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/cvs/deliantra/server/server/spell_util.c
Revision: 1.6
Committed: Fri Mar 31 18:36:09 2006 UTC (18 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +11 -2 lines
Log Message:
limit rod (not staff/wand) casting to use_magic_item skill plus some fudge

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
214 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
215 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
216 {
217 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
218 int sk_level = skill ? skill->level : 1;
219 level = MIN (level, sk_level + level / 10 + 1);
220 }
221
222 /* Got valid caster level. Now adjust for attunement */
223 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0)
224 + ((caster->path_attuned & spell->path_attuned) ? 2 : 0);
225
226 /* Always make this at least 1. If this is zero, we get divide by zero
227 * errors in various places.
228 */
229 if (level < 1) level = 1;
230 return level;
231 }
232
233 /* The following function scales the spellpoint cost of
234 * a spell by it's increased effectiveness. Some of the
235 * lower level spells become incredibly vicious at high
236 * levels. Very cheap mass destruction. This function is
237 * intended to keep the sp cost related to the effectiveness.
238 * op is the player/monster
239 * caster is what is casting the spell, can be op.
240 * spell is the spell object.
241 * Note that it is now possible for a spell to cost both grace and
242 * mana. In that case, we return which ever value is higher.
243 */
244
245 sint16 SP_level_spellpoint_cost(object *caster, object *spell, int flags)
246 {
247 int sp, grace, level = caster_level(caster, spell);
248
249 if (settings.spellpoint_level_depend == TRUE) {
250 if (spell->stats.sp && spell->stats.maxsp) {
251 sp= (int) (spell->stats.sp *
252 (1.0 + MAX(0,
253 (float)(level-spell->level)/ (float)spell->stats.maxsp)));
254 }
255 else sp = spell->stats.sp;
256
257 sp *= PATH_SP_MULT(caster,spell);
258 if (!sp && spell->stats.sp) sp=1;
259
260 if (spell->stats.grace && spell->stats.maxgrace) {
261 grace= (int) (spell->stats.grace *
262 (1.0 + MAX(0,
263 (float)(level-spell->level)/ (float)spell->stats.maxgrace)));
264 }
265 else grace = spell->stats.grace;
266
267 grace *= PATH_SP_MULT(caster,spell);
268 if (spell->stats.grace && !grace) grace=1;
269 } else {
270 sp = spell->stats.sp * PATH_SP_MULT(caster,spell);
271 if (spell->stats.sp && !sp) sp=1;
272 grace = spell->stats.grace * PATH_SP_MULT(caster,spell);
273 if (spell->stats.grace && !grace) grace=1;
274 }
275 if (flags == SPELL_HIGHEST)
276 return MAX(sp, grace);
277 else if (flags == SPELL_GRACE)
278 return grace;
279 else if (flags == SPELL_MANA)
280 return sp;
281 else {
282 LOG(llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
283 return 0;
284 }
285 }
286
287
288 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
289 * spob is the spell we are adjusting.
290 */
291 int SP_level_dam_adjust(object *caster, object *spob)
292 {
293 int level = caster_level (caster, spob);
294 int adj = level - min_casting_level(caster, spob);
295
296 if(adj < 0) adj=0;
297 if (spob->dam_modifier)
298 adj/=spob->dam_modifier;
299 else adj=0;
300 return adj;
301 }
302
303 /* Adjust the strength of the spell based on level.
304 * This is basically the same as SP_level_dam_adjust above,
305 * but instead looks at the level_modifier value.
306 */
307 int SP_level_duration_adjust(object *caster, object *spob)
308 {
309 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level(caster, spob);
311
312 if(adj < 0) adj=0;
313 if(spob->duration_modifier)
314 adj/=spob->duration_modifier;
315 else adj=0;
316
317 return adj;
318 }
319
320 /* Adjust the strength of the spell based on level.
321 * This is basically the same as SP_level_dam_adjust above,
322 * but instead looks at the level_modifier value.
323 */
324 int SP_level_range_adjust(object *caster, object *spob)
325 {
326 int level = caster_level (caster, spob);
327 int adj = level - min_casting_level(caster, spob);
328
329 if(adj < 0) adj=0;
330 if(spob->range_modifier)
331 adj/=spob->range_modifier;
332 else adj=0;
333
334 return adj;
335 }
336
337 /* Checks to see if player knows the spell. If the name is the same
338 * as an existing spell, we presume they know it.
339 * returns 1 if they know the spell, 0 if they don't.
340 */
341 object *check_spell_known (object *op, const char *name)
342 {
343 object *spop;
344
345 for (spop=op->inv; spop; spop=spop->below)
346 if (spop->type == SPELL && !strcmp(spop->name, name)) return spop;
347
348 return NULL;
349 }
350
351
352 /*
353 * Look at object 'op' and see if they know the spell
354 * spname. This is pretty close to check_spell_known
355 * above, but it uses a looser matching mechanism.
356 * returns the matching spell object, or NULL.
357 * If we match multiple spells but don't get an
358 * exact match, we also return NULL.
359 */
360
361 object *lookup_spell_by_name(object *op,const char *spname) {
362 object *spob1=NULL, *spob2=NULL, *spob;
363 int nummatch=0;
364
365 if(spname==NULL) return NULL;
366
367 /* Try to find the spell. We store the results in spob1
368 * and spob2 - spob1 is only taking the length of
369 * the past spname, spob2 uses the length of the spell name.
370 */
371 for (spob = op->inv; spob; spob=spob->below) {
372 if (spob->type == SPELL) {
373 if (!strncmp(spob->name, spname, strlen(spname))) {
374 nummatch++;
375 spob1 = spob;
376 } else if (!strncmp(spob->name, spname, strlen(spob->name))) {
377 /* if spells have ambiguous names, it makes matching
378 * really difficult. (eg, fire and fireball would
379 * fall into this category). It shouldn't be hard to
380 * make sure spell names don't overlap in that fashion.
