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Revision: 1.114
Committed: Sat Apr 10 04:54:10 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.113: +11 -11 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.63 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.34 *
4 root 1.111 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.110 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 pippijn 1.34 *
8 root 1.99 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.34 *
13 root 1.54 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.34 *
18 root 1.99 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.49 *
22 root 1.63 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.34 */
24 elmex 1.1
25     #include <global.h>
26     #include <spells.h>
27     #include <object.h>
28     #include <errno.h>
29 root 1.28 #include <sproto.h>
30 elmex 1.1 #include <sounds.h>
31    
32     extern char *spell_mapping[];
33    
34     /* This returns a random spell from 'ob'. If skill is set, then
35     * the spell must be of this skill, it can be NULL in which case all
36     * matching spells are used.
37     */
38 root 1.11 object *
39 root 1.90 find_random_spell_in_ob (object *ob, shstr_cmp skill)
40 elmex 1.1 {
41 root 1.11 int k = 0, s;
42 elmex 1.1
43 root 1.79 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
44 root 1.11 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45     k++;
46 elmex 1.1
47 root 1.11 /* No spells, no need to progess further */
48     if (!k)
49     return NULL;
50 elmex 1.1
51 root 1.87 s = rndm (k);
52 elmex 1.1
53 root 1.79 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 root 1.11 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 root 1.79 if (!s)
56     return tmp;
57     else
58     s--;
59    
60 root 1.11 /* Should never get here, but just in case */
61 root 1.79 return 0;
62 elmex 1.1 }
63    
64     /* Relatively simple function that gets used a lot.
65     * Basically, it sets up the skill pointer for the spell being
66     * cast. If op is really casting the spell, then the skill
67     * is whatever skill the spell requires.
68     * if instead caster (rod, horn, wand, etc) is casting the skill,
69     * then they get exp for the skill that you need to use for
70     * that object (use magic device).
71     */
72 root 1.11 void
73     set_spell_skill (object *op, object *caster, object *spob, object *dest)
74 elmex 1.1 {
75 root 1.10 if (caster == op && spob->skill)
76     dest->skill = spob->skill;
77     else
78     dest->skill = caster->skill;
79 elmex 1.1 }
80    
81     /* pretty basic function - basically just takes
82     * an object, sets the x,y, and calls insert_ob_in_map
83     */
84 root 1.11 void
85 root 1.17 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
86 elmex 1.1 {
87 root 1.29 if (spob->other_arch)
88 root 1.109 map->insert (spob->other_arch->instance (), x, y, originator);
89 elmex 1.1 }
90    
91 root 1.80 static int
92     attuned_bonus (object *caster, object *spell, int level)
93     {
94     // compute the attuned/repelled bonus
95     // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
96     // repell has no such quarrels
97     return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
98     + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
99     }
100    
101 elmex 1.1 /* This function returns the effective level the spell
102     * is being cast at.
103     */
104 root 1.11 int
105 root 1.79 casting_level (object *caster, object *spell)
106 elmex 1.1 {
107 root 1.11 int level = caster->level;
108    
109     /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
110     if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
111     {
112     object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
113     int sk_level = skill ? skill->level : 1;
114    
115 root 1.66 level = min (level, sk_level + level / 10 + 1);
116 elmex 1.1 }
117 root 1.79 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
118     if (object *skill = caster->contr->find_skill (spell->skill))
119     level = skill->level;
120    
121 root 1.80 int bonus = attuned_bonus (caster, spell, level);
122    
123     level += bonus;
124    
125 root 1.79 // now scale the effective level from the startinglevel..100 range to 1..100
126     if (level < 100)
127     level = lerp (level, (int)spell->level, 100, 1, 100);
128 elmex 1.1
129 root 1.11 /* Always make this at least 1. If this is zero, we get divide by zero
130     * errors in various places.
131     */
132 root 1.91 return clamp (level, 1, settings.max_level);
133 elmex 1.1 }
134    
135     /* The following function scales the spellpoint cost of
136     * a spell by it's increased effectiveness. Some of the
137     * lower level spells become incredibly vicious at high
138     * levels. Very cheap mass destruction. This function is
139     * intended to keep the sp cost related to the effectiveness.
140     * op is the player/monster
141     * caster is what is casting the spell, can be op.
142     * spell is the spell object.
143     * Note that it is now possible for a spell to cost both grace and
144     * mana. In that case, we return which ever value is higher.
145     */
146 root 1.11 sint16
147     SP_level_spellpoint_cost (object *caster, object *spell, int flags)
148 elmex 1.1 {
149 root 1.79 int sp, grace, level = casting_level (caster, spell);
150 elmex 1.1
151 root 1.11 if (settings.spellpoint_level_depend == TRUE)
152     {
153     if (spell->stats.sp && spell->stats.maxsp)
154 root 1.103 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
155 root 1.11 else
156     sp = spell->stats.sp;
157 root 1.8
158 root 1.11 sp *= (int) PATH_SP_MULT (caster, spell);
159     if (!sp && spell->stats.sp)
160     sp = 1;
161 root 1.8
162 root 1.11 if (spell->stats.grace && spell->stats.maxgrace)
163 root 1.103 grace = spell->stats.grace * (1.0 + max (0, float (level - spell->level) / spell->stats.maxgrace));
164 root 1.11 else
165     grace = spell->stats.grace;
166 elmex 1.1
167 root 1.103 grace *= PATH_SP_MULT (caster, spell);
168 root 1.11 if (spell->stats.grace && !grace)
169     grace = 1;
170     }
171     else
172     {
173     sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
174     if (spell->stats.sp && !sp)
175     sp = 1;
176 root 1.65
177 root 1.11 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
178     if (spell->stats.grace && !grace)
179     grace = 1;
180     }
181 root 1.62
182 root 1.11 if (flags == SPELL_HIGHEST)
183 root 1.103 return max (sp, grace);
184 root 1.11 else if (flags == SPELL_GRACE)
185     return grace;
186     else if (flags == SPELL_MANA)
187     return sp;
188     else
189     {
190     LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
191     return 0;
192 elmex 1.1 }
193     }
194    
195 root 1.77 /*
196     * Return the effective casting level of the spell.
