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Revision: 1.126
Committed: Wed Nov 21 12:12:03 2012 UTC (11 years, 6 months ago) by root
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Branch: MAIN
Changes since 1.125: +6 -45 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 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 root 1.126 /*
261 elmex 1.1 * 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 root 1.126 object::find_spell (shstr_cmp name) const
270 root 1.11 {
271 root 1.126 for (object *spob = inv; spob; spob = spob->below)
272     if (spob->name == name && spob->type == SPELL)
273     return spob;
274 root 1.11
275 root 1.126 return 0;
276 elmex 1.1 }
277    
278     /* reflwall - decides weither the (spell-)object sp_op will
279     * be reflected from the given mapsquare. Returns 1 if true.
280     * (Note that for living creatures there is a small chance that
281     * reflect_spell fails.)
282     * Caller should be sure it passes us valid map coordinates
283     * eg, updated for tiled maps.
284     */
285 root 1.11 int
286 root 1.17 reflwall (maptile *m, int x, int y, object *sp_op)
287 root 1.11 {
288     if (OUT_OF_REAL_MAP (m, x, y))
289     return 0;
290 root 1.79
291     for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
292 root 1.116 if (op->flag [FLAG_REFL_SPELL]
293     && (!op->flag [FLAG_ALIVE]
294 elmex 1.23 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
295 root 1.11 return 1;
296 elmex 1.1
297 root 1.11 return 0;
298 elmex 1.1 }
299    
300     /* cast_create_object: creates object new_op in direction dir
301     * or if that is blocked, beneath the player (op).
302     * we pass 'caster', but don't use it for anything.
303     * This is really just a simple wrapper function .
304 root 1.125 * returns true to indicate whether the operation was successful.
305     * destroys the object is unsuccessful.
306 elmex 1.1 */
307 root 1.125 bool
308 root 1.11 cast_create_obj (object *op, object *caster, object *new_op, int dir)
309 elmex 1.1 {
310 root 1.125 mapxy pos (op);
311     pos.move (dir);
312 elmex 1.1
313 root 1.125 if (!pos.normalise ()
314     || pos->blocks (op) // perversely enough, we check if the palyer can reach that space
315     || !new_op->can_drop_at (pos.m, pos.x, pos.y)
316     )
317     {
318     op->failmsg ("Your spell fizzles! H<Something is in the way.>");
319     new_op->destroy ();
320     return 0;
321 root 1.11 }
322 root 1.29
323 root 1.116 new_op->set_flag (FLAG_IDENTIFIED);
324 root 1.29
325 root 1.125 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
326    
327     return 1;
328 elmex 1.1 }
329    
330 root 1.95 static bool
331     mergable_owner (object *o1, object *o2)
332     {
333     if (o1 == o2)
334     return 1;
335    
336     if (!o1 || !o2)
337     return 0;
338    
339     if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
340     return 0;
341    
342     if (o1->is_player () || o2->is_player ())
343     return 0;
344    
345     return 1;
346     }
347    
348 elmex 1.1 /* Returns true if it is ok to put spell *op on the space/may provided.
349     * immune_stop is basically the attacktype of the spell (why
350     * passed as a different value, not sure of). If immune_stop
351     * has the AT_MAGIC bit set, and there is a counterwall
352     * on the space, the object doesn't get placed. if immune stop
353     * does not have AT_MAGIC, then counterwalls do not effect the spell.
354     */
355 root 1.11 int
356 root 1.17 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
357 root 1.11 {
358 root 1.32 if (!xy_normalise (m, x, y))
359     return 0;
360 root 1.11
361 root 1.32 mapspace &ms = m->at (x, y);
362 root 1.75 ms.update ();
363 root 1.11
364 root 1.32 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
365 root 1.11 return 0;
366    
367 root 1.95 int max_effects = 5; // max. number of similar spells per mapspace
368    
369 root 1.119 for (object *tmp = ms.top; tmp; tmp = tmp->below)
370 root 1.11 {
371     /* If there is a counterspell on the space, and this
372     * object is using magic, don't progress. I believe we could
373     * leave this out and let in progress, and other areas of the code
374     * will then remove it, but that would seem to to use more
375     * resources, and may not work as well if a player is standing
376     * on top of a counterwall spell (may hit the player before being
377     * removed.) On the other hand, it may be more dramatic for the
378     * spell to actually hit the counterwall and be sucked up.
379     */
380 elmex 1.40 if ((tmp->attacktype & AT_COUNTERSPELL)
381 root 1.116 && !tmp->flag [FLAG_MONSTER]
382 elmex 1.40 && (tmp->type != PLAYER)
383     && (tmp->type != WEAPON)
384     && (tmp->type != BOW)
385     && (tmp->type != ARROW)
386     && (tmp->type != GOLEM)
387 root 1.116 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
388 elmex 1.40 // we special case floor here because there
389     // are sometimes spell effect floors
390     // which are used to inflict damage
391     // (and those shouldn't go away from
392     // sanctuary) see also: permanent lava
393     && (immune_stop & AT_MAGIC))
394 root 1.11 return 0;
395    
396 root 1.95 if (tmp->type == op->type)
397     {
398     if (tmp->subtype == op->subtype
399     && tmp->arch == op->arch /* no harm if not comparing by name here */)
400     {
401     /* This is to prevent 'out of control' spells. Basically, this
402     * limits one spell effect per space per spell. This is definately
403     * needed for performance reasons, and just for playability I believe.
