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Revision: 1.73
Committed: Sat May 17 14:11:13 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.72: +18 -29 lines
Log Message:
fix missile swarm, improve blockign logic

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 root 1.73 if (!spell->other_arch)
479     return 0;
480    
481     mapxy pos (op->map, x, y);//TODO, should not pass x, y
482    
483     pos.move (dir ? dir : rndm (1, 8));
484 root 1.11
485 root 1.73 if (!pos.normalise ())
486 root 1.11 return 0;
487    
488 root 1.73 object *tmp = spell->other_arch->instance ();
489 elmex 1.1
490 root 1.73 if (!tmp)
491 root 1.11 return 0;
492 elmex 1.1
493 root 1.73 if (pos.ms ().blocks (tmp))
494 root 1.11 {
495 root 1.73 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast this spell on top of a wall!\n");
496 root 1.20 tmp->destroy ();
497 root 1.11 return 0;
498 elmex 1.1 }
499    
500 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
501     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
502     /* code in time.c uses food for some things, duration for others */
503     tmp->stats.food = tmp->duration;
504     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
505     tmp->attacktype = spell->attacktype;
506     tmp->x = x;
507     tmp->y = y;
508     tmp->direction = dir;
509 root 1.73 tmp->set_owner (op);
510 root 1.11 tmp->level = caster_level (caster, spell);
511     set_spell_skill (op, caster, spell, tmp);
512    
513     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
514     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
515 root 1.73 if (!tailor_god_spell (tmp, op))
516     return 0;
517    
518 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
519     SET_ANIMATION (tmp, dir);
520 elmex 1.1
521 root 1.73 if ((tmp = op->map->insert (tmp, x, y, op)))
522 root 1.29 move_spell_effect (tmp);
523 elmex 1.1
524 root 1.11 return 1;
525 elmex 1.1 }
526    
527     /*****************************************************************************
528     *
529     * Code related to rods - perhaps better located in another file?
530     *
531     ****************************************************************************/
532 root 1.11 void
533     regenerate_rod (object *rod)
534     {
535     if (rod->stats.hp < rod->stats.maxhp)
536 root 1.44 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
537 elmex 1.1 }
538    
539 root 1.11 void
540     drain_rod_charge (object *rod)
541     {
542     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
543 elmex 1.1 }
544    
545     /* this function is commonly used to find a friendly target for
546     * spells such as heal or protection or armour
547     * op is what is looking for the target (which can be a player),
548     * dir is the direction we are looking in. Return object found, or
549     * NULL if no good object.
550     */
551 root 1.11 object *
552     find_target_for_friendly_spell (object *op, int dir)
553     {
554     object *tmp;
555    
556     /* I don't really get this block - if op isn't a player or rune,
557     * we then make the owner of this object the target.
558     * The owner could very well be no where near op.
559     */
560     if (op->type != PLAYER && op->type != RUNE)
561     {
562 root 1.21 tmp = op->owner;
563 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
564     * to the caster.
565     */
566     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
567     tmp = op;
568 elmex 1.1 }
569 root 1.11 else
570     {
571 root 1.37 maptile *m = op->map;
572     sint16 x = op->x + freearr_x[dir];
573     sint16 y = op->y + freearr_y[dir];
574    
575     tmp = xy_normalise (m, x, y)
576     ? m->at (x, y).player ()
577     : 0;
578 root 1.11 }
579 root 1.26
580 root 1.11 /* didn't find a player there, look in current square for a player */
581 root 1.26 if (!tmp)
582     tmp = op->ms ().player ();
583 elmex 1.1
584 root 1.11 return tmp;
585 elmex 1.1 }
586    
587     /* raytrace:
588     * spell_find_dir(map, x, y, exclude) will search first the center square
589     * then some close squares in the given map at the given coordinates for
590     * live objects.
591     * It will not consider the object given as exclude (= caster) among possible
592     * live objects. If the caster is a player, the spell will go after
593     * monsters/generators only. If not, the spell will hunt players only.
594     * It returns the direction toward the first/closest live object if it finds
595     * any, otherwise -1.
596     * note that exclude can be NULL, in which case all bets are off.
