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Revision: 1.72
Committed: Tue May 6 16:55:26 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_54
Changes since 1.71: +1 -1 lines
Log Message:
update copyright

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.63 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.34 *
4 root 1.72 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.49 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.34 *
8 root 1.63 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.54 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.34 *
13 root 1.54 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.34 *
18 root 1.54 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.49 *
21 root 1.63 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.34 */
23 elmex 1.1
24     #include <global.h>
25     #include <spells.h>
26     #include <object.h>
27     #include <errno.h>
28 root 1.28 #include <sproto.h>
29 elmex 1.1 #include <sounds.h>
30    
31     extern char *spell_mapping[];
32    
33     /* This returns a random spell from 'ob'. If skill is set, then
34     * the spell must be of this skill, it can be NULL in which case all
35     * matching spells are used.
36     */
37 root 1.11 object *
38     find_random_spell_in_ob (object *ob, const char *skill)
39 elmex 1.1 {
40 root 1.11 int k = 0, s;
41     object *tmp;
42 elmex 1.1
43 root 1.11 for (tmp = ob->inv; tmp; tmp = tmp->below)
44     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 1.11 s = RANDOM () % k;
52 elmex 1.1
53 root 1.11 for (tmp = ob->inv; tmp; tmp = tmp->below)
54     if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55     {
56     if (!s)
57     return tmp;
58     else
59     s--;
60     }
61     /* Should never get here, but just in case */
62     return NULL;
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     map->insert (arch_to_object (spob->other_arch), x, y, originator);
90 elmex 1.1 }
91    
92     /*
93     * This function takes a caster and spell and presents the
94     * effective level the caster needs to be to cast the spell.
95     * basically, it just adjusts the spell->level with attuned/repelled
96 root 1.30 * spellpaths. Was called path_level_mod.
97 elmex 1.1 *
98 root 1.30 * caster is person casting the spell.
99 elmex 1.1 * spell is the spell object.
100     * Returns modified level.
101     */
102 root 1.11 int
103     min_casting_level (object *caster, object *spell)
104 elmex 1.1 {
105 root 1.11 if (caster->path_denied & spell->path_attuned)
106 root 1.18 return 1;
107    
108 root 1.64 int new_level = spell->level
109     + (caster->path_repelled & spell->path_attuned ? +8 : 0)
110     + (caster->path_attuned & spell->path_attuned ? -8 : 0);
111 root 1.18
112 root 1.30 return max (1, new_level);
113 elmex 1.1 }
114    
115     /* This function returns the effective level the spell
116     * is being cast at.
117     * Note that I changed the repelled/attuned bonus to 2 from 5.
118     * This is because the new code compares casting_level against
119     * min_caster_level, so the difference is effectively 4
120     */
121 root 1.11 int
122     caster_level (object *caster, object *spell)
123 elmex 1.1 {
124 root 1.11 int level = caster->level;
125    
126     /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
127     if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
128     {
129     object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
130     int sk_level = skill ? skill->level : 1;
131    
132 root 1.66 level = min (level, sk_level + level / 10 + 1);
133 elmex 1.1 }
134 root 1.65 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */
135     for (int i = 0; i < NUM_SKILLS; i++)
136     if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
137     {
138     level = caster->contr->last_skill_ob[i]->level;
139     break;
140     }
141 elmex 1.1
142 root 1.11 /* Got valid caster level. Now adjust for attunement */
143 root 1.64 level += caster->path_repelled & spell->path_attuned ? -8 : 0;
144     level += caster->path_attuned & spell->path_attuned ? +8 : 0;
145 root 1.11
146     /* Always make this at least 1. If this is zero, we get divide by zero
147     * errors in various places.
148     */
149 root 1.38 return max (level, 1);
150 elmex 1.1 }
151    
152     /* The following function scales the spellpoint cost of
153     * a spell by it's increased effectiveness. Some of the
154     * lower level spells become incredibly vicious at high
155     * levels. Very cheap mass destruction. This function is
156     * intended to keep the sp cost related to the effectiveness.
157     * op is the player/monster
158     * caster is what is casting the spell, can be op.
159     * spell is the spell object.
160     * Note that it is now possible for a spell to cost both grace and
161     * mana. In that case, we return which ever value is higher.
162     */
163    
164 root 1.11 sint16
165     SP_level_spellpoint_cost (object *caster, object *spell, int flags)
166 elmex 1.1 {
167 root 1.11 int sp, grace, level = caster_level (caster, spell);
168 elmex 1.1
169 root 1.11 if (settings.spellpoint_level_depend == TRUE)
170     {
171     if (spell->stats.sp && spell->stats.maxsp)
172     {
173     sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
174 root 1.8 }
175 root 1.11 else
176     sp = spell->stats.sp;
177 root 1.8
178 root 1.11 sp *= (int) PATH_SP_MULT (caster, spell);
179     if (!sp && spell->stats.sp)
180     sp = 1;
181 root 1.8
182 root 1.11 if (spell->stats.grace && spell->stats.maxgrace)
183     {
184     grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
185 root 1.8 }
186 root 1.11 else
187     grace = spell->stats.grace;
188 elmex 1.1
189 root 1.11 grace *= (int) PATH_SP_MULT (caster, spell);
190     if (spell->stats.grace && !grace)
191     grace = 1;
192     }
193     else
194     {
195     sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
196     if (spell->stats.sp && !sp)
197     sp = 1;
198 root 1.65
199 root 1.11 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
200     if (spell->stats.grace && !grace)
201     grace = 1;
202     }
203 root 1.62
204 root 1.11 if (flags == SPELL_HIGHEST)
205     return MAX (sp, grace);
206     else if (flags == SPELL_GRACE)
207     return grace;
208     else if (flags == SPELL_MANA)
209     return sp;
210     else
211     {
212     LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
213     return 0;
214 elmex 1.1 }
215     }
216    
217     /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
218     * spob is the spell we are adjusting.
