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Revision: 1.128
Committed: Wed Nov 16 23:42:03 2016 UTC (7 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.127: +1 -1 lines
Log Message:
copyright update 2016

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 1.128 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 1.127 object::find_spell (const_utf8_string prefix) const
270 root 1.11 {
271 root 1.127 if (shstr_cmp name = prefix)
272     {
273     // case 1, match spell name exactly
274     for (object *spob = inv; spob; spob = spob->below)
275     if (spob->name == name && spob->type == SPELL)
276     return spob;
277     }
278     else
279     {
280     // case 2, match prefix
281     int len = strlen (prefix);
282    
283     for (object *spob = inv; spob; spob = spob->below)
284     if (spob->type == SPELL
285     && spob->name.length () < len
286     && prefix [spob->name.length ()] <= ' '
287     && !memcmp (prefix, spob->name, spob->name.length ()))
288     return spob;
289     }
290 root 1.11
291 root 1.126 return 0;
292 elmex 1.1 }
293    
294     /* reflwall - decides weither the (spell-)object sp_op will
295     * be reflected from the given mapsquare. Returns 1 if true.
296     * (Note that for living creatures there is a small chance that
297     * reflect_spell fails.)
298     * Caller should be sure it passes us valid map coordinates
299     * eg, updated for tiled maps.
300     */
301 root 1.11 int
302 root 1.17 reflwall (maptile *m, int x, int y, object *sp_op)
303 root 1.11 {
304     if (OUT_OF_REAL_MAP (m, x, y))
305     return 0;
306 root 1.79
307     for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
308 root 1.116 if (op->flag [FLAG_REFL_SPELL]
309     && (!op->flag [FLAG_ALIVE]
310 elmex 1.23 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
311 root 1.11 return 1;
312 elmex 1.1
313 root 1.11 return 0;
314 elmex 1.1 }
315    
316     /* cast_create_object: creates object new_op in direction dir
317     * or if that is blocked, beneath the player (op).
318     * we pass 'caster', but don't use it for anything.
319     * This is really just a simple wrapper function .
320 root 1.125 * returns true to indicate whether the operation was successful.
321     * destroys the object is unsuccessful.
322 elmex 1.1 */
323 root 1.125 bool
324 root 1.11 cast_create_obj (object *op, object *caster, object *new_op, int dir)
325 elmex 1.1 {
326 root 1.125 mapxy pos (op);
327     pos.move (dir);
328 elmex 1.1
329 root 1.125 if (!pos.normalise ()
330     || pos->blocks (op) // perversely enough, we check if the palyer can reach that space
331     || !new_op->can_drop_at (pos.m, pos.x, pos.y)
332     )
333     {
334     op->failmsg ("Your spell fizzles! H<Something is in the way.>");
335     new_op->destroy ();
336     return 0;
337 root 1.11 }
338 root 1.29
339 root 1.116 new_op->set_flag (FLAG_IDENTIFIED);
340 root 1.29
341 root 1.125 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
342    
343     return 1;
344 elmex 1.1 }
345    
346 root 1.95 static bool
347     mergable_owner (object *o1, object *o2)
348     {
349     if (o1 == o2)
350     return 1;
351    
352     if (!o1 || !o2)
353     return 0;
354    
355     if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
356     return 0;
357    
358     if (o1->is_player () || o2->is_player ())
359     return 0;
360    
361     return 1;
362     }
363    
364 elmex 1.1 /* Returns true if it is ok to put spell *op on the space/may provided.
365     * immune_stop is basically the attacktype of the spell (why
366     * passed as a different value, not sure of). If immune_stop
367     * has the AT_MAGIC bit set, and there is a counterwall
368     * on the space, the object doesn't get placed. if immune stop
369     * does not have AT_MAGIC, then counterwalls do not effect the spell.
370     */
371 root 1.11 int
372 root 1.17 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
373 root 1.11 {
374 root 1.32 if (!xy_normalise (m, x, y))
375     return 0;
376 root 1.11
377 root 1.32 mapspace &ms = m->at (x, y);
378 root 1.75 ms.update ();
379 root 1.11
380 root 1.32 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
381 root 1.11 return 0;
382    
383 root 1.95 int max_effects = 5; // max. number of similar spells per mapspace
384    
385 root 1.119 for (object *tmp = ms.top; tmp; tmp = tmp->below)
386 root 1.11 {
387     /* If there is a counterspell on the space, and this
388     * object is using magic, don't progress. I believe we could
389     * leave this out and let in progress, and other areas of the code
390     * will then remove it, but that would seem to to use more
391     * resources, and may not work as well if a player is standing
392     * on top of a counterwall spell (may hit the player before being
393     * removed.) On the other hand, it may be more dramatic for the
394     * spell to actually hit the counterwall and be sucked up.