381 */
382 if (spob2)
383 LOG(llevError,"Found multiple spells with overlapping base names: %s, %s\n",
384 spob2->name, spob->name);
385 spob2 = spob;
386 }
387 }
388 }
389 /* if we have best match, return it. Otherwise, if we have one match
390 * on the loser match, return that, otehrwise null
391 */
392 if (spob2) return spob2;
393 if (spob1 && nummatch == 1) return spob1;
394 return NULL;
395 }
396
397 /* reflwall - decides weither the (spell-)object sp_op will
398 * be reflected from the given mapsquare. Returns 1 if true.
399 * (Note that for living creatures there is a small chance that
400 * reflect_spell fails.)
401 * Caller should be sure it passes us valid map coordinates
402 * eg, updated for tiled maps.
403 */
404 int reflwall(mapstruct *m,int x,int y, object *sp_op) {
405 object *op;
406
407 if(OUT_OF_REAL_MAP(m,x,y)) return 0;
408 for(op=get_map_ob(m,x,y);op!=NULL;op=op->above)
409 if(QUERY_FLAG(op, FLAG_REFL_SPELL) && (!QUERY_FLAG(op, FLAG_ALIVE) ||
410 sp_op->type==LIGHTNING || (rndm(0, 99)) < 90-(sp_op->level/10)))
411 return 1;
412
413 return 0;
414 }
415
416 /* cast_create_object: creates object new_op in direction dir
417 * or if that is blocked, beneath the player (op).
418 * we pass 'caster', but don't use it for anything.
419 * This is really just a simple wrapper function .
420 * returns the direction that the object was actually placed
421 * in.
422 */
423 int cast_create_obj(object *op,object *caster,object *new_op, int dir)
424 {
425 mapstruct *m;
426 sint16 sx, sy;
427
428 if(dir &&
429 ((get_map_flags(op->map, &m, op->x+freearr_x[dir],op->y+freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
430 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy)))) {
431 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
432 new_draw_info(NDI_UNIQUE, 0,op,"You cast it at your feet.");
433 dir = 0;
434 }
435 new_op->x=op->x+freearr_x[dir];
436 new_op->y=op->y+freearr_y[dir];
437 if (dir == 0)
438 insert_ob_in_map(new_op,op->map,op,INS_BELOW_ORIGINATOR);
439 else
440 insert_ob_in_map(new_op,op->map,op,0);
441 return dir;
442 }
443
444 /* Returns true if it is ok to put spell *op on the space/may provided.
445 * immune_stop is basically the attacktype of the spell (why
446 * passed as a different value, not sure of). If immune_stop
447 * has the AT_MAGIC bit set, and there is a counterwall
448 * on the space, the object doesn't get placed. if immune stop
449 * does not have AT_MAGIC, then counterwalls do not effect the spell.
450 *
451 */
452
453 int ok_to_put_more(mapstruct *m,sint16 x,sint16 y,object *op,int immune_stop) {
454 object *tmp;
455 int mflags;
456 mapstruct *mp;
457
458 mp = m;
459 mflags = get_map_flags(m, &mp, x, y, &x, &y);
460
461 if (mflags & P_OUT_OF_MAP) return 0;
462
463 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(mp, x, y))) return 0;
464
465 for(tmp=get_map_ob(mp,x,y);tmp!=NULL;tmp=tmp->above) {
466 /* If there is a counterspell on the space, and this
467 * object is using magic, don't progress. I believe we could
468 * leave this out and let in progress, and other areas of the code
469 * will then remove it, but that would seem to to use more
470 * resources, and may not work as well if a player is standing
471 * on top of a counterwall spell (may hit the player before being
472 * removed.) On the other hand, it may be more dramatic for the
473 * spell to actually hit the counterwall and be sucked up.
474 */
475 if ((tmp->attacktype & AT_COUNTERSPELL) &&
476 (tmp->type != PLAYER) && !QUERY_FLAG(tmp,FLAG_MONSTER) &&
477 (tmp->type != WEAPON) && (tmp->type != BOW) &&
478 (tmp->type != ARROW) && (tmp->type != GOLEM) &&
479 (immune_stop & AT_MAGIC)) return 0;
480
481 /* This is to prevent 'out of control' spells. Basically, this
482 * limits one spell effect per space per spell. This is definately
483 * needed for performance reasons, and just for playability I believe.
484 * there are no such things as multispaced spells right now, so
485 * we don't need to worry about the head.
486 */
487 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) &&
488 (tmp->subtype == op->subtype))
489 return 0;
490
491 /*
492 * Combine similar spell effects into one spell effect. Needed for
493 * performance reasons with meteor swarm and the like, but also for
494 * playability reasons.
495 */
496 if (tmp->arch == op->arch
497 && tmp->type == op->type
498 && tmp->subtype == op->subtype
499 && tmp->owner == op->owner
500 && ((tmp->subtype == SP_EXPLOSION)
501 || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))
502 ) {
503 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
504 tmp->range = MAX (tmp->range, op->range);
505 tmp->duration = MAX (tmp->duration, op->duration);
506 return 0;
507 }
508
509 /* Perhaps we should also put checks in for no magic and unholy
510 * ground to prevent it from moving along?
511 */
512 }
513 /* If it passes the above tests, it must be OK */
514 return 1;
515 }
516
517 /* fire_arch_from_position: fires an archetype.
518 * op: person firing the object.
519 * caster: object casting the spell.
520 * x, y: where to fire the spell (note, it then uses op->map for the map
521 * for these coordinates, which is probably a really bad idea.
522 * dir: direction to fire in.
523 * spell: spell that is being fired. It uses other_arch for the archetype
524 * to fire.
525 * returns 0 on failure, 1 on success.