219     */
220 root 1.11 int
221     SP_level_dam_adjust (object *caster, object *spob)
222 elmex 1.1 {
223 root 1.62 if (!spob->dam_modifier)
224     return 0;
225    
226 root 1.11 int level = caster_level (caster, spob);
227 root 1.62 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier;
228 elmex 1.1 }
229    
230     /* Adjust the strength of the spell based on level.
231     * This is basically the same as SP_level_dam_adjust above,
232     * but instead looks at the level_modifier value.
233     */
234 root 1.11 int
235     SP_level_duration_adjust (object *caster, object *spob)
236 elmex 1.1 {
237 root 1.62 if (!spob->duration_modifier)
238     return 0;
239    
240 root 1.11 int level = caster_level (caster, spob);
241 root 1.62 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier;
242 elmex 1.1 }
243    
244     /* Adjust the strength of the spell based on level.
245     * This is basically the same as SP_level_dam_adjust above,
246     * but instead looks at the level_modifier value.
247     */
248 root 1.11 int
249     SP_level_range_adjust (object *caster, object *spob)
250 elmex 1.1 {
251 root 1.62 if (!spob->range_modifier)
252     return 0;
253    
254 root 1.11 int level = caster_level (caster, spob);
255 root 1.62 return (level - min_casting_level (caster, spob)) / spob->range_modifier;
256 elmex 1.1 }
257    
258     /* Checks to see if player knows the spell. If the name is the same
259     * as an existing spell, we presume they know it.
260     * returns 1 if they know the spell, 0 if they don't.
261     */
262 root 1.11 object *
263     check_spell_known (object *op, const char *name)
264 elmex 1.1 {
265 root 1.11 object *spop;
266 root 1.71 shstr_cmp name_ (name);
267 elmex 1.1
268 root 1.11 for (spop = op->inv; spop; spop = spop->below)
269 root 1.71 if (spop->type == SPELL && spop->name == name)
270 root 1.11 return spop;
271 elmex 1.1
272 root 1.71 return 0;
273 elmex 1.1 }
274    
275    
276     /*
277     * Look at object 'op' and see if they know the spell
278     * spname. This is pretty close to check_spell_known
279     * above, but it uses a looser matching mechanism.
280     * returns the matching spell object, or NULL.
281     * If we match multiple spells but don't get an
282     * exact match, we also return NULL.
283     */
284    
285 root 1.11 object *
286     lookup_spell_by_name (object *op, const char *spname)
287     {
288     object *spob1 = NULL, *spob2 = NULL, *spob;
289     int nummatch = 0;
290    
291     if (spname == NULL)
292     return NULL;
293    
294     /* Try to find the spell. We store the results in spob1
295     * and spob2 - spob1 is only taking the length of
296     * the past spname, spob2 uses the length of the spell name.
297     */
298     for (spob = op->inv; spob; spob = spob->below)
299     {
300     if (spob->type == SPELL)
301     {
302     if (!strncmp (spob->name, spname, strlen (spname)))
303     {
304     nummatch++;
305     spob1 = spob;
306     }
307     else if (!strncmp (spob->name, spname, strlen (spob->name)))
308     {
309     /* if spells have ambiguous names, it makes matching
310     * really difficult. (eg, fire and fireball would
311     * fall into this category). It shouldn't be hard to
312     * make sure spell names don't overlap in that fashion.
313     */
314     if (spob2)
315     LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
316     spob2 = spob;
317 root 1.8 }
318     }
319 elmex 1.1 }
320 root 1.11 /* if we have best match, return it. Otherwise, if we have one match
321     * on the loser match, return that, otehrwise null
322     */
323     if (spob2)
324     return spob2;
325     if (spob1 && nummatch == 1)
326     return spob1;
327     return NULL;
328 elmex 1.1 }
329    
330     /* reflwall - decides weither the (spell-)object sp_op will
331     * be reflected from the given mapsquare. Returns 1 if true.
332     * (Note that for living creatures there is a small chance that
333     * reflect_spell fails.)
334     * Caller should be sure it passes us valid map coordinates
335     * eg, updated for tiled maps.
336     */
337 root 1.11 int
338 root 1.17 reflwall (maptile *m, int x, int y, object *sp_op)
339 root 1.11 {
340     object *op;
341 elmex 1.1
342 root 1.11 if (OUT_OF_REAL_MAP (m, x, y))
343     return 0;
344 root 1.24 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
345 elmex 1.23 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
346     && (!QUERY_FLAG (op, FLAG_ALIVE)
347     || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
348 root 1.11 return 1;
349 elmex 1.1
350 root 1.11 return 0;
351 elmex 1.1 }
352    
353     /* cast_create_object: creates object new_op in direction dir
354     * or if that is blocked, beneath the player (op).
355     * we pass 'caster', but don't use it for anything.
356     * This is really just a simple wrapper function .
357     * returns the direction that the object was actually placed
358     * in.
359     */
360 root 1.11 int
361     cast_create_obj (object *op, object *caster, object *new_op, int dir)
362 elmex 1.1 {
363 root 1.17 maptile *m;
364 root 1.11 sint16 sx, sy;
365 elmex 1.1
366 root 1.11 if (dir &&
367     ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
368     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
369     {
370     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
371     new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
372     dir = 0;
373     }
374 root 1.29
375 elmex 1.56 SET_FLAG (new_op, FLAG_IDENTIFIED);
376 root 1.29 op->map->insert (new_op,
377     op->x + freearr_x[dir], op->y + freearr_y[dir],
378     op,
379     dir ? 0 : INS_BELOW_ORIGINATOR);
380    
381 root 1.11 return dir;
382 elmex 1.1 }
383    
384     /* Returns true if it is ok to put spell *op on the space/may provided.
385     * immune_stop is basically the attacktype of the spell (why
386     * passed as a different value, not sure of). If immune_stop
387     * has the AT_MAGIC bit set, and there is a counterwall
388     * on the space, the object doesn't get placed. if immune stop
389     * does not have AT_MAGIC, then counterwalls do not effect the spell.
