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Revision: 1.74
Committed: Sat May 17 15:03:04 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_55, rel-2_56
Changes since 1.73: +0 -16 lines
Log Message:
*** empty log message ***

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     object *tmp = spell->other_arch->instance ();
482 elmex 1.1
483 root 1.73 if (!tmp)
484 root 1.11 return 0;
485 elmex 1.1
486 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
487     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
488     /* code in time.c uses food for some things, duration for others */
489     tmp->stats.food = tmp->duration;
490     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
491     tmp->attacktype = spell->attacktype;
492     tmp->direction = dir;
493 root 1.73 tmp->set_owner (op);
494 root 1.11 tmp->level = caster_level (caster, spell);
495     set_spell_skill (op, caster, spell, tmp);
496    
497     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
498     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
499 root 1.73 if (!tailor_god_spell (tmp, op))
500     return 0;
501    
502 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
503     SET_ANIMATION (tmp, dir);
504 elmex 1.1
505 root 1.73 if ((tmp = op->map->insert (tmp, x, y, op)))
506 root 1.29 move_spell_effect (tmp);
507 elmex 1.1
508 root 1.11 return 1;
509 elmex 1.1 }
510    
511     /*****************************************************************************
512     *
513     * Code related to rods - perhaps better located in another file?
514     *
515     ****************************************************************************/
516 root 1.11 void
517     regenerate_rod (object *rod)
518     {
519     if (rod->stats.hp < rod->stats.maxhp)
520 root 1.44 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
521 elmex 1.1 }
522    
523 root 1.11 void
524     drain_rod_charge (object *rod)
525     {
526     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
527 elmex 1.1 }
528    
529     /* this function is commonly used to find a friendly target for
530     * spells such as heal or protection or armour
531     * op is what is looking for the target (which can be a player),
532     * dir is the direction we are looking in. Return object found, or
533     * NULL if no good object.
534     */
535 root 1.11 object *
536     find_target_for_friendly_spell (object *op, int dir)
537     {
538     object *tmp;
539    
540     /* I don't really get this block - if op isn't a player or rune,
541     * we then make the owner of this object the target.
542     * The owner could very well be no where near op.
543     */
544     if (op->type != PLAYER && op->type != RUNE)
545     {
546 root 1.21 tmp = op->owner;
547 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
548     * to the caster.
549     */
550     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
551     tmp = op;
552 elmex 1.1 }
553 root 1.11 else
554     {
555 root 1.37 maptile *m = op->map;
556     sint16 x = op->x + freearr_x[dir];
557     sint16 y = op->y + freearr_y[dir];
558    
559     tmp = xy_normalise (m, x, y)
560     ? m->at (x, y).player ()
561     : 0;
562 root 1.11 }
563 root 1.26
564 root 1.11 /* didn't find a player there, look in current square for a player */
565 root 1.26 if (!tmp)
566     tmp = op->ms ().player ();
567 elmex 1.1
568 root 1.11 return tmp;
569 elmex 1.1 }
570    
571     /* raytrace:
572     * spell_find_dir(map, x, y, exclude) will search first the center square
573     * then some close squares in the given map at the given coordinates for
574     * live objects.
575     * It will not consider the object given as exclude (= caster) among possible
576     * live objects. If the caster is a player, the spell will go after
577     * monsters/generators only. If not, the spell will hunt players only.
578     * It returns the direction toward the first/closest live object if it finds
579     * any, otherwise -1.
580     * note that exclude can be NULL, in which case all bets are off.
581     */
582 root 1.11 int
583 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
584 root 1.11 {
585     int i, max = SIZEOFFREE;
586     sint16 nx, ny;
587     int owner_type = 0, mflags;
588     object *tmp;
589 root 1.17 maptile *mp;
590 root 1.11
591     if (exclude && exclude->head)
592     exclude = exclude->head;
593     if (exclude && exclude->type)
594     owner_type = exclude->type;
595    
596     for (i = rndm (1, 8); i < max; i++)
597     {
598     nx = x + freearr_x[i];
599     ny = y + freearr_y[i];
600     mp = m;
601     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
602     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
603     continue;
604    
605 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
606 root 1.11
607     while (tmp != NULL && (((owner_type == PLAYER &&
608     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
609     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
610     tmp = tmp->above;
611 elmex 1.1
612 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
613     return freedir[i];
614 elmex 1.1 }
615 root 1.11 return -1; /* flag for "keep going the way you were" */
616 elmex 1.1 }
617    
618     /* put_a_monster: puts a monster named monstername near by
619     * op. This creates the treasures for the monsters, and
620     * also deals with multipart monsters properly.