404     * there are no such things as multispaced spells right now, so
405     * we don't need to worry about the head.
406     */
407     if (tmp->stats.maxhp == op->stats.maxhp)
408     return 0;
409    
410     /*
411     * Combine similar spell effects into one spell effect. Needed for
412     * performance reasons with meteor swarm and the like, but also for
413     * playability reasons.
414     */
415     if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
416     if (mergable_owner (tmp, op))
417     {
418     // if same owner, then combine, but reduce advantage of multiple spells
419     max_it (tmp->stats.dam, op->stats.dam);
420     max_it (tmp->range , op->range);
421     max_it (tmp->duration , op->duration);
422     return 0;
423     }
424     }
425 root 1.11
426 root 1.95 // if there are too many spell effects on this space,
427     // then don't allow more of them, for performance reasons.
428     if (tmp->type == SPELL_EFFECT
429     && !--max_effects)
430     return 0;
431 elmex 1.1 }
432    
433 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
434     * ground to prevent it from moving along?
435     */
436 elmex 1.1 }
437 root 1.32
438 root 1.11 /* If it passes the above tests, it must be OK */
439     return 1;
440 elmex 1.1 }
441    
442     /* fire_arch_from_position: fires an archetype.
443     * op: person firing the object.
444     * caster: object casting the spell.
445     * x, y: where to fire the spell (note, it then uses op->map for the map
446     * for these coordinates, which is probably a really bad idea.
447     * dir: direction to fire in.
448     * spell: spell that is being fired. It uses other_arch for the archetype
449     * to fire.
450     * returns 0 on failure, 1 on success.
451     */
452 root 1.11 int
453     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
454     {
455 root 1.73 if (!spell->other_arch)
456     return 0;
457    
458     object *tmp = spell->other_arch->instance ();
459 elmex 1.1
460 root 1.73 if (!tmp)
461 root 1.11 return 0;
462 elmex 1.1
463 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
464     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
465     /* code in time.c uses food for some things, duration for others */
466     tmp->stats.food = tmp->duration;
467     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
468     tmp->attacktype = spell->attacktype;
469     tmp->direction = dir;
470 root 1.73 tmp->set_owner (op);
471 root 1.79 tmp->level = casting_level (caster, spell);
472 root 1.11 set_spell_skill (op, caster, spell, tmp);
473    
474     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
475     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
476 root 1.73 if (!tailor_god_spell (tmp, op))
477     return 0;
478    
479 root 1.116 if (tmp->flag [FLAG_IS_TURNABLE])
480 root 1.11 SET_ANIMATION (tmp, dir);
481 elmex 1.1
482 root 1.73 if ((tmp = op->map->insert (tmp, x, y, op)))
483 root 1.29 move_spell_effect (tmp);
484 elmex 1.1
485 root 1.11 return 1;
486 elmex 1.1 }
487    
488     /*****************************************************************************
489     *
490     * Code related to rods - perhaps better located in another file?
491     *
492     ****************************************************************************/
493 root 1.11 void
494     regenerate_rod (object *rod)
495     {
496     if (rod->stats.hp < rod->stats.maxhp)
497 root 1.104 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
498 elmex 1.1 }
499    
500 root 1.11 void
501     drain_rod_charge (object *rod)
502     {
503     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
504 elmex 1.1 }
505    
506     /* this function is commonly used to find a friendly target for
507     * spells such as heal or protection or armour
508     * op is what is looking for the target (which can be a player),
509     * dir is the direction we are looking in. Return object found, or
510     * NULL if no good object.
511     */
512 root 1.11 object *
513     find_target_for_friendly_spell (object *op, int dir)
514     {
515     object *tmp;
516    
517     /* I don't really get this block - if op isn't a player or rune,
518     * we then make the owner of this object the target.
519     * The owner could very well be no where near op.
520     */
521     if (op->type != PLAYER && op->type != RUNE)
522     {
523 root 1.21 tmp = op->owner;
524 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
525     * to the caster.
526     */
527 root 1.116 if (!tmp || !tmp->flag [FLAG_MONSTER])
528 root 1.11 tmp = op;
529 elmex 1.1 }
530 root 1.11 else
531     {
532 root 1.37 maptile *m = op->map;
533     sint16 x = op->x + freearr_x[dir];
534     sint16 y = op->y + freearr_y[dir];
535    
536     tmp = xy_normalise (m, x, y)
537     ? m->at (x, y).player ()
538     : 0;
539 root 1.11 }
540 root 1.26
541 root 1.11 /* didn't find a player there, look in current square for a player */
542 root 1.26 if (!tmp)
543     tmp = op->ms ().player ();
544 elmex 1.1
545 root 1.11 return tmp;
546 elmex 1.1 }
547    
548     /* raytrace:
549     * spell_find_dir(map, x, y, exclude) will search first the center square
550     * then some close squares in the given map at the given coordinates for
551     * live objects.
552     * It will not consider the object given as exclude (= caster) among possible
553     * live objects. If the caster is a player, the spell will go after
554     * monsters/generators only. If not, the spell will hunt players only.