597     */
598 root 1.11 int
599 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
600 root 1.11 {
601     int i, max = SIZEOFFREE;
602     sint16 nx, ny;
603     int owner_type = 0, mflags;
604     object *tmp;
605 root 1.17 maptile *mp;
606 root 1.11
607     if (exclude && exclude->head)
608     exclude = exclude->head;
609     if (exclude && exclude->type)
610     owner_type = exclude->type;
611    
612     for (i = rndm (1, 8); i < max; i++)
613     {
614     nx = x + freearr_x[i];
615     ny = y + freearr_y[i];
616     mp = m;
617     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
618     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
619     continue;
620    
621 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
622 root 1.11
623     while (tmp != NULL && (((owner_type == PLAYER &&
624     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
625     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
626     tmp = tmp->above;
627 elmex 1.1
628 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
629     return freedir[i];
630 elmex 1.1 }
631 root 1.11 return -1; /* flag for "keep going the way you were" */
632 elmex 1.1 }
633    
634     /* put_a_monster: puts a monster named monstername near by
635     * op. This creates the treasures for the monsters, and
636     * also deals with multipart monsters properly.
637     */
638 root 1.11 void
639     put_a_monster (object *op, const char *monstername)
640     {
641     object *tmp, *head = NULL, *prev = NULL;
642     archetype *at;
643     int dir;
644    
645     /* Handle cases where we are passed a bogus mosntername */
646    
647 root 1.14 if ((at = archetype::find (monstername)) == NULL)
648 root 1.11 return;
649    
650     /* find a free square nearby
651     * first we check the closest square for free squares
652     */
653    
654 root 1.51 dir = find_first_free_spot (at, op->map, op->x, op->y);
655 root 1.11 if (dir != -1)
656     {
657     /* This is basically grabbed for generate monster. Fixed 971225 to
658     * insert multipart monsters properly
659     */
660 root 1.52 //TODO: use expand_tail + ...
661 root 1.11 while (at != NULL)
662     {
663     tmp = arch_to_object (at);
664 root 1.51 tmp->x = op->x + freearr_x[dir] + at->x;
665     tmp->y = op->y + freearr_y[dir] + at->y;
666 root 1.11 tmp->map = op->map;
667     if (head)
668     {
669     tmp->head = head;
670     prev->more = tmp;
671 root 1.8 }
672 root 1.52
673 root 1.11 if (!head)
674     head = tmp;
675 root 1.52
676 root 1.11 prev = tmp;
677 root 1.52
678     at = (archetype *)at->more;
679 root 1.8 }
680    
681 root 1.11 if (head->randomitems)
682     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
683 root 1.8
684 root 1.11 insert_ob_in_map (head, op->map, op, 0);
685 root 1.8
686 root 1.11 /* thought it'd be cool to insert a burnout, too. */
687 root 1.70 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
688 elmex 1.1 }
689     }
690    
691     /* peterm: function which summons hostile monsters and
692     * places them in nearby squares.
693     * op is the summoner.
694     * n is the number of monsters.
695     * monstername is the name of the monster.
696     * returns the number of monsters, which is basically n.
697     * it should really see how many it successfully replaced and
698     * return that instead.
699     * Note that this is not used by any spells (summon evil monsters
700     * use to call this, but best I can tell, that spell/ability was
701     * never used. This is however used by various failures on the
702     * players part (alchemy, reincarnation, etc)
703     */
704    
705 root 1.11 int
706     summon_hostile_monsters (object *op, int n, const char *monstername)
707     {
708     int i;
709    
710     for (i = 0; i < n; i++)
711     put_a_monster (op, monstername);
712 elmex 1.1
713 root 1.11 return n;
714 elmex 1.1 }
715    
716    
717     /* Some local definitions for shuffle-attack */
718 root 1.11 struct attacktype_shuffle
719     {
720     int attacktype;
721     int face;
722     } ATTACKS[22] =
723     {
724 root 1.41 { AT_PHYSICAL, 0},
725     { AT_PHYSICAL, 0}, /*face = explosion */
726     { AT_PHYSICAL, 0},
727     { AT_MAGIC, 1},
728     { AT_MAGIC, 1}, /* face = last-burnout */
729     { AT_MAGIC, 1},
730     { AT_FIRE, 2},
731     { AT_FIRE, 2}, /* face = fire.... */
732     { AT_FIRE, 2},
733     { AT_ELECTRICITY, 3},
734     { AT_ELECTRICITY, 3}, /* ball_lightning */
735     { AT_ELECTRICITY, 3},
736     { AT_COLD, 4},
737     { AT_COLD, 4}, /* face=icestorm */
738     { AT_COLD, 4},
739     { AT_CONFUSION, 5},
740     { AT_POISON, 7},
741     { AT_POISON, 7}, /* face = acid sphere. generator */
742     { AT_POISON, 7}, /* poisoncloud face */
743     { AT_SLOW, 8},
744     { AT_PARALYZE, 9},
745     { AT_FEAR, 10},
746     };
747 elmex 1.1
748     /* shuffle_attack: peterm
749     * This routine shuffles the attack of op to one of the
750     * ones in the list. It does this at random. It also
751     * chooses a face appropriate to the attack that is
752     * being committed by that square at the moment.
