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Revision: 1.125
Committed: Mon Nov 12 03:48:34 2012 UTC (11 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.124: +17 -19 lines
Log Message:
respect mapspace limits in create food/missile

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.63 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.124 *
4 root 1.123 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 root 1.124 *
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 root 1.124 *
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 root 1.124 *
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 1.124 *
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 1.122 grace = spell->stats.grace * (1.f + max (0.f, 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 root 1.116 if (op->flag [FLAG_REFL_SPELL]
332     && (!op->flag [FLAG_ALIVE]
333 elmex 1.23 || (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 root 1.125 * returns true to indicate whether the operation was successful.
344     * destroys the object is unsuccessful.
345 elmex 1.1 */
346 root 1.125 bool
347 root 1.11 cast_create_obj (object *op, object *caster, object *new_op, int dir)
348 elmex 1.1 {
349 root 1.125 mapxy pos (op);
350     pos.move (dir);
351 elmex 1.1
352 root 1.125 if (!pos.normalise ()
353     || pos->blocks (op) // perversely enough, we check if the palyer can reach that space
354     || !new_op->can_drop_at (pos.m, pos.x, pos.y)
355     )
356     {
357     op->failmsg ("Your spell fizzles! H<Something is in the way.>");
358     new_op->destroy ();
359     return 0;
360 root 1.11 }
361 root 1.29
362 root 1.116 new_op->set_flag (FLAG_IDENTIFIED);
363 root 1.29
364 root 1.125 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
365    
366     return 1;
367 elmex 1.1 }
368    
369 root 1.95 static bool
370     mergable_owner (object *o1, object *o2)
371     {
372     if (o1 == o2)
373     return 1;
374    
375     if (!o1 || !o2)
376     return 0;
377    
378     if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
379     return 0;
380    
381     if (o1->is_player () || o2->is_player ())
382     return 0;
383    
384     return 1;
385     }
386    
387 elmex 1.1 /* Returns true if it is ok to put spell *op on the space/may provided.
388     * immune_stop is basically the attacktype of the spell (why
389     * passed as a different value, not sure of). If immune_stop
390     * has the AT_MAGIC bit set, and there is a counterwall
391     * on the space, the object doesn't get placed. if immune stop
392     * does not have AT_MAGIC, then counterwalls do not effect the spell.
393     */
394 root 1.11 int
395 root 1.17 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
396 root 1.11 {
397 root 1.32 if (!xy_normalise (m, x, y))
398     return 0;
399 root 1.11
400 root 1.32 mapspace &ms = m->at (x, y);
401 root 1.75 ms.update ();
402 root 1.11
403 root 1.32 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
404 root 1.11 return 0;
405    
406 root 1.95 int max_effects = 5; // max. number of similar spells per mapspace
407    
408 root 1.119 for (object *tmp = ms.top; tmp; tmp = tmp->below)
409 root 1.11 {
410     /* If there is a counterspell on the space, and this
411     * object is using magic, don't progress. I believe we could
412     * leave this out and let in progress, and other areas of the code
413     * will then remove it, but that would seem to to use more
414     * resources, and may not work as well if a player is standing
415     * on top of a counterwall spell (may hit the player before being
416     * removed.) On the other hand, it may be more dramatic for the
417     * spell to actually hit the counterwall and be sucked up.
418     */
419 elmex 1.40 if ((tmp->attacktype & AT_COUNTERSPELL)
420 root 1.116 && !tmp->flag [FLAG_MONSTER]
421 elmex 1.40 && (tmp->type != PLAYER)
422     && (tmp->type != WEAPON)
423     && (tmp->type != BOW)
424     && (tmp->type != ARROW)
425     && (tmp->type != GOLEM)
426 root 1.116 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
427 elmex 1.40 // we special case floor here because there
428     // are sometimes spell effect floors
429     // which are used to inflict damage
430     // (and those shouldn't go away from
431     // sanctuary) see also: permanent lava
432     && (immune_stop & AT_MAGIC))
433 root 1.11 return 0;
434    
435 root 1.95 if (tmp->type == op->type)
436     {
437     if (tmp->subtype == op->subtype
438     && tmp->arch == op->arch /* no harm if not comparing by name here */)
439     {
440     /* This is to prevent 'out of control' spells. Basically, this
441     * limits one spell effect per space per spell. This is definately
442     * needed for performance reasons, and just for playability I believe.
443     * there are no such things as multispaced spells right now, so
444     * we don't need to worry about the head.
445     */
446     if (tmp->stats.maxhp == op->stats.maxhp)
447     return 0;
448    
449     /*
450     * Combine similar spell effects into one spell effect. Needed for
451     * performance reasons with meteor swarm and the like, but also for
452     * playability reasons.
453     */
454     if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
455     if (mergable_owner (tmp, op))
456     {
457     // if same owner, then combine, but reduce advantage of multiple spells
458     max_it (tmp->stats.dam, op->stats.dam);
459     max_it (tmp->range , op->range);
460     max_it (tmp->duration , op->duration);
461     return 0;
462     }
463     }
464 root 1.11
465 root 1.95 // if there are too many spell effects on this space,
466     // then don't allow more of them, for performance reasons.
