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Revision: 1.132
Committed: Sun Nov 18 15:19:48 2018 UTC (5 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.131: +5 -10 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 1.131 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 root 1.128 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 root 1.110 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
7     * Copyright (©) 1992 Frank Tore Johansen
8 root 1.124 *
9 root 1.99 * Deliantra is free software: you can redistribute it and/or modify it under
10     * the terms of the Affero GNU General Public License as published by the
11     * Free Software Foundation, either version 3 of the License, or (at your
12     * option) any later version.
13 root 1.124 *
14 root 1.54 * This program is distributed in the hope that it will be useful,
15     * but WITHOUT ANY WARRANTY; without even the implied warranty of
16     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17     * GNU General Public License for more details.
18 root 1.124 *
19 root 1.99 * You should have received a copy of the Affero GNU General Public License
20     * and the GNU General Public License along with this program. If not, see
21     * <http://www.gnu.org/licenses/>.
22 root 1.124 *
23 root 1.63 * The authors can be reached via e-mail to <support@deliantra.net>
24 pippijn 1.34 */
25 elmex 1.1
26     #include <global.h>
27     #include <spells.h>
28     #include <object.h>
29     #include <errno.h>
30 root 1.28 #include <sproto.h>
31 elmex 1.1 #include <sounds.h>
32    
33     extern char *spell_mapping[];
34    
35     /* This returns a random spell from 'ob'. If skill is set, then
36     * the spell must be of this skill, it can be NULL in which case all
37     * matching spells are used.
38     */
39 root 1.11 object *
40 root 1.90 find_random_spell_in_ob (object *ob, shstr_cmp skill)
41 elmex 1.1 {
42 root 1.11 int k = 0, s;
43 elmex 1.1
44 root 1.79 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
45 root 1.11 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
46     k++;
47 elmex 1.1
48 root 1.11 /* No spells, no need to progess further */
49     if (!k)
50     return NULL;
51 elmex 1.1
52 root 1.87 s = rndm (k);
53 elmex 1.1
54 root 1.79 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
55 root 1.11 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
56 root 1.79 if (!s)
57     return tmp;
58     else
59     s--;
60    
61 root 1.11 /* Should never get here, but just in case */
62 root 1.79 return 0;
63 elmex 1.1 }
64    
65     /* Relatively simple function that gets used a lot.
66     * Basically, it sets up the skill pointer for the spell being
67     * cast. If op is really casting the spell, then the skill
68     * is whatever skill the spell requires.
69     * if instead caster (rod, horn, wand, etc) is casting the skill,
70     * then they get exp for the skill that you need to use for
71     * that object (use magic device).
72     */
73 root 1.11 void
74     set_spell_skill (object *op, object *caster, object *spob, object *dest)
75 elmex 1.1 {
76 root 1.10 if (caster == op && spob->skill)
77     dest->skill = spob->skill;
78     else
79     dest->skill = caster->skill;
80 elmex 1.1 }
81    
82     /* pretty basic function - basically just takes
83     * an object, sets the x,y, and calls insert_ob_in_map
84     */
85 root 1.11 void
86 root 1.17 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
87 elmex 1.1 {
88 root 1.29 if (spob->other_arch)
89 root 1.109 map->insert (spob->other_arch->instance (), x, y, originator);
90 elmex 1.1 }
91    
92 root 1.80 static int
93     attuned_bonus (object *caster, object *spell, int level)
94     {
95     // compute the attuned/repelled bonus
96     // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
97     // repell has no such quarrels
98     return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
99     + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
100     }
101    
102 elmex 1.1 /* This function returns the effective level the spell
103     * is being cast at.
104     */
105 root 1.11 int
106 root 1.79 casting_level (object *caster, object *spell)
107 elmex 1.1 {
108 root 1.11 int level = caster->level;
109    
110     /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
111     if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
112     {
113     object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
114     int sk_level = skill ? skill->level : 1;
115    
116 root 1.66 level = min (level, sk_level + level / 10 + 1);
117 elmex 1.1 }
118 root 1.79 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
119     if (object *skill = caster->contr->find_skill (spell->skill))
120     level = skill->level;
121    
122 root 1.80 int bonus = attuned_bonus (caster, spell, level);
123    
124     level += bonus;
125    
126 root 1.79 // now scale the effective level from the startinglevel..100 range to 1..100
127     if (level < 100)
128     level = lerp (level, (int)spell->level, 100, 1, 100);
129 elmex 1.1
130 root 1.11 /* Always make this at least 1. If this is zero, we get divide by zero
131     * errors in various places.
132     */
133 root 1.91 return clamp (level, 1, settings.max_level);
134 elmex 1.1 }
135    
136     /* The following function scales the spellpoint cost of
137     * a spell by it's increased effectiveness. Some of the
138     * lower level spells become incredibly vicious at high
139     * levels. Very cheap mass destruction. This function is
140     * intended to keep the sp cost related to the effectiveness.
141     * op is the player/monster
142     * caster is what is casting the spell, can be op.
143     * spell is the spell object.
144     * Note that it is now possible for a spell to cost both grace and
145     * mana. In that case, we return which ever value is higher.
146     */
147 root 1.11 sint16
148     SP_level_spellpoint_cost (object *caster, object *spell, int flags)
149 elmex 1.1 {
150 root 1.79 int sp, grace, level = casting_level (caster, spell);
151 elmex 1.1
152 root 1.11 if (settings.spellpoint_level_depend == TRUE)
153     {
154     if (spell->stats.sp && spell->stats.maxsp)
155 root 1.103 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
156 root 1.11 else
157     sp = spell->stats.sp;
158 root 1.8
159 root 1.11 sp *= (int) PATH_SP_MULT (caster, spell);
160     if (!sp && spell->stats.sp)
161     sp = 1;
162 root 1.8
163 root 1.11 if (spell->stats.grace && spell->stats.maxgrace)
164 root 1.122 grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace));
165 root 1.11 else
166     grace = spell->stats.grace;
167 elmex 1.1
168 root 1.103 grace *= PATH_SP_MULT (caster, spell);
169 root 1.11 if (spell->stats.grace && !grace)
170     grace = 1;
171     }
172     else
173     {
174     sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
175     if (spell->stats.sp && !sp)
176     sp = 1;
177 root 1.65
178 root 1.11 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
179     if (spell->stats.grace && !grace)
180     grace = 1;
181     }
182 root 1.62
183 root 1.11 if (flags == SPELL_HIGHEST)
184 root 1.103 return max (sp, grace);
185 root 1.11 else if (flags == SPELL_GRACE)
186     return grace;
187     else if (flags == SPELL_MANA)
188     return sp;
189     else
190     {
191     LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
192     return 0;
193 elmex 1.1 }
194     }
195    
196 root 1.77 /*
197     * Return the effective casting level of the spell.