526 */
527
528 int fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y,
529 int dir, object *spell)
530 {
531 object *tmp;
532 int mflags;
533 mapstruct *m;
534
535 if(spell->other_arch==NULL)
536 return 0;
537
538 m = op->map;
539 mflags = get_map_flags(m, &m, x, y, &x, &y);
540 if (mflags & P_OUT_OF_MAP) {
541 return 0;
542 }
543
544 tmp=arch_to_object(spell->other_arch);
545
546 if(tmp==NULL)
547 return 0;
548
549 if (OB_TYPE_MOVE_BLOCK(tmp, GET_MAP_MOVE_BLOCK(m, x, y))) {
550 new_draw_info(NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
551 free_object(tmp);
552 return 0;
553 }
554
555
556
557 tmp->stats.dam=spell->stats.dam+SP_level_dam_adjust(caster,spell);
558 tmp->duration=spell->duration+SP_level_duration_adjust(caster,spell);
559 /* code in time.c uses food for some things, duration for others */
560 tmp->stats.food = tmp->duration;
561 tmp->range=spell->range+SP_level_range_adjust(caster,spell);
562 tmp->attacktype = spell->attacktype;
563 tmp->x=x;
564 tmp->y=y;
565 tmp->direction=dir;
566 if (get_owner (op) != NULL)
567 copy_owner (tmp, op);
568 else
569 set_owner (tmp, op);
570 tmp->level = caster_level (caster, spell);
571 set_spell_skill(op, caster, spell, tmp);
572
573 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
574 if(tmp->attacktype&AT_HOLYWORD || tmp->attacktype&AT_GODPOWER) {
575 if(!tailor_god_spell(tmp,op)) return 0;
576 }
577 if(QUERY_FLAG(tmp, FLAG_IS_TURNABLE))
578 SET_ANIMATION(tmp, dir);
579
580 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL)
581 return 1;
582
583 move_spell_effect(tmp);
584
585 return 1;
586 }
587
588
589
590 /*****************************************************************************
591 *
592 * Code related to rods - perhaps better located in another file?
593 *
594 ****************************************************************************/
595
596 void regenerate_rod(object *rod) {
597 if (rod->stats.hp < rod->stats.maxhp) {
598 rod->stats.hp+= 1 + rod->stats.maxhp/10;
599
600 if (rod->stats.hp > rod->stats.maxhp)
601 rod->stats.hp = rod->stats.maxhp;
602 }
603 }
604
605
606 void drain_rod_charge(object *rod) {
607 rod->stats.hp -= SP_level_spellpoint_cost(rod, rod->inv, SPELL_HIGHEST);
608 }
609
610
611
612
613 /* this function is commonly used to find a friendly target for
614 * spells such as heal or protection or armour
615 * op is what is looking for the target (which can be a player),
616 * dir is the direction we are looking in. Return object found, or
617 * NULL if no good object.
618 */
619
620 object *find_target_for_friendly_spell(object *op,int dir) {
621 object *tmp;
622 mapstruct *m;
623 sint16 x, y;
624 int mflags;
625
626 /* I don't really get this block - if op isn't a player or rune,
627 * we then make the owner of this object the target.
628 * The owner could very well be no where near op.
629 */
630 if(op->type!=PLAYER && op->type!=RUNE) {
631 tmp=get_owner(op);
632 /* If the owner does not exist, or is not a monster, than apply the spell
633 * to the caster.
634 */
635 if(!tmp || !QUERY_FLAG(tmp,FLAG_MONSTER)) tmp=op;
636 }
637 else {
638 m = op->map;
639 x = op->x+freearr_x[dir];
640 y = op->y+freearr_y[dir];
641
642 mflags = get_map_flags(m, &m, x, y, &x, &y);
643
644 if (mflags & P_OUT_OF_MAP)
645 tmp=NULL;
646 else {
647 for(tmp=get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above)
648 if(tmp->type==PLAYER)
649 break;
650 }
651 }
652 /* didn't find a player there, look in current square for a player */
653 if(tmp==NULL)
654 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
655 if(tmp->type==PLAYER)
656 break;
657 return tmp;
658 }
659
660
661
662 /* raytrace:
663 * spell_find_dir(map, x, y, exclude) will search first the center square
664 * then some close squares in the given map at the given coordinates for
665 * live objects.
666 * It will not consider the object given as exclude (= caster) among possible
667 * live objects. If the caster is a player, the spell will go after
668 * monsters/generators only. If not, the spell will hunt players only.
669 * It returns the direction toward the first/closest live object if it finds
670 * any, otherwise -1.
671 * note that exclude can be NULL, in which case all bets are off.
672 */
673
674 int spell_find_dir(mapstruct *m, int x, int y, object *exclude) {
675 int i,max=SIZEOFFREE;
676 sint16 nx,ny;
677 int owner_type=0, mflags;
678 object *tmp;
679 mapstruct *mp;
680
681 if (exclude && exclude->head)
682 exclude = exclude->head;
683 if (exclude && exclude->type)
684 owner_type = exclude->type;
685
686 for(i=rndm(1, 8);i<max;i++) {
687 nx = x + freearr_x[i];
688 ny = y + freearr_y[i];
689 mp = m;
690 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
691 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) continue;
692
693 tmp=get_map_ob(mp,nx,ny);
694
695 while(tmp!=NULL && (((owner_type==PLAYER &&
696 !QUERY_FLAG(tmp,FLAG_MONSTER) && !QUERY_FLAG(tmp,FLAG_GENERATOR)) ||
697 (owner_type!=PLAYER && tmp->type!=PLAYER)) ||
698 (tmp == exclude || (tmp->head && tmp->head == exclude))))
699 tmp=tmp->above;
700
701 if(tmp!=NULL && can_see_monsterP(m,x,y,i))
702 return freedir[i];
703 }
704 return -1; /* flag for "keep going the way you were" */
705 }
706
707
708
709 /* put_a_monster: puts a monster named monstername near by
710 * op. This creates the treasures for the monsters, and
711 * also deals with multipart monsters properly.