555     * It returns the direction toward the first/closest live object if it finds
556     * any, otherwise -1.
557     * note that exclude can be NULL, in which case all bets are off.
558     */
559 root 1.11 int
560 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
561 root 1.11 {
562     int i, max = SIZEOFFREE;
563     sint16 nx, ny;
564     int owner_type = 0, mflags;
565     object *tmp;
566 root 1.17 maptile *mp;
567 root 1.11
568     if (exclude && exclude->head)
569     exclude = exclude->head;
570     if (exclude && exclude->type)
571     owner_type = exclude->type;
572    
573     for (i = rndm (1, 8); i < max; i++)
574     {
575     nx = x + freearr_x[i];
576     ny = y + freearr_y[i];
577     mp = m;
578     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
579     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
580     continue;
581    
582 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
583 root 1.11
584     while (tmp != NULL && (((owner_type == PLAYER &&
585 root 1.116 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
586 root 1.11 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
587     tmp = tmp->above;
588 elmex 1.1
589 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
590     return freedir[i];
591 elmex 1.1 }
592 root 1.11 return -1; /* flag for "keep going the way you were" */
593 elmex 1.1 }
594    
595     /* put_a_monster: puts a monster named monstername near by
596     * op. This creates the treasures for the monsters, and
597     * also deals with multipart monsters properly.
598     */
599 root 1.101 static void
600 root 1.11 put_a_monster (object *op, const char *monstername)
601     {
602     object *tmp, *head = NULL, *prev = NULL;
603     archetype *at;
604     int dir;
605    
606     /* Handle cases where we are passed a bogus mosntername */
607    
608 root 1.14 if ((at = archetype::find (monstername)) == NULL)
609 root 1.11 return;
610    
611     /* find a free square nearby
612     * first we check the closest square for free squares
613     */
614    
615 root 1.51 dir = find_first_free_spot (at, op->map, op->x, op->y);
616 root 1.11 if (dir != -1)
617     {
618     /* This is basically grabbed for generate monster. Fixed 971225 to
619     * insert multipart monsters properly
620     */
621 root 1.52 //TODO: use expand_tail + ...
622 root 1.11 while (at != NULL)
623     {
624 root 1.109 tmp = at->instance ();
625 root 1.51 tmp->x = op->x + freearr_x[dir] + at->x;
626     tmp->y = op->y + freearr_y[dir] + at->y;
627 root 1.11 tmp->map = op->map;
628     if (head)
629     {
630     tmp->head = head;
631     prev->more = tmp;
632 root 1.8 }
633 root 1.52
634 root 1.11 if (!head)
635     head = tmp;
636 root 1.52
637 root 1.11 prev = tmp;
638 root 1.52
639     at = (archetype *)at->more;
640 root 1.8 }
641    
642 root 1.11 if (head->randomitems)
643     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
644 root 1.8
645 root 1.11 insert_ob_in_map (head, op->map, op, 0);
646 root 1.8
647 root 1.11 /* thought it'd be cool to insert a burnout, too. */
648 root 1.70 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
649 elmex 1.1 }
650     }
651    
652     /* peterm: function which summons hostile monsters and
653     * places them in nearby squares.
654     * op is the summoner.
655     * n is the number of monsters.
656     * monstername is the name of the monster.
657     * returns the number of monsters, which is basically n.
658     * it should really see how many it successfully replaced and
659     * return that instead.
660     * Note that this is not used by any spells (summon evil monsters
661     * use to call this, but best I can tell, that spell/ability was
662     * never used. This is however used by various failures on the
663     * players part (alchemy, reincarnation, etc)
664     */
665 root 1.11 int
666     summon_hostile_monsters (object *op, int n, const char *monstername)
667     {
668     int i;
669    
670     for (i = 0; i < n; i++)
671     put_a_monster (op, monstername);
672 elmex 1.1
673 root 1.11 return n;
674 elmex 1.1 }
675    
676    
677     /* Some local definitions for shuffle-attack */
678 root 1.11 struct attacktype_shuffle
679     {
680     int attacktype;
681     int face;
682     } ATTACKS[22] =
683     {
684 root 1.41 { AT_PHYSICAL, 0},
685     { AT_PHYSICAL, 0}, /*face = explosion */
686     { AT_PHYSICAL, 0},
687     { AT_MAGIC, 1},
688     { AT_MAGIC, 1}, /* face = last-burnout */
689     { AT_MAGIC, 1},
690     { AT_FIRE, 2},
691     { AT_FIRE, 2}, /* face = fire.... */
692     { AT_FIRE, 2},
693     { AT_ELECTRICITY, 3},
694     { AT_ELECTRICITY, 3}, /* ball_lightning */
695     { AT_ELECTRICITY, 3},
696     { AT_COLD, 4},
697     { AT_COLD, 4}, /* face=icestorm */
698     { AT_COLD, 4},
699     { AT_CONFUSION, 5},
700     { AT_POISON, 7},
701     { AT_POISON, 7}, /* face = acid sphere. generator */
702     { AT_POISON, 7}, /* poisoncloud face */
703     { AT_SLOW, 8},
704     { AT_PARALYZE, 9},
705     { AT_FEAR, 10},
706     };
707 elmex 1.1
708     /* shuffle_attack: peterm
709     * This routine shuffles the attack of op to one of the
710     * ones in the list. It does this at random. It also
711     * chooses a face appropriate to the attack that is
712     * being committed by that square at the moment.