467     if (tmp->type == SPELL_EFFECT
468     && !--max_effects)
469     return 0;
470 elmex 1.1 }
471    
472 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
473     * ground to prevent it from moving along?
474     */
475 elmex 1.1 }
476 root 1.32
477 root 1.11 /* If it passes the above tests, it must be OK */
478     return 1;
479 elmex 1.1 }
480    
481     /* fire_arch_from_position: fires an archetype.
482     * op: person firing the object.
483     * caster: object casting the spell.
484     * x, y: where to fire the spell (note, it then uses op->map for the map
485     * for these coordinates, which is probably a really bad idea.
486     * dir: direction to fire in.
487     * spell: spell that is being fired. It uses other_arch for the archetype
488     * to fire.
489     * returns 0 on failure, 1 on success.
490     */
491 root 1.11 int
492     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
493     {
494 root 1.73 if (!spell->other_arch)
495     return 0;
496    
497     object *tmp = spell->other_arch->instance ();
498 elmex 1.1
499 root 1.73 if (!tmp)
500 root 1.11 return 0;
501 elmex 1.1
502 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
503     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
504     /* code in time.c uses food for some things, duration for others */
505     tmp->stats.food = tmp->duration;
506     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
507     tmp->attacktype = spell->attacktype;
508     tmp->direction = dir;
509 root 1.73 tmp->set_owner (op);
510 root 1.79 tmp->level = casting_level (caster, spell);
511 root 1.11 set_spell_skill (op, caster, spell, tmp);
512    
513     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
514     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
515 root 1.73 if (!tailor_god_spell (tmp, op))
516     return 0;
517    
518 root 1.116 if (tmp->flag [FLAG_IS_TURNABLE])
519 root 1.11 SET_ANIMATION (tmp, dir);
520 elmex 1.1
521 root 1.73 if ((tmp = op->map->insert (tmp, x, y, op)))
522 root 1.29 move_spell_effect (tmp);
523 elmex 1.1
524 root 1.11 return 1;
525 elmex 1.1 }
526    
527     /*****************************************************************************
528     *
529     * Code related to rods - perhaps better located in another file?
530     *
531     ****************************************************************************/
532 root 1.11 void
533     regenerate_rod (object *rod)
534     {
535     if (rod->stats.hp < rod->stats.maxhp)
536 root 1.104 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
537 elmex 1.1 }
538    
539 root 1.11 void
540     drain_rod_charge (object *rod)
541     {
542     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
543 elmex 1.1 }
544    
545     /* this function is commonly used to find a friendly target for
546     * spells such as heal or protection or armour
547     * op is what is looking for the target (which can be a player),
548     * dir is the direction we are looking in. Return object found, or
549     * NULL if no good object.
550     */
551 root 1.11 object *
552     find_target_for_friendly_spell (object *op, int dir)
553     {
554     object *tmp;
555    
556     /* I don't really get this block - if op isn't a player or rune,
557     * we then make the owner of this object the target.
558     * The owner could very well be no where near op.
559     */
560     if (op->type != PLAYER && op->type != RUNE)
561     {
562 root 1.21 tmp = op->owner;
563 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
564     * to the caster.
565     */
566 root 1.116 if (!tmp || !tmp->flag [FLAG_MONSTER])
567 root 1.11 tmp = op;
568 elmex 1.1 }
569 root 1.11 else
570     {
571 root 1.37 maptile *m = op->map;
572     sint16 x = op->x + freearr_x[dir];
573     sint16 y = op->y + freearr_y[dir];
574    
575     tmp = xy_normalise (m, x, y)
576     ? m->at (x, y).player ()
577     : 0;
578 root 1.11 }
579 root 1.26
580 root 1.11 /* didn't find a player there, look in current square for a player */
581 root 1.26 if (!tmp)
582     tmp = op->ms ().player ();
583 elmex 1.1
584 root 1.11 return tmp;
585 elmex 1.1 }
586    
587     /* raytrace:
588     * spell_find_dir(map, x, y, exclude) will search first the center square
589     * then some close squares in the given map at the given coordinates for
590     * live objects.
591     * It will not consider the object given as exclude (= caster) among possible
592     * live objects. If the caster is a player, the spell will go after
593     * monsters/generators only. If not, the spell will hunt players only.
594     * It returns the direction toward the first/closest live object if it finds
595     * any, otherwise -1.
596     * note that exclude can be NULL, in which case all bets are off.
597     */
598 root 1.11 int
599 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
600 root 1.11 {
601     int i, max = SIZEOFFREE;
602     sint16 nx, ny;
603     int owner_type = 0, mflags;
604     object *tmp;
605 root 1.17 maptile *mp;
606 root 1.11
607     if (exclude && exclude->head)
608     exclude = exclude->head;
609     if (exclude && exclude->type)
610     owner_type = exclude->type;
611    
612     for (i = rndm (1, 8); i < max; i++)
613     {
614     nx = x + freearr_x[i];
615     ny = y + freearr_y[i];
616     mp = m;
617     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
618     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
619     continue;
620    
621 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
622 root 1.11
623     while (tmp != NULL && (((owner_type == PLAYER &&
624 root 1.116 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
625 root 1.11 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
626     tmp = tmp->above;
627 elmex 1.1
628 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
629     return freedir[i];
630 elmex 1.1 }
631 root 1.11 return -1; /* flag for "keep going the way you were" */
632 elmex 1.1 }
633    
634     /* put_a_monster: puts a monster named monstername near by
635     * op. This creates the treasures for the monsters, and
636     * also deals with multipart monsters properly.