198 root 1.79 * To make spells independent of their starting level, this function
199     * scales the range spellstartlevel .. 100 into the range 1..100
200 root 1.77 */
201     static int
202     SP_casting_level (object *caster, object *spell)
203     {
204 root 1.79 return casting_level (caster, spell);
205 root 1.77 }
206    
207 elmex 1.1 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
208     * spob is the spell we are adjusting.
209     */
210 root 1.11 int
211     SP_level_dam_adjust (object *caster, object *spob)
212 elmex 1.1 {
213 root 1.62 if (!spob->dam_modifier)
214     return 0;
215    
216 root 1.77 return SP_casting_level (caster, spob) / spob->dam_modifier;
217 elmex 1.1 }
218    
219     /* Adjust the strength of the spell based on level.
220     * This is basically the same as SP_level_dam_adjust above,
221     * but instead looks at the level_modifier value.
222     */
223 root 1.11 int
224     SP_level_duration_adjust (object *caster, object *spob)
225 elmex 1.1 {
226 root 1.62 if (!spob->duration_modifier)
227     return 0;
228    
229 root 1.77 return SP_casting_level (caster, spob) / spob->duration_modifier;
230 elmex 1.1 }
231    
232     /* Adjust the strength of the spell based on level.
233     * This is basically the same as SP_level_dam_adjust above,
234     * but instead looks at the level_modifier value.
235     */
236 root 1.11 int
237     SP_level_range_adjust (object *caster, object *spob)
238 elmex 1.1 {
239 root 1.62 if (!spob->range_modifier)
240     return 0;
241    
242 root 1.77 return SP_casting_level (caster, spob) / spob->range_modifier;
243 elmex 1.1 }
244    
245     /* Checks to see if player knows the spell. If the name is the same
246     * as an existing spell, we presume they know it.
247     * returns 1 if they know the spell, 0 if they don't.
248     */
249 root 1.11 object *
250 root 1.90 check_spell_known (object *op, shstr_cmp name)
251 elmex 1.1 {
252 root 1.11 object *spop;
253 elmex 1.1
254 root 1.11 for (spop = op->inv; spop; spop = spop->below)
255 root 1.71 if (spop->type == SPELL && spop->name == name)
256 root 1.11 return spop;
257 elmex 1.1
258 root 1.71 return 0;
259 elmex 1.1 }
260    
261 root 1.126 /*
262 elmex 1.1 * Look at object 'op' and see if they know the spell
263     * spname. This is pretty close to check_spell_known
264     * above, but it uses a looser matching mechanism.
265     * returns the matching spell object, or NULL.
266     * If we match multiple spells but don't get an
267     * exact match, we also return NULL.
268     */
269 root 1.11 object *
270 root 1.127 object::find_spell (const_utf8_string prefix) const
271 root 1.11 {
272 root 1.127 if (shstr_cmp name = prefix)
273     {
274     // case 1, match spell name exactly
275     for (object *spob = inv; spob; spob = spob->below)
276     if (spob->name == name && spob->type == SPELL)
277     return spob;
278     }
279     else
280     {
281     // case 2, match prefix
282     int len = strlen (prefix);
283    
284     for (object *spob = inv; spob; spob = spob->below)
285     if (spob->type == SPELL
286     && spob->name.length () < len
287     && prefix [spob->name.length ()] <= ' '
288     && !memcmp (prefix, spob->name, spob->name.length ()))
289     return spob;
290     }
291 root 1.11
292 root 1.126 return 0;
293 elmex 1.1 }
294    
295     /* reflwall - decides weither the (spell-)object sp_op will
296     * be reflected from the given mapsquare. Returns 1 if true.
297     * (Note that for living creatures there is a small chance that
298     * reflect_spell fails.)
299     * Caller should be sure it passes us valid map coordinates
300     * eg, updated for tiled maps.
301     */
302 root 1.11 int
303 root 1.17 reflwall (maptile *m, int x, int y, object *sp_op)
304 root 1.11 {
305     if (OUT_OF_REAL_MAP (m, x, y))
306     return 0;
307 root 1.79
308     for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
309 root 1.116 if (op->flag [FLAG_REFL_SPELL]
310     && (!op->flag [FLAG_ALIVE]
311 elmex 1.23 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
312 root 1.11 return 1;
313 elmex 1.1
314 root 1.11 return 0;
315 elmex 1.1 }
316    
317     /* cast_create_object: creates object new_op in direction dir
318     * or if that is blocked, beneath the player (op).
319     * we pass 'caster', but don't use it for anything.
320     * This is really just a simple wrapper function .
321 root 1.125 * returns true to indicate whether the operation was successful.
322     * destroys the object is unsuccessful.
323 elmex 1.1 */
324 root 1.125 bool
325 root 1.11 cast_create_obj (object *op, object *caster, object *new_op, int dir)
326 elmex 1.1 {
327 root 1.125 mapxy pos (op);
328     pos.move (dir);
329 elmex 1.1
330 root 1.125 if (!pos.normalise ()
331     || pos->blocks (op) // perversely enough, we check if the palyer can reach that space
332     || !new_op->can_drop_at (pos.m, pos.x, pos.y)
333     )
334     {
335     op->failmsg ("Your spell fizzles! H<Something is in the way.>");
336     new_op->destroy ();
337     return 0;
338 root 1.11 }
339 root 1.29
340 root 1.116 new_op->set_flag (FLAG_IDENTIFIED);
341 root 1.29
342 root 1.125 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
343    
344     return 1;
345 elmex 1.1 }
346    
347 root 1.95 static bool
348     mergable_owner (object *o1, object *o2)
349     {
350     if (o1 == o2)
351     return 1;
352    
353     if (!o1 || !o2)
354     return 0;
355    
356     if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
357     return 0;
358    
359     if (o1->is_player () || o2->is_player ())
360     return 0;
361    
362     return 1;
363     }
364    
365 elmex 1.1 /* Returns true if it is ok to put spell *op on the space/may provided.