713     * right now it's being used by color spray and create pool of
714     * chaos.
715     * This could really be a better implementation - the
716     * faces and attacktypes above are hardcoded, which is never
717     * good. The faces refer to faces in the animation sequence.
718     * Not sure how to do better - but not having it hardcoded
719     * would be nice.
720     * I also fixed a bug here in that attacktype was |= -
721     * to me, that would be that it would quickly get all
722     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
723     */
724 root 1.11 void
725     shuffle_attack (object *op, int change_face)
726 elmex 1.1 {
727 root 1.11 int i;
728 elmex 1.1
729 root 1.11 i = rndm (0, 21);
730 elmex 1.1
731 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
732    
733     if (change_face)
734     {
735     SET_ANIMATION (op, ATTACKS[i].face);
736 elmex 1.1 }
737     }
738    
739     /* prayer_failure: This is called when a player fails
740     * at casting a prayer.
741     * op is the player.
742     * failure is basically how much grace they had.
743     * power is how much grace the spell would normally take to cast.
744     */
745 root 1.118
746     #define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
747    
748 root 1.101 static void
749 root 1.11 prayer_failure (object *op, int failure, int power)
750     {
751     const char *godname;
752     object *tmp;
753 elmex 1.1
754 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
755     godname = "Your spirit";
756 elmex 1.1
757 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
758 elmex 1.1 {
759 root 1.118 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
760 root 1.121 tmp = archetype::get (SPELL_WONDER);
761 root 1.11 cast_cone (op, op, 0, tmp);
762 root 1.82 tmp->destroy ();
763 elmex 1.1 }
764    
765 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
766 elmex 1.1 {
767 root 1.118 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
768 root 1.11 confuse_player (op, op, 99);
769 elmex 1.1 }
770 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
771 elmex 1.1 {
772 root 1.118 op->failmsgf ("%s requires you to pray NOW. "
773     "You comply, ignoring all else." HINT_GRACE,
774     godname);
775 root 1.11 paralyze_player (op, op, 99);
776 elmex 1.1 }
777 root 1.11 else if (failure <= -150) /* blast the immediate area */
778     {
779 root 1.121 tmp = archetype::get (GOD_POWER);
780 root 1.118 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
781 root 1.11 cast_magic_storm (op, tmp, power);
782 elmex 1.1 }
783     }
784    
785 root 1.125 /*
786 elmex 1.1 * spell_failure() handles the various effects for differing degrees
787     * of failure badness.
788     * op is the player that failed.
789     * failure is a random value of how badly you failed.
790     * power is how many spellpoints you'd normally need for the spell.
791     * skill is the skill you'd need to cast the spell.
792     */
793 root 1.11 void
794     spell_failure (object *op, int failure, int power, object *skill)
795     {
796     object *tmp;
797 elmex 1.1
798 root 1.11 if (settings.spell_failure_effects == FALSE)
799     return;
800 elmex 1.1
801 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
802 elmex 1.1 {
803 root 1.118 op->failmsg ("Your spell causes an unexpected effect.");
804 root 1.121 tmp = archetype::get (SPELL_WONDER);
805 root 1.11 cast_cone (op, op, 0, tmp);
806 root 1.82 tmp->destroy ();
807 elmex 1.1 }
808    
809 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
810 elmex 1.1 {
811 root 1.118 op->failmsg ("Your magic recoils on you, making you confused!");
812 root 1.11 confuse_player (op, op, 99);
813 elmex 1.1 }
814 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
815 elmex 1.1 {
816 root 1.118 op->failmsg ("Your magic stuns you!");
817 root 1.11 paralyze_player (op, op, 99);
818 elmex 1.1 }
819 root 1.11 else if (failure <= -80) /* blast the immediate area */
820     {
821     object *tmp;
822 root 1.8
823 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
824     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
825     {
826 root 1.118 op->failmsg ("The magic warps and you are turned inside out!");
827 root 1.11 hit_player (op, 9998, op, AT_INTERNAL, 1);
828 root 1.8
829 root 1.11 }
830     else
831     {
832 root 1.118 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
833 root 1.121 tmp = archetype::get (LOOSE_MANA);
834 root 1.11 tmp->level = skill->level;
835    
836     /* increase the area of destruction a little for more powerful spells */
837     tmp->range += isqrt (power);
838    
839     if (power > 25)
840     tmp->stats.dam = 25 + isqrt (power);
841     else
842     tmp->stats.dam = power; /* nasty recoils! */
843 root 1.8
844 root 1.11 tmp->stats.maxhp = tmp->count;
845 root 1.29
846     tmp->insert_at (op);
847 root 1.8 }
848 elmex 1.1 }
849     }
850    
851 root 1.100 static int
852 root 1.97 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
853 root 1.11 {
854     if (!spell_ob->other_arch)
855 elmex 1.1 {
856 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
857     return 0;
858     }
859 root 1.57
860 root 1.109 object *spell = spell_ob->other_arch->instance ();
861 elmex 1.1
862 root 1.11 /* Always cast spell on caster */
863 root 1.98 int success = cast_spell (op, caster, dir, spell, spellparam);
864 elmex 1.1
865 root 1.96 if (!op->contr || !op->contr->party)
866 root 1.11 {
867 root 1.19 spell->remove ();
868 root 1.11 return success;
869 elmex 1.1 }
870 root 1.57
871 root 1.27 for_all_players (pl)
872 root 1.98 if ((pl->ob->contr->party == op->contr->party)
873     && on_same_map (pl->ob, op)
874     && pl->ob != op)
875 root 1.97 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
876 root 1.57
877 root 1.19 spell->remove ();
878 root 1.11 return success;
879     }
880 elmex 1.1
881     /* This is where the main dispatch when someone casts a spell.