197 root 1.79 * To make spells independent of their starting level, this function
198     * scales the range spellstartlevel .. 100 into the range 1..100
199 root 1.77 */
200     static int
201     SP_casting_level (object *caster, object *spell)
202     {
203 root 1.79 return casting_level (caster, spell);
204 root 1.77 }
205    
206 elmex 1.1 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
207     * spob is the spell we are adjusting.
208     */
209 root 1.11 int
210     SP_level_dam_adjust (object *caster, object *spob)
211 elmex 1.1 {
212 root 1.62 if (!spob->dam_modifier)
213     return 0;
214    
215 root 1.77 return SP_casting_level (caster, spob) / spob->dam_modifier;
216 elmex 1.1 }
217    
218     /* Adjust the strength of the spell based on level.
219     * This is basically the same as SP_level_dam_adjust above,
220     * but instead looks at the level_modifier value.
221     */
222 root 1.11 int
223     SP_level_duration_adjust (object *caster, object *spob)
224 elmex 1.1 {
225 root 1.62 if (!spob->duration_modifier)
226     return 0;
227    
228 root 1.77 return SP_casting_level (caster, spob) / spob->duration_modifier;
229 elmex 1.1 }
230    
231     /* Adjust the strength of the spell based on level.
232     * This is basically the same as SP_level_dam_adjust above,
233     * but instead looks at the level_modifier value.
234     */
235 root 1.11 int
236     SP_level_range_adjust (object *caster, object *spob)
237 elmex 1.1 {
238 root 1.62 if (!spob->range_modifier)
239     return 0;
240    
241 root 1.77 return SP_casting_level (caster, spob) / spob->range_modifier;
242 elmex 1.1 }
243    
244     /* Checks to see if player knows the spell. If the name is the same
245     * as an existing spell, we presume they know it.
246     * returns 1 if they know the spell, 0 if they don't.
247     */
248 root 1.11 object *
249 root 1.90 check_spell_known (object *op, shstr_cmp name)
250 elmex 1.1 {
251 root 1.11 object *spop;
252 elmex 1.1
253 root 1.11 for (spop = op->inv; spop; spop = spop->below)
254 root 1.71 if (spop->type == SPELL && spop->name == name)
255 root 1.11 return spop;
256 elmex 1.1
257 root 1.71 return 0;
258 elmex 1.1 }
259    
260     /*
261     * Look at object 'op' and see if they know the spell
262     * spname. This is pretty close to check_spell_known
263     * above, but it uses a looser matching mechanism.
264     * returns the matching spell object, or NULL.
265     * If we match multiple spells but don't get an
266     * exact match, we also return NULL.
267     */
268 root 1.11 object *
269     lookup_spell_by_name (object *op, const char *spname)
270     {
271 root 1.89 object *spob1 = 0, *spob2 = 0;
272 root 1.11 int nummatch = 0;
273    
274 root 1.89 if (!spname)
275     return 0;
276 root 1.11
277     /* Try to find the spell. We store the results in spob1
278     * and spob2 - spob1 is only taking the length of
279     * the past spname, spob2 uses the length of the spell name.
280     */
281 root 1.89 for (object *spob = op->inv; spob; spob = spob->below)
282 root 1.11 {
283     if (spob->type == SPELL)
284     {
285 root 1.89 // TODO: WTF?
286 root 1.11 if (!strncmp (spob->name, spname, strlen (spname)))
287     {
288     nummatch++;
289     spob1 = spob;
290     }
291     else if (!strncmp (spob->name, spname, strlen (spob->name)))
292     {
293     /* if spells have ambiguous names, it makes matching
294     * really difficult. (eg, fire and fireball would
295     * fall into this category). It shouldn't be hard to
296     * make sure spell names don't overlap in that fashion.
297     */
298     if (spob2)
299     LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
300 root 1.89
301 root 1.11 spob2 = spob;
302 root 1.8 }
303     }
304 elmex 1.1 }
305 root 1.11 /* if we have best match, return it. Otherwise, if we have one match
306     * on the loser match, return that, otehrwise null
307     */
308     if (spob2)
309     return spob2;
310 root 1.89
311 root 1.11 if (spob1 && nummatch == 1)
312     return spob1;
313 root 1.89
314 root 1.11 return NULL;
315 elmex 1.1 }
316    
317     /* reflwall - decides weither the (spell-)object sp_op will
318     * be reflected from the given mapsquare. Returns 1 if true.
319     * (Note that for living creatures there is a small chance that
320     * reflect_spell fails.)
321     * Caller should be sure it passes us valid map coordinates
322     * eg, updated for tiled maps.
323     */
324 root 1.11 int
325 root 1.17 reflwall (maptile *m, int x, int y, object *sp_op)
326 root 1.11 {
327     if (OUT_OF_REAL_MAP (m, x, y))
328     return 0;
329 root 1.79
330     for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
331 elmex 1.23 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
332     && (!QUERY_FLAG (op, FLAG_ALIVE)
333     || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
334 root 1.11 return 1;
335 elmex 1.1
336 root 1.11 return 0;
337 elmex 1.1 }
338    
339     /* cast_create_object: creates object new_op in direction dir
340     * or if that is blocked, beneath the player (op).
341     * we pass 'caster', but don't use it for anything.
342     * This is really just a simple wrapper function .
343     * returns the direction that the object was actually placed
344     * in.
345     */
346 root 1.11 int
347     cast_create_obj (object *op, object *caster, object *new_op, int dir)
348 elmex 1.1 {
349 root 1.17 maptile *m;
350 root 1.11 sint16 sx, sy;
351 elmex 1.1
352 root 1.11 if (dir &&
353     ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
354     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
355     {
356     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
357     new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
358     dir = 0;
359     }
360 root 1.29
361 elmex 1.56 SET_FLAG (new_op, FLAG_IDENTIFIED);
362 root 1.29 op->map->insert (new_op,
363     op->x + freearr_x[dir], op->y + freearr_y[dir],
364     op,
365     dir ? 0 : INS_BELOW_ORIGINATOR);
366    
367 root 1.11 return dir;
368 elmex 1.1 }
369    
370 root 1.95 static bool
371     mergable_owner (object *o1, object *o2)
372     {
373     if (o1 == o2)
374     return 1;
375    
376     if (!o1 || !o2)
377     return 0;
378    
379     if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
380     return 0;
381    
382     if (o1->is_player () || o2->is_player ())
383     return 0;
384    
385     return 1;
386     }
387    
388 elmex 1.1 /* Returns true if it is ok to put spell *op on the space/may provided.