390     *
391     */
392 root 1.11 int
393 root 1.17 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
394 root 1.11 {
395 root 1.32 if (!xy_normalise (m, x, y))
396     return 0;
397 root 1.11
398 root 1.32 mapspace &ms = m->at (x, y);
399 root 1.11
400 root 1.32 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
401 root 1.11 return 0;
402    
403 root 1.32 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
404 root 1.11 {
405     /* If there is a counterspell on the space, and this
406     * object is using magic, don't progress. I believe we could
407     * leave this out and let in progress, and other areas of the code
408     * will then remove it, but that would seem to to use more
409     * resources, and may not work as well if a player is standing
410     * on top of a counterwall spell (may hit the player before being
411     * removed.) On the other hand, it may be more dramatic for the
412     * spell to actually hit the counterwall and be sucked up.
413     */
414 elmex 1.40 if ((tmp->attacktype & AT_COUNTERSPELL)
415     && !QUERY_FLAG (tmp, FLAG_MONSTER)
416     && (tmp->type != PLAYER)
417     && (tmp->type != WEAPON)
418     && (tmp->type != BOW)
419     && (tmp->type != ARROW)
420     && (tmp->type != GOLEM)
421     && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
422     // we special case floor here because there
423     // are sometimes spell effect floors
424     // which are used to inflict damage
425     // (and those shouldn't go away from
426     // sanctuary) see also: permanent lava
427     && (immune_stop & AT_MAGIC))
428 root 1.11 return 0;
429    
430     /* This is to prevent 'out of control' spells. Basically, this
431     * limits one spell effect per space per spell. This is definately
432     * needed for performance reasons, and just for playability I believe.
433     * there are no such things as multispaced spells right now, so
434     * we don't need to worry about the head.
435     */
436     if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
437     return 0;
438    
439     /*
440     * Combine similar spell effects into one spell effect. Needed for
441     * performance reasons with meteor swarm and the like, but also for
442     * playability reasons.
443     */
444 root 1.69 if (tmp->arch == op->arch /* no harm if not comparing by name here */
445 root 1.11 && tmp->type == op->type
446     && tmp->subtype == op->subtype
447 root 1.33 && tmp->owner == op->owner
448     && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
449 root 1.11 {
450     tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
451     tmp->range = MAX (tmp->range, op->range);
452     tmp->duration = MAX (tmp->duration, op->duration);
453     return 0;
454 elmex 1.1 }
455    
456 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
457     * ground to prevent it from moving along?
458     */
459 elmex 1.1 }
460 root 1.32
461 root 1.11 /* If it passes the above tests, it must be OK */
462     return 1;
463 elmex 1.1 }
464    
465     /* fire_arch_from_position: fires an archetype.
466     * op: person firing the object.
467     * caster: object casting the spell.
468     * x, y: where to fire the spell (note, it then uses op->map for the map
469     * for these coordinates, which is probably a really bad idea.
470     * dir: direction to fire in.
471     * spell: spell that is being fired. It uses other_arch for the archetype
472     * to fire.
473     * returns 0 on failure, 1 on success.
474     */
475 root 1.11 int
476     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
477     {
478     object *tmp;
479     int mflags;
480 root 1.17 maptile *m;
481 root 1.11
482     if (spell->other_arch == NULL)
483     return 0;
484    
485     m = op->map;
486     mflags = get_map_flags (m, &m, x, y, &x, &y);
487     if (mflags & P_OUT_OF_MAP)
488     {
489     return 0;
490 elmex 1.1 }
491    
492 root 1.11 tmp = arch_to_object (spell->other_arch);
493 elmex 1.1
494 root 1.11 if (tmp == NULL)
495     return 0;
496 elmex 1.1
497 root 1.11 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
498     {
499     new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
500 root 1.20 tmp->destroy ();
501 root 1.11 return 0;
502 elmex 1.1 }
503    
504 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
505     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
506     /* code in time.c uses food for some things, duration for others */
507     tmp->stats.food = tmp->duration;
508     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
509     tmp->attacktype = spell->attacktype;
510     tmp->x = x;
511     tmp->y = y;
512     tmp->direction = dir;
513 root 1.21 if (op->owner != NULL)
514     tmp->set_owner (op);
515 root 1.11 else
516 root 1.21 tmp->set_owner (op);
517 root 1.11 tmp->level = caster_level (caster, spell);
518     set_spell_skill (op, caster, spell, tmp);
519    
520     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
521     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
522     {
523     if (!tailor_god_spell (tmp, op))
524     return 0;
525 elmex 1.1 }
526 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
527     SET_ANIMATION (tmp, dir);
528 elmex 1.1
529 root 1.29 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
530     move_spell_effect (tmp);
531 elmex 1.1
532 root 1.11 return 1;
533 elmex 1.1 }
534    
535     /*****************************************************************************
536     *
537     * Code related to rods - perhaps better located in another file?
538     *
539     ****************************************************************************/
540 root 1.11 void
541     regenerate_rod (object *rod)
542     {
543     if (rod->stats.hp < rod->stats.maxhp)
544 root 1.44 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
545 elmex 1.1 }
546    
547 root 1.11 void
548     drain_rod_charge (object *rod)
549     {
550     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
551 elmex 1.1 }
552    
553     /* this function is commonly used to find a friendly target for
554     * spells such as heal or protection or armour
555     * op is what is looking for the target (which can be a player),
556     * dir is the direction we are looking in. Return object found, or
557     * NULL if no good object.
558     */
559 root 1.11 object *
560     find_target_for_friendly_spell (object *op, int dir)
561     {
562     object *tmp;
563    
564     /* I don't really get this block - if op isn't a player or rune,
565     * we then make the owner of this object the target.
566     * The owner could very well be no where near op.
567     */
568     if (op->type != PLAYER && op->type != RUNE)
569     {
570 root 1.21 tmp = op->owner;
571 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
572     * to the caster.