621     */
622 root 1.11 void
623     put_a_monster (object *op, const char *monstername)
624     {
625     object *tmp, *head = NULL, *prev = NULL;
626     archetype *at;
627     int dir;
628    
629     /* Handle cases where we are passed a bogus mosntername */
630    
631 root 1.14 if ((at = archetype::find (monstername)) == NULL)
632 root 1.11 return;
633    
634     /* find a free square nearby
635     * first we check the closest square for free squares
636     */
637    
638 root 1.51 dir = find_first_free_spot (at, op->map, op->x, op->y);
639 root 1.11 if (dir != -1)
640     {
641     /* This is basically grabbed for generate monster. Fixed 971225 to
642     * insert multipart monsters properly
643     */
644 root 1.52 //TODO: use expand_tail + ...
645 root 1.11 while (at != NULL)
646     {
647     tmp = arch_to_object (at);
648 root 1.51 tmp->x = op->x + freearr_x[dir] + at->x;
649     tmp->y = op->y + freearr_y[dir] + at->y;
650 root 1.11 tmp->map = op->map;
651     if (head)
652     {
653     tmp->head = head;
654     prev->more = tmp;
655 root 1.8 }
656 root 1.52
657 root 1.11 if (!head)
658     head = tmp;
659 root 1.52
660 root 1.11 prev = tmp;
661 root 1.52
662     at = (archetype *)at->more;
663 root 1.8 }
664    
665 root 1.11 if (head->randomitems)
666     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
667 root 1.8
668 root 1.11 insert_ob_in_map (head, op->map, op, 0);
669 root 1.8
670 root 1.11 /* thought it'd be cool to insert a burnout, too. */
671 root 1.70 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
672 elmex 1.1 }
673     }
674    
675     /* peterm: function which summons hostile monsters and
676     * places them in nearby squares.
677     * op is the summoner.
678     * n is the number of monsters.
679     * monstername is the name of the monster.
680     * returns the number of monsters, which is basically n.
681     * it should really see how many it successfully replaced and
682     * return that instead.
683     * Note that this is not used by any spells (summon evil monsters
684     * use to call this, but best I can tell, that spell/ability was
685     * never used. This is however used by various failures on the
686     * players part (alchemy, reincarnation, etc)
687     */
688    
689 root 1.11 int
690     summon_hostile_monsters (object *op, int n, const char *monstername)
691     {
692     int i;
693    
694     for (i = 0; i < n; i++)
695     put_a_monster (op, monstername);
696 elmex 1.1
697 root 1.11 return n;
698 elmex 1.1 }
699    
700    
701     /* Some local definitions for shuffle-attack */
702 root 1.11 struct attacktype_shuffle
703     {
704     int attacktype;
705     int face;
706     } ATTACKS[22] =
707     {
708 root 1.41 { AT_PHYSICAL, 0},
709     { AT_PHYSICAL, 0}, /*face = explosion */
710     { AT_PHYSICAL, 0},
711     { AT_MAGIC, 1},
712     { AT_MAGIC, 1}, /* face = last-burnout */
713     { AT_MAGIC, 1},
714     { AT_FIRE, 2},
715     { AT_FIRE, 2}, /* face = fire.... */
716     { AT_FIRE, 2},
717     { AT_ELECTRICITY, 3},
718     { AT_ELECTRICITY, 3}, /* ball_lightning */
719     { AT_ELECTRICITY, 3},
720     { AT_COLD, 4},
721     { AT_COLD, 4}, /* face=icestorm */
722     { AT_COLD, 4},
723     { AT_CONFUSION, 5},
724     { AT_POISON, 7},
725     { AT_POISON, 7}, /* face = acid sphere. generator */
726     { AT_POISON, 7}, /* poisoncloud face */
727     { AT_SLOW, 8},
728     { AT_PARALYZE, 9},
729     { AT_FEAR, 10},
730     };
731 elmex 1.1
732     /* shuffle_attack: peterm
733     * This routine shuffles the attack of op to one of the
734     * ones in the list. It does this at random. It also
735     * chooses a face appropriate to the attack that is
736     * being committed by that square at the moment.
737     * right now it's being used by color spray and create pool of
738     * chaos.
739     * This could really be a better implementation - the
740     * faces and attacktypes above are hardcoded, which is never
741     * good. The faces refer to faces in the animation sequence.