389     * immune_stop is basically the attacktype of the spell (why
390     * passed as a different value, not sure of). If immune_stop
391     * has the AT_MAGIC bit set, and there is a counterwall
392     * on the space, the object doesn't get placed. if immune stop
393     * does not have AT_MAGIC, then counterwalls do not effect the spell.
394     */
395 root 1.11 int
396 root 1.17 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
397 root 1.11 {
398 root 1.32 if (!xy_normalise (m, x, y))
399     return 0;
400 root 1.11
401 root 1.32 mapspace &ms = m->at (x, y);
402 root 1.75 ms.update ();
403 root 1.11
404 root 1.32 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
405 root 1.11 return 0;
406    
407 root 1.95 int max_effects = 5; // max. number of similar spells per mapspace
408    
409 root 1.32 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
410 root 1.11 {
411     /* If there is a counterspell on the space, and this
412     * object is using magic, don't progress. I believe we could
413     * leave this out and let in progress, and other areas of the code
414     * will then remove it, but that would seem to to use more
415     * resources, and may not work as well if a player is standing
416     * on top of a counterwall spell (may hit the player before being
417     * removed.) On the other hand, it may be more dramatic for the
418     * spell to actually hit the counterwall and be sucked up.
419     */
420 elmex 1.40 if ((tmp->attacktype & AT_COUNTERSPELL)
421     && !QUERY_FLAG (tmp, FLAG_MONSTER)
422     && (tmp->type != PLAYER)
423     && (tmp->type != WEAPON)
424     && (tmp->type != BOW)
425     && (tmp->type != ARROW)
426     && (tmp->type != GOLEM)
427     && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
428     // we special case floor here because there
429     // are sometimes spell effect floors
430     // which are used to inflict damage
431     // (and those shouldn't go away from
432     // sanctuary) see also: permanent lava
433     && (immune_stop & AT_MAGIC))
434 root 1.11 return 0;
435    
436 root 1.95 if (tmp->type == op->type)
437     {
438     if (tmp->subtype == op->subtype
439     && tmp->arch == op->arch /* no harm if not comparing by name here */)
440     {
441     /* This is to prevent 'out of control' spells. Basically, this
442     * limits one spell effect per space per spell. This is definately
443     * needed for performance reasons, and just for playability I believe.
444     * there are no such things as multispaced spells right now, so
445     * we don't need to worry about the head.
446     */
447     if (tmp->stats.maxhp == op->stats.maxhp)
448     return 0;
449    
450     /*
451     * Combine similar spell effects into one spell effect. Needed for
452     * performance reasons with meteor swarm and the like, but also for
453     * playability reasons.
454     */
455     if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
456     if (mergable_owner (tmp, op))
457     {
458     // if same owner, then combine, but reduce advantage of multiple spells
459     max_it (tmp->stats.dam, op->stats.dam);
460     max_it (tmp->range , op->range);
461     max_it (tmp->duration , op->duration);
462     return 0;
463     }
464     }
465 root 1.11
466 root 1.95 // if there are too many spell effects on this space,
467     // then don't allow more of them, for performance reasons.
468     if (tmp->type == SPELL_EFFECT
469     && !--max_effects)
470     return 0;
471 elmex 1.1 }
472    
473 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
474     * ground to prevent it from moving along?
475     */
476 elmex 1.1 }
477 root 1.32
478 root 1.11 /* If it passes the above tests, it must be OK */
479     return 1;
480 elmex 1.1 }
481    
482     /* fire_arch_from_position: fires an archetype.
483     * op: person firing the object.
484     * caster: object casting the spell.
485     * x, y: where to fire the spell (note, it then uses op->map for the map
486     * for these coordinates, which is probably a really bad idea.
487     * dir: direction to fire in.
488     * spell: spell that is being fired. It uses other_arch for the archetype
489     * to fire.
490     * returns 0 on failure, 1 on success.
491     */
492 root 1.11 int
493     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
494     {
495 root 1.73 if (!spell->other_arch)
496     return 0;
497    
498     object *tmp = spell->other_arch->instance ();
499 elmex 1.1
500 root 1.73 if (!tmp)
501 root 1.11 return 0;
502 elmex 1.1
503 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
504     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
505     /* code in time.c uses food for some things, duration for others */
506     tmp->stats.food = tmp->duration;
507     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
508     tmp->attacktype = spell->attacktype;
509     tmp->direction = dir;
510 root 1.73 tmp->set_owner (op);
511 root 1.79 tmp->level = casting_level (caster, spell);
512 root 1.11 set_spell_skill (op, caster, spell, tmp);
513    
514     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
515     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
516 root 1.73 if (!tailor_god_spell (tmp, op))
517     return 0;
518    
519 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
520     SET_ANIMATION (tmp, dir);
521 elmex 1.1
522 root 1.73 if ((tmp = op->map->insert (tmp, x, y, op)))
523 root 1.29 move_spell_effect (tmp);
524 elmex 1.1
525 root 1.11 return 1;
526 elmex 1.1 }
527    
528     /*****************************************************************************
529     *
530     * Code related to rods - perhaps better located in another file?
531     *
532     ****************************************************************************/
533 root 1.11 void
534     regenerate_rod (object *rod)
535     {
536     if (rod->stats.hp < rod->stats.maxhp)
537 root 1.104 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
538 elmex 1.1 }
539    
540 root 1.11 void
541     drain_rod_charge (object *rod)
542     {
543     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
544 elmex 1.1 }
545    
546     /* this function is commonly used to find a friendly target for
547     * spells such as heal or protection or armour
548     * op is what is looking for the target (which can be a player),
549     * dir is the direction we are looking in. Return object found, or
550     * NULL if no good object.
551     */
552 root 1.11 object *
553     find_target_for_friendly_spell (object *op, int dir)
554     {
555     object *tmp;
556    
557     /* I don't really get this block - if op isn't a player or rune,
558     * we then make the owner of this object the target.