573     */
574     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
575     tmp = op;
576 elmex 1.1 }
577 root 1.11 else
578     {
579 root 1.37 maptile *m = op->map;
580     sint16 x = op->x + freearr_x[dir];
581     sint16 y = op->y + freearr_y[dir];
582    
583     tmp = xy_normalise (m, x, y)
584     ? m->at (x, y).player ()
585     : 0;
586 root 1.11 }
587 root 1.26
588 root 1.11 /* didn't find a player there, look in current square for a player */
589 root 1.26 if (!tmp)
590     tmp = op->ms ().player ();
591 elmex 1.1
592 root 1.11 return tmp;
593 elmex 1.1 }
594    
595    
596    
597     /* raytrace:
598     * spell_find_dir(map, x, y, exclude) will search first the center square
599     * then some close squares in the given map at the given coordinates for
600     * live objects.
601     * It will not consider the object given as exclude (= caster) among possible
602     * live objects. If the caster is a player, the spell will go after
603     * monsters/generators only. If not, the spell will hunt players only.
604     * It returns the direction toward the first/closest live object if it finds
605     * any, otherwise -1.
606     * note that exclude can be NULL, in which case all bets are off.
607     */
608    
609 root 1.11 int
610 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
611 root 1.11 {
612     int i, max = SIZEOFFREE;
613     sint16 nx, ny;
614     int owner_type = 0, mflags;
615     object *tmp;
616 root 1.17 maptile *mp;
617 root 1.11
618     if (exclude && exclude->head)
619     exclude = exclude->head;
620     if (exclude && exclude->type)
621     owner_type = exclude->type;
622    
623     for (i = rndm (1, 8); i < max; i++)
624     {
625     nx = x + freearr_x[i];
626     ny = y + freearr_y[i];
627     mp = m;
628     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
629     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
630     continue;
631    
632 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
633 root 1.11
634     while (tmp != NULL && (((owner_type == PLAYER &&
635     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
636     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
637     tmp = tmp->above;
638 elmex 1.1
639 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
640     return freedir[i];
641 elmex 1.1 }
642 root 1.11 return -1; /* flag for "keep going the way you were" */
643 elmex 1.1 }
644    
645     /* put_a_monster: puts a monster named monstername near by
646     * op. This creates the treasures for the monsters, and
647     * also deals with multipart monsters properly.
648     */
649 root 1.11 void
650     put_a_monster (object *op, const char *monstername)
651     {
652     object *tmp, *head = NULL, *prev = NULL;
653     archetype *at;
654     int dir;
655    
656     /* Handle cases where we are passed a bogus mosntername */
657    
658 root 1.14 if ((at = archetype::find (monstername)) == NULL)
659 root 1.11 return;
660    
661     /* find a free square nearby
662     * first we check the closest square for free squares
663     */
664    
665 root 1.51 dir = find_first_free_spot (at, op->map, op->x, op->y);
666 root 1.11 if (dir != -1)
667     {
668     /* This is basically grabbed for generate monster. Fixed 971225 to
669     * insert multipart monsters properly
670     */
671 root 1.52 //TODO: use expand_tail + ...
672 root 1.11 while (at != NULL)
673     {
674     tmp = arch_to_object (at);
675 root 1.51 tmp->x = op->x + freearr_x[dir] + at->x;
676     tmp->y = op->y + freearr_y[dir] + at->y;
677 root 1.11 tmp->map = op->map;
678     if (head)
679     {
680     tmp->head = head;
681     prev->more = tmp;
682 root 1.8 }
683 root 1.52
684 root 1.11 if (!head)
685     head = tmp;
686 root 1.52
687 root 1.11 prev = tmp;
688 root 1.52
689     at = (archetype *)at->more;
690 root 1.8 }
691    
692 root 1.11 if (head->randomitems)
693     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
694 root 1.8
695 root 1.11 insert_ob_in_map (head, op->map, op, 0);
696 root 1.8
697 root 1.11 /* thought it'd be cool to insert a burnout, too. */
698 root 1.70 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
699 elmex 1.1 }
700     }
701    
702     /* peterm: function which summons hostile monsters and
703     * places them in nearby squares.
704     * op is the summoner.
705     * n is the number of monsters.
706     * monstername is the name of the monster.
707     * returns the number of monsters, which is basically n.
708     * it should really see how many it successfully replaced and
709     * return that instead.
710     * Note that this is not used by any spells (summon evil monsters
711     * use to call this, but best I can tell, that spell/ability was
712     * never used. This is however used by various failures on the
713     * players part (alchemy, reincarnation, etc)
714     */
715    
716 root 1.11 int
717     summon_hostile_monsters (object *op, int n, const char *monstername)
718     {
719     int i;
720    
721     for (i = 0; i < n; i++)
722     put_a_monster (op, monstername);
723 elmex 1.1
724 root 1.11 return n;
725 elmex 1.1 }
726    
727    
728     /* Some local definitions for shuffle-attack */
729 root 1.11 struct attacktype_shuffle
730     {
731     int attacktype;
732     int face;
733     } ATTACKS[22] =
734     {
735 root 1.41 { AT_PHYSICAL, 0},
736     { AT_PHYSICAL, 0}, /*face = explosion */
737     { AT_PHYSICAL, 0},
738     { AT_MAGIC, 1},
739     { AT_MAGIC, 1}, /* face = last-burnout */
740     { AT_MAGIC, 1},
741     { AT_FIRE, 2},
742     { AT_FIRE, 2}, /* face = fire.... */
743     { AT_FIRE, 2},
744     { AT_ELECTRICITY, 3},
745     { AT_ELECTRICITY, 3}, /* ball_lightning */
746     { AT_ELECTRICITY, 3},
747     { AT_COLD, 4},
748     { AT_COLD, 4}, /* face=icestorm */
749     { AT_COLD, 4},
750     { AT_CONFUSION, 5},
751     { AT_POISON, 7},
752     { AT_POISON, 7}, /* face = acid sphere. generator */
753     { AT_POISON, 7}, /* poisoncloud face */
754     { AT_SLOW, 8},
755     { AT_PARALYZE, 9},
756     { AT_FEAR, 10},
757     };
758 elmex 1.1
759     /* shuffle_attack: peterm
760     * This routine shuffles the attack of op to one of the
761     * ones in the list. It does this at random. It also
762     * chooses a face appropriate to the attack that is
763     * being committed by that square at the moment.