742     * Not sure how to do better - but not having it hardcoded
743     * would be nice.
744     * I also fixed a bug here in that attacktype was |= -
745     * to me, that would be that it would quickly get all
746     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
747     */
748 root 1.11 void
749     shuffle_attack (object *op, int change_face)
750 elmex 1.1 {
751 root 1.11 int i;
752 elmex 1.1
753 root 1.11 i = rndm (0, 21);
754 elmex 1.1
755 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
756    
757     if (change_face)
758     {
759     SET_ANIMATION (op, ATTACKS[i].face);
760 elmex 1.1 }
761     }
762    
763    
764     /* prayer_failure: This is called when a player fails
765     * at casting a prayer.
766     * op is the player.
767     * failure is basically how much grace they had.
768     * power is how much grace the spell would normally take to cast.
769     */
770    
771 root 1.11 void
772     prayer_failure (object *op, int failure, int power)
773     {
774     const char *godname;
775     object *tmp;
776 elmex 1.1
777 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
778     godname = "Your spirit";
779 elmex 1.1
780 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
781 elmex 1.1 {
782 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
783     tmp = get_archetype (SPELL_WONDER);
784     cast_cone (op, op, 0, tmp);
785 root 1.20 tmp->destroy ();
786 elmex 1.1 }
787    
788 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
789 elmex 1.1 {
790 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
791     confuse_player (op, op, 99);
792 elmex 1.1 }
793 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
794 elmex 1.1 {
795 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
796     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
797     paralyze_player (op, op, 99);
798 elmex 1.1 }
799 root 1.11 else if (failure <= -150) /* blast the immediate area */
800     {
801     tmp = get_archetype (GOD_POWER);
802     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
803     cast_magic_storm (op, tmp, power);
804 elmex 1.1 }
805     }
806    
807     /*
808     * spell_failure() handles the various effects for differing degrees
809     * of failure badness.
810     * op is the player that failed.
811     * failure is a random value of how badly you failed.
812     * power is how many spellpoints you'd normally need for the spell.
813     * skill is the skill you'd need to cast the spell.
814     */
815    
816 root 1.11 void
817     spell_failure (object *op, int failure, int power, object *skill)
818     {
819     object *tmp;
820 elmex 1.1
821 root 1.11 if (settings.spell_failure_effects == FALSE)
822     return;
823 elmex 1.1
824 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
825 elmex 1.1 {
826 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
827     tmp = get_archetype (SPELL_WONDER);
828     cast_cone (op, op, 0, tmp);
829 root 1.20 tmp->destroy ();
830 elmex 1.1 }
831    
832 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
833 elmex 1.1 {
834 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
835     confuse_player (op, op, 99);
836 elmex 1.1 }
837 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
838 elmex 1.1 {
839 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
840     paralyze_player (op, op, 99);
841 elmex 1.1 }
842 root 1.11 else if (failure <= -80) /* blast the immediate area */
843     {
844     object *tmp;
845 root 1.8
846 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
847     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
848     {
849     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
850     hit_player (op, 9998, op, AT_INTERNAL, 1);
851 root 1.8
852 root 1.11 }
853     else
854     {
855     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
856     tmp = get_archetype (LOOSE_MANA);
857     tmp->level = skill->level;
858    
859     /* increase the area of destruction a little for more powerful spells */
860     tmp->range += isqrt (power);
861    
862     if (power > 25)
863     tmp->stats.dam = 25 + isqrt (power);
864     else
865     tmp->stats.dam = power; /* nasty recoils! */
866 root 1.8
867 root 1.11 tmp->stats.maxhp = tmp->count;
868 root 1.29
869     tmp->insert_at (op);
870 root 1.8 }
871 elmex 1.1 }
872     }
873    
874 root 1.11 int
875     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
876     {
877     int success;
878     object *spell;
879    
880     if (!spell_ob->other_arch)
881 elmex 1.1 {
882 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
883     return 0;
884     }
885 root 1.57
886 root 1.11 spell = arch_to_object (spell_ob->other_arch);
887 elmex 1.1
888 root 1.11 /* Always cast spell on caster */
889     success = cast_spell (op, caster, dir, spell, stringarg);
890 elmex 1.1
891 root 1.11 if (caster->contr->party == NULL)
892     {
893 root 1.19 spell->remove ();
894 root 1.11 return success;
895 elmex 1.1 }
896 root 1.57
897 root 1.27 for_all_players (pl)
898 root 1.11 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
899 root 1.57 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
900    
901 root 1.19 spell->remove ();
902 root 1.11 return success;
903     }
904 elmex 1.1
905     /* This is where the main dispatch when someone casts a spell.