366     * immune_stop is basically the attacktype of the spell (why
367     * passed as a different value, not sure of). If immune_stop
368 root 1.129 * has the AT_MAGIC bit set, and there is a counterwall
369 elmex 1.1 * on the space, the object doesn't get placed. if immune stop
370     * does not have AT_MAGIC, then counterwalls do not effect the spell.
371     */
372 root 1.11 int
373 root 1.17 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
374 root 1.11 {
375 root 1.32 if (!xy_normalise (m, x, y))
376     return 0;
377 root 1.11
378 root 1.32 mapspace &ms = m->at (x, y);
379 root 1.75 ms.update ();
380 root 1.11
381 root 1.32 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
382 root 1.11 return 0;
383    
384 root 1.95 int max_effects = 5; // max. number of similar spells per mapspace
385    
386 root 1.119 for (object *tmp = ms.top; tmp; tmp = tmp->below)
387 root 1.11 {
388     /* If there is a counterspell on the space, and this
389     * object is using magic, don't progress. I believe we could
390     * leave this out and let in progress, and other areas of the code
391     * will then remove it, but that would seem to to use more
392     * resources, and may not work as well if a player is standing
393     * on top of a counterwall spell (may hit the player before being
394     * removed.) On the other hand, it may be more dramatic for the
395     * spell to actually hit the counterwall and be sucked up.
396     */
397 elmex 1.40 if ((tmp->attacktype & AT_COUNTERSPELL)
398 root 1.116 && !tmp->flag [FLAG_MONSTER]
399 elmex 1.40 && (tmp->type != PLAYER)
400     && (tmp->type != WEAPON)
401     && (tmp->type != BOW)
402     && (tmp->type != ARROW)
403     && (tmp->type != GOLEM)
404 root 1.116 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
405 elmex 1.40 // we special case floor here because there
406     // are sometimes spell effect floors
407     // which are used to inflict damage
408     // (and those shouldn't go away from
409     // sanctuary) see also: permanent lava
410     && (immune_stop & AT_MAGIC))
411 root 1.11 return 0;
412    
413 root 1.95 if (tmp->type == op->type)
414     {
415     if (tmp->subtype == op->subtype
416     && tmp->arch == op->arch /* no harm if not comparing by name here */)
417     {
418     /* This is to prevent 'out of control' spells. Basically, this
419     * limits one spell effect per space per spell. This is definately
420     * needed for performance reasons, and just for playability I believe.
421     * there are no such things as multispaced spells right now, so
422     * we don't need to worry about the head.
423     */
424     if (tmp->stats.maxhp == op->stats.maxhp)
425     return 0;
426    
427     /*
428     * Combine similar spell effects into one spell effect. Needed for
429     * performance reasons with meteor swarm and the like, but also for
430     * playability reasons.
431     */
432     if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
433     if (mergable_owner (tmp, op))
434     {
435     // if same owner, then combine, but reduce advantage of multiple spells
436     max_it (tmp->stats.dam, op->stats.dam);
437     max_it (tmp->range , op->range);
438     max_it (tmp->duration , op->duration);
439     return 0;
440     }
441     }
442 root 1.11
443 root 1.95 // if there are too many spell effects on this space,
444     // then don't allow more of them, for performance reasons.
445     if (tmp->type == SPELL_EFFECT
446     && !--max_effects)
447     return 0;
448 elmex 1.1 }
449    
450 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
451     * ground to prevent it from moving along?
452     */
453 elmex 1.1 }
454 root 1.32
455 root 1.11 /* If it passes the above tests, it must be OK */
456     return 1;
457 elmex 1.1 }
458    
459     /* fire_arch_from_position: fires an archetype.
460     * op: person firing the object.
461     * caster: object casting the spell.
462     * x, y: where to fire the spell (note, it then uses op->map for the map
463     * for these coordinates, which is probably a really bad idea.
464     * dir: direction to fire in.
465     * spell: spell that is being fired. It uses other_arch for the archetype
466     * to fire.
467     * returns 0 on failure, 1 on success.
468     */
469 root 1.11 int
470     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
471     {
472 root 1.73 if (!spell->other_arch)
473     return 0;
474    
475     object *tmp = spell->other_arch->instance ();
476 elmex 1.1
477 root 1.73 if (!tmp)
478 root 1.11 return 0;
479 elmex 1.1
480 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
481     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
482     /* code in time.c uses food for some things, duration for others */
483     tmp->stats.food = tmp->duration;
484     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
485     tmp->attacktype = spell->attacktype;
486     tmp->direction = dir;
487 root 1.73 tmp->set_owner (op);
488 root 1.79 tmp->level = casting_level (caster, spell);
489 root 1.11 set_spell_skill (op, caster, spell, tmp);
490    
491     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
492     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
493 root 1.73 if (!tailor_god_spell (tmp, op))
494     return 0;
495    
496 root 1.116 if (tmp->flag [FLAG_IS_TURNABLE])
497 root 1.132 tmp->set_anim_frame (dir);
498 elmex 1.1
499 root 1.73 if ((tmp = op->map->insert (tmp, x, y, op)))
500 root 1.29 move_spell_effect (tmp);
501 elmex 1.1
502 root 1.11 return 1;
503 elmex 1.1 }
504    
505     /*****************************************************************************
506     *
507     * Code related to rods - perhaps better located in another file?
508     *
509     ****************************************************************************/
510 root 1.11 void
511     regenerate_rod (object *rod)
512     {
513     if (rod->stats.hp < rod->stats.maxhp)
514 root 1.104 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
515 elmex 1.1 }
516    
517 root 1.11 void
518     drain_rod_charge (object *rod)
519     {
520     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
521 elmex 1.1 }
522    
523     /* this function is commonly used to find a friendly target for
524     * spells such as heal or protection or armour
525     * op is what is looking for the target (which can be a player),
526     * dir is the direction we are looking in. Return object found, or
527     * NULL if no good object.
528     */
529 root 1.11 object *
530     find_target_for_friendly_spell (object *op, int dir)
531     {
532     object *tmp;
533    
534     /* I don't really get this block - if op isn't a player or rune,
535     * we then make the owner of this object the target.