395     */
396 elmex 1.40 if ((tmp->attacktype & AT_COUNTERSPELL)
397 root 1.116 && !tmp->flag [FLAG_MONSTER]
398 elmex 1.40 && (tmp->type != PLAYER)
399     && (tmp->type != WEAPON)
400     && (tmp->type != BOW)
401     && (tmp->type != ARROW)
402     && (tmp->type != GOLEM)
403 root 1.116 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
404 elmex 1.40 // we special case floor here because there
405     // are sometimes spell effect floors
406     // which are used to inflict damage
407     // (and those shouldn't go away from
408     // sanctuary) see also: permanent lava
409     && (immune_stop & AT_MAGIC))
410 root 1.11 return 0;
411    
412 root 1.95 if (tmp->type == op->type)
413     {
414     if (tmp->subtype == op->subtype
415     && tmp->arch == op->arch /* no harm if not comparing by name here */)
416     {
417     /* This is to prevent 'out of control' spells. Basically, this
418     * limits one spell effect per space per spell. This is definately
419     * needed for performance reasons, and just for playability I believe.
420     * there are no such things as multispaced spells right now, so
421     * we don't need to worry about the head.
422     */
423     if (tmp->stats.maxhp == op->stats.maxhp)
424     return 0;
425    
426     /*
427     * Combine similar spell effects into one spell effect. Needed for
428     * performance reasons with meteor swarm and the like, but also for
429     * playability reasons.
430     */
431     if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
432     if (mergable_owner (tmp, op))
433     {
434     // if same owner, then combine, but reduce advantage of multiple spells
435     max_it (tmp->stats.dam, op->stats.dam);
436     max_it (tmp->range , op->range);
437     max_it (tmp->duration , op->duration);
438     return 0;
439     }
440     }
441 root 1.11
442 root 1.95 // if there are too many spell effects on this space,
443     // then don't allow more of them, for performance reasons.
444     if (tmp->type == SPELL_EFFECT
445     && !--max_effects)
446     return 0;
447 elmex 1.1 }
448    
449 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
450     * ground to prevent it from moving along?
451     */
452 elmex 1.1 }
453 root 1.32
454 root 1.11 /* If it passes the above tests, it must be OK */
455     return 1;
456 elmex 1.1 }
457    
458     /* fire_arch_from_position: fires an archetype.
459     * op: person firing the object.
460     * caster: object casting the spell.
461     * x, y: where to fire the spell (note, it then uses op->map for the map
462     * for these coordinates, which is probably a really bad idea.
463     * dir: direction to fire in.
464     * spell: spell that is being fired. It uses other_arch for the archetype
465     * to fire.
466     * returns 0 on failure, 1 on success.
467     */
468 root 1.11 int
469     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
470     {
471 root 1.73 if (!spell->other_arch)
472     return 0;
473    
474     object *tmp = spell->other_arch->instance ();
475 elmex 1.1
476 root 1.73 if (!tmp)
477 root 1.11 return 0;
478 elmex 1.1
479 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
480     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
481     /* code in time.c uses food for some things, duration for others */
482     tmp->stats.food = tmp->duration;
483     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
484     tmp->attacktype = spell->attacktype;
485     tmp->direction = dir;
486 root 1.73 tmp->set_owner (op);
487 root 1.79 tmp->level = casting_level (caster, spell);
488 root 1.11 set_spell_skill (op, caster, spell, tmp);
489    
490     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
491     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
492 root 1.73 if (!tailor_god_spell (tmp, op))
493     return 0;
494    
495 root 1.116 if (tmp->flag [FLAG_IS_TURNABLE])
496 root 1.11 SET_ANIMATION (tmp, dir);
497 elmex 1.1
498 root 1.73 if ((tmp = op->map->insert (tmp, x, y, op)))
499 root 1.29 move_spell_effect (tmp);
500 elmex 1.1
501 root 1.11 return 1;
502 elmex 1.1 }
503    
504     /*****************************************************************************
505     *
506     * Code related to rods - perhaps better located in another file?
507     *
508     ****************************************************************************/
509 root 1.11 void
510     regenerate_rod (object *rod)
511     {
512     if (rod->stats.hp < rod->stats.maxhp)
513 root 1.104 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
514 elmex 1.1 }
515    
516 root 1.11 void
517     drain_rod_charge (object *rod)
518     {
519     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
520 elmex 1.1 }
521    
522     /* this function is commonly used to find a friendly target for
523     * spells such as heal or protection or armour
524     * op is what is looking for the target (which can be a player),
525     * dir is the direction we are looking in. Return object found, or
526     * NULL if no good object.
527     */
528 root 1.11 object *
529     find_target_for_friendly_spell (object *op, int dir)
530     {
531     object *tmp;
532    
533     /* I don't really get this block - if op isn't a player or rune,
534     * we then make the owner of this object the target.
535     * The owner could very well be no where near op.
536     */
537     if (op->type != PLAYER && op->type != RUNE)
538     {
539 root 1.21 tmp = op->owner;
540 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
541     * to the caster.
542     */
543 root 1.116 if (!tmp || !tmp->flag [FLAG_MONSTER])
544 root 1.11 tmp = op;
545 elmex 1.1 }
546 root 1.11 else
547     {
548 root 1.37 maptile *m = op->map;
549     sint16 x = op->x + freearr_x[dir];
550     sint16 y = op->y + freearr_y[dir];
551    
552     tmp = xy_normalise (m, x, y)
553     ? m->at (x, y).player ()
554     : 0;
555 root 1.11 }
556 root 1.26
557 root 1.11 /* didn't find a player there, look in current square for a player */
558 root 1.26 if (!tmp)
559     tmp = op->ms ().player ();
560 elmex 1.1
561 root 1.11 return tmp;
562 elmex 1.1 }
563    
564     /* raytrace:
565     * spell_find_dir(map, x, y, exclude) will search first the center square
566     * then some close squares in the given map at the given coordinates for
567     * live objects.