906     *
907     * op is the creature that is owner of the object that is casting the spell -
908     * eg, the player or monster.
909     * caster is the actual object (wand, potion) casting the spell. can be
910     * same as op.
911     * dir is the direction to cast in. Note in some cases, if the spell
912     * is self only, dir really doesn't make a difference.
913     * spell_ob is the spell object that is being cast. From that,
914     * we can determine what to do.
915     * stringarg is any options that are being used. It can be NULL. Almost
916     * certainly, only players will set it. It is basically used as optional
917     * parameters to a spell (eg, item to create, information for marking runes,
918     * etc.
919     * returns 1 on successful cast, or 0 on error. These values should really
920     * be swapped, so that 0 is successful, and non zero is failure, with a code
921     * of what it failed.
922     *
923     * Note that this function is really a dispatch routine that calls other
924     * functions - it just blindly returns what ever value those functions
925     * return. So if your writing a new function that is called from this,
926     * it shoudl also return 1 on success, 0 on failure.
927     *
928     * if it is a player casting the spell (op->type == PLAYER, op == caster),
929     * this function will decrease the mana/grace appropriately. For other
930     * objects, the caller should do what it considers appropriate.
931     */
932 root 1.11 int
933     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
934     {
935     const char *godname;
936 root 1.60 int success = 0, cast_level = 0;
937 root 1.11 object *skill = NULL;
938 elmex 1.1
939 root 1.11 if (!spell_ob)
940     {
941     LOG (llevError, "cast_spell: null spell object passed\n");
942     return 0;
943 elmex 1.1 }
944 root 1.13
945 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
946     godname = "A random spirit";
947 elmex 1.1
948 root 1.11 /* the caller should set caster to op if appropriate */
949     if (!caster)
950     {
951     LOG (llevError, "cast_spell: null caster object passed\n");
952     return 0;
953 elmex 1.1 }
954    
955 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
956     * an issue, because they don't have any spellpaths set up.
957     */
958 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
959 root 1.11 {
960     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
961     return 0;
962 elmex 1.1 }
963    
964 root 1.11 /* if it is a player casting the spell, and they are really casting it
965     * (vs it coming from a wand, scroll, or whatever else), do some
966     * checks. We let monsters do special things - eg, they
967     * don't need the skill, bypass level checks, etc. The monster function
968     * should take care of that.
969     * Remove the wiz check here and move it further down - some spells
970     * need to have the right skill pointer passed, so we need to
971     * at least process that code.
972     */
973     if (op->type == PLAYER && op == caster)
974     {
975     cast_level = caster_level (caster, spell_ob);
976 root 1.45
977 root 1.11 if (spell_ob->skill)
978     {
979     skill = find_skill_by_name (op, spell_ob->skill);
980 root 1.45
981 root 1.11 if (!skill)
982     {
983 root 1.68 op->failmsg (format ("You need the skill %s to cast %s! "
984     "H<You either need to learn the skill via a skill scroll "
985     "or you need to wear a talisman or holy symbol.>",
986     &spell_ob->skill, &spell_ob->name));
987 root 1.11 return 0;
988 root 1.8 }
989 root 1.45
990 root 1.68 int casting_level = min_casting_level (op, spell_ob);
991    
992     if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
993 root 1.11 {
994 root 1.68 op->failmsg (format ("You lack enough skill to cast that spell! "
995     "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
996     cast_level, casting_level));
997 root 1.11 return 0;
998 root 1.8 }
999     }
1000 root 1.45
1001 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1002     * to have sufficient grace/mana.