712 */
713
714 void put_a_monster(object *op,const char *monstername) {
715 object *tmp,*head=NULL,*prev=NULL;
716 archetype *at;
717 int dir;
718
719 /* Handle cases where we are passed a bogus mosntername */
720
721 if((at=find_archetype(monstername))==NULL) return;
722
723 /* find a free square nearby
724 * first we check the closest square for free squares
725 */
726
727 dir=find_first_free_spot(&at->clone,op->map,op->x,op->y);
728 if(dir!=-1) {
729 /* This is basically grabbed for generate monster. Fixed 971225 to
730 * insert multipart monsters properly
731 */
732 while (at!=NULL) {
733 tmp=arch_to_object(at);
734 tmp->x=op->x+freearr_x[dir]+at->clone.x;
735 tmp->y=op->y+freearr_y[dir]+at->clone.y;
736 tmp->map = op->map;
737 if (head) {
738 tmp->head=head;
739 prev->more=tmp;
740 }
741 if (!head) head=tmp;
742 prev=tmp;
743 at=at->more;
744 }
745
746 if (head->randomitems)
747 create_treasure(head->randomitems, head, GT_INVISIBLE, op->map->difficulty,0);
748
749 insert_ob_in_map(head,op->map,op,0);
750
751 /* thought it'd be cool to insert a burnout, too.*/
752 tmp=get_archetype("burnout");
753 tmp->map = op->map;
754 tmp->x=op->x+freearr_x[dir];
755 tmp->y=op->y+freearr_y[dir];
756 insert_ob_in_map(tmp,op->map,op,0);
757 }
758 }
759
760 /* peterm: function which summons hostile monsters and
761 * places them in nearby squares.
762 * op is the summoner.
763 * n is the number of monsters.
764 * monstername is the name of the monster.
765 * returns the number of monsters, which is basically n.
766 * it should really see how many it successfully replaced and
767 * return that instead.
768 * Note that this is not used by any spells (summon evil monsters
769 * use to call this, but best I can tell, that spell/ability was
770 * never used. This is however used by various failures on the
771 * players part (alchemy, reincarnation, etc)
772 */
773
774 int summon_hostile_monsters(object *op,int n,const char *monstername){
775 int i;
776 for(i=0;i<n;i++)
777 put_a_monster(op,monstername);
778
779 return n;
780 }
781
782
783 /* Some local definitions for shuffle-attack */
784 struct {
785 int attacktype;
786 int face;
787 } ATTACKS[22] = {
788 {AT_PHYSICAL,0},
789 {AT_PHYSICAL,0}, /*face = explosion*/
790 {AT_PHYSICAL,0},
791 {AT_MAGIC,1},
792 {AT_MAGIC,1}, /* face = last-burnout */
793 {AT_MAGIC,1},
794 {AT_FIRE,2},
795 {AT_FIRE,2}, /* face = fire.... */
796 {AT_FIRE,2},
797 {AT_ELECTRICITY,3},
798 {AT_ELECTRICITY,3}, /* ball_lightning */
799 {AT_ELECTRICITY,3},
800 {AT_COLD,4},
801 {AT_COLD,4}, /* face=icestorm*/
802 {AT_COLD,4},
803 {AT_CONFUSION,5},
804 {AT_POISON,7},
805 {AT_POISON,7}, /* face = acid sphere. generator */
806 {AT_POISON,7}, /* poisoncloud face */
807 {AT_SLOW,8},
808 {AT_PARALYZE,9},
809 {AT_FEAR,10} };
810
811
812
813 /* shuffle_attack: peterm
814 * This routine shuffles the attack of op to one of the
815 * ones in the list. It does this at random. It also
816 * chooses a face appropriate to the attack that is
817 * being committed by that square at the moment.
818 * right now it's being used by color spray and create pool of
819 * chaos.
820 * This could really be a better implementation - the
821 * faces and attacktypes above are hardcoded, which is never
822 * good. The faces refer to faces in the animation sequence.
823 * Not sure how to do better - but not having it hardcoded
824 * would be nice.
825 * I also fixed a bug here in that attacktype was |= -
826 * to me, that would be that it would quickly get all
827 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
828 */
829 void shuffle_attack(object *op,int change_face)
830 {
831 int i;
832 i=rndm(0, 21);
833
834 op->attacktype=ATTACKS[i].attacktype|AT_MAGIC;
835
836 if(change_face) {
837 SET_ANIMATION(op, ATTACKS[i].face);
838 }
839 }
840
841
842 /* prayer_failure: This is called when a player fails
843 * at casting a prayer.
844 * op is the player.
845 * failure is basically how much grace they had.
846 * power is how much grace the spell would normally take to cast.
847 */
848
849 void prayer_failure(object *op, int failure,int power)
850 {
851 const char *godname;
852 object *tmp;
853
854 if(!strcmp((godname=determine_god(op)),"none")) godname="Your spirit";
855
856 if(failure<= -20 && failure > -40) /* wonder */
857 {
858 new_draw_info_format(NDI_UNIQUE, 0,op,"%s gives a sign to renew your faith.",godname);
859 tmp = get_archetype(SPELL_WONDER);
860 cast_cone(op,op,0,tmp);
861 free_object(tmp);
862 }
863
864 else if (failure <= -40 && failure > -60) /* confusion */
865 {
866 new_draw_info(NDI_UNIQUE, 0,op,"Your diety touches your mind!");
867 confuse_player(op,op,99);
868 }
869 else if (failure <= -60 && failure> -150) /* paralysis */
870 {
871 new_draw_info_format(NDI_UNIQUE, 0,op,"%s requires you to pray NOW.",godname);
872 new_draw_info(NDI_UNIQUE, 0,op,"You comply, ignoring all else.");
873 paralyze_player(op,op,99);
874 }
875 else if (failure <= -150) /* blast the immediate area */
876 {
877 tmp = get_archetype(GOD_POWER);
878 new_draw_info_format(NDI_UNIQUE, 0,op,"%s smites you!",godname);
879 cast_magic_storm(op,tmp, power);
880 }
881 }
882
883 /*
884 * spell_failure() handles the various effects for differing degrees
885 * of failure badness.