753     * right now it's being used by color spray and create pool of
754     * chaos.
755     * This could really be a better implementation - the
756     * faces and attacktypes above are hardcoded, which is never
757     * good. The faces refer to faces in the animation sequence.
758     * Not sure how to do better - but not having it hardcoded
759     * would be nice.
760     * I also fixed a bug here in that attacktype was |= -
761     * to me, that would be that it would quickly get all
762     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
763     */
764 root 1.11 void
765     shuffle_attack (object *op, int change_face)
766 elmex 1.1 {
767 root 1.11 int i;
768 elmex 1.1
769 root 1.11 i = rndm (0, 21);
770 elmex 1.1
771 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
772    
773     if (change_face)
774     {
775     SET_ANIMATION (op, ATTACKS[i].face);
776 elmex 1.1 }
777     }
778    
779    
780     /* prayer_failure: This is called when a player fails
781     * at casting a prayer.
782     * op is the player.
783     * failure is basically how much grace they had.
784     * power is how much grace the spell would normally take to cast.
785     */
786    
787 root 1.11 void
788     prayer_failure (object *op, int failure, int power)
789     {
790     const char *godname;
791     object *tmp;
792 elmex 1.1
793 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
794     godname = "Your spirit";
795 elmex 1.1
796 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
797 elmex 1.1 {
798 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
799     tmp = get_archetype (SPELL_WONDER);
800     cast_cone (op, op, 0, tmp);
801 root 1.20 tmp->destroy ();
802 elmex 1.1 }
803    
804 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
805 elmex 1.1 {
806 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
807     confuse_player (op, op, 99);
808 elmex 1.1 }
809 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
810 elmex 1.1 {
811 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
812     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
813     paralyze_player (op, op, 99);
814 elmex 1.1 }
815 root 1.11 else if (failure <= -150) /* blast the immediate area */
816     {
817     tmp = get_archetype (GOD_POWER);
818     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
819     cast_magic_storm (op, tmp, power);
820 elmex 1.1 }
821     }
822    
823     /*
824     * spell_failure() handles the various effects for differing degrees
825     * of failure badness.
826     * op is the player that failed.
827     * failure is a random value of how badly you failed.
828     * power is how many spellpoints you'd normally need for the spell.
829     * skill is the skill you'd need to cast the spell.
830     */
831    
832 root 1.11 void
833     spell_failure (object *op, int failure, int power, object *skill)
834     {
835     object *tmp;
836 elmex 1.1
837 root 1.11 if (settings.spell_failure_effects == FALSE)
838     return;
839 elmex 1.1
840 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
841 elmex 1.1 {
842 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
843     tmp = get_archetype (SPELL_WONDER);
844     cast_cone (op, op, 0, tmp);
845 root 1.20 tmp->destroy ();
846 elmex 1.1 }
847    
848 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
849 elmex 1.1 {
850 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
851     confuse_player (op, op, 99);
852 elmex 1.1 }
853 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
854 elmex 1.1 {
855 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
856     paralyze_player (op, op, 99);
857 elmex 1.1 }
858 root 1.11 else if (failure <= -80) /* blast the immediate area */
859     {
860     object *tmp;
861 root 1.8
862 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
863     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
864     {
865     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
866     hit_player (op, 9998, op, AT_INTERNAL, 1);
867 root 1.8
868 root 1.11 }
869     else
870     {
871     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
872     tmp = get_archetype (LOOSE_MANA);
873     tmp->level = skill->level;
874    
875     /* increase the area of destruction a little for more powerful spells */
876     tmp->range += isqrt (power);
877    
878     if (power > 25)
879     tmp->stats.dam = 25 + isqrt (power);
880     else
881     tmp->stats.dam = power; /* nasty recoils! */
882 root 1.8
883 root 1.11 tmp->stats.maxhp = tmp->count;
884 root 1.29
885     tmp->insert_at (op);
886 root 1.8 }
887 elmex 1.1 }
888     }
889    
890 root 1.11 int
891     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
892     {
893     int success;
894     object *spell;
895    
896     if (!spell_ob->other_arch)
897 elmex 1.1 {
898 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
899     return 0;
900     }
901 root 1.57
902 root 1.11 spell = arch_to_object (spell_ob->other_arch);
903 elmex 1.1
904 root 1.11 /* Always cast spell on caster */
905     success = cast_spell (op, caster, dir, spell, stringarg);
906 elmex 1.1
907 root 1.11 if (caster->contr->party == NULL)
908     {
909 root 1.19 spell->remove ();
910 root 1.11 return success;
911 elmex 1.1 }
912 root 1.57
913 root 1.27 for_all_players (pl)
914 root 1.11 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
915 root 1.57 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
916    
917 root 1.19 spell->remove ();
918 root 1.11 return success;
919     }
920 elmex 1.1
921     /* This is where the main dispatch when someone casts a spell.