568     * It will not consider the object given as exclude (= caster) among possible
569     * live objects. If the caster is a player, the spell will go after
570     * monsters/generators only. If not, the spell will hunt players only.
571     * It returns the direction toward the first/closest live object if it finds
572     * any, otherwise -1.
573     * note that exclude can be NULL, in which case all bets are off.
574     */
575 root 1.11 int
576 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
577 root 1.11 {
578     int i, max = SIZEOFFREE;
579     sint16 nx, ny;
580     int owner_type = 0, mflags;
581     object *tmp;
582 root 1.17 maptile *mp;
583 root 1.11
584     if (exclude && exclude->head)
585     exclude = exclude->head;
586     if (exclude && exclude->type)
587     owner_type = exclude->type;
588    
589     for (i = rndm (1, 8); i < max; i++)
590     {
591     nx = x + freearr_x[i];
592     ny = y + freearr_y[i];
593     mp = m;
594     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
595     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
596     continue;
597    
598 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
599 root 1.11
600     while (tmp != NULL && (((owner_type == PLAYER &&
601 root 1.116 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
602 root 1.11 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
603     tmp = tmp->above;
604 elmex 1.1
605 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
606     return freedir[i];
607 elmex 1.1 }
608 root 1.11 return -1; /* flag for "keep going the way you were" */
609 elmex 1.1 }
610    
611     /* put_a_monster: puts a monster named monstername near by
612     * op. This creates the treasures for the monsters, and
613     * also deals with multipart monsters properly.
614     */
615 root 1.101 static void
616 root 1.11 put_a_monster (object *op, const char *monstername)
617     {
618     object *tmp, *head = NULL, *prev = NULL;
619     archetype *at;
620     int dir;
621    
622     /* Handle cases where we are passed a bogus mosntername */
623    
624 root 1.14 if ((at = archetype::find (monstername)) == NULL)
625 root 1.11 return;
626    
627     /* find a free square nearby
628     * first we check the closest square for free squares
629     */
630    
631 root 1.51 dir = find_first_free_spot (at, op->map, op->x, op->y);
632 root 1.11 if (dir != -1)
633     {
634     /* This is basically grabbed for generate monster. Fixed 971225 to
635     * insert multipart monsters properly
636     */
637 root 1.52 //TODO: use expand_tail + ...
638 root 1.11 while (at != NULL)
639     {
640 root 1.109 tmp = at->instance ();
641 root 1.51 tmp->x = op->x + freearr_x[dir] + at->x;
642     tmp->y = op->y + freearr_y[dir] + at->y;
643 root 1.11 tmp->map = op->map;
644     if (head)
645     {
646     tmp->head = head;
647     prev->more = tmp;
648 root 1.8 }
649 root 1.52
650 root 1.11 if (!head)
651     head = tmp;
652 root 1.52
653 root 1.11 prev = tmp;
654 root 1.52
655     at = (archetype *)at->more;
656 root 1.8 }
657    
658 root 1.11 if (head->randomitems)
659     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
660 root 1.8
661 root 1.11 insert_ob_in_map (head, op->map, op, 0);
662 root 1.8
663 root 1.11 /* thought it'd be cool to insert a burnout, too. */
664 root 1.70 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
665 elmex 1.1 }
666     }
667    
668     /* peterm: function which summons hostile monsters and
669     * places them in nearby squares.
670     * op is the summoner.
671     * n is the number of monsters.
672     * monstername is the name of the monster.
673     * returns the number of monsters, which is basically n.
674     * it should really see how many it successfully replaced and
675     * return that instead.
676     * Note that this is not used by any spells (summon evil monsters
677     * use to call this, but best I can tell, that spell/ability was
678     * never used. This is however used by various failures on the
679     * players part (alchemy, reincarnation, etc)
680     */
681 root 1.11 int
682     summon_hostile_monsters (object *op, int n, const char *monstername)
683     {
684     int i;
685    
686     for (i = 0; i < n; i++)
687     put_a_monster (op, monstername);
688 elmex 1.1
689 root 1.11 return n;
690 elmex 1.1 }
691    
692    
693     /* Some local definitions for shuffle-attack */
694 root 1.11 struct attacktype_shuffle
695     {
696     int attacktype;
697     int face;
698     } ATTACKS[22] =
699     {
700 root 1.41 { AT_PHYSICAL, 0},
701     { AT_PHYSICAL, 0}, /*face = explosion */
702     { AT_PHYSICAL, 0},
703     { AT_MAGIC, 1},
704     { AT_MAGIC, 1}, /* face = last-burnout */
705     { AT_MAGIC, 1},
706     { AT_FIRE, 2},
707     { AT_FIRE, 2}, /* face = fire.... */
708     { AT_FIRE, 2},
709     { AT_ELECTRICITY, 3},
710     { AT_ELECTRICITY, 3}, /* ball_lightning */
711     { AT_ELECTRICITY, 3},
712     { AT_COLD, 4},
713     { AT_COLD, 4}, /* face=icestorm */
714     { AT_COLD, 4},
715     { AT_CONFUSION, 5},
716     { AT_POISON, 7},
717     { AT_POISON, 7}, /* face = acid sphere. generator */
718     { AT_POISON, 7}, /* poisoncloud face */
719     { AT_SLOW, 8},
720     { AT_PARALYZE, 9},
721     { AT_FEAR, 10},
722     };
723 elmex 1.1
724     /* shuffle_attack: peterm
725     * This routine shuffles the attack of op to one of the
726     * ones in the list. It does this at random. It also
727     * chooses a face appropriate to the attack that is
728     * being committed by that square at the moment.