559     * The owner could very well be no where near op.
560     */
561     if (op->type != PLAYER && op->type != RUNE)
562     {
563 root 1.21 tmp = op->owner;
564 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
565     * to the caster.
566     */
567     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
568     tmp = op;
569 elmex 1.1 }
570 root 1.11 else
571     {
572 root 1.37 maptile *m = op->map;
573     sint16 x = op->x + freearr_x[dir];
574     sint16 y = op->y + freearr_y[dir];
575    
576     tmp = xy_normalise (m, x, y)
577     ? m->at (x, y).player ()
578     : 0;
579 root 1.11 }
580 root 1.26
581 root 1.11 /* didn't find a player there, look in current square for a player */
582 root 1.26 if (!tmp)
583     tmp = op->ms ().player ();
584 elmex 1.1
585 root 1.11 return tmp;
586 elmex 1.1 }
587    
588     /* raytrace:
589     * spell_find_dir(map, x, y, exclude) will search first the center square
590     * then some close squares in the given map at the given coordinates for
591     * live objects.
592     * It will not consider the object given as exclude (= caster) among possible
593     * live objects. If the caster is a player, the spell will go after
594     * monsters/generators only. If not, the spell will hunt players only.
595     * It returns the direction toward the first/closest live object if it finds
596     * any, otherwise -1.
597     * note that exclude can be NULL, in which case all bets are off.
598     */
599 root 1.11 int
600 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
601 root 1.11 {
602     int i, max = SIZEOFFREE;
603     sint16 nx, ny;
604     int owner_type = 0, mflags;
605     object *tmp;
606 root 1.17 maptile *mp;
607 root 1.11
608     if (exclude && exclude->head)
609     exclude = exclude->head;
610     if (exclude && exclude->type)
611     owner_type = exclude->type;
612    
613     for (i = rndm (1, 8); i < max; i++)
614     {
615     nx = x + freearr_x[i];
616     ny = y + freearr_y[i];
617     mp = m;
618     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
619     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
620     continue;
621    
622 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
623 root 1.11
624     while (tmp != NULL && (((owner_type == PLAYER &&
625     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
626     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
627     tmp = tmp->above;
628 elmex 1.1
629 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
630     return freedir[i];
631 elmex 1.1 }
632 root 1.11 return -1; /* flag for "keep going the way you were" */
633 elmex 1.1 }
634    
635     /* put_a_monster: puts a monster named monstername near by
636     * op. This creates the treasures for the monsters, and
637     * also deals with multipart monsters properly.
638     */
639 root 1.101 static void
640 root 1.11 put_a_monster (object *op, const char *monstername)
641     {
642     object *tmp, *head = NULL, *prev = NULL;
643     archetype *at;
644     int dir;
645    
646     /* Handle cases where we are passed a bogus mosntername */
647    
648 root 1.14 if ((at = archetype::find (monstername)) == NULL)
649 root 1.11 return;
650    
651     /* find a free square nearby
652     * first we check the closest square for free squares
653     */
654    
655 root 1.51 dir = find_first_free_spot (at, op->map, op->x, op->y);
656 root 1.11 if (dir != -1)
657     {
658     /* This is basically grabbed for generate monster. Fixed 971225 to
659     * insert multipart monsters properly
660     */
661 root 1.52 //TODO: use expand_tail + ...
662 root 1.11 while (at != NULL)
663     {
664 root 1.109 tmp = at->instance ();
665 root 1.51 tmp->x = op->x + freearr_x[dir] + at->x;
666     tmp->y = op->y + freearr_y[dir] + at->y;
667 root 1.11 tmp->map = op->map;
668     if (head)
669     {
670     tmp->head = head;
671     prev->more = tmp;
672 root 1.8 }
673 root 1.52
674 root 1.11 if (!head)
675     head = tmp;
676 root 1.52
677 root 1.11 prev = tmp;
678 root 1.52
679     at = (archetype *)at->more;
680 root 1.8 }
681    
682 root 1.11 if (head->randomitems)
683     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
684 root 1.8
685 root 1.11 insert_ob_in_map (head, op->map, op, 0);
686 root 1.8
687 root 1.11 /* thought it'd be cool to insert a burnout, too. */
688 root 1.70 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
689 elmex 1.1 }
690     }
691    
692     /* peterm: function which summons hostile monsters and
693     * places them in nearby squares.
694     * op is the summoner.
695     * n is the number of monsters.
696     * monstername is the name of the monster.
697     * returns the number of monsters, which is basically n.
698     * it should really see how many it successfully replaced and
699     * return that instead.
700     * Note that this is not used by any spells (summon evil monsters
701     * use to call this, but best I can tell, that spell/ability was
702     * never used. This is however used by various failures on the
703     * players part (alchemy, reincarnation, etc)
704     */
705 root 1.11 int
706     summon_hostile_monsters (object *op, int n, const char *monstername)
707     {
708     int i;
709    
710     for (i = 0; i < n; i++)
711     put_a_monster (op, monstername);
712 elmex 1.1
713 root 1.11 return n;
714 elmex 1.1 }
715    
716    
717     /* Some local definitions for shuffle-attack */
718 root 1.11 struct attacktype_shuffle
719     {
720     int attacktype;
721     int face;
722     } ATTACKS[22] =
723     {
724 root 1.41 { AT_PHYSICAL, 0},
725     { AT_PHYSICAL, 0}, /*face = explosion */
726     { AT_PHYSICAL, 0},
727     { AT_MAGIC, 1},
728     { AT_MAGIC, 1}, /* face = last-burnout */
729     { AT_MAGIC, 1},
730     { AT_FIRE, 2},
731     { AT_FIRE, 2}, /* face = fire.... */
732     { AT_FIRE, 2},
733     { AT_ELECTRICITY, 3},
734     { AT_ELECTRICITY, 3}, /* ball_lightning */
735     { AT_ELECTRICITY, 3},
736     { AT_COLD, 4},
737     { AT_COLD, 4}, /* face=icestorm */
738     { AT_COLD, 4},
739     { AT_CONFUSION, 5},
740     { AT_POISON, 7},
741     { AT_POISON, 7}, /* face = acid sphere. generator */
742     { AT_POISON, 7}, /* poisoncloud face */
743     { AT_SLOW, 8},
744     { AT_PARALYZE, 9},
745     { AT_FEAR, 10},
746     };
747 elmex 1.1
748     /* shuffle_attack: peterm
749     * This routine shuffles the attack of op to one of the
750     * ones in the list. It does this at random. It also
751     * chooses a face appropriate to the attack that is
752     * being committed by that square at the moment.