882     *
883     * op is the creature that is owner of the object that is casting the spell -
884     * eg, the player or monster.
885     * caster is the actual object (wand, potion) casting the spell. can be
886     * same as op.
887     * dir is the direction to cast in. Note in some cases, if the spell
888     * is self only, dir really doesn't make a difference.
889     * spell_ob is the spell object that is being cast. From that,
890     * we can determine what to do.
891 root 1.97 * spellparam is any options that are being used. It can be NULL. Almost
892 elmex 1.1 * certainly, only players will set it. It is basically used as optional
893     * parameters to a spell (eg, item to create, information for marking runes,
894     * etc.
895     * returns 1 on successful cast, or 0 on error. These values should really
896     * be swapped, so that 0 is successful, and non zero is failure, with a code
897     * of what it failed.
898     *
899     * Note that this function is really a dispatch routine that calls other
900     * functions - it just blindly returns what ever value those functions
901     * return. So if your writing a new function that is called from this,
902     * it shoudl also return 1 on success, 0 on failure.
903     *
904     * if it is a player casting the spell (op->type == PLAYER, op == caster),
905     * this function will decrease the mana/grace appropriately. For other
906     * objects, the caller should do what it considers appropriate.
907     */
908 root 1.11 int
909 root 1.97 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
910 root 1.11 {
911     const char *godname;
912 root 1.86 int success = 0;
913 elmex 1.1
914 root 1.117 // make sure spells always take a while, so a) we don't flood the
915     // user with messages and b) too many failures can be harmful (smiting).
916     op->speed_left -= 4 * op->speed; // ~0.5s on failure
917    
918 root 1.11 if (!spell_ob)
919     {
920     LOG (llevError, "cast_spell: null spell object passed\n");
921     return 0;
922 elmex 1.1 }
923 root 1.13
924 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
925     godname = "A random spirit";
926 elmex 1.1
927 root 1.11 /* the caller should set caster to op if appropriate */
928     if (!caster)
929     {
930     LOG (llevError, "cast_spell: null caster object passed\n");
931     return 0;
932 elmex 1.1 }
933    
934 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
935     * an issue, because they don't have any spellpaths set up.
936     */
937 root 1.116 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
938 root 1.11 {
939 root 1.118 op->failmsg ("That spell path is denied to you.");
940 root 1.11 return 0;
941 elmex 1.1 }
942    
943 root 1.115 object *skill = 0;
944    
945 root 1.11 /* if it is a player casting the spell, and they are really casting it
946     * (vs it coming from a wand, scroll, or whatever else), do some
947     * checks. We let monsters do special things - eg, they
948 root 1.115 * don't need the SKILL, BYpass level checks, etc. The monster function
949 root 1.11 * should take care of that.
950     * Remove the wiz check here and move it further down - some spells
951     * need to have the right skill pointer passed, so we need to
952     * at least process that code.
953     */
954     if (op->type == PLAYER && op == caster)
955     {
956     if (spell_ob->skill)
957     {
958     skill = find_skill_by_name (op, spell_ob->skill);
959 root 1.45
960 root 1.11 if (!skill)
961     {
962 root 1.114 op->failmsgf ("You need the %s skill to cast %s! "
963     "H<You either need to learn the skill via a skill scroll "
964     "or you need to wear a talisman, holy symbol or another skill tool.>",
965     &spell_ob->skill, &spell_ob->name);
966 root 1.112 return 0;
967 root 1.79 }
968    
969     const char *msg = "";
970    
971     int caster_level = skill->level;
972    
973     if (op->path_attuned & spell_ob->path_attuned)
974     {
975 root 1.86 caster_level += min (caster_level, ATTUNE_REPELL);
976 root 1.79 msg = " (attuned)";
977     }
978    
979     if (op->path_repelled & spell_ob->path_attuned)
980     {
981 root 1.84 caster_level -= ATTUNE_REPELL; // negative is ok
982 root 1.79 msg = " (repelled)";
983 root 1.8 }
984 root 1.45
985 root 1.80 if (spell_ob->level > caster_level)
986 root 1.11 {
987 root 1.114 op->failmsgf ("You lack enough skill to cast that spell! "
988     "H<Your effective cast level is %d%s, but level %d is required.>",
989     caster_level, msg, spell_ob->level);
990 root 1.79 if (!op->is_wiz ())
991     return 0;
992 root 1.8 }
993     }
994 root 1.45
995 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
996     * to have sufficient grace/mana.