729     * right now it's being used by color spray and create pool of
730     * chaos.
731     * This could really be a better implementation - the
732     * faces and attacktypes above are hardcoded, which is never
733     * good. The faces refer to faces in the animation sequence.
734     * Not sure how to do better - but not having it hardcoded
735     * would be nice.
736     * I also fixed a bug here in that attacktype was |= -
737     * to me, that would be that it would quickly get all
738     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
739     */
740 root 1.11 void
741     shuffle_attack (object *op, int change_face)
742 elmex 1.1 {
743 root 1.11 int i;
744 elmex 1.1
745 root 1.11 i = rndm (0, 21);
746 elmex 1.1
747 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
748    
749     if (change_face)
750     {
751     SET_ANIMATION (op, ATTACKS[i].face);
752 elmex 1.1 }
753     }
754    
755     /* prayer_failure: This is called when a player fails
756     * at casting a prayer.
757     * op is the player.
758     * failure is basically how much grace they had.
759     * power is how much grace the spell would normally take to cast.
760     */
761 root 1.118
762     #define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
763    
764 root 1.101 static void
765 root 1.11 prayer_failure (object *op, int failure, int power)
766     {
767     const char *godname;
768     object *tmp;
769 elmex 1.1
770 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
771     godname = "Your spirit";
772 elmex 1.1
773 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
774 elmex 1.1 {
775 root 1.118 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
776 root 1.121 tmp = archetype::get (SPELL_WONDER);
777 root 1.11 cast_cone (op, op, 0, tmp);
778 root 1.82 tmp->destroy ();
779 elmex 1.1 }
780    
781 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
782 elmex 1.1 {
783 root 1.118 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
784 root 1.11 confuse_player (op, op, 99);
785 elmex 1.1 }
786 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
787 elmex 1.1 {
788 root 1.118 op->failmsgf ("%s requires you to pray NOW. "
789     "You comply, ignoring all else." HINT_GRACE,
790     godname);
791 root 1.11 paralyze_player (op, op, 99);
792 elmex 1.1 }
793 root 1.11 else if (failure <= -150) /* blast the immediate area */
794     {
795 root 1.121 tmp = archetype::get (GOD_POWER);
796 root 1.118 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
797 root 1.11 cast_magic_storm (op, tmp, power);
798 elmex 1.1 }
799     }
800    
801 root 1.125 /*
802 elmex 1.1 * spell_failure() handles the various effects for differing degrees
803     * of failure badness.
804     * op is the player that failed.
805     * failure is a random value of how badly you failed.
806     * power is how many spellpoints you'd normally need for the spell.
807     * skill is the skill you'd need to cast the spell.
808     */
809 root 1.11 void
810     spell_failure (object *op, int failure, int power, object *skill)
811     {
812     object *tmp;
813 elmex 1.1
814 root 1.11 if (settings.spell_failure_effects == FALSE)
815     return;
816 elmex 1.1
817 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
818 elmex 1.1 {
819 root 1.118 op->failmsg ("Your spell causes an unexpected effect.");
820 root 1.121 tmp = archetype::get (SPELL_WONDER);
821 root 1.11 cast_cone (op, op, 0, tmp);
822 root 1.82 tmp->destroy ();
823 elmex 1.1 }
824    
825 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
826 elmex 1.1 {
827 root 1.118 op->failmsg ("Your magic recoils on you, making you confused!");
828 root 1.11 confuse_player (op, op, 99);
829 elmex 1.1 }
830 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
831 elmex 1.1 {
832 root 1.118 op->failmsg ("Your magic stuns you!");
833 root 1.11 paralyze_player (op, op, 99);
834 elmex 1.1 }
835 root 1.11 else if (failure <= -80) /* blast the immediate area */
836     {
837     object *tmp;
838 root 1.8
839 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
840     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
841     {
842 root 1.118 op->failmsg ("The magic warps and you are turned inside out!");
843 root 1.11 hit_player (op, 9998, op, AT_INTERNAL, 1);
844 root 1.8
845 root 1.11 }
846     else
847     {
848 root 1.118 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
849 root 1.121 tmp = archetype::get (LOOSE_MANA);
850 root 1.11 tmp->level = skill->level;
851    
852     /* increase the area of destruction a little for more powerful spells */
853     tmp->range += isqrt (power);
854    
855     if (power > 25)
856     tmp->stats.dam = 25 + isqrt (power);
857     else
858     tmp->stats.dam = power; /* nasty recoils! */
859 root 1.8
860 root 1.11 tmp->stats.maxhp = tmp->count;
861 root 1.29
862     tmp->insert_at (op);
863 root 1.8 }
864 elmex 1.1 }
865     }
866    
867 root 1.100 static int
868 root 1.97 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
869 root 1.11 {
870     if (!spell_ob->other_arch)
871 elmex 1.1 {
872 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
873     return 0;
874     }
875 root 1.57
876 root 1.109 object *spell = spell_ob->other_arch->instance ();
877 elmex 1.1
878 root 1.11 /* Always cast spell on caster */
879 root 1.98 int success = cast_spell (op, caster, dir, spell, spellparam);
880 elmex 1.1
881 root 1.96 if (!op->contr || !op->contr->party)
882 root 1.11 {
883 root 1.19 spell->remove ();
884 root 1.11 return success;
885 elmex 1.1 }
886 root 1.57
887 root 1.27 for_all_players (pl)
888 root 1.98 if ((pl->ob->contr->party == op->contr->party)
889     && on_same_map (pl->ob, op)
890     && pl->ob != op)
891 root 1.97 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
892 root 1.57
893 root 1.19 spell->remove ();
894 root 1.11 return success;
895     }
896 elmex 1.1
897     /* This is where the main dispatch when someone casts a spell.