753     * right now it's being used by color spray and create pool of
754     * chaos.
755     * This could really be a better implementation - the
756     * faces and attacktypes above are hardcoded, which is never
757     * good. The faces refer to faces in the animation sequence.
758     * Not sure how to do better - but not having it hardcoded
759     * would be nice.
760     * I also fixed a bug here in that attacktype was |= -
761     * to me, that would be that it would quickly get all
762     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
763     */
764 root 1.11 void
765     shuffle_attack (object *op, int change_face)
766 elmex 1.1 {
767 root 1.11 int i;
768 elmex 1.1
769 root 1.11 i = rndm (0, 21);
770 elmex 1.1
771 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
772    
773     if (change_face)
774     {
775     SET_ANIMATION (op, ATTACKS[i].face);
776 elmex 1.1 }
777     }
778    
779     /* prayer_failure: This is called when a player fails
780     * at casting a prayer.
781     * op is the player.
782     * failure is basically how much grace they had.
783     * power is how much grace the spell would normally take to cast.
784     */
785 root 1.101 static void
786 root 1.11 prayer_failure (object *op, int failure, int power)
787     {
788     const char *godname;
789     object *tmp;
790 elmex 1.1
791 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
792     godname = "Your spirit";
793 elmex 1.1
794 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
795 elmex 1.1 {
796 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
797     tmp = get_archetype (SPELL_WONDER);
798     cast_cone (op, op, 0, tmp);
799 root 1.82 tmp->destroy ();
800 elmex 1.1 }
801    
802 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
803 elmex 1.1 {
804 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
805     confuse_player (op, op, 99);
806 elmex 1.1 }
807 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
808 elmex 1.1 {
809 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
810     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
811     paralyze_player (op, op, 99);
812 elmex 1.1 }
813 root 1.11 else if (failure <= -150) /* blast the immediate area */
814     {
815     tmp = get_archetype (GOD_POWER);
816     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
817     cast_magic_storm (op, tmp, power);
818 elmex 1.1 }
819     }
820    
821     /*
822     * spell_failure() handles the various effects for differing degrees
823     * of failure badness.
824     * op is the player that failed.
825     * failure is a random value of how badly you failed.
826     * power is how many spellpoints you'd normally need for the spell.
827     * skill is the skill you'd need to cast the spell.
828     */
829    
830 root 1.11 void
831     spell_failure (object *op, int failure, int power, object *skill)
832     {
833     object *tmp;
834 elmex 1.1
835 root 1.11 if (settings.spell_failure_effects == FALSE)
836     return;
837 elmex 1.1
838 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
839 elmex 1.1 {
840 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
841     tmp = get_archetype (SPELL_WONDER);
842     cast_cone (op, op, 0, tmp);
843 root 1.82 tmp->destroy ();
844 elmex 1.1 }
845    
846 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
847 elmex 1.1 {
848 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
849     confuse_player (op, op, 99);
850 elmex 1.1 }
851 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
852 elmex 1.1 {
853 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
854     paralyze_player (op, op, 99);
855 elmex 1.1 }
856 root 1.11 else if (failure <= -80) /* blast the immediate area */
857     {
858     object *tmp;
859 root 1.8
860 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
861     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
862     {
863     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
864     hit_player (op, 9998, op, AT_INTERNAL, 1);
865 root 1.8
866 root 1.11 }
867     else
868     {
869     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
870     tmp = get_archetype (LOOSE_MANA);
871     tmp->level = skill->level;
872    
873     /* increase the area of destruction a little for more powerful spells */
874     tmp->range += isqrt (power);
875    
876     if (power > 25)
877     tmp->stats.dam = 25 + isqrt (power);
878     else
879     tmp->stats.dam = power; /* nasty recoils! */
880 root 1.8
881 root 1.11 tmp->stats.maxhp = tmp->count;
882 root 1.29
883     tmp->insert_at (op);
884 root 1.8 }
885 elmex 1.1 }
886     }
887    
888 root 1.100 static int
889 root 1.97 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
890 root 1.11 {
891     if (!spell_ob->other_arch)
892 elmex 1.1 {
893 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
894     return 0;
895     }
896 root 1.57
897 root 1.109 object *spell = spell_ob->other_arch->instance ();
898 elmex 1.1
899 root 1.11 /* Always cast spell on caster */
900 root 1.98 int success = cast_spell (op, caster, dir, spell, spellparam);
901 elmex 1.1
902 root 1.96 if (!op->contr || !op->contr->party)
903 root 1.11 {
904 root 1.19 spell->remove ();
905 root 1.11 return success;
906 elmex 1.1 }
907 root 1.57
908 root 1.27 for_all_players (pl)
909 root 1.98 if ((pl->ob->contr->party == op->contr->party)
910     && on_same_map (pl->ob, op)
911     && pl->ob != op)
912 root 1.97 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
913 root 1.57
914 root 1.19 spell->remove ();
915 root 1.11 return success;
916     }
917 elmex 1.1
918     /* This is where the main dispatch when someone casts a spell.
919     *
920     * op is the creature that is owner of the object that is casting the spell -
921     * eg, the player or monster.
922     * caster is the actual object (wand, potion) casting the spell. can be
923     * same as op.
924     * dir is the direction to cast in. Note in some cases, if the spell
925     * is self only, dir really doesn't make a difference.
926     * spell_ob is the spell object that is being cast. From that,
927     * we can determine what to do.
928 root 1.97 * spellparam is any options that are being used. It can be NULL. Almost
929 elmex 1.1 * certainly, only players will set it. It is basically used as optional
930     * parameters to a spell (eg, item to create, information for marking runes,
931     * etc.
932     * returns 1 on successful cast, or 0 on error. These values should really
933     * be swapped, so that 0 is successful, and non zero is failure, with a code
934     * of what it failed.