997     */
998 root 1.116 if (!op->flag [FLAG_WIZCAST])
999 root 1.11 {
1000     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1001     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1002     {
1003 root 1.60 op->failmsg ("You don't have enough mana!");
1004 root 1.11 return 0;
1005 root 1.8 }
1006 root 1.30
1007 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1008     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1009     {
1010     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1011     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1012 root 1.60 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1013 root 1.11 else
1014     {
1015     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1016 root 1.114 op->failmsgf ("%s ignores your prayer.", godname);
1017 root 1.11 return 0;
1018 root 1.8 }
1019     }
1020    
1021 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1022     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1023 root 1.103 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1024 root 1.11 {
1025 root 1.55 op->contr->play_sound (sound_find ("fumble_spell"));
1026 root 1.60 op->failmsg ("You fumble the prayer.");
1027 root 1.35
1028 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1029     return 0;
1030     }
1031     else if (spell_ob->stats.sp)
1032     {
1033     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1034    
1035     if (failure < 0)
1036     {
1037 root 1.60 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1038 root 1.11 if (settings.spell_failure_effects == TRUE)
1039     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1040 root 1.42
1041 root 1.11 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1042     return 0;
1043 root 1.8 }
1044     }
1045     }
1046 elmex 1.1 }
1047    
1048 root 1.60 int mflags = op->ms ().flags ();
1049 root 1.11
1050     /* See if we can cast a spell here. If the caster and op are
1051     * not alive, then this would mean that the mapmaker put the
1052     * objects on the space - presume that they know what they are
1053     * doing.
1054     */
1055 elmex 1.9
1056 root 1.116 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1057 root 1.11 {
1058 root 1.113 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1059 root 1.58 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1060 root 1.11 return 0;
1061     }
1062    
1063     if ((spell_ob->type == SPELL)
1064     && (caster->type != POTION)
1065 root 1.116 && !op->flag [FLAG_WIZCAST]
1066     && (caster->flag [FLAG_ALIVE]
1067     || op->flag [FLAG_ALIVE])
1068 root 1.11 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1069     {
1070     if (op->type != PLAYER)
1071 elmex 1.9 return 0;
1072    
1073 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1074 root 1.114 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1075 root 1.43 else if (object *item = op->contr->ranged_ob)
1076     {
1077     if (item->type == SPELL)
1078 root 1.60 op->failmsg ("Something blocks your spellcasting.");
1079 root 1.43 else if (item->type == SCROLL)
1080 root 1.60 op->failmsg ("Something blocks the magic of your scroll.");
1081 root 1.43 else
1082 root 1.60 op->failmsg ("Something blocks the magic of your item.");
1083 root 1.43 }
1084 root 1.11 else
1085 root 1.60 op->failmsg ("Something blocks the spell!");
1086 root 1.42
1087 root 1.11 return 0;
1088     }
1089 elmex 1.1
1090 root 1.117 // undo the flood protection from earlier
1091     op->speed_left += 4 * op->speed; // ~0.5s on failure
1092    
1093 root 1.46 /* Take into account how long it takes to cast the spell.
1094     * if the player is casting it, then we use the time in
1095     * the spell object. If it is a spell object, have it
1096     * take two ticks. Things that cast spells on the players
1097     * behalf (eg, altars, and whatever else) shouldn't cost
1098     * the player any time.
1099     * Ignore casting time for firewalls
1100     */
1101     if (caster == op && caster->type != FIREWALL)
1102 root 1.11 {
1103 root 1.108 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1104 root 1.46 /* Other portions of the code may also decrement the speed of the player, so
1105     * put a lower limit so that the player isn't stuck here too long
1106 root 1.11 */
1107 root 1.108 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1108     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1109 elmex 1.1 }
1110 root 1.46 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1111 root 1.108 op->speed_left -= 2 * op->speed;
1112 elmex 1.1
1113 root 1.11 if (op->type == PLAYER && op == caster)
1114     {
1115     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1116     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1117 elmex 1.1 }
1118    
1119 root 1.11 /* We want to try to find the skill to properly credit exp.
1120     * for spell casting objects, the exp goes to the skill the casting
1121     * object requires.
1122     */
1123     if (op != caster && !skill && caster->skill)
1124     {
1125     skill = find_skill_by_name (op, caster->skill);
1126 root 1.115
1127 root 1.11 if (!skill)
1128     {
1129 root 1.114 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1130 root 1.11 return 0;
1131 root 1.8 }
1132 elmex 1.1 }
1133    
1134 root 1.97 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1135 root 1.48 return RESULT_INT (0);
1136    
1137 root 1.115 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1138     // at least temporarily, which might not be true due to slot restrictions, but hey
1139     // invoke requires it basically.
1140    
1141     object *chosen_skill = op->chosen_skill;
1142     op->chosen_skill = skill;
1143    
1144 root 1.11 switch (spell_ob->subtype)
1145     {
1146 root 1.45 /* The order of case statements is same as the order they show up
1147 root 1.94 * in spells.h.