637     */
638 root 1.101 static void
639 root 1.11 put_a_monster (object *op, const char *monstername)
640     {
641     object *tmp, *head = NULL, *prev = NULL;
642     archetype *at;
643     int dir;
644    
645     /* Handle cases where we are passed a bogus mosntername */
646    
647 root 1.14 if ((at = archetype::find (monstername)) == NULL)
648 root 1.11 return;
649    
650     /* find a free square nearby
651     * first we check the closest square for free squares
652     */
653    
654 root 1.51 dir = find_first_free_spot (at, op->map, op->x, op->y);
655 root 1.11 if (dir != -1)
656     {
657     /* This is basically grabbed for generate monster. Fixed 971225 to
658     * insert multipart monsters properly
659     */
660 root 1.52 //TODO: use expand_tail + ...
661 root 1.11 while (at != NULL)
662     {
663 root 1.109 tmp = at->instance ();
664 root 1.51 tmp->x = op->x + freearr_x[dir] + at->x;
665     tmp->y = op->y + freearr_y[dir] + at->y;
666 root 1.11 tmp->map = op->map;
667     if (head)
668     {
669     tmp->head = head;
670     prev->more = tmp;
671 root 1.8 }
672 root 1.52
673 root 1.11 if (!head)
674     head = tmp;
675 root 1.52
676 root 1.11 prev = tmp;
677 root 1.52
678     at = (archetype *)at->more;
679 root 1.8 }
680    
681 root 1.11 if (head->randomitems)
682     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
683 root 1.8
684 root 1.11 insert_ob_in_map (head, op->map, op, 0);
685 root 1.8
686 root 1.11 /* thought it'd be cool to insert a burnout, too. */
687 root 1.70 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
688 elmex 1.1 }
689     }
690    
691     /* peterm: function which summons hostile monsters and
692     * places them in nearby squares.
693     * op is the summoner.
694     * n is the number of monsters.
695     * monstername is the name of the monster.
696     * returns the number of monsters, which is basically n.
697     * it should really see how many it successfully replaced and
698     * return that instead.
699     * Note that this is not used by any spells (summon evil monsters
700     * use to call this, but best I can tell, that spell/ability was
701     * never used. This is however used by various failures on the
702     * players part (alchemy, reincarnation, etc)
703     */
704 root 1.11 int
705     summon_hostile_monsters (object *op, int n, const char *monstername)
706     {
707     int i;
708    
709     for (i = 0; i < n; i++)
710     put_a_monster (op, monstername);
711 elmex 1.1
712 root 1.11 return n;
713 elmex 1.1 }
714    
715    
716     /* Some local definitions for shuffle-attack */
717 root 1.11 struct attacktype_shuffle
718     {
719     int attacktype;
720     int face;
721     } ATTACKS[22] =
722     {
723 root 1.41 { AT_PHYSICAL, 0},
724     { AT_PHYSICAL, 0}, /*face = explosion */
725     { AT_PHYSICAL, 0},
726     { AT_MAGIC, 1},
727     { AT_MAGIC, 1}, /* face = last-burnout */
728     { AT_MAGIC, 1},
729     { AT_FIRE, 2},
730     { AT_FIRE, 2}, /* face = fire.... */
731     { AT_FIRE, 2},
732     { AT_ELECTRICITY, 3},
733     { AT_ELECTRICITY, 3}, /* ball_lightning */
734     { AT_ELECTRICITY, 3},
735     { AT_COLD, 4},
736     { AT_COLD, 4}, /* face=icestorm */
737     { AT_COLD, 4},
738     { AT_CONFUSION, 5},
739     { AT_POISON, 7},
740     { AT_POISON, 7}, /* face = acid sphere. generator */
741     { AT_POISON, 7}, /* poisoncloud face */
742     { AT_SLOW, 8},
743     { AT_PARALYZE, 9},
744     { AT_FEAR, 10},
745     };
746 elmex 1.1
747     /* shuffle_attack: peterm
748     * This routine shuffles the attack of op to one of the
749     * ones in the list. It does this at random. It also
750     * chooses a face appropriate to the attack that is
751     * being committed by that square at the moment.
752     * right now it's being used by color spray and create pool of
753     * chaos.
754     * This could really be a better implementation - the
755     * faces and attacktypes above are hardcoded, which is never
756     * good. The faces refer to faces in the animation sequence.
757     * Not sure how to do better - but not having it hardcoded
758     * would be nice.