886 * op is the player that failed.
887 * failure is a random value of how badly you failed.
888 * power is how many spellpoints you'd normally need for the spell.
889 * skill is the skill you'd need to cast the spell.
890 */
891
892 void spell_failure(object *op, int failure,int power, object *skill)
893 {
894 object *tmp;
895
896 if (settings.spell_failure_effects == FALSE)
897 return;
898
899 if (failure<=-20 && failure > -40) /* wonder */
900 {
901 new_draw_info(NDI_UNIQUE, 0,op,"Your spell causes an unexpected effect.");
902 tmp = get_archetype(SPELL_WONDER);
903 cast_cone(op,op,0,tmp);
904 free_object(tmp);
905 }
906
907 else if (failure <= -40 && failure > -60) /* confusion */
908 {
909 new_draw_info(NDI_UNIQUE, 0,op,"Your magic recoils on you, making you confused!");
910 confuse_player(op,op,99);
911 }
912 else if (failure <= -60 && failure> -80) /* paralysis */
913 {
914 new_draw_info(NDI_UNIQUE, 0,op,"Your magic stuns you!");
915 paralyze_player(op,op,99);
916 }
917 else if (failure <= -80) /* blast the immediate area */
918 {
919 object *tmp;
920 /* Safety check to make sure we don't get any mana storms in scorn */
921 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC) {
922 new_draw_info(NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
923 hit_player(op,9998,op,AT_INTERNAL,1);
924
925 } else {
926 new_draw_info(NDI_UNIQUE, 0,op,"You lose control of the mana! The uncontrolled magic blasts you!");
927 tmp=get_archetype(LOOSE_MANA);
928 tmp->level=skill->level;
929 tmp->x=op->x;
930 tmp->y=op->y;
931
932 /* increase the area of destruction a little for more powerful spells */
933 tmp->range+=isqrt(power);
934
935 if (power>25) tmp->stats.dam = 25 + isqrt(power);
936 else tmp->stats.dam=power; /* nasty recoils! */
937
938 tmp->stats.maxhp=tmp->count;
939 insert_ob_in_map(tmp,op->map,NULL,0);
940 }
941 }
942 }
943
944 int cast_party_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg)
945 {
946 int success;
947 player *pl;
948 object *spell;
949
950 if ( !spell_ob->other_arch )
951 {
952 LOG( llevError, "cast_party_spell: empty other arch\n" );
953 return 0;
954 }
955 spell = arch_to_object( spell_ob->other_arch );
956
957 /* Always cast spell on caster */
958 success = cast_spell( op, caster, dir, spell, stringarg );
959
960 if ( caster->contr->party == NULL )
961 {
962 remove_ob( spell );
963 return success;
964 }
965 for( pl=first_player; pl!=NULL; pl=pl->next )
966 if( ( pl->ob->contr->party == caster->contr->party ) && ( on_same_map( pl->ob, caster ) ) )
967 {
968 cast_spell( pl->ob, caster, pl->ob->facing, spell, stringarg );
969 }
970 remove_ob( spell );
971 return success;
972 }
973
974 /* This is where the main dispatch when someone casts a spell.
975 *
976 * op is the creature that is owner of the object that is casting the spell -
977 * eg, the player or monster.
978 * caster is the actual object (wand, potion) casting the spell. can be
979 * same as op.
980 * dir is the direction to cast in. Note in some cases, if the spell
981 * is self only, dir really doesn't make a difference.
982 * spell_ob is the spell object that is being cast. From that,
983 * we can determine what to do.
984 * stringarg is any options that are being used. It can be NULL. Almost
985 * certainly, only players will set it. It is basically used as optional
986 * parameters to a spell (eg, item to create, information for marking runes,
987 * etc.
988 * returns 1 on successful cast, or 0 on error. These values should really
989 * be swapped, so that 0 is successful, and non zero is failure, with a code
990 * of what it failed.
991 *
992 * Note that this function is really a dispatch routine that calls other
993 * functions - it just blindly returns what ever value those functions
994 * return. So if your writing a new function that is called from this,
995 * it shoudl also return 1 on success, 0 on failure.
996 *
997 * if it is a player casting the spell (op->type == PLAYER, op == caster),
998 * this function will decrease the mana/grace appropriately. For other
999 * objects, the caller should do what it considers appropriate.
1000 */
1001
1002 int cast_spell(object *op, object *caster,int dir,object *spell_ob, char *stringarg) {
1003
1004 const char *godname;
1005 int success=0,mflags, cast_level=0, old_shoottype;
1006 object *skill=NULL;
1007
1008 old_shoottype = op->contr ? op->contr->shoottype : 0;
1009
1010 if (!spell_ob) {
1011 LOG(llevError,"cast_spell: null spell object passed\n");
1012 return 0;
1013 }
1014 if(!strcmp((godname=determine_god(op)),"none")) godname="A random spirit";
1015
1016 /* the caller should set caster to op if appropriate */
1017 if (!caster) {
1018 LOG(llevError,"cast_spell: null caster object passed\n");
1019 return 0;
1020 }
1021
1022 /* if caster is a spell casting object, this normally shouldn't be
1023 * an issue, because they don't have any spellpaths set up.
1024 */
1025 if (caster->path_denied & spell_ob->path_attuned) {
1026 new_draw_info(NDI_UNIQUE, 0,op, "That spell path is denied to you.");
1027 return 0;
1028 }
1029
1030 /* if it is a player casting the spell, and they are really casting it
1031 * (vs it coming from a wand, scroll, or whatever else), do some
1032 * checks. We let monsters do special things - eg, they
1033 * don't need the skill, bypass level checks, etc. The monster function
1034 * should take care of that.
1035 * Remove the wiz check here and move it further down - some spells
1036 * need to have the right skill pointer passed, so we need to
1037 * at least process that code.