922     *
923     * op is the creature that is owner of the object that is casting the spell -
924     * eg, the player or monster.
925     * caster is the actual object (wand, potion) casting the spell. can be
926     * same as op.
927     * dir is the direction to cast in. Note in some cases, if the spell
928     * is self only, dir really doesn't make a difference.
929     * spell_ob is the spell object that is being cast. From that,
930     * we can determine what to do.
931     * stringarg is any options that are being used. It can be NULL. Almost
932     * certainly, only players will set it. It is basically used as optional
933     * parameters to a spell (eg, item to create, information for marking runes,
934     * etc.
935     * returns 1 on successful cast, or 0 on error. These values should really
936     * be swapped, so that 0 is successful, and non zero is failure, with a code
937     * of what it failed.
938     *
939     * Note that this function is really a dispatch routine that calls other
940     * functions - it just blindly returns what ever value those functions
941     * return. So if your writing a new function that is called from this,
942     * it shoudl also return 1 on success, 0 on failure.
943     *
944     * if it is a player casting the spell (op->type == PLAYER, op == caster),
945     * this function will decrease the mana/grace appropriately. For other
946     * objects, the caller should do what it considers appropriate.
947     */
948 root 1.11 int
949     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
950     {
951     const char *godname;
952 root 1.60 int success = 0, cast_level = 0;
953 root 1.11 object *skill = NULL;
954 elmex 1.1
955 root 1.11 if (!spell_ob)
956     {
957     LOG (llevError, "cast_spell: null spell object passed\n");
958     return 0;
959 elmex 1.1 }
960 root 1.13
961 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
962     godname = "A random spirit";
963 elmex 1.1
964 root 1.11 /* the caller should set caster to op if appropriate */
965     if (!caster)
966     {
967     LOG (llevError, "cast_spell: null caster object passed\n");
968     return 0;
969 elmex 1.1 }
970    
971 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
972     * an issue, because they don't have any spellpaths set up.
973     */
974 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
975 root 1.11 {
976     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
977     return 0;
978 elmex 1.1 }
979    
980 root 1.11 /* if it is a player casting the spell, and they are really casting it
981     * (vs it coming from a wand, scroll, or whatever else), do some
982     * checks. We let monsters do special things - eg, they
983     * don't need the skill, bypass level checks, etc. The monster function
984     * should take care of that.
985     * Remove the wiz check here and move it further down - some spells
986     * need to have the right skill pointer passed, so we need to
987     * at least process that code.
988     */
989     if (op->type == PLAYER && op == caster)
990     {
991     cast_level = caster_level (caster, spell_ob);
992 root 1.45
993 root 1.11 if (spell_ob->skill)
994     {
995     skill = find_skill_by_name (op, spell_ob->skill);
996 root 1.45
997 root 1.11 if (!skill)
998     {
999 root 1.68 op->failmsg (format ("You need the skill %s to cast %s! "
1000     "H<You either need to learn the skill via a skill scroll "
1001     "or you need to wear a talisman or holy symbol.>",
1002     &spell_ob->skill, &spell_ob->name));
1003 root 1.11 return 0;
1004 root 1.8 }
1005 root 1.45
1006 root 1.68 int casting_level = min_casting_level (op, spell_ob);
1007    
1008     if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1009 root 1.11 {
1010 root 1.68 op->failmsg (format ("You lack enough skill to cast that spell! "
1011     "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
1012     cast_level, casting_level));
1013 root 1.11 return 0;
1014 root 1.8 }
1015     }
1016 root 1.45
1017 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1018     * to have sufficient grace/mana.