759     * I also fixed a bug here in that attacktype was |= -
760     * to me, that would be that it would quickly get all
761     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
762     */
763 root 1.11 void
764     shuffle_attack (object *op, int change_face)
765 elmex 1.1 {
766 root 1.11 int i;
767 elmex 1.1
768 root 1.11 i = rndm (0, 21);
769 elmex 1.1
770 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
771    
772     if (change_face)
773     {
774     SET_ANIMATION (op, ATTACKS[i].face);
775 elmex 1.1 }
776     }
777    
778     /* prayer_failure: This is called when a player fails
779     * at casting a prayer.
780     * op is the player.
781     * failure is basically how much grace they had.
782     * power is how much grace the spell would normally take to cast.
783     */
784 root 1.118
785     #define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
786    
787 root 1.101 static void
788 root 1.11 prayer_failure (object *op, int failure, int power)
789     {
790     const char *godname;
791     object *tmp;
792 elmex 1.1
793 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
794     godname = "Your spirit";
795 elmex 1.1
796 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
797 elmex 1.1 {
798 root 1.118 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
799 root 1.121 tmp = archetype::get (SPELL_WONDER);
800 root 1.11 cast_cone (op, op, 0, tmp);
801 root 1.82 tmp->destroy ();
802 elmex 1.1 }
803    
804 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
805 elmex 1.1 {
806 root 1.118 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
807 root 1.11 confuse_player (op, op, 99);
808 elmex 1.1 }
809 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
810 elmex 1.1 {
811 root 1.118 op->failmsgf ("%s requires you to pray NOW. "
812     "You comply, ignoring all else." HINT_GRACE,
813     godname);
814 root 1.11 paralyze_player (op, op, 99);
815 elmex 1.1 }
816 root 1.11 else if (failure <= -150) /* blast the immediate area */
817     {
818 root 1.121 tmp = archetype::get (GOD_POWER);
819 root 1.118 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
820 root 1.11 cast_magic_storm (op, tmp, power);
821 elmex 1.1 }
822     }
823    
824 root 1.125 /*
825 elmex 1.1 * spell_failure() handles the various effects for differing degrees
826     * of failure badness.
827     * op is the player that failed.
828     * failure is a random value of how badly you failed.
829     * power is how many spellpoints you'd normally need for the spell.
830     * skill is the skill you'd need to cast the spell.
831     */
832 root 1.11 void
833     spell_failure (object *op, int failure, int power, object *skill)
834     {
835     object *tmp;
836 elmex 1.1
837 root 1.11 if (settings.spell_failure_effects == FALSE)
838     return;
839 elmex 1.1
840 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
841 elmex 1.1 {
842 root 1.118 op->failmsg ("Your spell causes an unexpected effect.");
843 root 1.121 tmp = archetype::get (SPELL_WONDER);
844 root 1.11 cast_cone (op, op, 0, tmp);
845 root 1.82 tmp->destroy ();
846 elmex 1.1 }
847    
848 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
849 elmex 1.1 {
850 root 1.118 op->failmsg ("Your magic recoils on you, making you confused!");
851 root 1.11 confuse_player (op, op, 99);
852 elmex 1.1 }
853 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
854 elmex 1.1 {
855 root 1.118 op->failmsg ("Your magic stuns you!");
856 root 1.11 paralyze_player (op, op, 99);
857 elmex 1.1 }
858 root 1.11 else if (failure <= -80) /* blast the immediate area */
859     {
860     object *tmp;
861 root 1.8
862 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
863     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
864     {
865 root 1.118 op->failmsg ("The magic warps and you are turned inside out!");
866 root 1.11 hit_player (op, 9998, op, AT_INTERNAL, 1);
867 root 1.8
868 root 1.11 }
869     else
870     {
871 root 1.118 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
872 root 1.121 tmp = archetype::get (LOOSE_MANA);
873 root 1.11 tmp->level = skill->level;
874    
875     /* increase the area of destruction a little for more powerful spells */
876     tmp->range += isqrt (power);
877    
878     if (power > 25)
879     tmp->stats.dam = 25 + isqrt (power);
880     else
881     tmp->stats.dam = power; /* nasty recoils! */
882 root 1.8
883 root 1.11 tmp->stats.maxhp = tmp->count;
884 root 1.29
885     tmp->insert_at (op);
886 root 1.8 }
887 elmex 1.1 }
888     }
889    
890 root 1.100 static int
891 root 1.97 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
892 root 1.11 {
893     if (!spell_ob->other_arch)
894 elmex 1.1 {
895 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
896     return 0;
897     }
898 root 1.57
899 root 1.109 object *spell = spell_ob->other_arch->instance ();
900 elmex 1.1
901 root 1.11 /* Always cast spell on caster */
902 root 1.98 int success = cast_spell (op, caster, dir, spell, spellparam);
903 elmex 1.1
904 root 1.96 if (!op->contr || !op->contr->party)
905 root 1.11 {
906 root 1.19 spell->remove ();
907 root 1.11 return success;
908 elmex 1.1 }
909 root 1.57
910 root 1.27 for_all_players (pl)
911 root 1.98 if ((pl->ob->contr->party == op->contr->party)
912     && on_same_map (pl->ob, op)
913     && pl->ob != op)
914 root 1.97 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
915 root 1.57
916 root 1.19 spell->remove ();
917 root 1.11 return success;
918     }
919 elmex 1.1
920     /* This is where the main dispatch when someone casts a spell.