764     * right now it's being used by color spray and create pool of
765     * chaos.
766     * This could really be a better implementation - the
767     * faces and attacktypes above are hardcoded, which is never
768     * good. The faces refer to faces in the animation sequence.
769     * Not sure how to do better - but not having it hardcoded
770     * would be nice.
771     * I also fixed a bug here in that attacktype was |= -
772     * to me, that would be that it would quickly get all
773     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
774     */
775 root 1.11 void
776     shuffle_attack (object *op, int change_face)
777 elmex 1.1 {
778 root 1.11 int i;
779 elmex 1.1
780 root 1.11 i = rndm (0, 21);
781 elmex 1.1
782 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
783    
784     if (change_face)
785     {
786     SET_ANIMATION (op, ATTACKS[i].face);
787 elmex 1.1 }
788     }
789    
790    
791     /* prayer_failure: This is called when a player fails
792     * at casting a prayer.
793     * op is the player.
794     * failure is basically how much grace they had.
795     * power is how much grace the spell would normally take to cast.
796     */
797    
798 root 1.11 void
799     prayer_failure (object *op, int failure, int power)
800     {
801     const char *godname;
802     object *tmp;
803 elmex 1.1
804 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
805     godname = "Your spirit";
806 elmex 1.1
807 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
808 elmex 1.1 {
809 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
810     tmp = get_archetype (SPELL_WONDER);
811     cast_cone (op, op, 0, tmp);
812 root 1.20 tmp->destroy ();
813 elmex 1.1 }
814    
815 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
816 elmex 1.1 {
817 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
818     confuse_player (op, op, 99);
819 elmex 1.1 }
820 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
821 elmex 1.1 {
822 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
823     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
824     paralyze_player (op, op, 99);
825 elmex 1.1 }
826 root 1.11 else if (failure <= -150) /* blast the immediate area */
827     {
828     tmp = get_archetype (GOD_POWER);
829     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
830     cast_magic_storm (op, tmp, power);
831 elmex 1.1 }
832     }
833    
834     /*
835     * spell_failure() handles the various effects for differing degrees
836     * of failure badness.
837     * op is the player that failed.
838     * failure is a random value of how badly you failed.
839     * power is how many spellpoints you'd normally need for the spell.
840     * skill is the skill you'd need to cast the spell.
841     */
842    
843 root 1.11 void
844     spell_failure (object *op, int failure, int power, object *skill)
845     {
846     object *tmp;
847 elmex 1.1
848 root 1.11 if (settings.spell_failure_effects == FALSE)
849     return;
850 elmex 1.1
851 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
852 elmex 1.1 {
853 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
854     tmp = get_archetype (SPELL_WONDER);
855     cast_cone (op, op, 0, tmp);
856 root 1.20 tmp->destroy ();
857 elmex 1.1 }
858    
859 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
860 elmex 1.1 {
861 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
862     confuse_player (op, op, 99);
863 elmex 1.1 }
864 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
865 elmex 1.1 {
866 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
867     paralyze_player (op, op, 99);
868 elmex 1.1 }
869 root 1.11 else if (failure <= -80) /* blast the immediate area */
870     {
871     object *tmp;
872 root 1.8
873 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
874     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
875     {
876     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
877     hit_player (op, 9998, op, AT_INTERNAL, 1);
878 root 1.8
879 root 1.11 }
880     else
881     {
882     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
883     tmp = get_archetype (LOOSE_MANA);
884     tmp->level = skill->level;
885    
886     /* increase the area of destruction a little for more powerful spells */
887     tmp->range += isqrt (power);
888    
889     if (power > 25)
890     tmp->stats.dam = 25 + isqrt (power);
891     else
892     tmp->stats.dam = power; /* nasty recoils! */
893 root 1.8
894 root 1.11 tmp->stats.maxhp = tmp->count;
895 root 1.29
896     tmp->insert_at (op);
897 root 1.8 }
898 elmex 1.1 }
899     }
900    
901 root 1.11 int
902     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
903     {
904     int success;
905     object *spell;
906    
907     if (!spell_ob->other_arch)
908 elmex 1.1 {
909 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
910     return 0;
911     }
912 root 1.57
913 root 1.11 spell = arch_to_object (spell_ob->other_arch);
914 elmex 1.1
915 root 1.11 /* Always cast spell on caster */
916     success = cast_spell (op, caster, dir, spell, stringarg);
917 elmex 1.1
918 root 1.11 if (caster->contr->party == NULL)
919     {
920 root 1.19 spell->remove ();
921 root 1.11 return success;
922 elmex 1.1 }
923 root 1.57
924 root 1.27 for_all_players (pl)
925 root 1.11 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
926 root 1.57 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
927    
928 root 1.19 spell->remove ();
929 root 1.11 return success;
930     }
931 elmex 1.1
932     /* This is where the main dispatch when someone casts a spell.
933     *
934     * op is the creature that is owner of the object that is casting the spell -
935     * eg, the player or monster.
936     * caster is the actual object (wand, potion) casting the spell. can be
937     * same as op.
938     * dir is the direction to cast in. Note in some cases, if the spell
939     * is self only, dir really doesn't make a difference.
940     * spell_ob is the spell object that is being cast. From that,
941     * we can determine what to do.
942     * stringarg is any options that are being used. It can be NULL. Almost
943     * certainly, only players will set it. It is basically used as optional
944     * parameters to a spell (eg, item to create, information for marking runes,
945     * etc.