1038 */
1039 if (op->type == PLAYER && op == caster) {
1040 cast_level = caster_level(caster, spell_ob);
1041 if (spell_ob->skill) {
1042 skill = find_skill_by_name(op, spell_ob->skill);
1043 if (!skill) {
1044 new_draw_info_format(NDI_UNIQUE, 0,op,"You need the skill %s to cast %s.",
1045 spell_ob->skill, spell_ob->name);
1046 return 0;
1047 }
1048 if (min_casting_level(op, spell_ob) > cast_level && !QUERY_FLAG(op, FLAG_WIZ)) {
1049 new_draw_info(NDI_UNIQUE, 0,op, "You lack enough skill to cast that spell.");
1050 return 0;
1051 }
1052 }
1053 /* If the caster is the wiz, they don't ever fail, and don't have
1054 * to have sufficient grace/mana.
1055 */
1056 if (!QUERY_FLAG(op, FLAG_WIZ)) {
1057 if (SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) &&
1058 SP_level_spellpoint_cost(caster, spell_ob, SPELL_MANA) > op->stats.sp) {
1059 new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana.");
1060 return 0;
1061 }
1062 if (SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) &&
1063 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) > op->stats.grace) {
1064 if(random_roll(0, op->stats.Wis-1, op, PREFER_HIGH) + op->stats.grace -
1065 10*SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE)/op->stats.maxgrace >0) {
1066 new_draw_info_format(NDI_UNIQUE, 0,op,
1067 "%s grants your prayer, though you are unworthy.",godname);
1068 }
1069 else {
1070 prayer_failure(op,op->stats.grace,
1071 SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE) - op->stats.grace);
1072 new_draw_info_format(NDI_UNIQUE, 0,op,"%s ignores your prayer.",godname);
1073 return 0;
1074 }
1075 }
1076
1077 /* player/monster is trying to cast the spell. might fumble it */
1078 if (spell_ob->stats.grace && random_roll(0, 99, op, PREFER_HIGH) <
1079 (spell_ob->level/(float)MAX(1,op->level) *cleric_chance[op->stats.Wis])) {
1080 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0);
1081 new_draw_info(NDI_UNIQUE, 0,op,"You fumble the spell.");
1082 if (settings.casting_time == TRUE) {
1083 op->casting_time = -1;
1084 }
1085 op->stats.grace -= random_roll(1, SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE), op, PREFER_LOW);
1086 return 0;
1087 } else if (spell_ob->stats.sp) {
1088 int failure = random_roll(0, 199, op, PREFER_HIGH) -
1089 op->contr->encumbrance +op->level - spell_ob->level +35;
1090
1091 if( failure < 0) {
1092 new_draw_info(NDI_UNIQUE, 0,op,"You bungle the spell because you have too much heavy equipment in use.");
1093 if (settings.spell_failure_effects == TRUE)
1094 spell_failure(op,failure,
1095 SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA),
1096 skill);
1097 op->contr->shoottype = old_shoottype;
1098 op->stats.sp -= random_roll(0, SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA), op, PREFER_LOW);
1099 return 0;
1100 }
1101 }
1102 }
1103 }
1104
1105 mflags = get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL);
1106
1107 /* See if we can cast a spell here. If the caster and op are
1108 * not alive, then this would mean that the mapmaker put the
1109 * objects on the space - presume that they know what they are
1110 * doing.
1111 */
1112 if (spell_ob->type == SPELL && caster->type != POTION && !QUERY_FLAG(op, FLAG_WIZCAST) &&
1113 (QUERY_FLAG(caster, FLAG_ALIVE) || QUERY_FLAG(op, FLAG_ALIVE)) &&
1114 (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) ||
1115 ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) {
1116
1117 if (op->type!=PLAYER)
1118 return 0;
1119
1120 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1121 new_draw_info_format(NDI_UNIQUE, 0,op,"This ground is unholy! %s ignores you.",godname);
1122 else
1123 switch(op->contr->shoottype) {
1124 case range_magic:
1125 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your spellcasting.");
1126 break;
1127 case range_misc:
1128 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your item.");
1129 break;
1130 case range_golem:
1131 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of your scroll.");
1132 break;
1133 default:
1134 break;
1135 }
1136 return 0;
1137 }
1138
1139 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) {
1140 if (op->casting_time==-1) { /* begin the casting */
1141 op->casting_time = spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob);
1142 op->spell = spell_ob;
1143 /* put the stringarg into the object struct so that when the
1144 * spell is actually cast, it knows about the stringarg.
1145 * necessary for the invoke command spells.
1146 */
1147 if(stringarg) {
1148 op->spellarg = strdup_local(stringarg);
1149 }
1150 else op->spellarg=NULL;
1151 return 0;
1152 }
1153 else if (op->casting_time != 0) {
1154 if (op->type == PLAYER )
1155 new_draw_info(NDI_UNIQUE, 0,op,"You are casting!");
1156 return 0;
1157 } else { /* casting_time == 0 */
1158 op->casting_time = -1;
1159 spell_ob = op->spell;
1160 stringarg = op->spellarg;
1161 }
1162 } else {
1163 /* Take into account how long it takes to cast the spell.
1164 * if the player is casting it, then we use the time in
1165 * the spell object. If it is a spell object, have it
1166 * take two ticks. Things that cast spells on the players
1167 * behalf (eg, altars, and whatever else) shouldn't cost
1168 * the player any time.
1169 * Ignore casting time for firewalls
1170 */
1171 if (caster == op && caster->type != FIREWALL) {
1172 op->speed_left -= spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1173 /* Other portions of the code may also decrement the speed of the player, so
1174 * put a lower limit so that the player isn't stuck here too long
1175 */
1176 if ((spell_ob->casting_time > 0) &&
1177 op->speed_left < -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed))
1178 op->speed_left = -spell_ob->casting_time*PATH_TIME_MULT(op,spell_ob) * FABS(op->speed);
1179 } else if (caster->type == WAND || caster->type == HORN ||
1180 caster->type == ROD || caster->type == POTION ||
1181 caster->type == SCROLL) {
1182 op->speed_left -= 2 * FABS(op->speed);
1183 }
1184 }
1185
1186 if (op->type == PLAYER && op == caster) {
1187 op->stats.grace -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_GRACE);
1188 op->stats.sp -= SP_level_spellpoint_cost(caster,spell_ob, SPELL_MANA);
1189 }
1190
1191 /* We want to try to find the skill to properly credit exp.