536     * The owner could very well be no where near op.
537     */
538     if (op->type != PLAYER && op->type != RUNE)
539     {
540 root 1.21 tmp = op->owner;
541 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
542     * to the caster.
543     */
544 root 1.116 if (!tmp || !tmp->flag [FLAG_MONSTER])
545 root 1.11 tmp = op;
546 elmex 1.1 }
547 root 1.11 else
548     {
549 root 1.37 maptile *m = op->map;
550 root 1.130 sint16 x = op->x + DIRX (dir);
551     sint16 y = op->y + DIRY (dir);
552 root 1.37
553     tmp = xy_normalise (m, x, y)
554     ? m->at (x, y).player ()
555     : 0;
556 root 1.11 }
557 root 1.26
558 root 1.11 /* didn't find a player there, look in current square for a player */
559 root 1.26 if (!tmp)
560     tmp = op->ms ().player ();
561 elmex 1.1
562 root 1.11 return tmp;
563 elmex 1.1 }
564    
565     /* raytrace:
566     * spell_find_dir(map, x, y, exclude) will search first the center square
567     * then some close squares in the given map at the given coordinates for
568     * live objects.
569     * It will not consider the object given as exclude (= caster) among possible
570     * live objects. If the caster is a player, the spell will go after
571     * monsters/generators only. If not, the spell will hunt players only.
572     * It returns the direction toward the first/closest live object if it finds
573     * any, otherwise -1.
574     * note that exclude can be NULL, in which case all bets are off.
575     */
576 root 1.11 int
577 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
578 root 1.11 {
579     int i, max = SIZEOFFREE;
580     sint16 nx, ny;
581     int owner_type = 0, mflags;
582     object *tmp;
583 root 1.17 maptile *mp;
584 root 1.11
585     if (exclude && exclude->head)
586     exclude = exclude->head;
587     if (exclude && exclude->type)
588     owner_type = exclude->type;
589    
590     for (i = rndm (1, 8); i < max; i++)
591     {
592 root 1.130 nx = x + DIRX (i);
593     ny = y + DIRY (i);
594 root 1.11 mp = m;
595     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
596     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
597     continue;
598    
599 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
600 root 1.11
601     while (tmp != NULL && (((owner_type == PLAYER &&
602 root 1.116 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
603 root 1.11 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
604     tmp = tmp->above;
605 elmex 1.1
606 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
607     return freedir[i];
608 elmex 1.1 }
609 root 1.11 return -1; /* flag for "keep going the way you were" */
610 elmex 1.1 }
611    
612     /* put_a_monster: puts a monster named monstername near by
613     * op. This creates the treasures for the monsters, and
614     * also deals with multipart monsters properly.
615     */
616 root 1.101 static void
617 root 1.11 put_a_monster (object *op, const char *monstername)
618     {
619     object *tmp, *head = NULL, *prev = NULL;
620     archetype *at;
621     int dir;
622    
623     /* Handle cases where we are passed a bogus mosntername */
624    
625 root 1.14 if ((at = archetype::find (monstername)) == NULL)
626 root 1.11 return;
627    
628     /* find a free square nearby
629 root 1.129 * first we check the closest square for free squares
630 root 1.11 */
631    
632 root 1.51 dir = find_first_free_spot (at, op->map, op->x, op->y);
633 root 1.11 if (dir != -1)
634     {
635     /* This is basically grabbed for generate monster. Fixed 971225 to
636     * insert multipart monsters properly
637     */
638 root 1.52 //TODO: use expand_tail + ...
639 root 1.11 while (at != NULL)
640     {
641 root 1.109 tmp = at->instance ();
642 root 1.130 tmp->x = op->x + DIRX (dir) + at->x;
643     tmp->y = op->y + DIRY (dir) + at->y;
644 root 1.11 tmp->map = op->map;
645     if (head)
646     {
647     tmp->head = head;
648     prev->more = tmp;
649 root 1.8 }
650 root 1.52
651 root 1.11 if (!head)
652     head = tmp;
653 root 1.52
654 root 1.11 prev = tmp;
655 root 1.52
656     at = (archetype *)at->more;
657 root 1.8 }
658    
659 root 1.11 if (head->randomitems)
660     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
661 root 1.8
662 root 1.11 insert_ob_in_map (head, op->map, op, 0);
663 root 1.8
664 root 1.11 /* thought it'd be cool to insert a burnout, too. */
665 root 1.130 op->map->insert (archetype::get (shstr_burnout), op->x + DIRX (dir), op->y + DIRY (dir), op);
666 elmex 1.1 }
667     }
668    
669     /* peterm: function which summons hostile monsters and
670     * places them in nearby squares.
671     * op is the summoner.
672     * n is the number of monsters.
673     * monstername is the name of the monster.
674     * returns the number of monsters, which is basically n.
675     * it should really see how many it successfully replaced and
676     * return that instead.
677     * Note that this is not used by any spells (summon evil monsters
678     * use to call this, but best I can tell, that spell/ability was
679     * never used. This is however used by various failures on the
680     * players part (alchemy, reincarnation, etc)
681     */
682 root 1.11 int
683     summon_hostile_monsters (object *op, int n, const char *monstername)
684     {
685     int i;
686    
687     for (i = 0; i < n; i++)
688     put_a_monster (op, monstername);
689 elmex 1.1
690 root 1.11 return n;
691 elmex 1.1 }
692    
693     /* Some local definitions for shuffle-attack */
694 root 1.11 struct attacktype_shuffle
695     {
696     int attacktype;
697     int face;
698 root 1.132 } ATTACKS[] =
699 root 1.11 {
700 root 1.41 { AT_PHYSICAL, 0},
701 root 1.132 { AT_PHYSICAL, 0}, /* face = explosion */
702 root 1.41 { 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 root 1.129 * This routine shuffles the attack of op to one of the
726 elmex 1.1 * ones in the list. It does this at random. It also
727     * chooses a face appropriate to the attack that is
728 root 1.129 * being committed by that square at the moment.
729 elmex 1.1 * 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 1.132 int i = rndm (ecb_array_length (ATTACKS));
744 elmex 1.1
745 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
746    
747     if (change_face)
748 root 1.132 op->set_anim_frame (ATTACKS[i].face);
749 elmex 1.1 }
750    
751     /* prayer_failure: This is called when a player fails
752     * at casting a prayer.