935     *
936     * Note that this function is really a dispatch routine that calls other
937     * functions - it just blindly returns what ever value those functions
938     * return. So if your writing a new function that is called from this,
939     * it shoudl also return 1 on success, 0 on failure.
940     *
941     * if it is a player casting the spell (op->type == PLAYER, op == caster),
942     * this function will decrease the mana/grace appropriately. For other
943     * objects, the caller should do what it considers appropriate.
944     */
945 root 1.11 int
946 root 1.97 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
947 root 1.11 {
948     const char *godname;
949 root 1.86 int success = 0;
950 root 1.11 object *skill = NULL;
951 elmex 1.1
952 root 1.11 if (!spell_ob)
953     {
954     LOG (llevError, "cast_spell: null spell object passed\n");
955     return 0;
956 elmex 1.1 }
957 root 1.13
958 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
959     godname = "A random spirit";
960 elmex 1.1
961 root 1.11 /* the caller should set caster to op if appropriate */
962     if (!caster)
963     {
964     LOG (llevError, "cast_spell: null caster object passed\n");
965     return 0;
966 elmex 1.1 }
967    
968 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
969     * an issue, because they don't have any spellpaths set up.
970     */
971 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
972 root 1.11 {
973     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
974     return 0;
975 elmex 1.1 }
976    
977 root 1.11 /* if it is a player casting the spell, and they are really casting it
978     * (vs it coming from a wand, scroll, or whatever else), do some
979     * checks. We let monsters do special things - eg, they
980     * don't need the skill, bypass level checks, etc. The monster function
981     * should take care of that.
982     * Remove the wiz check here and move it further down - some spells
983     * need to have the right skill pointer passed, so we need to
984     * at least process that code.
985     */
986     if (op->type == PLAYER && op == caster)
987     {
988     if (spell_ob->skill)
989     {
990     skill = find_skill_by_name (op, spell_ob->skill);
991 root 1.45
992 root 1.11 if (!skill)
993     {
994 root 1.114 op->failmsgf ("You need the %s skill to cast %s! "
995     "H<You either need to learn the skill via a skill scroll "
996     "or you need to wear a talisman, holy symbol or another skill tool.>",
997     &spell_ob->skill, &spell_ob->name);
998 root 1.112 return 0;
999 root 1.79 }
1000    
1001     const char *msg = "";
1002    
1003     int caster_level = skill->level;
1004    
1005     if (op->path_attuned & spell_ob->path_attuned)
1006     {
1007 root 1.86 caster_level += min (caster_level, ATTUNE_REPELL);
1008 root 1.79 msg = " (attuned)";
1009     }
1010    
1011     if (op->path_repelled & spell_ob->path_attuned)
1012     {
1013 root 1.84 caster_level -= ATTUNE_REPELL; // negative is ok
1014 root 1.79 msg = " (repelled)";
1015 root 1.8 }
1016 root 1.45
1017 root 1.80 if (spell_ob->level > caster_level)
1018 root 1.11 {
1019 root 1.114 op->failmsgf ("You lack enough skill to cast that spell! "
1020     "H<Your effective cast level is %d%s, but level %d is required.>",
1021     caster_level, msg, spell_ob->level);
1022 root 1.79 if (!op->is_wiz ())
1023     return 0;
1024 root 1.8 }
1025     }
1026 root 1.45
1027 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1028     * to have sufficient grace/mana.
1029     */
1030 root 1.88 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1031 root 1.11 {
1032     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1033     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1034     {
1035 root 1.60 op->failmsg ("You don't have enough mana!");
1036 root 1.11 return 0;
1037 root 1.8 }
1038 root 1.30
1039 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1040     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1041     {
1042     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1043     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1044 root 1.60 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1045 root 1.11 else
1046     {
1047     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1048 root 1.114 op->failmsgf ("%s ignores your prayer.", godname);
1049 root 1.11 return 0;
1050 root 1.8 }
1051     }
1052    
1053 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1054     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1055 root 1.103 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1056 root 1.11 {
1057 root 1.55 op->contr->play_sound (sound_find ("fumble_spell"));
1058 root 1.60 op->failmsg ("You fumble the prayer.");
1059 root 1.35
1060 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1061     return 0;
1062     }
1063     else if (spell_ob->stats.sp)
1064     {
1065     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1066    
1067     if (failure < 0)
1068     {
1069 root 1.60 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1070 root 1.11 if (settings.spell_failure_effects == TRUE)
1071     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1072 root 1.42
1073 root 1.11 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1074     return 0;
1075 root 1.8 }
1076     }
1077     }
1078 elmex 1.1 }
1079    
1080 root 1.60 int mflags = op->ms ().flags ();
1081 root 1.11
1082     /* See if we can cast a spell here. If the caster and op are
1083     * not alive, then this would mean that the mapmaker put the
1084     * objects on the space - presume that they know what they are
1085     * doing.
1086     */
1087 elmex 1.9
1088 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1089     {
1090 root 1.113 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1091 root 1.58 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1092 root 1.11 return 0;
1093     }
1094    
1095     if ((spell_ob->type == SPELL)
1096     && (caster->type != POTION)
1097     && !QUERY_FLAG (op, FLAG_WIZCAST)
1098     && (QUERY_FLAG (caster, FLAG_ALIVE)
1099     || QUERY_FLAG (op, FLAG_ALIVE))
1100     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1101     {
1102     if (op->type != PLAYER)
1103 elmex 1.9 return 0;
1104    
1105 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1106 root 1.114 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1107 root 1.43 else if (object *item = op->contr->ranged_ob)
1108     {
1109     if (item->type == SPELL)
1110 root 1.60 op->failmsg ("Something blocks your spellcasting.");
1111 root 1.43 else if (item->type == SCROLL)
1112 root 1.60 op->failmsg ("Something blocks the magic of your scroll.");
1113 root 1.43 else
1114 root 1.60 op->failmsg ("Something blocks the magic of your item.");
1115 root 1.43 }
1116 root 1.11 else
1117 root 1.60 op->failmsg ("Something blocks the spell!");
1118 root 1.42
1119 root 1.11 return 0;
1120     }
1121 elmex 1.1
1122 root 1.46 /* Take into account how long it takes to cast the spell.