946     * returns 1 on successful cast, or 0 on error. These values should really
947     * be swapped, so that 0 is successful, and non zero is failure, with a code
948     * of what it failed.
949     *
950     * Note that this function is really a dispatch routine that calls other
951     * functions - it just blindly returns what ever value those functions
952     * return. So if your writing a new function that is called from this,
953     * it shoudl also return 1 on success, 0 on failure.
954     *
955     * if it is a player casting the spell (op->type == PLAYER, op == caster),
956     * this function will decrease the mana/grace appropriately. For other
957     * objects, the caller should do what it considers appropriate.
958     */
959 root 1.11 int
960     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
961     {
962     const char *godname;
963 root 1.60 int success = 0, cast_level = 0;
964 root 1.11 object *skill = NULL;
965 elmex 1.1
966 root 1.11 if (!spell_ob)
967     {
968     LOG (llevError, "cast_spell: null spell object passed\n");
969     return 0;
970 elmex 1.1 }
971 root 1.13
972 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
973     godname = "A random spirit";
974 elmex 1.1
975 root 1.11 /* the caller should set caster to op if appropriate */
976     if (!caster)
977     {
978     LOG (llevError, "cast_spell: null caster object passed\n");
979     return 0;
980 elmex 1.1 }
981    
982 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
983     * an issue, because they don't have any spellpaths set up.
984     */
985 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
986 root 1.11 {
987     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
988     return 0;
989 elmex 1.1 }
990    
991 root 1.11 /* if it is a player casting the spell, and they are really casting it
992     * (vs it coming from a wand, scroll, or whatever else), do some
993     * checks. We let monsters do special things - eg, they
994     * don't need the skill, bypass level checks, etc. The monster function
995     * should take care of that.
996     * Remove the wiz check here and move it further down - some spells
997     * need to have the right skill pointer passed, so we need to
998     * at least process that code.
999     */
1000     if (op->type == PLAYER && op == caster)
1001     {
1002     cast_level = caster_level (caster, spell_ob);
1003 root 1.45
1004 root 1.11 if (spell_ob->skill)
1005     {
1006     skill = find_skill_by_name (op, spell_ob->skill);
1007 root 1.45
1008 root 1.11 if (!skill)
1009     {
1010 root 1.68 op->failmsg (format ("You need the skill %s to cast %s! "
1011     "H<You either need to learn the skill via a skill scroll "
1012     "or you need to wear a talisman or holy symbol.>",
1013     &spell_ob->skill, &spell_ob->name));
1014 root 1.11 return 0;
1015 root 1.8 }
1016 root 1.45
1017 root 1.68 int casting_level = min_casting_level (op, spell_ob);
1018    
1019     if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1020 root 1.11 {
1021 root 1.68 op->failmsg (format ("You lack enough skill to cast that spell! "
1022     "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
1023     cast_level, casting_level));
1024 root 1.11 return 0;
1025 root 1.8 }
1026     }
1027 root 1.45
1028 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1029     * to have sufficient grace/mana.
1030     */
1031     if (!QUERY_FLAG (op, FLAG_WIZ))
1032     {
1033     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1034     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1035     {
1036 root 1.60 op->failmsg ("You don't have enough mana!");
1037 root 1.11 return 0;
1038 root 1.8 }
1039 root 1.30
1040 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1041     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1042     {
1043     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1044     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1045 root 1.60 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1046 root 1.11 else
1047     {
1048     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1049 root 1.60 op->failmsg (format ("%s ignores your prayer.", godname));
1050 root 1.11 return 0;
1051 root 1.8 }
1052     }
1053    
1054 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1055     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1056     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1057     {
1058 root 1.55 op->contr->play_sound (sound_find ("fumble_spell"));
1059 root 1.60 op->failmsg ("You fumble the prayer.");
1060 root 1.35
1061 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1062     return 0;
1063     }
1064     else if (spell_ob->stats.sp)
1065     {
1066     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1067    
1068     if (failure < 0)
1069     {
1070 root 1.60 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1071 root 1.11 if (settings.spell_failure_effects == TRUE)
1072     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1073 root 1.42
1074 root 1.11 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1075     return 0;
1076 root 1.8 }
1077     }
1078     }
1079 elmex 1.1 }
1080    
1081 root 1.60 int mflags = op->ms ().flags ();
1082 root 1.11
1083     /* See if we can cast a spell here. If the caster and op are
1084     * not alive, then this would mean that the mapmaker put the
1085     * objects on the space - presume that they know what they are
1086     * doing.
1087     */
1088 elmex 1.9
1089 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1090     {
1091 root 1.58 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1092 root 1.11 return 0;
1093     }
1094    
1095     if ((spell_ob->type == SPELL)
1096     && (caster->type != POTION)
1097     && !QUERY_FLAG (op, FLAG_WIZCAST)
1098     && (QUERY_FLAG (caster, FLAG_ALIVE)
1099     || QUERY_FLAG (op, FLAG_ALIVE))
1100     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1101     {
1102     if (op->type != PLAYER)
1103 elmex 1.9 return 0;
1104    
1105 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1106 root 1.58 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1107 root 1.43 else if (object *item = op->contr->ranged_ob)
1108     {
1109     if (item->type == SPELL)
1110 root 1.60 op->failmsg ("Something blocks your spellcasting.");
1111 root 1.43 else if (item->type == SCROLL)
1112 root 1.60 op->failmsg ("Something blocks the magic of your scroll.");
1113 root 1.43 else
1114 root 1.60 op->failmsg ("Something blocks the magic of your item.");
1115 root 1.43 }
1116 root 1.11 else
1117 root 1.60 op->failmsg ("Something blocks the spell!");
1118 root 1.42
1119 root 1.11 return 0;
1120     }
1121 elmex 1.1
1122 root 1.46 /* Take into account how long it takes to cast the spell.
1123     * if the player is casting it, then we use the time in
1124     * the spell object. If it is a spell object, have it
1125     * take two ticks. Things that cast spells on the players
1126     * behalf (eg, altars, and whatever else) shouldn't cost
1127     * the player any time.