1148 root 1.45 */
1149 root 1.12 case SP_RAISE_DEAD:
1150 root 1.97 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1151 root 1.12 break;
1152    
1153     case SP_RUNE:
1154 root 1.97 success = write_rune (op, caster, spell_ob, dir, spellparam);
1155 root 1.12 break;
1156    
1157     case SP_MAKE_MARK:
1158 root 1.97 success = write_mark (op, spell_ob, spellparam);
1159 root 1.12 break;
1160    
1161     case SP_BOLT:
1162     success = fire_bolt (op, caster, dir, spell_ob, skill);
1163     break;
1164    
1165     case SP_BULLET:
1166     success = fire_bullet (op, caster, dir, spell_ob);
1167     break;
1168    
1169     case SP_CONE:
1170     success = cast_cone (op, caster, dir, spell_ob);
1171     break;
1172    
1173     case SP_BOMB:
1174     success = create_bomb (op, caster, dir, spell_ob);
1175     break;
1176    
1177     case SP_WONDER:
1178     success = cast_wonder (op, caster, dir, spell_ob);
1179     break;
1180    
1181     case SP_SMITE:
1182     success = cast_smite_spell (op, caster, dir, spell_ob);
1183     break;
1184    
1185     case SP_MAGIC_MISSILE:
1186 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1187 root 1.12 break;
1188    
1189     case SP_SUMMON_GOLEM:
1190     success = summon_golem (op, caster, dir, spell_ob);
1191     break;
1192    
1193     case SP_DIMENSION_DOOR:
1194     /* dimension door needs the actual caster, because that is what is
1195     * moved.
1196     */
1197 root 1.97 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1198 root 1.12 break;
1199 root 1.8
1200 root 1.12 case SP_MAGIC_MAPPING:
1201     if (op->type == PLAYER)
1202     {
1203     spell_effect (spell_ob, op->x, op->y, op->map, op);
1204     draw_magic_map (op);
1205     success = 1;
1206     }
1207     else
1208     success = 0;
1209     break;
1210 elmex 1.1
1211 root 1.12 case SP_MAGIC_WALL:
1212     success = magic_wall (op, caster, dir, spell_ob);
1213     break;
1214 root 1.8
1215 root 1.12 case SP_DESTRUCTION:
1216     success = cast_destruction (op, caster, spell_ob);
1217     break;
1218 root 1.8
1219 root 1.12 case SP_PERCEIVE_SELF:
1220     success = perceive_self (op);
1221     break;
1222 root 1.8
1223 root 1.12 case SP_WORD_OF_RECALL:
1224     success = cast_word_of_recall (op, caster, spell_ob);
1225     break;
1226 root 1.8
1227 root 1.12 case SP_INVISIBLE:
1228     success = cast_invisible (op, caster, spell_ob);
1229     break;
1230 root 1.8
1231 root 1.12 case SP_PROBE:
1232     success = probe (op, caster, spell_ob, dir);
1233     break;
1234 root 1.8
1235 root 1.12 case SP_HEALING:
1236     success = cast_heal (op, caster, spell_ob, dir);
1237     break;
1238 root 1.8
1239 root 1.12 case SP_CREATE_FOOD:
1240 root 1.97 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1241 root 1.12 break;
1242 root 1.8
1243 root 1.12 case SP_EARTH_TO_DUST:
1244     success = cast_earth_to_dust (op, caster, spell_ob);
1245     break;
1246 root 1.8
1247 root 1.12 case SP_CHANGE_ABILITY:
1248     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1249     break;
1250 root 1.8
1251 root 1.12 case SP_BLESS:
1252     success = cast_bless (op, caster, spell_ob, dir);
1253     break;
1254 root 1.8
1255 root 1.12 case SP_CURSE:
1256     success = cast_curse (op, caster, spell_ob, dir);
1257     break;
1258 root 1.8
1259 root 1.12 case SP_SUMMON_MONSTER:
1260 root 1.97 success = summon_object (op, caster, spell_ob, dir, spellparam);
1261 root 1.12 break;
1262 root 1.8
1263 root 1.12 case SP_CHARGING:
1264     success = recharge (op, caster, spell_ob);
1265     break;
1266 root 1.8
1267 root 1.12 case SP_POLYMORPH:
1268 elmex 1.1 #ifdef NO_POLYMORPH
1269 root 1.12 /* Not great, but at least provide feedback so if players do have
1270     * polymorph (ie, find it as a preset item or left over from before
1271     * it was disabled), they get some feedback.