1123     * if the player is casting it, then we use the time in
1124     * the spell object. If it is a spell object, have it
1125     * take two ticks. Things that cast spells on the players
1126     * behalf (eg, altars, and whatever else) shouldn't cost
1127     * the player any time.
1128     * Ignore casting time for firewalls
1129     */
1130     if (caster == op && caster->type != FIREWALL)
1131 root 1.11 {
1132 root 1.108 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1133 root 1.46 /* Other portions of the code may also decrement the speed of the player, so
1134     * put a lower limit so that the player isn't stuck here too long
1135 root 1.11 */
1136 root 1.108 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1137     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1138 elmex 1.1 }
1139 root 1.46 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1140 root 1.108 op->speed_left -= 2 * op->speed;
1141 elmex 1.1
1142 root 1.11 if (op->type == PLAYER && op == caster)
1143     {
1144     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1145     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1146 elmex 1.1 }
1147    
1148 root 1.11 /* We want to try to find the skill to properly credit exp.
1149     * for spell casting objects, the exp goes to the skill the casting
1150     * object requires.
1151     */
1152     if (op != caster && !skill && caster->skill)
1153     {
1154     skill = find_skill_by_name (op, caster->skill);
1155     if (!skill)
1156     {
1157 root 1.114 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1158 root 1.11 return 0;
1159 root 1.8 }
1160 root 1.45
1161 root 1.47 op->change_skill (skill); /* needed for proper exp credit */
1162 elmex 1.1 }
1163    
1164 root 1.97 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1165 root 1.48 return RESULT_INT (0);
1166    
1167 root 1.11 switch (spell_ob->subtype)
1168     {
1169 root 1.45 /* The order of case statements is same as the order they show up
1170 root 1.94 * in spells.h.
1171 root 1.45 */
1172 root 1.12 case SP_RAISE_DEAD:
1173 root 1.97 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1174 root 1.12 break;
1175    
1176     case SP_RUNE:
1177 root 1.97 success = write_rune (op, caster, spell_ob, dir, spellparam);
1178 root 1.12 break;
1179    
1180     case SP_MAKE_MARK:
1181 root 1.97 success = write_mark (op, spell_ob, spellparam);
1182 root 1.12 break;
1183    
1184     case SP_BOLT:
1185     success = fire_bolt (op, caster, dir, spell_ob, skill);
1186     break;
1187    
1188     case SP_BULLET:
1189     success = fire_bullet (op, caster, dir, spell_ob);
1190     break;
1191    
1192     case SP_CONE:
1193     success = cast_cone (op, caster, dir, spell_ob);
1194     break;
1195    
1196     case SP_BOMB:
1197     success = create_bomb (op, caster, dir, spell_ob);
1198     break;
1199    
1200     case SP_WONDER:
1201     success = cast_wonder (op, caster, dir, spell_ob);
1202     break;
1203    
1204     case SP_SMITE:
1205     success = cast_smite_spell (op, caster, dir, spell_ob);
1206     break;
1207    
1208     case SP_MAGIC_MISSILE:
1209 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1210 root 1.12 break;
1211    
1212     case SP_SUMMON_GOLEM:
1213     success = summon_golem (op, caster, dir, spell_ob);
1214     break;
1215    
1216     case SP_DIMENSION_DOOR:
1217     /* dimension door needs the actual caster, because that is what is
1218     * moved.
1219     */
1220 root 1.97 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1221 root 1.12 break;
1222 root 1.8
1223 root 1.12 case SP_MAGIC_MAPPING:
1224     if (op->type == PLAYER)
1225     {
1226     spell_effect (spell_ob, op->x, op->y, op->map, op);
1227     draw_magic_map (op);
1228     success = 1;
1229     }
1230     else
1231     success = 0;
1232     break;
1233 elmex 1.1
1234 root 1.12 case SP_MAGIC_WALL:
1235     success = magic_wall (op, caster, dir, spell_ob);
1236     break;
1237 root 1.8
1238 root 1.12 case SP_DESTRUCTION:
1239     success = cast_destruction (op, caster, spell_ob);
1240     break;
1241 root 1.8
1242 root 1.12 case SP_PERCEIVE_SELF:
1243     success = perceive_self (op);
1244     break;
1245 root 1.8
1246 root 1.12 case SP_WORD_OF_RECALL:
1247     success = cast_word_of_recall (op, caster, spell_ob);
1248     break;
1249 root 1.8
1250 root 1.12 case SP_INVISIBLE:
1251     success = cast_invisible (op, caster, spell_ob);
1252     break;
1253 root 1.8
1254 root 1.12 case SP_PROBE:
1255     success = probe (op, caster, spell_ob, dir);
1256     break;
1257 root 1.8
1258 root 1.12 case SP_HEALING:
1259     success = cast_heal (op, caster, spell_ob, dir);
1260     break;
1261 root 1.8
1262 root 1.12 case SP_CREATE_FOOD:
1263 root 1.97 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1264 root 1.12 break;
1265 root 1.8
1266 root 1.12 case SP_EARTH_TO_DUST:
1267     success = cast_earth_to_dust (op, caster, spell_ob);
1268     break;
1269 root 1.8
1270 root 1.12 case SP_CHANGE_ABILITY:
1271     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1272     break;
1273 root 1.8
1274 root 1.12 case SP_BLESS:
1275     success = cast_bless (op, caster, spell_ob, dir);
1276     break;
1277 root 1.8
1278 root 1.12 case SP_CURSE:
1279     success = cast_curse (op, caster, spell_ob, dir);
1280     break;
1281 root 1.8
1282 root 1.12 case SP_SUMMON_MONSTER:
1283 root 1.97 success = summon_object (op, caster, spell_ob, dir, spellparam);
1284 root 1.12 break;
1285 root 1.8
1286 root 1.12 case SP_CHARGING:
1287     success = recharge (op, caster, spell_ob);
1288     break;
1289 root 1.8
1290 root 1.12 case SP_POLYMORPH:
1291 elmex 1.1 #ifdef NO_POLYMORPH
1292 root 1.12 /* Not great, but at least provide feedback so if players do have
1293     * polymorph (ie, find it as a preset item or left over from before
1294     * it was disabled), they get some feedback.