1128     * Ignore casting time for firewalls
1129     */
1130     if (caster == op && caster->type != FIREWALL)
1131 root 1.11 {
1132 root 1.46 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1133     /* Other portions of the code may also decrement the speed of the player, so
1134     * put a lower limit so that the player isn't stuck here too long
1135 root 1.11 */
1136 root 1.46 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1137     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1138 elmex 1.1 }
1139 root 1.46 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1140     op->speed_left -= 2 * FABS (op->speed);
1141 elmex 1.1
1142 root 1.11 if (op->type == PLAYER && op == caster)
1143     {
1144     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1145     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1146 elmex 1.1 }
1147    
1148 root 1.11 /* We want to try to find the skill to properly credit exp.
1149     * for spell casting objects, the exp goes to the skill the casting
1150     * object requires.
1151     */
1152     if (op != caster && !skill && caster->skill)
1153     {
1154     skill = find_skill_by_name (op, caster->skill);
1155     if (!skill)
1156     {
1157 root 1.60 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1158 root 1.11 return 0;
1159 root 1.8 }
1160 root 1.45
1161 root 1.47 op->change_skill (skill); /* needed for proper exp credit */
1162 elmex 1.1 }
1163    
1164 root 1.48 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1165     return RESULT_INT (0);
1166    
1167 root 1.11 switch (spell_ob->subtype)
1168     {
1169 root 1.45 /* The order of case statements is same as the order they show up
1170     * in in spells.h.
1171     */
1172 root 1.12 case SP_RAISE_DEAD:
1173     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1174     break;
1175    
1176     case SP_RUNE:
1177     success = write_rune (op, caster, spell_ob, dir, stringarg);
1178     break;
1179    
1180     case SP_MAKE_MARK:
1181     success = write_mark (op, spell_ob, stringarg);
1182     break;
1183    
1184     case SP_BOLT:
1185     success = fire_bolt (op, caster, dir, spell_ob, skill);
1186     break;
1187    
1188     case SP_BULLET:
1189     success = fire_bullet (op, caster, dir, spell_ob);
1190     break;
1191    
1192     case SP_CONE:
1193     success = cast_cone (op, caster, dir, spell_ob);
1194     break;
1195    
1196     case SP_BOMB:
1197     success = create_bomb (op, caster, dir, spell_ob);
1198     break;
1199    
1200     case SP_WONDER:
1201     success = cast_wonder (op, caster, dir, spell_ob);
1202     break;
1203    
1204     case SP_SMITE:
1205     success = cast_smite_spell (op, caster, dir, spell_ob);
1206     break;
1207    
1208     case SP_MAGIC_MISSILE:
1209     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1210     break;
1211    
1212     case SP_SUMMON_GOLEM:
1213     success = summon_golem (op, caster, dir, spell_ob);
1214     break;
1215    
1216     case SP_DIMENSION_DOOR:
1217     /* dimension door needs the actual caster, because that is what is
1218     * moved.
1219     */
1220     success = dimension_door (op, caster, spell_ob, dir);
1221     break;
1222 root 1.8
1223 root 1.12 case SP_MAGIC_MAPPING:
1224     if (op->type == PLAYER)
1225     {
1226     spell_effect (spell_ob, op->x, op->y, op->map, op);
1227     draw_magic_map (op);
1228     success = 1;
1229     }
1230     else
1231     success = 0;
1232     break;
1233 elmex 1.1
1234 root 1.12 case SP_MAGIC_WALL:
1235     success = magic_wall (op, caster, dir, spell_ob);
1236     break;
1237 root 1.8
1238 root 1.12 case SP_DESTRUCTION:
1239     success = cast_destruction (op, caster, spell_ob);
1240     break;
1241 root 1.8
1242 root 1.12 case SP_PERCEIVE_SELF:
1243     success = perceive_self (op);
1244     break;
1245 root 1.8
1246 root 1.12 case SP_WORD_OF_RECALL:
1247     success = cast_word_of_recall (op, caster, spell_ob);
1248     break;
1249 root 1.8
1250 root 1.12 case SP_INVISIBLE:
1251     success = cast_invisible (op, caster, spell_ob);
1252     break;
1253 root 1.8
1254 root 1.12 case SP_PROBE:
1255     success = probe (op, caster, spell_ob, dir);
1256     break;
1257 root 1.8
1258 root 1.12 case SP_HEALING:
1259     success = cast_heal (op, caster, spell_ob, dir);
1260     break;
1261 root 1.8
1262 root 1.12 case SP_CREATE_FOOD:
1263     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1264     break;
1265 root 1.8
1266 root 1.12 case SP_EARTH_TO_DUST:
1267     success = cast_earth_to_dust (op, caster, spell_ob);
1268     break;
1269 root 1.8
1270 root 1.12 case SP_CHANGE_ABILITY:
1271     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1272     break;
1273 root 1.8
1274 root 1.12 case SP_BLESS:
1275     success = cast_bless (op, caster, spell_ob, dir);
1276     break;
1277 root 1.8
1278 root 1.12 case SP_CURSE:
1279     success = cast_curse (op, caster, spell_ob, dir);
1280     break;
1281 root 1.8
1282 root 1.12 case SP_SUMMON_MONSTER:
1283     success = summon_object (op, caster, spell_ob, dir, stringarg);
1284     break;
1285 root 1.8
1286 root 1.12 case SP_CHARGING:
1287     success = recharge (op, caster, spell_ob);
1288     break;
1289 root 1.8
1290 root 1.12 case SP_POLYMORPH:
1291 elmex 1.1 #ifdef NO_POLYMORPH
1292 root 1.12 /* Not great, but at least provide feedback so if players do have
1293     * polymorph (ie, find it as a preset item or left over from before
1294     * it was disabled), they get some feedback.