1192 * for spell casting objects, the exp goes to the skill the casting
1193 * object requires.
1194 */
1195 if (op != caster && !skill && caster->skill) {
1196 skill = find_skill_by_name(op, caster->skill);
1197 if (!skill) {
1198 new_draw_info_format(NDI_UNIQUE, 0,op,"You lack the skill %s to use the %s",
1199 caster->skill, query_name(caster));
1200 return 0;
1201 }
1202 change_skill(op, skill, 0); /* needed for proper exp credit */
1203 }
1204
1205 switch(spell_ob->subtype) {
1206 /* The order of case statements is same as the order they show up
1207 * in in spells.h.
1208 */
1209 case SP_RAISE_DEAD:
1210 success = cast_raise_dead_spell(op,caster, spell_ob, dir,stringarg);
1211 break;
1212
1213 case SP_RUNE:
1214 success = write_rune(op,caster, spell_ob, dir,stringarg);
1215 break;
1216
1217 case SP_MAKE_MARK:
1218 success = write_mark(op, spell_ob, stringarg);
1219 break;
1220
1221 case SP_BOLT:
1222 success = fire_bolt(op,caster,dir,spell_ob,skill);
1223 break;
1224
1225 case SP_BULLET:
1226 success = fire_bullet(op, caster, dir, spell_ob);
1227 break;
1228
1229 case SP_CONE:
1230 success = cast_cone(op, caster, dir, spell_ob);
1231 break;
1232
1233 case SP_BOMB:
1234 success = create_bomb(op,caster,dir, spell_ob);
1235 break;
1236
1237 case SP_WONDER:
1238 success = cast_wonder(op,caster, dir,spell_ob);
1239 break;
1240
1241 case SP_SMITE:
1242 success = cast_smite_spell(op,caster, dir,spell_ob);
1243 break;
1244
1245 case SP_MAGIC_MISSILE:
1246 success = fire_arch_from_position(op, caster, op->x + freearr_x[dir],
1247 op->y + freearr_y[dir], dir, spell_ob);
1248 break;
1249
1250 case SP_SUMMON_GOLEM:
1251 success = summon_golem(op, caster, dir, spell_ob);
1252 old_shoottype = range_golem;
1253 break;
1254
1255 case SP_DIMENSION_DOOR:
1256 /* dimension door needs the actual caster, because that is what is
1257 * moved.
1258 */
1259 success = dimension_door(op,caster, spell_ob, dir);
1260 break;
1261
1262 case SP_MAGIC_MAPPING:
1263 if(op->type==PLAYER) {
1264 spell_effect(spell_ob, op->x, op->y, op->map, op);
1265 draw_magic_map(op);
1266 success=1;
1267 }
1268 else success=0;
1269 break;
1270
1271 case SP_MAGIC_WALL:
1272 success = magic_wall(op,caster,dir,spell_ob);
1273 break;
1274
1275 case SP_DESTRUCTION:
1276 success = cast_destruction(op,caster,spell_ob);
1277 break;
1278
1279 case SP_PERCEIVE_SELF:
1280 success = perceive_self(op);
1281 break;
1282
1283 case SP_WORD_OF_RECALL:
1284 success = cast_word_of_recall(op,caster,spell_ob);
1285 break;
1286
1287 case SP_INVISIBLE:
1288 success = cast_invisible(op,caster,spell_ob);
1289 break;
1290
1291 case SP_PROBE:
1292 success = probe(op,caster, spell_ob, dir);
1293 break;
1294
1295 case SP_HEALING:
1296 success = cast_heal(op,caster, spell_ob, dir);
1297 break;
1298
1299 case SP_CREATE_FOOD:
1300 success = cast_create_food(op,caster,spell_ob, dir,stringarg);
1301 break;
1302
1303 case SP_EARTH_TO_DUST:
1304 success = cast_earth_to_dust(op,caster,spell_ob);
1305 break;
1306
1307 case SP_CHANGE_ABILITY:
1308 success = cast_change_ability(op,caster,spell_ob, dir, 0);
1309 break;
1310
1311 case SP_BLESS:
1312 success = cast_bless(op,caster,spell_ob, dir);
1313 break;
1314
1315 case SP_CURSE:
1316 success = cast_curse(op,caster,spell_ob, dir);
1317 break;
1318
1319 case SP_SUMMON_MONSTER:
1320 success = summon_object(op,caster,spell_ob, dir,stringarg);
1321 break;
1322
1323 case SP_CHARGING:
1324 success = recharge(op, caster, spell_ob);
1325 break;
1326
1327 case SP_POLYMORPH:
1328 #ifdef NO_POLYMORPH
1329 /* Not great, but at least provide feedback so if players do have
1330 * polymorph (ie, find it as a preset item or left over from before
1331 * it was disabled), they get some feedback.