898     *
899     * op is the creature that is owner of the object that is casting the spell -
900     * eg, the player or monster.
901     * caster is the actual object (wand, potion) casting the spell. can be
902     * same as op.
903     * dir is the direction to cast in. Note in some cases, if the spell
904     * is self only, dir really doesn't make a difference.
905     * spell_ob is the spell object that is being cast. From that,
906     * we can determine what to do.
907 root 1.97 * spellparam is any options that are being used. It can be NULL. Almost
908 elmex 1.1 * certainly, only players will set it. It is basically used as optional
909     * parameters to a spell (eg, item to create, information for marking runes,
910     * etc.
911     * returns 1 on successful cast, or 0 on error. These values should really
912     * be swapped, so that 0 is successful, and non zero is failure, with a code
913     * of what it failed.
914     *
915     * Note that this function is really a dispatch routine that calls other
916     * functions - it just blindly returns what ever value those functions
917     * return. So if your writing a new function that is called from this,
918     * it shoudl also return 1 on success, 0 on failure.
919     *
920     * if it is a player casting the spell (op->type == PLAYER, op == caster),
921     * this function will decrease the mana/grace appropriately. For other
922     * objects, the caller should do what it considers appropriate.
923     */
924 root 1.11 int
925 root 1.97 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
926 root 1.11 {
927     const char *godname;
928 root 1.86 int success = 0;
929 elmex 1.1
930 root 1.117 // make sure spells always take a while, so a) we don't flood the
931     // user with messages and b) too many failures can be harmful (smiting).
932     op->speed_left -= 4 * op->speed; // ~0.5s on failure
933    
934 root 1.11 if (!spell_ob)
935     {
936     LOG (llevError, "cast_spell: null spell object passed\n");
937     return 0;
938 elmex 1.1 }
939 root 1.13
940 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
941     godname = "A random spirit";
942 elmex 1.1
943 root 1.11 /* the caller should set caster to op if appropriate */
944     if (!caster)
945     {
946     LOG (llevError, "cast_spell: null caster object passed\n");
947     return 0;
948 elmex 1.1 }
949    
950 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
951     * an issue, because they don't have any spellpaths set up.
952     */
953 root 1.116 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
954 root 1.11 {
955 root 1.118 op->failmsg ("That spell path is denied to you.");
956 root 1.11 return 0;
957 elmex 1.1 }
958    
959 root 1.115 object *skill = 0;
960    
961 root 1.11 /* if it is a player casting the spell, and they are really casting it
962     * (vs it coming from a wand, scroll, or whatever else), do some
963     * checks. We let monsters do special things - eg, they
964 root 1.115 * don't need the SKILL, BYpass level checks, etc. The monster function
965 root 1.11 * should take care of that.
966     * Remove the wiz check here and move it further down - some spells
967     * need to have the right skill pointer passed, so we need to
968     * at least process that code.
969     */
970     if (op->type == PLAYER && op == caster)
971     {
972     if (spell_ob->skill)
973     {
974     skill = find_skill_by_name (op, spell_ob->skill);
975 root 1.45
976 root 1.11 if (!skill)
977     {
978 root 1.114 op->failmsgf ("You need the %s skill to cast %s! "
979     "H<You either need to learn the skill via a skill scroll "
980     "or you need to wear a talisman, holy symbol or another skill tool.>",
981     &spell_ob->skill, &spell_ob->name);
982 root 1.112 return 0;
983 root 1.79 }
984    
985     const char *msg = "";
986    
987     int caster_level = skill->level;
988    
989     if (op->path_attuned & spell_ob->path_attuned)
990     {
991 root 1.86 caster_level += min (caster_level, ATTUNE_REPELL);
992 root 1.79 msg = " (attuned)";
993     }
994    
995     if (op->path_repelled & spell_ob->path_attuned)
996     {
997 root 1.84 caster_level -= ATTUNE_REPELL; // negative is ok
998 root 1.79 msg = " (repelled)";
999 root 1.8 }
1000 root 1.45
1001 root 1.80 if (spell_ob->level > caster_level)
1002 root 1.11 {
1003 root 1.114 op->failmsgf ("You lack enough skill to cast that spell! "
1004     "H<Your effective cast level is %d%s, but level %d is required.>",
1005     caster_level, msg, spell_ob->level);
1006 root 1.79 if (!op->is_wiz ())
1007     return 0;
1008 root 1.8 }
1009     }
1010 root 1.45
1011 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1012     * to have sufficient grace/mana.