753     * op is the player.
754     * failure is basically how much grace they had.
755     * power is how much grace the spell would normally take to cast.
756     */
757 root 1.118
758     #define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
759    
760 root 1.101 static void
761 root 1.11 prayer_failure (object *op, int failure, int power)
762     {
763     const char *godname;
764     object *tmp;
765 elmex 1.1
766 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
767     godname = "Your spirit";
768 elmex 1.1
769 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
770 elmex 1.1 {
771 root 1.118 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
772 root 1.121 tmp = archetype::get (SPELL_WONDER);
773 root 1.11 cast_cone (op, op, 0, tmp);
774 root 1.82 tmp->destroy ();
775 elmex 1.1 }
776    
777 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
778 elmex 1.1 {
779 root 1.118 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
780 root 1.11 confuse_player (op, op, 99);
781 elmex 1.1 }
782 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
783 elmex 1.1 {
784 root 1.118 op->failmsgf ("%s requires you to pray NOW. "
785     "You comply, ignoring all else." HINT_GRACE,
786     godname);
787 root 1.11 paralyze_player (op, op, 99);
788 elmex 1.1 }
789 root 1.11 else if (failure <= -150) /* blast the immediate area */
790     {
791 root 1.121 tmp = archetype::get (GOD_POWER);
792 root 1.118 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
793 root 1.11 cast_magic_storm (op, tmp, power);
794 elmex 1.1 }
795     }
796    
797 root 1.125 /*
798 elmex 1.1 * spell_failure() handles the various effects for differing degrees
799     * of failure badness.
800     * op is the player that failed.
801     * failure is a random value of how badly you failed.
802     * power is how many spellpoints you'd normally need for the spell.
803     * skill is the skill you'd need to cast the spell.
804     */
805 root 1.11 void
806     spell_failure (object *op, int failure, int power, object *skill)
807     {
808     object *tmp;
809 elmex 1.1
810 root 1.11 if (settings.spell_failure_effects == FALSE)
811     return;
812 elmex 1.1
813 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
814 elmex 1.1 {
815 root 1.118 op->failmsg ("Your spell causes an unexpected effect.");
816 root 1.121 tmp = archetype::get (SPELL_WONDER);
817 root 1.11 cast_cone (op, op, 0, tmp);
818 root 1.82 tmp->destroy ();
819 elmex 1.1 }
820    
821 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
822 elmex 1.1 {
823 root 1.118 op->failmsg ("Your magic recoils on you, making you confused!");
824 root 1.11 confuse_player (op, op, 99);
825 elmex 1.1 }
826 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
827 elmex 1.1 {
828 root 1.118 op->failmsg ("Your magic stuns you!");
829 root 1.11 paralyze_player (op, op, 99);
830 elmex 1.1 }
831 root 1.11 else if (failure <= -80) /* blast the immediate area */
832     {
833     object *tmp;
834 root 1.8
835 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
836     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
837     {
838 root 1.118 op->failmsg ("The magic warps and you are turned inside out!");
839 root 1.11 hit_player (op, 9998, op, AT_INTERNAL, 1);
840 root 1.8
841 root 1.11 }
842     else
843     {
844 root 1.118 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
845 root 1.121 tmp = archetype::get (LOOSE_MANA);
846 root 1.11 tmp->level = skill->level;
847    
848     /* increase the area of destruction a little for more powerful spells */
849     tmp->range += isqrt (power);
850    
851     if (power > 25)
852     tmp->stats.dam = 25 + isqrt (power);
853     else
854     tmp->stats.dam = power; /* nasty recoils! */
855 root 1.8
856 root 1.11 tmp->stats.maxhp = tmp->count;
857 root 1.29
858     tmp->insert_at (op);
859 root 1.8 }
860 elmex 1.1 }
861     }
862    
863 root 1.100 static int
864 root 1.97 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
865 root 1.11 {
866     if (!spell_ob->other_arch)
867 elmex 1.1 {
868 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
869     return 0;
870     }
871 root 1.57
872 root 1.109 object *spell = spell_ob->other_arch->instance ();
873 elmex 1.1
874 root 1.11 /* Always cast spell on caster */
875 root 1.98 int success = cast_spell (op, caster, dir, spell, spellparam);
876 elmex 1.1
877 root 1.96 if (!op->contr || !op->contr->party)
878 root 1.11 {
879 root 1.19 spell->remove ();
880 root 1.11 return success;
881 elmex 1.1 }
882 root 1.57
883 root 1.27 for_all_players (pl)
884 root 1.98 if ((pl->ob->contr->party == op->contr->party)
885     && on_same_map (pl->ob, op)
886     && pl->ob != op)
887 root 1.97 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
888 root 1.57
889 root 1.19 spell->remove ();
890 root 1.11 return success;
891     }
892 elmex 1.1
893     /* This is where the main dispatch when someone casts a spell.
894     *
895     * op is the creature that is owner of the object that is casting the spell -
896     * eg, the player or monster.
897     * caster is the actual object (wand, potion) casting the spell. can be
898     * same as op.
899     * dir is the direction to cast in. Note in some cases, if the spell
900     * is self only, dir really doesn't make a difference.
901     * spell_ob is the spell object that is being cast. From that,
902     * we can determine what to do.
903 root 1.97 * spellparam is any options that are being used. It can be NULL. Almost
904 elmex 1.1 * certainly, only players will set it. It is basically used as optional
905     * parameters to a spell (eg, item to create, information for marking runes,
906     * etc.
907     * returns 1 on successful cast, or 0 on error. These values should really
908     * be swapped, so that 0 is successful, and non zero is failure, with a code
909     * of what it failed.
910     *
911     * Note that this function is really a dispatch routine that calls other
912     * functions - it just blindly returns what ever value those functions
913     * return. So if your writing a new function that is called from this,
914     * it shoudl also return 1 on success, 0 on failure.
915     *
916     * if it is a player casting the spell (op->type == PLAYER, op == caster),
917     * this function will decrease the mana/grace appropriately. For other
918     * objects, the caller should do what it considers appropriate.
919     */
920 root 1.11 int
921 root 1.97 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
922 root 1.11 {
923     const char *godname;
924 root 1.86 int success = 0;
925 elmex 1.1
926 root 1.117 // make sure spells always take a while, so a) we don't flood the
927     // user with messages and b) too many failures can be harmful (smiting).