1019     */
1020     if (!QUERY_FLAG (op, FLAG_WIZ))
1021     {
1022     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1023     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1024     {
1025 root 1.60 op->failmsg ("You don't have enough mana!");
1026 root 1.11 return 0;
1027 root 1.8 }
1028 root 1.30
1029 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1030     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1031     {
1032     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1033     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1034 root 1.60 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1035 root 1.11 else
1036     {
1037     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1038 root 1.60 op->failmsg (format ("%s ignores your prayer.", godname));
1039 root 1.11 return 0;
1040 root 1.8 }
1041     }
1042    
1043 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1044     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1045     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1046     {
1047 root 1.55 op->contr->play_sound (sound_find ("fumble_spell"));
1048 root 1.60 op->failmsg ("You fumble the prayer.");
1049 root 1.35
1050 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1051     return 0;
1052     }
1053     else if (spell_ob->stats.sp)
1054     {
1055     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1056    
1057     if (failure < 0)
1058     {
1059 root 1.60 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1060 root 1.11 if (settings.spell_failure_effects == TRUE)
1061     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1062 root 1.42
1063 root 1.11 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1064     return 0;
1065 root 1.8 }
1066     }
1067     }
1068 elmex 1.1 }
1069    
1070 root 1.60 int mflags = op->ms ().flags ();
1071 root 1.11
1072     /* See if we can cast a spell here. If the caster and op are
1073     * not alive, then this would mean that the mapmaker put the
1074     * objects on the space - presume that they know what they are
1075     * doing.
1076     */
1077 elmex 1.9
1078 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1079     {
1080 root 1.58 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1081 root 1.11 return 0;
1082     }
1083    
1084     if ((spell_ob->type == SPELL)
1085     && (caster->type != POTION)
1086     && !QUERY_FLAG (op, FLAG_WIZCAST)
1087     && (QUERY_FLAG (caster, FLAG_ALIVE)
1088     || QUERY_FLAG (op, FLAG_ALIVE))
1089     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1090     {
1091     if (op->type != PLAYER)
1092 elmex 1.9 return 0;
1093    
1094 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1095 root 1.58 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1096 root 1.43 else if (object *item = op->contr->ranged_ob)
1097     {
1098     if (item->type == SPELL)
1099 root 1.60 op->failmsg ("Something blocks your spellcasting.");
1100 root 1.43 else if (item->type == SCROLL)
1101 root 1.60 op->failmsg ("Something blocks the magic of your scroll.");
1102 root 1.43 else
1103 root 1.60 op->failmsg ("Something blocks the magic of your item.");
1104 root 1.43 }
1105 root 1.11 else
1106 root 1.60 op->failmsg ("Something blocks the spell!");
1107 root 1.42
1108 root 1.11 return 0;
1109     }
1110 elmex 1.1
1111 root 1.46 /* Take into account how long it takes to cast the spell.
1112     * if the player is casting it, then we use the time in
1113     * the spell object. If it is a spell object, have it
1114     * take two ticks. Things that cast spells on the players
1115     * behalf (eg, altars, and whatever else) shouldn't cost
1116     * the player any time.
1117     * Ignore casting time for firewalls
1118     */
1119     if (caster == op && caster->type != FIREWALL)
1120 root 1.11 {
1121 root 1.46 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1122     /* Other portions of the code may also decrement the speed of the player, so
1123     * put a lower limit so that the player isn't stuck here too long
1124 root 1.11 */
1125 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))
1126     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1127 elmex 1.1 }
1128 root 1.46 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1129     op->speed_left -= 2 * FABS (op->speed);
1130 elmex 1.1
1131 root 1.11 if (op->type == PLAYER && op == caster)
1132     {
1133     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1134     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1135 elmex 1.1 }
1136    
1137 root 1.11 /* We want to try to find the skill to properly credit exp.
1138     * for spell casting objects, the exp goes to the skill the casting
1139     * object requires.