1013     */
1014 root 1.116 if (!op->flag [FLAG_WIZCAST])
1015 root 1.11 {
1016     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1017     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1018     {
1019 root 1.60 op->failmsg ("You don't have enough mana!");
1020 root 1.11 return 0;
1021 root 1.8 }
1022 root 1.30
1023 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1024     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1025     {
1026     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1027     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1028 root 1.60 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1029 root 1.11 else
1030     {
1031     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1032 root 1.114 op->failmsgf ("%s ignores your prayer.", godname);
1033 root 1.11 return 0;
1034 root 1.8 }
1035     }
1036    
1037 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1038     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1039 root 1.103 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1040 root 1.11 {
1041 root 1.55 op->contr->play_sound (sound_find ("fumble_spell"));
1042 root 1.60 op->failmsg ("You fumble the prayer.");
1043 root 1.35
1044 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1045     return 0;
1046     }
1047     else if (spell_ob->stats.sp)
1048     {
1049     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1050    
1051     if (failure < 0)
1052     {
1053 root 1.60 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1054 root 1.11 if (settings.spell_failure_effects == TRUE)
1055     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1056 root 1.42
1057 root 1.11 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1058     return 0;
1059 root 1.8 }
1060     }
1061     }
1062 elmex 1.1 }
1063    
1064 root 1.60 int mflags = op->ms ().flags ();
1065 root 1.11
1066     /* See if we can cast a spell here. If the caster and op are
1067     * not alive, then this would mean that the mapmaker put the
1068     * objects on the space - presume that they know what they are
1069     * doing.
1070     */
1071 elmex 1.9
1072 root 1.116 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1073 root 1.11 {
1074 root 1.113 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1075 root 1.58 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1076 root 1.11 return 0;
1077     }
1078    
1079     if ((spell_ob->type == SPELL)
1080     && (caster->type != POTION)
1081 root 1.116 && !op->flag [FLAG_WIZCAST]
1082     && (caster->flag [FLAG_ALIVE]
1083     || op->flag [FLAG_ALIVE])
1084 root 1.11 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1085     {
1086     if (op->type != PLAYER)
1087 elmex 1.9 return 0;
1088    
1089 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1090 root 1.114 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1091 root 1.43 else if (object *item = op->contr->ranged_ob)
1092     {
1093     if (item->type == SPELL)
1094 root 1.60 op->failmsg ("Something blocks your spellcasting.");
1095 root 1.43 else if (item->type == SCROLL)
1096 root 1.60 op->failmsg ("Something blocks the magic of your scroll.");
1097 root 1.43 else
1098 root 1.60 op->failmsg ("Something blocks the magic of your item.");
1099 root 1.43 }
1100 root 1.11 else
1101 root 1.60 op->failmsg ("Something blocks the spell!");
1102 root 1.42
1103 root 1.11 return 0;
1104     }
1105 elmex 1.1
1106 root 1.117 // undo the flood protection from earlier
1107     op->speed_left += 4 * op->speed; // ~0.5s on failure
1108    
1109 root 1.46 /* Take into account how long it takes to cast the spell.
1110     * if the player is casting it, then we use the time in
1111     * the spell object. If it is a spell object, have it
1112     * take two ticks. Things that cast spells on the players
1113     * behalf (eg, altars, and whatever else) shouldn't cost
1114     * the player any time.
1115     * Ignore casting time for firewalls
1116     */
1117     if (caster == op && caster->type != FIREWALL)
1118 root 1.11 {
1119 root 1.108 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1120 root 1.46 /* Other portions of the code may also decrement the speed of the player, so
1121     * put a lower limit so that the player isn't stuck here too long
1122 root 1.11 */
1123 root 1.108 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1124     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1125 elmex 1.1 }
1126 root 1.46 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1127 root 1.108 op->speed_left -= 2 * op->speed;
1128 elmex 1.1
1129 root 1.11 if (op->type == PLAYER && op == caster)
1130     {
1131     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1132     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1133 elmex 1.1 }
1134    
1135 root 1.11 /* We want to try to find the skill to properly credit exp.
1136     * for spell casting objects, the exp goes to the skill the casting
1137     * object requires.
1138     */
1139     if (op != caster && !skill && caster->skill)
1140     {
1141     skill = find_skill_by_name (op, caster->skill);
1142 root 1.115
1143 root 1.11 if (!skill)
1144     {
1145 root 1.114 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1146 root 1.11 return 0;
1147 root 1.8 }
1148 elmex 1.1 }
1149    
1150 root 1.97 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1151 root 1.48 return RESULT_INT (0);
1152    
1153 root 1.115 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1154     // at least temporarily, which might not be true due to slot restrictions, but hey
1155     // invoke requires it basically.
1156    
1157     object *chosen_skill = op->chosen_skill;
1158     op->chosen_skill = skill;
1159    
1160 root 1.11 switch (spell_ob->subtype)
1161     {
1162 root 1.45 /* The order of case statements is same as the order they show up
1163 root 1.94 * in spells.h.
