER:
1229 success = cast_wonder(op,caster, dir,spell_ob);
1230 break;
1231
1232 case SP_SMITE:
1233 success = cast_smite_spell(op,caster, dir,spell_ob);
1234 break;
1235
1236 case SP_MAGIC_MISSILE:
1237 success = fire_arch_from_position(op, caster, op->x + freearr_x[dir],
1238 op->y + freearr_y[dir], dir, spell_ob);
1239 break;
1240
1241 case SP_SUMMON_GOLEM:
1242 success = summon_golem(op, caster, dir, spell_ob);
1243 old_shoottype = range_golem;
1244 break;
1245
1246 case SP_DIMENSION_DOOR:
1247 /* dimension door needs the actual caster, because that is what is
1248 * moved.
1249 */
1250 success = dimension_door(op,caster, spell_ob, dir);
1251 break;
1252
1253 case SP_MAGIC_MAPPING:
1254 if(op->type==PLAYER) {
1255 spell_effect(spell_ob, op->x, op->y, op->map, op);
1256 draw_magic_map(op);
1257 success=1;
1258 }
1259 else success=0;
1260 break;
1261
1262 case SP_MAGIC_WALL:
1263 success = magic_wall(op,caster,dir,spell_ob);
1264 break;
1265
1266 case SP_DESTRUCTION:
1267 success = cast_destruction(op,caster,spell_ob);
1268 break;
1269
1270 case SP_PERCEIVE_SELF:
1271 success = perceive_self(op);
1272 break;
1273
1274 case SP_WORD_OF_RECALL:
1275 success = cast_word_of_recall(op,caster,spell_ob);
1276 break;
1277
1278 case SP_INVISIBLE:
1279 success = cast_invisible(op,caster,spell_ob);
1280 break;
1281
1282 case SP_PROBE:
1283 success = probe(op,caster, spell_ob, dir);
1284 break;
1285
1286 case SP_HEALING:
1287 success = cast_heal(op,caster, spell_ob, dir);
1288 break;
1289
1290 case SP_CREATE_FOOD:
1291 success = cast_create_food(op,caster,spell_ob, dir,stringarg);
1292 break;
1293
1294 case SP_EARTH_TO_DUST:
1295 success = cast_earth_to_dust(op,caster,spell_ob);
1296 break;
1297
1298 case SP_CHANGE_ABILITY:
1299 success = cast_change_ability(op,caster,spell_ob, dir, 0);
1300 break;
1301
1302 case SP_BLESS:
1303 success = cast_bless(op,caster,spell_ob, dir);
1304 break;
1305
1306 case SP_CURSE:
1307 success = cast_curse(op,caster,spell_ob, dir);
1308 break;
1309
1310 case SP_SUMMON_MONSTER:
1311 success = summon_object(op,caster,spell_ob, dir,stringarg);
1312 break;
1313
1314 case SP_CHARGING:
1315 success = recharge(op, caster, spell_ob);
1316 break;
1317
1318 case SP_POLYMORPH:
1319 #ifdef NO_POLYMORPH
1320 /* Not great, but at least provide feedback so if players do have
1321 * polymorph (ie, find it as a preset item or left over from before
1322 * it was disabled), they get some feedback.
1323 */
1324 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles");
1325 success = 0;
1326 #else
1327 success = cast_polymorph(op,caster,spell_ob, dir);
1328 #endif
1329 break;
1330
1331 case SP_ALCHEMY:
1332 success = alchemy(op, caster, spell_ob);
1333 break;
1334
1335 case SP_REMOVE_CURSE:
1336 success = remove_curse(op, caster, spell_ob);
1337 break;
1338
1339 case SP_IDENTIFY:
1340 success = cast_identify(op, caster, spell_ob);
1341 break;
1342
1343 case SP_DETECTION:
1344 success = cast_detection(op, caster, spell_ob, skill);
1345 break;
1346
1347 case SP_MOOD_CHANGE:
1348 success = mood_change(op, caster, spell_ob);
1349 break;
1350
1351 case SP_MOVING_BALL:
1352 if (spell_ob->path_repelled &&
1353 (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) {
1354 new_draw_info_format(NDI_UNIQUE, 0, op,
1355 "You lack the proper attunement to cast %s", spell_ob->name);
1356 success = 0;
1357 } else
1358 success = fire_arch_from_position(op,caster,
1359 op->x + freearr_x[dir], op->y + freearr_y[dir],
1360 dir, spell_ob);
1361 break;
1362
1363 case SP_SWARM:
1364 success = fire_swarm(op, caster, spell_ob, dir);
1365 break;
1366
1367 case SP_CHANGE_MANA:
1368 success = cast_transfer(op,caster, spell_ob, dir);
1369 break;
1370
1371 case SP_DISPEL_RUNE:
1372 /* in rune.c */
1373 success = dispel_rune(op,caster, spell_ob, skill, dir);
1374 break;
1375
1376 case SP_CREATE_MISSILE:
1377 success = cast_create_missile(op,caster,spell_ob, dir,stringarg);