921     *
922     * op is the creature that is owner of the object that is casting the spell -
923     * eg, the player or monster.
924     * caster is the actual object (wand, potion) casting the spell. can be
925     * same as op.
926     * dir is the direction to cast in. Note in some cases, if the spell
927     * is self only, dir really doesn't make a difference.
928     * spell_ob is the spell object that is being cast. From that,
929     * we can determine what to do.
930 root 1.97 * spellparam is any options that are being used. It can be NULL. Almost
931 elmex 1.1 * certainly, only players will set it. It is basically used as optional
932     * parameters to a spell (eg, item to create, information for marking runes,
933     * etc.
934     * returns 1 on successful cast, or 0 on error. These values should really
935     * be swapped, so that 0 is successful, and non zero is failure, with a code
936     * of what it failed.
937     *
938     * Note that this function is really a dispatch routine that calls other
939     * functions - it just blindly returns what ever value those functions
940     * return. So if your writing a new function that is called from this,
941     * it shoudl also return 1 on success, 0 on failure.
942     *
943     * if it is a player casting the spell (op->type == PLAYER, op == caster),
944     * this function will decrease the mana/grace appropriately. For other
945     * objects, the caller should do what it considers appropriate.
946     */
947 root 1.11 int
948 root 1.97 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
949 root 1.11 {
950     const char *godname;
951 root 1.86 int success = 0;
952 elmex 1.1
953 root 1.117 // make sure spells always take a while, so a) we don't flood the
954     // user with messages and b) too many failures can be harmful (smiting).
955     op->speed_left -= 4 * op->speed; // ~0.5s on failure
956    
957 root 1.11 if (!spell_ob)
958     {
959     LOG (llevError, "cast_spell: null spell object passed\n");
960     return 0;
961 elmex 1.1 }
962 root 1.13
963 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
964     godname = "A random spirit";
965 elmex 1.1
966 root 1.11 /* the caller should set caster to op if appropriate */
967     if (!caster)
968     {
969     LOG (llevError, "cast_spell: null caster object passed\n");
970     return 0;
971 elmex 1.1 }
972    
973 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
974     * an issue, because they don't have any spellpaths set up.
975     */
976 root 1.116 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
977 root 1.11 {
978 root 1.118 op->failmsg ("That spell path is denied to you.");
979 root 1.11 return 0;
980 elmex 1.1 }
981    
982 root 1.115 object *skill = 0;
983    
984 root 1.11 /* if it is a player casting the spell, and they are really casting it
985     * (vs it coming from a wand, scroll, or whatever else), do some
986     * checks. We let monsters do special things - eg, they
987 root 1.115 * don't need the SKILL, BYpass level checks, etc. The monster function
988 root 1.11 * should take care of that.
989     * Remove the wiz check here and move it further down - some spells
990     * need to have the right skill pointer passed, so we need to
991     * at least process that code.
992     */
993     if (op->type == PLAYER && op == caster)
994     {
995     if (spell_ob->skill)
996     {
997     skill = find_skill_by_name (op, spell_ob->skill);
998 root 1.45
999 root 1.11 if (!skill)
1000     {
1001 root 1.114 op->failmsgf ("You need the %s skill to cast %s! "
1002     "H<You either need to learn the skill via a skill scroll "
1003     "or you need to wear a talisman, holy symbol or another skill tool.>",
1004     &spell_ob->skill, &spell_ob->name);
1005 root 1.112 return 0;
1006 root 1.79 }
1007    
1008     const char *msg = "";
1009    
1010     int caster_level = skill->level;
1011    
1012     if (op->path_attuned & spell_ob->path_attuned)
1013     {
1014 root 1.86 caster_level += min (caster_level, ATTUNE_REPELL);
1015 root 1.79 msg = " (attuned)";
1016     }
1017    
1018     if (op->path_repelled & spell_ob->path_attuned)
1019     {
1020 root 1.84 caster_level -= ATTUNE_REPELL; // negative is ok
1021 root 1.79 msg = " (repelled)";
1022 root 1.8 }
1023 root 1.45
1024 root 1.80 if (spell_ob->level > caster_level)
1025 root 1.11 {
1026 root 1.114 op->failmsgf ("You lack enough skill to cast that spell! "
1027     "H<Your effective cast level is %d%s, but level %d is required.>",
1028     caster_level, msg, spell_ob->level);
1029 root 1.79 if (!op->is_wiz ())
1030     return 0;
1031 root 1.8 }
1032     }
1033 root 1.45
1034 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1035     * to have sufficient grace/mana.