1272     */
1273 root 1.60 op->failmsg ("The spell fizzles!");
1274 root 1.12 success = 0;
1275 elmex 1.1 #else
1276 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1277 elmex 1.1 #endif
1278 root 1.12 break;
1279 root 1.8
1280 root 1.12 case SP_ALCHEMY:
1281     success = alchemy (op, caster, spell_ob);
1282     break;
1283    
1284     case SP_REMOVE_CURSE:
1285     success = remove_curse (op, caster, spell_ob);
1286     break;
1287    
1288     case SP_IDENTIFY:
1289     success = cast_identify (op, caster, spell_ob);
1290     break;
1291    
1292     case SP_DETECTION:
1293     success = cast_detection (op, caster, spell_ob, skill);
1294     break;
1295    
1296     case SP_MOOD_CHANGE:
1297     success = mood_change (op, caster, spell_ob);
1298     break;
1299 elmex 1.1
1300 root 1.12 case SP_MOVING_BALL:
1301     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1302     {
1303 root 1.114 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1304 root 1.12 success = 0;
1305     }
1306     else
1307 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1308 root 1.12 break;
1309 elmex 1.1
1310 root 1.12 case SP_SWARM:
1311     success = fire_swarm (op, caster, spell_ob, dir);
1312     break;
1313    
1314     case SP_CHANGE_MANA:
1315     success = cast_transfer (op, caster, spell_ob, dir);
1316     break;
1317    
1318     case SP_DISPEL_RUNE:
1319     /* in rune.c */
1320     success = dispel_rune (op, caster, spell_ob, skill, dir);
1321     break;
1322    
1323     case SP_CREATE_MISSILE:
1324 root 1.97 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1325 root 1.12 break;
1326    
1327     case SP_CONSECRATE:
1328     success = cast_consecrate (op, caster, spell_ob);
1329     break;
1330    
1331     case SP_ANIMATE_WEAPON:
1332     success = animate_weapon (op, caster, spell_ob, dir);
1333     break;
1334    
1335     case SP_LIGHT:
1336     success = cast_light (op, caster, spell_ob, dir);
1337     break;
1338    
1339     case SP_CHANGE_MAP_LIGHT:
1340     success = cast_change_map_lightlevel (op, caster, spell_ob);
1341     break;
1342    
1343     case SP_FAERY_FIRE:
1344     success = cast_destruction (op, caster, spell_ob);
1345     break;
1346    
1347     case SP_CAUSE_DISEASE:
1348     success = cast_cause_disease (op, caster, spell_ob, dir);
1349     break;
1350    
1351     case SP_AURA:
1352     success = create_aura (op, caster, spell_ob);
1353     break;
1354    
1355     case SP_PARTY_SPELL:
1356 root 1.97 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1357 root 1.12 break;
1358    
1359     default:
1360 root 1.48 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1361 elmex 1.1 }
1362    
1363 root 1.115 // restore chosen_skill
1364     op->chosen_skill = chosen_skill;
1365    
1366 root 1.61 op->play_sound (
1367     success
1368     ? spell_ob->sound
1369     ? spell_ob->sound
1370     : sound_find ("spell_success")
1371     : sound_find ("fumble_spell")
1372     );
1373 elmex 1.1
1374 root 1.11 return success;
1375 elmex 1.1 }
1376    
1377 root 1.60 /* This is called from time.c/process_object(). That function
1378     * calls this for any SPELL_EFFECT type objects. This function
1379 elmex 1.1 * then dispatches them to the appropriate specific routines.
1380     */
1381 root 1.11 void
1382     move_spell_effect (object *op)
1383     {
1384     switch (op->subtype)
1385     {
1386 root 1.12 case SP_BOLT:
1387     move_bolt (op);
1388     break;
1389    
1390     case SP_BULLET:
1391     move_bullet (op);
1392     break;
1393    
1394     case SP_EXPLOSION:
1395     explosion (op);
1396     break;
1397    
1398     case SP_CONE:
1399     move_cone (op);
1400     break;
1401    
1402     case SP_BOMB:
1403     animate_bomb (op);
1404     break;
1405    
1406     case SP_MAGIC_MISSILE:
1407     move_missile (op);
1408     break;
1409    
1410     case SP_WORD_OF_RECALL:
1411     execute_word_of_recall (op);
1412     break;
1413    
1414     case SP_MOVING_BALL:
1415     move_ball_spell (op);
1416     break;
1417    
1418     case SP_SWARM:
1419     move_swarm_spell (op);
1420     break;
1421    
1422     case SP_AURA:
1423     move_aura (op);
1424     break;
1425 elmex 1.1 }
1426     }
1427    
1428 root 1.76 /* This is called by move_apply. Basically, if someone
1429 elmex 1.1 * moves onto a spell effect and the walk_on or fly_on flags
1430 root 1.76 * are set, this is called. This should only be called for
1431     * objects of the appropriate type.
1432 elmex 1.1 */
1433 root 1.11 void
1434     apply_spell_effect (object *spell, object *victim)
1435 elmex 1.1 {
1436 root 1.11 switch (spell->subtype)
1437     {
1438 root 1.12 case SP_CONE:
1439 root 1.116 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1440 root 1.12 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1441     break;
1442 root 1.8
1443 root 1.12 case SP_MAGIC_MISSILE:
1444 root 1.116 if (victim->flag [FLAG_ALIVE])
1445 root 1.12 {
1446 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1447 root 1.82 spell->destroy ();
1448 root 1.12 }
1449     break;
1450 root 1.8
1451 root 1.12 case SP_MOVING_BALL:
1452 root 1.116 if (victim->flag [FLAG_ALIVE])
1453 root 1.12 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1454 root 1.107 else if (victim->material != MATERIAL_NULL)
1455 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1456 root 1.81
1457 root 1.12 break;
1458 elmex 1.1 }
1459     }
1460 root 1.60
1461 elmex 1.93 /**
1462     * This function will let a fireball explode at the position of
1463     * the victim with a specific maximum level.
1464     */
1465     void
1466     create_exploding_ball_at (object *victim, int level)
1467     {
1468 root 1.121 object *ball = archetype::get (EXPLODING_FIREBALL);
1469 elmex 1.93 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1470     ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1471     ball->insert_at (victim);
1472     }