928     op->speed_left -= 4 * op->speed; // ~0.5s on failure
929    
930 root 1.11 if (!spell_ob)
931     {
932     LOG (llevError, "cast_spell: null spell object passed\n");
933     return 0;
934 elmex 1.1 }
935 root 1.13
936 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
937     godname = "A random spirit";
938 elmex 1.1
939 root 1.11 /* the caller should set caster to op if appropriate */
940     if (!caster)
941     {
942     LOG (llevError, "cast_spell: null caster object passed\n");
943     return 0;
944 elmex 1.1 }
945    
946 root 1.129 /* if caster is a spell casting object, this normally shouldn't be
947 root 1.11 * an issue, because they don't have any spellpaths set up.
948     */
949 root 1.116 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
950 root 1.11 {
951 root 1.118 op->failmsg ("That spell path is denied to you.");
952 root 1.11 return 0;
953 elmex 1.1 }
954    
955 root 1.115 object *skill = 0;
956    
957 root 1.11 /* if it is a player casting the spell, and they are really casting it
958 root 1.129 * (vs it coming from a wand, scroll, or whatever else), do some
959 root 1.11 * checks. We let monsters do special things - eg, they
960 root 1.115 * don't need the SKILL, BYpass level checks, etc. The monster function
961 root 1.11 * should take care of that.
962     * Remove the wiz check here and move it further down - some spells
963     * need to have the right skill pointer passed, so we need to
964     * at least process that code.
965     */
966     if (op->type == PLAYER && op == caster)
967     {
968     if (spell_ob->skill)
969     {
970     skill = find_skill_by_name (op, spell_ob->skill);
971 root 1.45
972 root 1.11 if (!skill)
973     {
974 root 1.114 op->failmsgf ("You need the %s skill to cast %s! "
975     "H<You either need to learn the skill via a skill scroll "
976     "or you need to wear a talisman, holy symbol or another skill tool.>",
977     &spell_ob->skill, &spell_ob->name);
978 root 1.112 return 0;
979 root 1.79 }
980    
981     const char *msg = "";
982    
983     int caster_level = skill->level;
984    
985     if (op->path_attuned & spell_ob->path_attuned)
986     {
987 root 1.86 caster_level += min (caster_level, ATTUNE_REPELL);
988 root 1.79 msg = " (attuned)";
989     }
990    
991     if (op->path_repelled & spell_ob->path_attuned)
992     {
993 root 1.84 caster_level -= ATTUNE_REPELL; // negative is ok
994 root 1.79 msg = " (repelled)";
995 root 1.8 }
996 root 1.45
997 root 1.80 if (spell_ob->level > caster_level)
998 root 1.11 {
999 root 1.114 op->failmsgf ("You lack enough skill to cast that spell! "
1000 root 1.129 "H<Your effective cast level is %d%s, but level %d is required.>",
1001 root 1.114 caster_level, msg, spell_ob->level);
1002 root 1.79 if (!op->is_wiz ())
1003     return 0;
1004 root 1.8 }
1005     }
1006 root 1.45
1007 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1008     * to have sufficient grace/mana.
1009     */
1010 root 1.116 if (!op->flag [FLAG_WIZCAST])
1011 root 1.11 {
1012     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1013     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1014     {
1015 root 1.60 op->failmsg ("You don't have enough mana!");
1016 root 1.11 return 0;
1017 root 1.8 }
1018 root 1.30
1019 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1020     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1021     {
1022     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1023     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1024 root 1.60 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1025 root 1.11 else
1026     {
1027     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1028 root 1.114 op->failmsgf ("%s ignores your prayer.", godname);
1029 root 1.11 return 0;
1030 root 1.8 }
1031     }
1032    
1033 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1034     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1035 root 1.103 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1036 root 1.11 {
1037 root 1.55 op->contr->play_sound (sound_find ("fumble_spell"));
1038 root 1.60 op->failmsg ("You fumble the prayer.");
1039 root 1.35
1040 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1041     return 0;
1042     }
1043     else if (spell_ob->stats.sp)
1044     {
1045     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1046    
1047     if (failure < 0)
1048     {
1049 root 1.60 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1050 root 1.11 if (settings.spell_failure_effects == TRUE)
1051     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1052 root 1.42
1053 root 1.11 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1054     return 0;
1055 root 1.8 }
1056     }
1057     }
1058 elmex 1.1 }
1059    
1060 root 1.60 int mflags = op->ms ().flags ();
1061 root 1.11
1062     /* See if we can cast a spell here. If the caster and op are
1063     * not alive, then this would mean that the mapmaker put the
1064     * objects on the space - presume that they know what they are
1065     * doing.
1066     */
1067 elmex 1.9
1068 root 1.116 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1069 root 1.11 {
1070 root 1.113 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1071 root 1.58 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1072 root 1.11 return 0;
1073     }
1074    
1075     if ((spell_ob->type == SPELL)
1076     && (caster->type != POTION)
1077 root 1.116 && !op->flag [FLAG_WIZCAST]
1078     && (caster->flag [FLAG_ALIVE]
1079     || op->flag [FLAG_ALIVE])
1080 root 1.11 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1081     {
1082     if (op->type != PLAYER)
1083 elmex 1.9 return 0;
1084    
1085 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1086 root 1.114 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1087 root 1.43 else if (object *item = op->contr->ranged_ob)
1088     {
1089     if (item->type == SPELL)
1090 root 1.60 op->failmsg ("Something blocks your spellcasting.");
1091 root 1.43 else if (item->type == SCROLL)
1092 root 1.60 op->failmsg ("Something blocks the magic of your scroll.");
1093 root 1.43 else
1094 root 1.60 op->failmsg ("Something blocks the magic of your item.");
1095 root 1.43 }
1096 root 1.11 else
1097 root 1.60 op->failmsg ("Something blocks the spell!");
1098 root 1.42
1099 root 1.11 return 0;
1100     }
1101 elmex 1.1
1102 root 1.117 // undo the flood protection from earlier
1103     op->speed_left += 4 * op->speed; // ~0.5s on failure
1104    
1105 root 1.46 /* Take into account how long it takes to cast the spell.