1332 */
1333 new_draw_info(NDI_UNIQUE, 0,op,"The spell fizzles");
1334 success = 0;
1335 #else
1336 success = cast_polymorph(op,caster,spell_ob, dir);
1337 #endif
1338 break;
1339
1340 case SP_ALCHEMY:
1341 success = alchemy(op, caster, spell_ob);
1342 break;
1343
1344 case SP_REMOVE_CURSE:
1345 success = remove_curse(op, caster, spell_ob);
1346 break;
1347
1348 case SP_IDENTIFY:
1349 success = cast_identify(op, caster, spell_ob);
1350 break;
1351
1352 case SP_DETECTION:
1353 success = cast_detection(op, caster, spell_ob, skill);
1354 break;
1355
1356 case SP_MOOD_CHANGE:
1357 success = mood_change(op, caster, spell_ob);
1358 break;
1359
1360 case SP_MOVING_BALL:
1361 if (spell_ob->path_repelled &&
1362 (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) {
1363 new_draw_info_format(NDI_UNIQUE, 0, op,
1364 "You lack the proper attunement to cast %s", spell_ob->name);
1365 success = 0;
1366 } else
1367 success = fire_arch_from_position(op,caster,
1368 op->x + freearr_x[dir], op->y + freearr_y[dir],
1369 dir, spell_ob);
1370 break;
1371
1372 case SP_SWARM:
1373 success = fire_swarm(op, caster, spell_ob, dir);
1374 break;
1375
1376 case SP_CHANGE_MANA:
1377 success = cast_transfer(op,caster, spell_ob, dir);
1378 break;
1379
1380 case SP_DISPEL_RUNE:
1381 /* in rune.c */
1382 success = dispel_rune(op,caster, spell_ob, skill, dir);
1383 break;
1384
1385 case SP_CREATE_MISSILE:
1386 success = cast_create_missile(op,caster,spell_ob, dir,stringarg);
1387 break;
1388
1389 case SP_CONSECRATE:
1390 success = cast_consecrate(op, caster, spell_ob);
1391 break;
1392
1393 case SP_ANIMATE_WEAPON:
1394 success = animate_weapon(op, caster, spell_ob, dir);
1395 old_shoottype = range_golem;
1396 break;
1397
1398 case SP_LIGHT:
1399 success = cast_light(op, caster, spell_ob, dir);
1400 break;
1401
1402 case SP_CHANGE_MAP_LIGHT:
1403 success = cast_change_map_lightlevel(op, caster, spell_ob);
1404 break;
1405
1406 case SP_FAERY_FIRE:
1407 success = cast_destruction(op,caster,spell_ob);
1408 break;
1409
1410 case SP_CAUSE_DISEASE:
1411 success = cast_cause_disease(op, caster, spell_ob, dir);
1412 break;
1413
1414 case SP_AURA:
1415 success = create_aura(op, caster, spell_ob);
1416 break;
1417
1418 case SP_TOWN_PORTAL:
1419 success= cast_create_town_portal (op,caster,spell_ob, dir);
1420 break;
1421
1422 case SP_PARTY_SPELL:
1423 success = cast_party_spell( op, caster, dir, spell_ob, stringarg );
1424
1425 default:
1426 LOG(llevError,"cast_spell: Unhandled spell subtype %d\n",
1427 spell_ob->subtype);
1428
1429
1430 }
1431
1432 /* FIXME - we need some better sound suppport */
1433 /* play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + type);*/
1434 /* free the spell arg */
1435 if(settings.casting_time == TRUE && stringarg) {
1436 free(stringarg);
1437 stringarg=NULL;
1438 }
1439 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1440 * to something like use_magic_item, but you really want to be able to fire
1441 * it again.
1442 */
1443 if (op->contr) op->contr->shoottype = old_shoottype;
1444
1445 return success;
1446 }
1447
1448
1449 /* This is called from time.c/process_object(). That function
1450 * calls this for any SPELL_EFFECT type objects. This function
1451 * then dispatches them to the appropriate specific routines.
1452 */
1453 void move_spell_effect(object *op) {
1454
1455 switch (op->subtype) {
1456 case SP_BOLT:
1457 move_bolt(op);
1458 break;
1459
1460 case SP_BULLET:
1461 move_bullet(op);
1462 break;
1463
1464 case SP_EXPLOSION:
1465 explosion(op);
1466 break;
1467
1468 case SP_CONE:
1469 move_cone(op);
1470 break;
1471
1472 case SP_BOMB:
1473 animate_bomb(op);
1474 break;
1475
1476 case SP_MAGIC_MISSILE:
1477 move_missile(op);
1478 break;
1479
1480 case SP_WORD_OF_RECALL:
1481 execute_word_of_recall(op);
1482 break;
1483
1484 case SP_MOVING_BALL:
1485 move_ball_spell(op);
1486 break;
1487
1488 case SP_SWARM:
1489 move_swarm_spell(op);
1490 break;
1491
1492 case SP_AURA:
1493 move_aura(op);
1494 break;
1495
1496 }
1497 }
1498
1499 /* this checks to see if something special should happen if
1500 * something runs into the object.
1501 */
1502 void check_spell_effect(object *op) {
1503
1504 switch (op->subtype) {
1505 case SP_BOLT:
1506 move_bolt(op);
1507 return;
1508
1509 case SP_BULLET:
1510 check_bullet(op);
1511 return;
1512 }
1513
1514 }
1515
1516 /* This is called by move_apply. Basically, if someone
1517 * moves onto a spell effect and the walk_on or fly_on flags
1518 * are set, this is called. This should only be called for
1519 * objects of the appropraite type.
1520 */
1521 void apply_spell_effect(object *spell, object *victim)
1522 {
1523 switch (spell->subtype) {
1524 case SP_CONE:
1525 if (QUERY_FLAG(victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1526 hit_player(victim, spell->stats.dam, spell, spell->attacktype, 0);
1527 break;
1528
1529 case SP_MAGIC_MISSILE:
1530 if (QUERY_FLAG (victim, FLAG_ALIVE)) {
1531 tag_t spell_tag = spell->count;
1532 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1533 if ( ! was_destroyed (spell, spell_tag)) {
1534 remove_ob (spell);
1535 free_object (spell);
1536 }
1537 }
1538 break;
1539
1540 case SP_MOVING_BALL:
1541 if (QUERY_FLAG (victim, FLAG_ALIVE))
1542 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1543 else if (victim->material || victim->materialname)
1544 save_throw_object (victim, spell->attacktype, spell);
1545 break;
1546 }
1547 }