1295     */
1296 root 1.60 op->failmsg ("The spell fizzles!");
1297 root 1.12 success = 0;
1298 elmex 1.1 #else
1299 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1300 elmex 1.1 #endif
1301 root 1.12 break;
1302 root 1.8
1303 root 1.12 case SP_ALCHEMY:
1304     success = alchemy (op, caster, spell_ob);
1305     break;
1306    
1307     case SP_REMOVE_CURSE:
1308     success = remove_curse (op, caster, spell_ob);
1309     break;
1310    
1311     case SP_IDENTIFY:
1312     success = cast_identify (op, caster, spell_ob);
1313     break;
1314    
1315     case SP_DETECTION:
1316     success = cast_detection (op, caster, spell_ob, skill);
1317     break;
1318    
1319     case SP_MOOD_CHANGE:
1320     success = mood_change (op, caster, spell_ob);
1321     break;
1322 elmex 1.1
1323 root 1.12 case SP_MOVING_BALL:
1324     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1325     {
1326 root 1.114 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1327 root 1.12 success = 0;
1328     }
1329     else
1330 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1331 root 1.12 break;
1332 elmex 1.1
1333 root 1.12 case SP_SWARM:
1334     success = fire_swarm (op, caster, spell_ob, dir);
1335     break;
1336    
1337     case SP_CHANGE_MANA:
1338     success = cast_transfer (op, caster, spell_ob, dir);
1339     break;
1340    
1341     case SP_DISPEL_RUNE:
1342     /* in rune.c */
1343     success = dispel_rune (op, caster, spell_ob, skill, dir);
1344     break;
1345    
1346     case SP_CREATE_MISSILE:
1347 root 1.97 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1348 root 1.12 break;
1349    
1350     case SP_CONSECRATE:
1351     success = cast_consecrate (op, caster, spell_ob);
1352     break;
1353    
1354     case SP_ANIMATE_WEAPON:
1355     success = animate_weapon (op, caster, spell_ob, dir);
1356     break;
1357    
1358     case SP_LIGHT:
1359     success = cast_light (op, caster, spell_ob, dir);
1360     break;
1361    
1362     case SP_CHANGE_MAP_LIGHT:
1363     success = cast_change_map_lightlevel (op, caster, spell_ob);
1364     break;
1365    
1366     case SP_FAERY_FIRE:
1367     success = cast_destruction (op, caster, spell_ob);
1368     break;
1369    
1370     case SP_CAUSE_DISEASE:
1371     success = cast_cause_disease (op, caster, spell_ob, dir);
1372     break;
1373    
1374     case SP_AURA:
1375     success = create_aura (op, caster, spell_ob);
1376     break;
1377    
1378     case SP_PARTY_SPELL:
1379 root 1.97 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1380 root 1.12 break;
1381    
1382     default:
1383 root 1.48 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1384 elmex 1.1 }
1385    
1386 root 1.61 op->play_sound (
1387     success
1388     ? spell_ob->sound
1389     ? spell_ob->sound
1390     : sound_find ("spell_success")
1391     : sound_find ("fumble_spell")
1392     );
1393 elmex 1.1
1394 root 1.11 return success;
1395 elmex 1.1 }
1396    
1397 root 1.60 /* This is called from time.c/process_object(). That function
1398     * calls this for any SPELL_EFFECT type objects. This function
1399 elmex 1.1 * then dispatches them to the appropriate specific routines.
1400     */
1401 root 1.11 void
1402     move_spell_effect (object *op)
1403     {
1404     switch (op->subtype)
1405     {
1406 root 1.12 case SP_BOLT:
1407     move_bolt (op);
1408     break;
1409    
1410     case SP_BULLET:
1411     move_bullet (op);
1412     break;
1413    
1414     case SP_EXPLOSION:
1415     explosion (op);
1416     break;
1417    
1418     case SP_CONE:
1419     move_cone (op);
1420     break;
1421    
1422     case SP_BOMB:
1423     animate_bomb (op);
1424     break;
1425    
1426     case SP_MAGIC_MISSILE:
1427     move_missile (op);
1428     break;
1429    
1430     case SP_WORD_OF_RECALL:
1431     execute_word_of_recall (op);
1432     break;
1433    
1434     case SP_MOVING_BALL:
1435     move_ball_spell (op);
1436     break;
1437    
1438     case SP_SWARM:
1439     move_swarm_spell (op);
1440     break;
1441    
1442     case SP_AURA:
1443     move_aura (op);
1444     break;
1445 elmex 1.1 }
1446     }
1447    
1448 root 1.76 /* This is called by move_apply. Basically, if someone
1449 elmex 1.1 * moves onto a spell effect and the walk_on or fly_on flags
1450 root 1.76 * are set, this is called. This should only be called for
1451     * objects of the appropriate type.
1452 elmex 1.1 */
1453 root 1.11 void
1454     apply_spell_effect (object *spell, object *victim)
1455 elmex 1.1 {
1456 root 1.11 switch (spell->subtype)
1457     {
1458 root 1.12 case SP_CONE:
1459 root 1.103 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype)
1460 root 1.12 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1461     break;
1462 root 1.8
1463 root 1.12 case SP_MAGIC_MISSILE:
1464     if (QUERY_FLAG (victim, FLAG_ALIVE))
1465     {
1466 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1467 root 1.82 spell->destroy ();
1468 root 1.12 }
1469     break;
1470 root 1.8
1471 root 1.12 case SP_MOVING_BALL:
1472     if (QUERY_FLAG (victim, FLAG_ALIVE))
1473     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1474 root 1.107 else if (victim->material != MATERIAL_NULL)
1475 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1476 root 1.81
1477 root 1.12 break;
1478 elmex 1.1 }
1479     }
1480 root 1.60
1481 elmex 1.93 /**
1482     * This function will let a fireball explode at the position of
1483     * the victim with a specific maximum level.
1484     */
1485     void
1486     create_exploding_ball_at (object *victim, int level)
1487     {
1488     object *ball = get_archetype (EXPLODING_FIREBALL);
1489     ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1490     ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1491     ball->insert_at (victim);
1492     }