1164 root 1.45 */
1165 root 1.12 case SP_RAISE_DEAD:
1166 root 1.97 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1167 root 1.12 break;
1168    
1169     case SP_RUNE:
1170 root 1.97 success = write_rune (op, caster, spell_ob, dir, spellparam);
1171 root 1.12 break;
1172    
1173     case SP_MAKE_MARK:
1174 root 1.97 success = write_mark (op, spell_ob, spellparam);
1175 root 1.12 break;
1176    
1177     case SP_BOLT:
1178     success = fire_bolt (op, caster, dir, spell_ob, skill);
1179     break;
1180    
1181     case SP_BULLET:
1182     success = fire_bullet (op, caster, dir, spell_ob);
1183     break;
1184    
1185     case SP_CONE:
1186     success = cast_cone (op, caster, dir, spell_ob);
1187     break;
1188    
1189     case SP_BOMB:
1190     success = create_bomb (op, caster, dir, spell_ob);
1191     break;
1192    
1193     case SP_WONDER:
1194     success = cast_wonder (op, caster, dir, spell_ob);
1195     break;
1196    
1197     case SP_SMITE:
1198     success = cast_smite_spell (op, caster, dir, spell_ob);
1199     break;
1200    
1201     case SP_MAGIC_MISSILE:
1202 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1203 root 1.12 break;
1204    
1205     case SP_SUMMON_GOLEM:
1206     success = summon_golem (op, caster, dir, spell_ob);
1207     break;
1208    
1209     case SP_DIMENSION_DOOR:
1210     /* dimension door needs the actual caster, because that is what is
1211     * moved.
1212     */
1213 root 1.97 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1214 root 1.12 break;
1215 root 1.8
1216 root 1.12 case SP_MAGIC_MAPPING:
1217     if (op->type == PLAYER)
1218     {
1219     spell_effect (spell_ob, op->x, op->y, op->map, op);
1220     draw_magic_map (op);
1221     success = 1;
1222     }
1223     else
1224     success = 0;
1225     break;
1226 elmex 1.1
1227 root 1.12 case SP_MAGIC_WALL:
1228     success = magic_wall (op, caster, dir, spell_ob);
1229     break;
1230 root 1.8
1231 root 1.12 case SP_DESTRUCTION:
1232     success = cast_destruction (op, caster, spell_ob);
1233     break;
1234 root 1.8
1235 root 1.12 case SP_PERCEIVE_SELF:
1236     success = perceive_self (op);
1237     break;
1238 root 1.8
1239 root 1.12 case SP_WORD_OF_RECALL:
1240     success = cast_word_of_recall (op, caster, spell_ob);
1241     break;
1242 root 1.8
1243 root 1.12 case SP_INVISIBLE:
1244     success = cast_invisible (op, caster, spell_ob);
1245     break;
1246 root 1.8
1247 root 1.12 case SP_PROBE:
1248     success = probe (op, caster, spell_ob, dir);
1249     break;
1250 root 1.8
1251 root 1.12 case SP_HEALING:
1252     success = cast_heal (op, caster, spell_ob, dir);
1253     break;
1254 root 1.8
1255 root 1.12 case SP_CREATE_FOOD:
1256 root 1.97 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1257 root 1.12 break;
1258 root 1.8
1259 root 1.12 case SP_EARTH_TO_DUST:
1260     success = cast_earth_to_dust (op, caster, spell_ob);
1261     break;
1262 root 1.8
1263 root 1.12 case SP_CHANGE_ABILITY:
1264     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1265     break;
1266 root 1.8
1267 root 1.12 case SP_BLESS:
1268     success = cast_bless (op, caster, spell_ob, dir);
1269     break;
1270 root 1.8
1271 root 1.12 case SP_CURSE:
1272     success = cast_curse (op, caster, spell_ob, dir);
1273     break;
1274 root 1.8
1275 root 1.12 case SP_SUMMON_MONSTER:
1276 root 1.97 success = summon_object (op, caster, spell_ob, dir, spellparam);
1277 root 1.12 break;
1278 root 1.8
1279 root 1.12 case SP_CHARGING:
1280     success = recharge (op, caster, spell_ob);
1281     break;
1282 root 1.8
1283 root 1.12 case SP_POLYMORPH:
1284 elmex 1.1 #ifdef NO_POLYMORPH
1285 root 1.12 /* Not great, but at least provide feedback so if players do have
1286     * polymorph (ie, find it as a preset item or left over from before
1287     * it was disabled), they get some feedback.