1295     */
1296 root 1.60 op->failmsg ("The spell fizzles!");
1297 root 1.12 success = 0;
1298 elmex 1.1 #else
1299 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1300 elmex 1.1 #endif
1301 root 1.12 break;
1302 root 1.8
1303 root 1.12 case SP_ALCHEMY:
1304     success = alchemy (op, caster, spell_ob);
1305     break;
1306    
1307     case SP_REMOVE_CURSE:
1308     success = remove_curse (op, caster, spell_ob);
1309     break;
1310    
1311     case SP_IDENTIFY:
1312     success = cast_identify (op, caster, spell_ob);
1313     break;
1314    
1315     case SP_DETECTION:
1316     success = cast_detection (op, caster, spell_ob, skill);
1317     break;
1318    
1319     case SP_MOOD_CHANGE:
1320     success = mood_change (op, caster, spell_ob);
1321     break;
1322 elmex 1.1
1323 root 1.12 case SP_MOVING_BALL:
1324     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1325     {
1326 root 1.60 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1327 root 1.12 success = 0;
1328     }
1329     else
1330     success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1331     break;
1332 elmex 1.1
1333 root 1.12 case SP_SWARM:
1334     success = fire_swarm (op, caster, spell_ob, dir);
1335     break;
1336    
1337     case SP_CHANGE_MANA:
1338     success = cast_transfer (op, caster, spell_ob, dir);
1339     break;
1340    
1341     case SP_DISPEL_RUNE:
1342     /* in rune.c */
1343     success = dispel_rune (op, caster, spell_ob, skill, dir);
1344     break;
1345    
1346     case SP_CREATE_MISSILE:
1347     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1348     break;
1349    
1350     case SP_CONSECRATE:
1351     success = cast_consecrate (op, caster, spell_ob);
1352     break;
1353    
1354     case SP_ANIMATE_WEAPON:
1355     success = animate_weapon (op, caster, spell_ob, dir);
1356     break;
1357    
1358     case SP_LIGHT:
1359     success = cast_light (op, caster, spell_ob, dir);
1360     break;
1361    
1362     case SP_CHANGE_MAP_LIGHT:
1363     success = cast_change_map_lightlevel (op, caster, spell_ob);
1364     break;
1365    
1366     case SP_FAERY_FIRE:
1367     success = cast_destruction (op, caster, spell_ob);
1368     break;
1369    
1370     case SP_CAUSE_DISEASE:
1371     success = cast_cause_disease (op, caster, spell_ob, dir);
1372     break;
1373    
1374     case SP_AURA:
1375     success = create_aura (op, caster, spell_ob);
1376     break;
1377    
1378     case SP_PARTY_SPELL:
1379     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1380     break;
1381    
1382     default:
1383 root 1.48 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1384 elmex 1.1 }
1385    
1386 root 1.61 op->play_sound (
1387     success
1388     ? spell_ob->sound
1389     ? spell_ob->sound
1390     : sound_find ("spell_success")
1391     : sound_find ("fumble_spell")
1392     );
1393 elmex 1.1
1394 root 1.11 return success;
1395 elmex 1.1 }
1396    
1397 root 1.60 /* This is called from time.c/process_object(). That function
1398     * calls this for any SPELL_EFFECT type objects. This function
1399 elmex 1.1 * then dispatches them to the appropriate specific routines.
1400     */
1401 root 1.11 void
1402     move_spell_effect (object *op)
1403     {
1404     switch (op->subtype)
1405     {
1406 root 1.12 case SP_BOLT:
1407     move_bolt (op);
1408     break;
1409    
1410     case SP_BULLET:
1411     move_bullet (op);
1412     break;
1413    
1414     case SP_EXPLOSION:
1415     explosion (op);
1416     break;
1417    
1418     case SP_CONE:
1419     move_cone (op);
1420     break;
1421    
1422     case SP_BOMB:
1423     animate_bomb (op);
1424     break;
1425    
1426     case SP_MAGIC_MISSILE:
1427     move_missile (op);
1428     break;
1429    
1430     case SP_WORD_OF_RECALL:
1431     execute_word_of_recall (op);
1432     break;
1433    
1434     case SP_MOVING_BALL:
1435     move_ball_spell (op);
1436     break;
1437    
1438     case SP_SWARM:
1439     move_swarm_spell (op);
1440     break;
1441    
1442     case SP_AURA:
1443     move_aura (op);
1444     break;
1445 elmex 1.1 }
1446     }
1447    
1448     /* this checks to see if something special should happen if
1449     * something runs into the object.
1450     */
1451 root 1.11 void
1452     check_spell_effect (object *op)
1453     {
1454     switch (op->subtype)
1455     {
1456 root 1.12 case SP_BOLT:
1457     move_bolt (op);
1458     return;
1459    
1460     case SP_BULLET:
1461     check_bullet (op);
1462     return;
1463 elmex 1.1 }
1464     }
1465    
1466     /* This is called by move_apply. Basically, if someone
1467     * moves onto a spell effect and the walk_on or fly_on flags
1468     * are set, this is called. This should only be called for
1469     * objects of the appropraite type.
1470     */
1471 root 1.11 void
1472     apply_spell_effect (object *spell, object *victim)
1473 elmex 1.1 {
1474 root 1.11 switch (spell->subtype)
1475     {
1476 root 1.12 case SP_CONE:
1477     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1478     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1479     break;
1480 root 1.8
1481 root 1.12 case SP_MAGIC_MISSILE:
1482     if (QUERY_FLAG (victim, FLAG_ALIVE))
1483     {
1484 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1485 root 1.11
1486 root 1.16 if (!spell->destroyed ())
1487 root 1.20 spell->destroy ();
1488 root 1.12 }
1489     break;
1490 root 1.8
1491 root 1.12 case SP_MOVING_BALL:
1492     if (QUERY_FLAG (victim, FLAG_ALIVE))
1493     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1494 root 1.36 else if (victim->materialname)
1495 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1496     break;
1497 elmex 1.1 }
1498     }
1499 root 1.60