1106 root 1.129 * if the player is casting it, then we use the time in
1107 root 1.46 * the spell object. If it is a spell object, have it
1108     * take two ticks. Things that cast spells on the players
1109     * behalf (eg, altars, and whatever else) shouldn't cost
1110     * the player any time.
1111     * Ignore casting time for firewalls
1112     */
1113     if (caster == op && caster->type != FIREWALL)
1114 root 1.11 {
1115 root 1.108 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1116 root 1.46 /* Other portions of the code may also decrement the speed of the player, so
1117     * put a lower limit so that the player isn't stuck here too long
1118 root 1.11 */
1119 root 1.108 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1120     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1121 elmex 1.1 }
1122 root 1.46 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1123 root 1.108 op->speed_left -= 2 * op->speed;
1124 elmex 1.1
1125 root 1.11 if (op->type == PLAYER && op == caster)
1126     {
1127     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1128     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1129 elmex 1.1 }
1130    
1131 root 1.11 /* We want to try to find the skill to properly credit exp.
1132     * for spell casting objects, the exp goes to the skill the casting
1133     * object requires.
1134     */
1135     if (op != caster && !skill && caster->skill)
1136     {
1137     skill = find_skill_by_name (op, caster->skill);
1138 root 1.115
1139 root 1.11 if (!skill)
1140     {
1141 root 1.114 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1142 root 1.11 return 0;
1143 root 1.8 }
1144 elmex 1.1 }
1145    
1146 root 1.97 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1147 root 1.48 return RESULT_INT (0);
1148    
1149 root 1.115 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1150     // at least temporarily, which might not be true due to slot restrictions, but hey
1151     // invoke requires it basically.
1152    
1153     object *chosen_skill = op->chosen_skill;
1154     op->chosen_skill = skill;
1155    
1156 root 1.11 switch (spell_ob->subtype)
1157     {
1158 root 1.45 /* The order of case statements is same as the order they show up
1159 root 1.94 * in spells.h.
1160 root 1.45 */
1161 root 1.12 case SP_RAISE_DEAD:
1162 root 1.97 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1163 root 1.12 break;
1164    
1165     case SP_RUNE:
1166 root 1.97 success = write_rune (op, caster, spell_ob, dir, spellparam);
1167 root 1.12 break;
1168    
1169     case SP_MAKE_MARK:
1170 root 1.97 success = write_mark (op, spell_ob, spellparam);
1171 root 1.12 break;
1172    
1173     case SP_BOLT:
1174     success = fire_bolt (op, caster, dir, spell_ob, skill);
1175     break;
1176    
1177     case SP_BULLET:
1178     success = fire_bullet (op, caster, dir, spell_ob);
1179     break;
1180    
1181     case SP_CONE:
1182     success = cast_cone (op, caster, dir, spell_ob);
1183     break;
1184    
1185     case SP_BOMB:
1186     success = create_bomb (op, caster, dir, spell_ob);
1187     break;
1188    
1189     case SP_WONDER:
1190     success = cast_wonder (op, caster, dir, spell_ob);
1191     break;
1192    
1193     case SP_SMITE:
1194     success = cast_smite_spell (op, caster, dir, spell_ob);
1195     break;
1196    
1197     case SP_MAGIC_MISSILE:
1198 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1199 root 1.12 break;
1200    
1201     case SP_SUMMON_GOLEM:
1202     success = summon_golem (op, caster, dir, spell_ob);
1203     break;
1204    
1205     case SP_DIMENSION_DOOR:
1206     /* dimension door needs the actual caster, because that is what is
1207     * moved.
1208     */
1209 root 1.97 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1210 root 1.12 break;
1211 root 1.8
1212 root 1.12 case SP_MAGIC_MAPPING:
1213     if (op->type == PLAYER)
1214     {
1215     spell_effect (spell_ob, op->x, op->y, op->map, op);
1216     draw_magic_map (op);
1217     success = 1;
1218     }
1219     else
1220     success = 0;
1221     break;
1222 elmex 1.1
1223 root 1.12 case SP_MAGIC_WALL:
1224     success = magic_wall (op, caster, dir, spell_ob);
1225     break;
1226 root 1.8
1227 root 1.12 case SP_DESTRUCTION:
1228     success = cast_destruction (op, caster, spell_ob);
1229     break;
1230 root 1.8
1231 root 1.12 case SP_PERCEIVE_SELF:
1232     success = perceive_self (op);
1233     break;
1234 root 1.8
1235 root 1.12 case SP_WORD_OF_RECALL:
1236     success = cast_word_of_recall (op, caster, spell_ob);
1237     break;
1238 root 1.8
1239 root 1.12 case SP_INVISIBLE:
1240     success = cast_invisible (op, caster, spell_ob);
1241     break;
1242 root 1.8
1243 root 1.12 case SP_PROBE:
1244     success = probe (op, caster, spell_ob, dir);
1245     break;
1246 root 1.8
1247 root 1.12 case SP_HEALING:
1248     success = cast_heal (op, caster, spell_ob, dir);
1249     break;
1250 root 1.8
1251 root 1.12 case SP_CREATE_FOOD:
1252 root 1.97 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1253 root 1.12 break;
1254 root 1.8
1255 root 1.12 case SP_EARTH_TO_DUST:
1256     success = cast_earth_to_dust (op, caster, spell_ob);
1257     break;
1258 root 1.8
1259 root 1.12 case SP_CHANGE_ABILITY:
1260     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1261     break;
1262 root 1.8
1263 root 1.12 case SP_BLESS:
1264     success = cast_bless (op, caster, spell_ob, dir);
1265     break;
1266 root 1.8
1267 root 1.12 case SP_CURSE:
1268     success = cast_curse (op, caster, spell_ob, dir);
1269     break;
1270 root 1.8
1271 root 1.12 case SP_SUMMON_MONSTER:
1272 root 1.97 success = summon_object (op, caster, spell_ob, dir, spellparam);
1273 root 1.12 break;
1274 root 1.8
1275 root 1.12 case SP_CHARGING:
1276     success = recharge (op, caster, spell_ob);
1277     break;
1278 root 1.8
1279 root 1.12 case SP_POLYMORPH:
1280 elmex 1.1 #ifdef NO_POLYMORPH
1281 root 1.12 /* Not great, but at least provide feedback so if players do have
1282     * polymorph (ie, find it as a preset item or left over from before
1283     * it was disabled), they get some feedback.