1378 break;
1379
1380 case SP_CONSECRATE:
1381 success = cast_consecrate(op, caster, spell_ob);
1382 break;
1383
1384 case SP_ANIMATE_WEAPON:
1385 success = animate_weapon(op, caster, spell_ob, dir);
1386 old_shoottype = range_golem;
1387 break;
1388
1389 case SP_LIGHT:
1390 success = cast_light(op, caster, spell_ob, dir);
1391 break;
1392
1393 case SP_CHANGE_MAP_LIGHT:
1394 success = cast_change_map_lightlevel(op, caster, spell_ob);
1395 break;
1396
1397 case SP_FAERY_FIRE:
1398 success = cast_destruction(op,caster,spell_ob);
1399 break;
1400
1401 case SP_CAUSE_DISEASE:
1402 success = cast_cause_disease(op, caster, spell_ob, dir);
1403 break;
1404
1405 case SP_AURA:
1406 success = create_aura(op, caster, spell_ob);
1407 break;
1408
1409 case SP_TOWN_PORTAL:
1410 success= cast_create_town_portal (op,caster,spell_ob, dir);
1411 break;
1412
1413 case SP_PARTY_SPELL:
1414 success = cast_party_spell( op, caster, dir, spell_ob, stringarg );
1415
1416 default:
1417 LOG(llevError,"cast_spell: Unhandled spell subtype %d\n",
1418 spell_ob->subtype);
1419
1420
1421 }
1422
1423 /* FIXME - we need some better sound suppport */
1424 /* play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + type);*/
1425 /* free the spell arg */
1426 if(settings.casting_time == TRUE && stringarg) {
1427 free(stringarg);
1428 stringarg=NULL;
1429 }
1430 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1431 * to something like use_magic_item, but you really want to be able to fire
1432 * it again.
1433 */
1434 if (op->contr) op->contr->shoottype = old_shoottype;
1435
1436 return success;
1437 }
1438
1439
1440 /* This is called from time.c/process_object(). That function
1441 * calls this for any SPELL_EFFECT type objects. This function
1442 * then dispatches them to the appropriate specific routines.
1443 */
1444 void move_spell_effect(object *op) {
1445
1446 switch (op->subtype) {
1447 case SP_BOLT:
1448 move_bolt(op);
1449 break;
1450
1451 case SP_BULLET:
1452 move_bullet(op);
1453 break;
1454
1455 case SP_EXPLOSION:
1456 explosion(op);
1457 break;
1458
1459 case SP_CONE:
1460 move_cone(op);
1461 break;
1462
1463 case SP_BOMB:
1464 animate_bomb(op);
1465 break;
1466
1467 case SP_MAGIC_MISSILE:
1468 move_missile(op);
1469 break;
1470
1471 case SP_WORD_OF_RECALL:
1472 execute_word_of_recall(op);
1473 break;
1474
1475 case SP_MOVING_BALL:
1476 move_ball_spell(op);
1477 break;
1478
1479 case SP_SWARM:
1480 move_swarm_spell(op);
1481 break;
1482
1483 case SP_AURA:
1484 move_aura(op);
1485 break;
1486
1487 }
1488 }
1489
1490 /* this checks to see if something special should happen if
1491 * something runs into the object.
1492 */
1493 void check_spell_effect(object *op) {
1494
1495 switch (op->subtype) {
1496 case SP_BOLT:
1497 move_bolt(op);
1498 return;
1499
1500 case SP_BULLET:
1501 check_bullet(op);
1502 return;
1503 }
1504
1505 }
1506
1507 /* This is called by move_apply. Basically, if someone
1508 * moves onto a spell effect and the walk_on or fly_on flags
1509 * are set, this is called. This should only be called for
1510 * objects of the appropraite type.
1511 */
1512 void apply_spell_effect(object *spell, object *victim)
1513 {
1514 switch (spell->subtype) {
1515 case SP_CONE:
1516 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1517 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0);
1518 break;
1519
1520 case SP_MAGIC_MISSILE:
1521 if (QUERY_FLAG (victim, FLAG_ALIVE)) {
1522 tag_t spell_tag = spell->count;
1523 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1524 if ( ! was_destroyed (spell, spell_tag)) {
1525 remove_ob (spell);
1526 free_object (spell);
1527 }
1528 }
1529 break;
1530
1531 case SP_MOVING_BALL:
1532 if (QUERY_FLAG (victim, FLAG_ALIVE))
1533 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1534 else if (victim->material || victim->materialname)
1535 save_throw_object (victim, spell->attacktype, spell);
1536 break;
1537 }
1538 }