1140     */
1141     if (op != caster && !skill && caster->skill)
1142     {
1143     skill = find_skill_by_name (op, caster->skill);
1144     if (!skill)
1145     {
1146 root 1.60 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1147 root 1.11 return 0;
1148 root 1.8 }
1149 root 1.45
1150 root 1.47 op->change_skill (skill); /* needed for proper exp credit */
1151 elmex 1.1 }
1152    
1153 root 1.48 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1154     return RESULT_INT (0);
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     * in in spells.h.
1160     */
1161 root 1.12 case SP_RAISE_DEAD:
1162     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1163     break;
1164    
1165     case SP_RUNE:
1166     success = write_rune (op, caster, spell_ob, dir, stringarg);
1167     break;
1168    
1169     case SP_MAKE_MARK:
1170     success = write_mark (op, spell_ob, stringarg);
1171     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     success = dimension_door (op, caster, spell_ob, dir);
1210     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     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1253     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     success = summon_object (op, caster, spell_ob, dir, stringarg);
1273     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 1.60 op->failmsg (format ("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     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1337     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     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1369     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 1.61 op->play_sound (
1376     success
1377     ? spell_ob->sound
1378     ? spell_ob->sound
1379     : sound_find ("spell_success")
1380     : sound_find ("fumble_spell")
1381     );
1382 elmex 1.1
1383 root 1.11 return success;
1384 elmex 1.1 }
1385    
1386 root 1.60 /* This is called from time.c/process_object(). That function
1387     * calls this for any SPELL_EFFECT type objects. This function
1388 elmex 1.1 * then dispatches them to the appropriate specific routines.
1389     */
1390 root 1.11 void
1391     move_spell_effect (object *op)
1392     {
1393     switch (op->subtype)
1394     {
1395 root 1.12 case SP_BOLT:
1396     move_bolt (op);
1397     break;
1398    
1399     case SP_BULLET:
1400     move_bullet (op);
1401     break;
1402    
1403     case SP_EXPLOSION:
1404     explosion (op);
1405     break;
1406    
1407     case SP_CONE:
1408     move_cone (op);
1409     break;
1410    
1411     case SP_BOMB:
1412     animate_bomb (op);
1413     break;
1414    
1415     case SP_MAGIC_MISSILE:
1416     move_missile (op);
1417     break;
1418    
1419     case SP_WORD_OF_RECALL:
1420     execute_word_of_recall (op);
1421     break;
1422    
1423     case SP_MOVING_BALL:
1424     move_ball_spell (op);
1425     break;
1426    
1427     case SP_SWARM:
1428     move_swarm_spell (op);
1429     break;
1430    
1431     case SP_AURA:
1432     move_aura (op);
1433     break;
1434 elmex 1.1 }
1435     }
1436    
1437     /* this checks to see if something special should happen if
1438     * something runs into the object.
1439     */
1440 root 1.11 void
1441     check_spell_effect (object *op)
1442     {
1443     switch (op->subtype)
1444     {
1445 root 1.12 case SP_BOLT:
1446     move_bolt (op);
1447     return;
1448    
1449     case SP_BULLET:
1450     check_bullet (op);
1451     return;
1452 elmex 1.1 }
1453     }
1454    
1455     /* This is called by move_apply. Basically, if someone
1456     * moves onto a spell effect and the walk_on or fly_on flags
1457     * are set, this is called. This should only be called for
1458     * objects of the appropraite type.
1459     */
1460 root 1.11 void
1461     apply_spell_effect (object *spell, object *victim)
1462 elmex 1.1 {
1463 root 1.11 switch (spell->subtype)
1464     {
1465 root 1.12 case SP_CONE:
1466     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1467     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1468     break;
1469 root 1.8
1470 root 1.12 case SP_MAGIC_MISSILE:
1471     if (QUERY_FLAG (victim, FLAG_ALIVE))
1472     {
1473 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1474 root 1.11
1475 root 1.16 if (!spell->destroyed ())
1476 root 1.20 spell->destroy ();
1477 root 1.12 }
1478     break;
1479 root 1.8
1480 root 1.12 case SP_MOVING_BALL:
1481     if (QUERY_FLAG (victim, FLAG_ALIVE))
1482     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1483 root 1.36 else if (victim->materialname)
1484 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1485     break;
1486 elmex 1.1 }
1487     }
1488 root 1.60