1036     */
1037 root 1.116 if (!op->flag [FLAG_WIZCAST])
1038 root 1.11 {
1039     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1040     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1041     {
1042 root 1.60 op->failmsg ("You don't have enough mana!");
1043 root 1.11 return 0;
1044 root 1.8 }
1045 root 1.30
1046 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1047     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1048     {
1049     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1050     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1051 root 1.60 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1052 root 1.11 else
1053     {
1054     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1055 root 1.114 op->failmsgf ("%s ignores your prayer.", godname);
1056 root 1.11 return 0;
1057 root 1.8 }
1058     }
1059    
1060 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1061     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1062 root 1.103 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1063 root 1.11 {
1064 root 1.55 op->contr->play_sound (sound_find ("fumble_spell"));
1065 root 1.60 op->failmsg ("You fumble the prayer.");
1066 root 1.35
1067 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1068     return 0;
1069     }
1070     else if (spell_ob->stats.sp)
1071     {
1072     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1073    
1074     if (failure < 0)
1075     {
1076 root 1.60 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1077 root 1.11 if (settings.spell_failure_effects == TRUE)
1078     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1079 root 1.42
1080 root 1.11 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1081     return 0;
1082 root 1.8 }
1083     }
1084     }
1085 elmex 1.1 }
1086    
1087 root 1.60 int mflags = op->ms ().flags ();
1088 root 1.11
1089     /* See if we can cast a spell here. If the caster and op are
1090     * not alive, then this would mean that the mapmaker put the
1091     * objects on the space - presume that they know what they are
1092     * doing.
1093     */
1094 elmex 1.9
1095 root 1.116 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1096 root 1.11 {
1097 root 1.113 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1098 root 1.58 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1099 root 1.11 return 0;
1100     }
1101    
1102     if ((spell_ob->type == SPELL)
1103     && (caster->type != POTION)
1104 root 1.116 && !op->flag [FLAG_WIZCAST]
1105     && (caster->flag [FLAG_ALIVE]
1106     || op->flag [FLAG_ALIVE])
1107 root 1.11 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1108     {
1109     if (op->type != PLAYER)
1110 elmex 1.9 return 0;
1111    
1112 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1113 root 1.114 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1114 root 1.43 else if (object *item = op->contr->ranged_ob)
1115     {
1116     if (item->type == SPELL)
1117 root 1.60 op->failmsg ("Something blocks your spellcasting.");
1118 root 1.43 else if (item->type == SCROLL)
1119 root 1.60 op->failmsg ("Something blocks the magic of your scroll.");
1120 root 1.43 else
1121 root 1.60 op->failmsg ("Something blocks the magic of your item.");
1122 root 1.43 }
1123 root 1.11 else
1124 root 1.60 op->failmsg ("Something blocks the spell!");
1125 root 1.42
1126 root 1.11 return 0;
1127     }
1128 elmex 1.1
1129 root 1.117 // undo the flood protection from earlier
1130     op->speed_left += 4 * op->speed; // ~0.5s on failure
1131    
1132 root 1.46 /* Take into account how long it takes to cast the spell.
1133     * if the player is casting it, then we use the time in
1134     * the spell object. If it is a spell object, have it
1135     * take two ticks. Things that cast spells on the players
1136     * behalf (eg, altars, and whatever else) shouldn't cost
1137     * the player any time.
1138     * Ignore casting time for firewalls
1139     */
1140     if (caster == op && caster->type != FIREWALL)
1141 root 1.11 {
1142 root 1.108 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1143 root 1.46 /* Other portions of the code may also decrement the speed of the player, so
1144     * put a lower limit so that the player isn't stuck here too long
1145 root 1.11 */
1146 root 1.108 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1147     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1148 elmex 1.1 }
1149 root 1.46 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1150 root 1.108 op->speed_left -= 2 * op->speed;
1151 elmex 1.1
1152 root 1.11 if (op->type == PLAYER && op == caster)
1153     {
1154     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1155     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1156 elmex 1.1 }
1157    
1158 root 1.11 /* We want to try to find the skill to properly credit exp.
1159     * for spell casting objects, the exp goes to the skill the casting
1160     * object requires.
1161     */
1162     if (op != caster && !skill && caster->skill)
1163     {
1164     skill = find_skill_by_name (op, caster->skill);
1165 root 1.115
1166 root 1.11 if (!skill)
1167     {
1168 root 1.114 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1169 root 1.11 return 0;
1170 root 1.8 }
1171 elmex 1.1 }
1172    
1173 root 1.97 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1174 root 1.48 return RESULT_INT (0);
1175    
1176 root 1.115 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1177     // at least temporarily, which might not be true due to slot restrictions, but hey
1178     // invoke requires it basically.
1179    
1180     object *chosen_skill = op->chosen_skill;
1181     op->chosen_skill = skill;
1182    
1183 root 1.11 switch (spell_ob->subtype)
1184     {
1185 root 1.45 /* The order of case statements is same as the order they show up
1186 root 1.94 * in spells.h.