1288     */
1289 root 1.60 op->failmsg ("The spell fizzles!");
1290 root 1.12 success = 0;
1291 elmex 1.1 #else
1292 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1293 elmex 1.1 #endif
1294 root 1.12 break;
1295 root 1.8
1296 root 1.12 case SP_ALCHEMY:
1297     success = alchemy (op, caster, spell_ob);
1298     break;
1299    
1300     case SP_REMOVE_CURSE:
1301     success = remove_curse (op, caster, spell_ob);
1302     break;
1303    
1304     case SP_IDENTIFY:
1305     success = cast_identify (op, caster, spell_ob);
1306     break;
1307    
1308     case SP_DETECTION:
1309     success = cast_detection (op, caster, spell_ob, skill);
1310     break;
1311    
1312     case SP_MOOD_CHANGE:
1313     success = mood_change (op, caster, spell_ob);
1314     break;
1315 elmex 1.1
1316 root 1.12 case SP_MOVING_BALL:
1317     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1318     {
1319 root 1.114 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1320 root 1.12 success = 0;
1321     }
1322     else
1323 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1324 root 1.12 break;
1325 elmex 1.1
1326 root 1.12 case SP_SWARM:
1327     success = fire_swarm (op, caster, spell_ob, dir);
1328     break;
1329    
1330     case SP_CHANGE_MANA:
1331     success = cast_transfer (op, caster, spell_ob, dir);
1332     break;
1333    
1334     case SP_DISPEL_RUNE:
1335     /* in rune.c */
1336     success = dispel_rune (op, caster, spell_ob, skill, dir);
1337     break;
1338    
1339     case SP_CREATE_MISSILE:
1340 root 1.97 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1341 root 1.12 break;
1342    
1343     case SP_CONSECRATE:
1344     success = cast_consecrate (op, caster, spell_ob);
1345     break;
1346    
1347     case SP_ANIMATE_WEAPON:
1348     success = animate_weapon (op, caster, spell_ob, dir);
1349     break;
1350    
1351     case SP_LIGHT:
1352     success = cast_light (op, caster, spell_ob, dir);
1353     break;
1354    
1355     case SP_CHANGE_MAP_LIGHT:
1356     success = cast_change_map_lightlevel (op, caster, spell_ob);
1357     break;
1358    
1359     case SP_FAERY_FIRE:
1360     success = cast_destruction (op, caster, spell_ob);
1361     break;
1362    
1363     case SP_CAUSE_DISEASE:
1364     success = cast_cause_disease (op, caster, spell_ob, dir);
1365     break;
1366    
1367     case SP_AURA:
1368     success = create_aura (op, caster, spell_ob);
1369     break;
1370    
1371     case SP_PARTY_SPELL:
1372 root 1.97 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1373 root 1.12 break;
1374    
1375     default:
1376 root 1.48 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1377 elmex 1.1 }
1378    
1379 root 1.115 // restore chosen_skill
1380     op->chosen_skill = chosen_skill;
1381    
1382 root 1.61 op->play_sound (
1383     success
1384     ? spell_ob->sound
1385     ? spell_ob->sound
1386     : sound_find ("spell_success")
1387     : sound_find ("fumble_spell")
1388     );
1389 elmex 1.1
1390 root 1.11 return success;
1391 elmex 1.1 }
1392    
1393 root 1.60 /* This is called from time.c/process_object(). That function
1394     * calls this for any SPELL_EFFECT type objects. This function
1395 elmex 1.1 * then dispatches them to the appropriate specific routines.
1396     */
1397 root 1.11 void
1398     move_spell_effect (object *op)
1399     {
1400     switch (op->subtype)
1401     {
1402 root 1.12 case SP_BOLT:
1403     move_bolt (op);
1404     break;
1405    
1406     case SP_BULLET:
1407     move_bullet (op);
1408     break;
1409    
1410     case SP_EXPLOSION:
1411     explosion (op);
1412     break;
1413    
1414     case SP_CONE:
1415     move_cone (op);
1416     break;
1417    
1418     case SP_BOMB:
1419     animate_bomb (op);
1420     break;
1421    
1422     case SP_MAGIC_MISSILE:
1423     move_missile (op);
1424     break;
1425    
1426     case SP_WORD_OF_RECALL:
1427     execute_word_of_recall (op);
1428     break;
1429    
1430     case SP_MOVING_BALL:
1431     move_ball_spell (op);
1432     break;
1433    
1434     case SP_SWARM:
1435     move_swarm_spell (op);
1436     break;
1437    
1438     case SP_AURA:
1439     move_aura (op);
1440     break;
1441 elmex 1.1 }
1442     }
1443    
1444 root 1.76 /* This is called by move_apply. Basically, if someone
1445 elmex 1.1 * moves onto a spell effect and the walk_on or fly_on flags
1446 root 1.76 * are set, this is called. This should only be called for
1447     * objects of the appropriate type.
1448 elmex 1.1 */
1449 root 1.11 void
1450     apply_spell_effect (object *spell, object *victim)
1451 elmex 1.1 {
1452 root 1.11 switch (spell->subtype)
1453     {
1454 root 1.12 case SP_CONE:
1455 root 1.116 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1456 root 1.12 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1457     break;
1458 root 1.8
1459 root 1.12 case SP_MAGIC_MISSILE:
1460 root 1.116 if (victim->flag [FLAG_ALIVE])
1461 root 1.12 {
1462 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1463 root 1.82 spell->destroy ();
1464 root 1.12 }
1465     break;
1466 root 1.8
1467 root 1.12 case SP_MOVING_BALL:
1468 root 1.116 if (victim->flag [FLAG_ALIVE])
1469 root 1.12 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1470 root 1.107 else if (victim->material != MATERIAL_NULL)
1471 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1472 root 1.81
1473 root 1.12 break;
1474 elmex 1.1 }
1475     }
1476 root 1.60
1477 elmex 1.93 /**
1478     * This function will let a fireball explode at the position of
1479     * the victim with a specific maximum level.
1480     */
1481     void
1482     create_exploding_ball_at (object *victim, int level)
1483     {
1484 root 1.121 object *ball = archetype::get (EXPLODING_FIREBALL);
1485 elmex 1.93 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1486     ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1487     ball->insert_at (victim);
1488     }