1284     */
1285 root 1.60 op->failmsg ("The spell fizzles!");
1286 root 1.12 success = 0;
1287 elmex 1.1 #else
1288 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1289 elmex 1.1 #endif
1290 root 1.12 break;
1291 root 1.8
1292 root 1.12 case SP_ALCHEMY:
1293     success = alchemy (op, caster, spell_ob);
1294     break;
1295    
1296     case SP_REMOVE_CURSE:
1297     success = remove_curse (op, caster, spell_ob);
1298     break;
1299    
1300     case SP_IDENTIFY:
1301     success = cast_identify (op, caster, spell_ob);
1302     break;
1303    
1304     case SP_DETECTION:
1305     success = cast_detection (op, caster, spell_ob, skill);
1306     break;
1307    
1308     case SP_MOOD_CHANGE:
1309     success = mood_change (op, caster, spell_ob);
1310     break;
1311 elmex 1.1
1312 root 1.12 case SP_MOVING_BALL:
1313     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1314     {
1315 root 1.114 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1316 root 1.12 success = 0;
1317     }
1318     else
1319 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1320 root 1.12 break;
1321 elmex 1.1
1322 root 1.12 case SP_SWARM:
1323     success = fire_swarm (op, caster, spell_ob, dir);
1324     break;
1325    
1326     case SP_CHANGE_MANA:
1327     success = cast_transfer (op, caster, spell_ob, dir);
1328     break;
1329    
1330     case SP_DISPEL_RUNE:
1331     /* in rune.c */
1332     success = dispel_rune (op, caster, spell_ob, skill, dir);
1333     break;
1334    
1335     case SP_CREATE_MISSILE:
1336 root 1.97 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1337 root 1.12 break;
1338    
1339     case SP_CONSECRATE:
1340     success = cast_consecrate (op, caster, spell_ob);
1341     break;
1342    
1343     case SP_ANIMATE_WEAPON:
1344     success = animate_weapon (op, caster, spell_ob, dir);
1345     break;
1346    
1347     case SP_LIGHT:
1348     success = cast_light (op, caster, spell_ob, dir);
1349     break;
1350    
1351     case SP_CHANGE_MAP_LIGHT:
1352     success = cast_change_map_lightlevel (op, caster, spell_ob);
1353     break;
1354    
1355     case SP_FAERY_FIRE:
1356     success = cast_destruction (op, caster, spell_ob);
1357     break;
1358    
1359     case SP_CAUSE_DISEASE:
1360     success = cast_cause_disease (op, caster, spell_ob, dir);
1361     break;
1362    
1363     case SP_AURA:
1364     success = create_aura (op, caster, spell_ob);
1365     break;
1366    
1367     case SP_PARTY_SPELL:
1368 root 1.97 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1369 root 1.12 break;
1370    
1371     default:
1372 root 1.48 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1373 elmex 1.1 }
1374    
1375 root 1.115 // restore chosen_skill
1376     op->chosen_skill = chosen_skill;
1377    
1378 root 1.61 op->play_sound (
1379     success
1380     ? spell_ob->sound
1381     ? spell_ob->sound
1382     : sound_find ("spell_success")
1383     : sound_find ("fumble_spell")
1384     );
1385 elmex 1.1
1386 root 1.11 return success;
1387 elmex 1.1 }
1388    
1389 root 1.60 /* This is called from time.c/process_object(). That function
1390     * calls this for any SPELL_EFFECT type objects. This function
1391 elmex 1.1 * then dispatches them to the appropriate specific routines.
1392     */
1393 root 1.11 void
1394     move_spell_effect (object *op)
1395     {
1396     switch (op->subtype)
1397     {
1398 root 1.12 case SP_BOLT:
1399     move_bolt (op);
1400     break;
1401    
1402     case SP_BULLET:
1403     move_bullet (op);
1404     break;
1405    
1406     case SP_EXPLOSION:
1407     explosion (op);
1408     break;
1409    
1410     case SP_CONE:
1411     move_cone (op);
1412     break;
1413    
1414     case SP_BOMB:
1415     animate_bomb (op);
1416     break;
1417    
1418     case SP_MAGIC_MISSILE:
1419     move_missile (op);
1420     break;
1421    
1422     case SP_WORD_OF_RECALL:
1423     execute_word_of_recall (op);
1424     break;
1425    
1426     case SP_MOVING_BALL:
1427     move_ball_spell (op);
1428     break;
1429    
1430     case SP_SWARM:
1431     move_swarm_spell (op);
1432     break;
1433    
1434     case SP_AURA:
1435     move_aura (op);
1436     break;
1437 elmex 1.1 }
1438     }
1439    
1440 root 1.76 /* This is called by move_apply. Basically, if someone
1441 elmex 1.1 * moves onto a spell effect and the walk_on or fly_on flags
1442 root 1.76 * are set, this is called. This should only be called for
1443     * objects of the appropriate type.
1444 elmex 1.1 */
1445 root 1.11 void
1446     apply_spell_effect (object *spell, object *victim)
1447 elmex 1.1 {
1448 root 1.11 switch (spell->subtype)
1449     {
1450 root 1.12 case SP_CONE:
1451 root 1.116 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1452 root 1.12 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1453     break;
1454 root 1.8
1455 root 1.12 case SP_MAGIC_MISSILE:
1456 root 1.116 if (victim->flag [FLAG_ALIVE])
1457 root 1.12 {
1458 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1459 root 1.82 spell->destroy ();
1460 root 1.12 }
1461     break;
1462 root 1.8
1463 root 1.12 case SP_MOVING_BALL:
1464 root 1.116 if (victim->flag [FLAG_ALIVE])
1465 root 1.12 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1466 root 1.107 else if (victim->material != MATERIAL_NULL)
1467 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1468 root 1.81
1469 root 1.12 break;
1470 elmex 1.1 }
1471     }
1472 root 1.60
1473 elmex 1.93 /**
1474     * This function will let a fireball explode at the position of
1475     * the victim with a specific maximum level.
1476     */
1477     void
1478     create_exploding_ball_at (object *victim, int level)
1479     {
1480 root 1.121 object *ball = archetype::get (EXPLODING_FIREBALL);
1481 elmex 1.93 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1482     ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1483     ball->insert_at (victim);
1484     }