1187 root 1.45 */
1188 root 1.12 case SP_RAISE_DEAD:
1189 root 1.97 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1190 root 1.12 break;
1191    
1192     case SP_RUNE:
1193 root 1.97 success = write_rune (op, caster, spell_ob, dir, spellparam);
1194 root 1.12 break;
1195    
1196     case SP_MAKE_MARK:
1197 root 1.97 success = write_mark (op, spell_ob, spellparam);
1198 root 1.12 break;
1199    
1200     case SP_BOLT:
1201     success = fire_bolt (op, caster, dir, spell_ob, skill);
1202     break;
1203    
1204     case SP_BULLET:
1205     success = fire_bullet (op, caster, dir, spell_ob);
1206     break;
1207    
1208     case SP_CONE:
1209     success = cast_cone (op, caster, dir, spell_ob);
1210     break;
1211    
1212     case SP_BOMB:
1213     success = create_bomb (op, caster, dir, spell_ob);
1214     break;
1215    
1216     case SP_WONDER:
1217     success = cast_wonder (op, caster, dir, spell_ob);
1218     break;
1219    
1220     case SP_SMITE:
1221     success = cast_smite_spell (op, caster, dir, spell_ob);
1222     break;
1223    
1224     case SP_MAGIC_MISSILE:
1225 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1226 root 1.12 break;
1227    
1228     case SP_SUMMON_GOLEM:
1229     success = summon_golem (op, caster, dir, spell_ob);
1230     break;
1231    
1232     case SP_DIMENSION_DOOR:
1233     /* dimension door needs the actual caster, because that is what is
1234     * moved.
1235     */
1236 root 1.97 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1237 root 1.12 break;
1238 root 1.8
1239 root 1.12 case SP_MAGIC_MAPPING:
1240     if (op->type == PLAYER)
1241     {
1242     spell_effect (spell_ob, op->x, op->y, op->map, op);
1243     draw_magic_map (op);
1244     success = 1;
1245     }
1246     else
1247     success = 0;
1248     break;
1249 elmex 1.1
1250 root 1.12 case SP_MAGIC_WALL:
1251     success = magic_wall (op, caster, dir, spell_ob);
1252     break;
1253 root 1.8
1254 root 1.12 case SP_DESTRUCTION:
1255     success = cast_destruction (op, caster, spell_ob);
1256     break;
1257 root 1.8
1258 root 1.12 case SP_PERCEIVE_SELF:
1259     success = perceive_self (op);
1260     break;
1261 root 1.8
1262 root 1.12 case SP_WORD_OF_RECALL:
1263     success = cast_word_of_recall (op, caster, spell_ob);
1264     break;
1265 root 1.8
1266 root 1.12 case SP_INVISIBLE:
1267     success = cast_invisible (op, caster, spell_ob);
1268     break;
1269 root 1.8
1270 root 1.12 case SP_PROBE:
1271     success = probe (op, caster, spell_ob, dir);
1272     break;
1273 root 1.8
1274 root 1.12 case SP_HEALING:
1275     success = cast_heal (op, caster, spell_ob, dir);
1276     break;
1277 root 1.8
1278 root 1.12 case SP_CREATE_FOOD:
1279 root 1.97 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1280 root 1.12 break;
1281 root 1.8
1282 root 1.12 case SP_EARTH_TO_DUST:
1283     success = cast_earth_to_dust (op, caster, spell_ob);
1284     break;
1285 root 1.8
1286 root 1.12 case SP_CHANGE_ABILITY:
1287     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1288     break;
1289 root 1.8
1290 root 1.12 case SP_BLESS:
1291     success = cast_bless (op, caster, spell_ob, dir);
1292     break;
1293 root 1.8
1294 root 1.12 case SP_CURSE:
1295     success = cast_curse (op, caster, spell_ob, dir);
1296     break;
1297 root 1.8
1298 root 1.12 case SP_SUMMON_MONSTER:
1299 root 1.97 success = summon_object (op, caster, spell_ob, dir, spellparam);
1300 root 1.12 break;
1301 root 1.8
1302 root 1.12 case SP_CHARGING:
1303     success = recharge (op, caster, spell_ob);
1304     break;
1305 root 1.8
1306 root 1.12 case SP_POLYMORPH:
1307 elmex 1.1 #ifdef NO_POLYMORPH
1308 root 1.12 /* Not great, but at least provide feedback so if players do have
1309     * polymorph (ie, find it as a preset item or left over from before
1310     * it was disabled), they get some feedback.
1311     */
1312 root 1.60 op->failmsg ("The spell fizzles!");
1313 root 1.12 success = 0;
1314 elmex 1.1 #else
1315 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1316 elmex 1.1 #endif
1317 root 1.12 break;
1318 root 1.8
1319 root 1.12 case SP_ALCHEMY:
1320     success = alchemy (op, caster, spell_ob);
1321     break;
1322    
1323     case SP_REMOVE_CURSE:
1324     success = remove_curse (op, caster, spell_ob);
1325     break;
1326    
1327     case SP_IDENTIFY:
1328     success = cast_identify (op, caster, spell_ob);
1329     break;
1330    
1331     case SP_DETECTION:
1332     success = cast_detection (op, caster, spell_ob, skill);
1333     break;
1334    
1335     case SP_MOOD_CHANGE:
1336     success = mood_change (op, caster, spell_ob);
1337     break;
1338 elmex 1.1
1339 root 1.12 case SP_MOVING_BALL:
1340     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1341     {
1342 root 1.114 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1343 root 1.12 success = 0;
1344     }
1345     else
1346 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1347 root 1.12 break;
1348 elmex 1.1
1349 root 1.12 case SP_SWARM:
1350     success = fire_swarm (op, caster, spell_ob, dir);
1351     break;
1352    
1353     case SP_CHANGE_MANA:
1354     success = cast_transfer (op, caster, spell_ob, dir);
1355     break;
1356    
1357     case SP_DISPEL_RUNE:
1358     /* in rune.c */
1359     success = dispel_rune (op, caster, spell_ob, skill, dir);
1360     break;
1361    
1362     case SP_CREATE_MISSILE:
1363 root 1.97 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1364 root 1.12 break;
1365    
1366     case SP_CONSECRATE:
1367     success = cast_consecrate (op, caster, spell_ob);
1368     break;
1369    
1370     case SP_ANIMATE_WEAPON:
1371     success = animate_weapon (op, caster, spell_ob, dir);
1372     break;
1373    
1374     case SP_LIGHT:
1375     success = cast_light (op, caster, spell_ob, dir);
1376     break;
1377    
1378     case SP_CHANGE_MAP_LIGHT:
1379     success = cast_change_map_lightlevel (op, caster, spell_ob);
1380     break;
1381    
1382     case SP_FAERY_FIRE:
1383     success = cast_destruction (op, caster, spell_ob);
1384     break;
1385    
1386     case SP_CAUSE_DISEASE:
1387     success = cast_cause_disease (op, caster, spell_ob, dir);
1388     break;
1389    
1390     case SP_AURA:
1391     success = create_aura (op, caster, spell_ob);
1392     break;
1393    
1394     case SP_PARTY_SPELL:
1395 root 1.97 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1396 root 1.12 break;
1397    
1398     default:
1399 root 1.48 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1400 elmex 1.1 }
1401    
1402 root 1.115 // restore chosen_skill
1403     op->chosen_skill = chosen_skill;
1404    
1405 root 1.61 op->play_sound (
1406     success
1407     ? spell_ob->sound
1408     ? spell_ob->sound
1409     : sound_find ("spell_success")
1410     : sound_find ("fumble_spell")
1411     );
1412 elmex 1.1
1413 root 1.11 return success;
1414 elmex 1.1 }
1415    
1416 root 1.60 /* This is called from time.c/process_object(). That function
1417     * calls this for any SPELL_EFFECT type objects. This function
1418 elmex 1.1 * then dispatches them to the appropriate specific routines.
1419     */
1420 root 1.11 void
1421     move_spell_effect (object *op)
1422     {
1423     switch (op->subtype)
1424     {
1425 root 1.12 case SP_BOLT:
1426     move_bolt (op);
1427     break;
1428    
1429     case SP_BULLET:
1430     move_bullet (op);
1431     break;
1432    
1433     case SP_EXPLOSION:
1434     explosion (op);
1435     break;
1436    
1437     case SP_CONE:
1438     move_cone (op);
1439     break;
1440    
1441     case SP_BOMB:
1442     animate_bomb (op);
1443     break;
1444    
1445     case SP_MAGIC_MISSILE:
1446     move_missile (op);
1447     break;
1448    
1449     case SP_WORD_OF_RECALL:
1450     execute_word_of_recall (op);
1451     break;
1452    
1453     case SP_MOVING_BALL:
1454     move_ball_spell (op);
1455     break;
1456    
1457     case SP_SWARM:
1458     move_swarm_spell (op);
1459     break;
1460    
1461     case SP_AURA:
1462     move_aura (op);
1463     break;
1464 elmex 1.1 }
1465     }
1466    
1467 root 1.76 /* This is called by move_apply. Basically, if someone
1468 elmex 1.1 * moves onto a spell effect and the walk_on or fly_on flags
1469 root 1.76 * are set, this is called. This should only be called for
1470     * objects of the appropriate type.
1471 elmex 1.1 */
1472 root 1.11 void
1473     apply_spell_effect (object *spell, object *victim)
1474 elmex 1.1 {
1475 root 1.11 switch (spell->subtype)
1476     {
1477 root 1.12 case SP_CONE:
1478 root 1.116 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1479 root 1.12 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1480     break;
1481 root 1.8
1482 root 1.12 case SP_MAGIC_MISSILE:
1483 root 1.116 if (victim->flag [FLAG_ALIVE])
1484 root 1.12 {
1485 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1486 root 1.82 spell->destroy ();
1487 root 1.12 }
1488     break;
1489 root 1.8
1490 root 1.12 case SP_MOVING_BALL:
1491 root 1.116 if (victim->flag [FLAG_ALIVE])
1492 root 1.12 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1493 root 1.107 else if (victim->material != MATERIAL_NULL)
1494 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1495 root 1.81
1496 root 1.12 break;
1497 elmex 1.1 }
1498     }
1499 root 1.60
1500 elmex 1.93 /**
1501     * This function will let a fireball explode at the position of
1502     * the victim with a specific maximum level.
1503     */
1504     void
1505     create_exploding_ball_at (object *victim, int level)
1506     {
1507 root 1.121 object *ball = archetype::get (EXPLODING_FIREBALL);
1508 elmex 1.93 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1509     ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1510     ball->insert_at (victim);
1511     }