1003     */
1004     if (!QUERY_FLAG (op, FLAG_WIZ))
1005     {
1006     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1007     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1008     {
1009 root 1.60 op->failmsg ("You don't have enough mana!");
1010 root 1.11 return 0;
1011 root 1.8 }
1012 root 1.30
1013 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1014     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1015     {
1016     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1017     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1018 root 1.60 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1019 root 1.11 else
1020     {
1021     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1022 root 1.60 op->failmsg (format ("%s ignores your prayer.", godname));
1023 root 1.11 return 0;
1024 root 1.8 }
1025     }
1026    
1027 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1028     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1029     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1030     {
1031 root 1.55 op->contr->play_sound (sound_find ("fumble_spell"));
1032 root 1.60 op->failmsg ("You fumble the prayer.");
1033 root 1.35
1034 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1035     return 0;
1036     }
1037     else if (spell_ob->stats.sp)
1038     {
1039     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1040    
1041     if (failure < 0)
1042     {
1043 root 1.60 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1044 root 1.11 if (settings.spell_failure_effects == TRUE)
1045     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1046 root 1.42
1047 root 1.11 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1048     return 0;
1049 root 1.8 }
1050     }
1051     }
1052 elmex 1.1 }
1053    
1054 root 1.60 int mflags = op->ms ().flags ();
1055 root 1.11
1056     /* See if we can cast a spell here. If the caster and op are
1057     * not alive, then this would mean that the mapmaker put the
1058     * objects on the space - presume that they know what they are
1059     * doing.
1060     */
1061 elmex 1.9
1062 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1063     {
1064 root 1.58 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1065 root 1.11 return 0;
1066     }
1067    
1068     if ((spell_ob->type == SPELL)
1069     && (caster->type != POTION)
1070     && !QUERY_FLAG (op, FLAG_WIZCAST)
1071     && (QUERY_FLAG (caster, FLAG_ALIVE)
1072     || QUERY_FLAG (op, FLAG_ALIVE))
1073     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1074     {
1075     if (op->type != PLAYER)
1076 elmex 1.9 return 0;
1077    
1078 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1079 root 1.58 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1080 root 1.43 else if (object *item = op->contr->ranged_ob)
1081     {
1082     if (item->type == SPELL)
1083 root 1.60 op->failmsg ("Something blocks your spellcasting.");
1084 root 1.43 else if (item->type == SCROLL)
1085 root 1.60 op->failmsg ("Something blocks the magic of your scroll.");
1086 root 1.43 else
1087 root 1.60 op->failmsg ("Something blocks the magic of your item.");
1088 root 1.43 }
1089 root 1.11 else
1090 root 1.60 op->failmsg ("Something blocks the spell!");
1091 root 1.42
1092 root 1.11 return 0;
1093     }
1094 elmex 1.1
1095 root 1.46 /* Take into account how long it takes to cast the spell.
1096     * if the player is casting it, then we use the time in
1097     * the spell object. If it is a spell object, have it
1098     * take two ticks. Things that cast spells on the players
1099     * behalf (eg, altars, and whatever else) shouldn't cost
1100     * the player any time.
1101     * Ignore casting time for firewalls
1102     */
1103     if (caster == op && caster->type != FIREWALL)
1104 root 1.11 {
1105 root 1.46 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1106     /* Other portions of the code may also decrement the speed of the player, so
1107     * put a lower limit so that the player isn't stuck here too long
1108 root 1.11 */
1109 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))
1110     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1111 elmex 1.1 }
1112 root 1.46 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1113     op->speed_left -= 2 * FABS (op->speed);
1114 elmex 1.1
1115 root 1.11 if (op->type == PLAYER && op == caster)
1116     {
1117     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1118     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1119 elmex 1.1 }
1120    
1121 root 1.11 /* We want to try to find the skill to properly credit exp.
1122     * for spell casting objects, the exp goes to the skill the casting
1123     * object requires.
1124     */
1125     if (op != caster && !skill && caster->skill)
1126     {
1127     skill = find_skill_by_name (op, caster->skill);
1128     if (!skill)
1129     {
1130 root 1.60 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1131 root 1.11 return 0;
1132 root 1.8 }
1133 root 1.45
1134 root 1.47 op->change_skill (skill); /* needed for proper exp credit */
1135 elmex 1.1 }
1136    
1137 root 1.48 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1138     return RESULT_INT (0);
1139    
1140 root 1.11 switch (spell_ob->subtype)
1141     {
1142 root 1.45 /* The order of case statements is same as the order they show up
1143     * in in spells.h.
1144     */
1145 root 1.12 case SP_RAISE_DEAD:
1146     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1147     break;
1148    
1149     case SP_RUNE:
1150     success = write_rune (op, caster, spell_ob, dir, stringarg);
1151     break;
1152    
1153     case SP_MAKE_MARK:
1154     success = write_mark (op, spell_ob, stringarg);
1155     break;
1156    
1157     case SP_BOLT:
1158     success = fire_bolt (op, caster, dir, spell_ob, skill);
1159     break;
1160    
1161     case SP_BULLET:
1162     success = fire_bullet (op, caster, dir, spell_ob);
1163     break;
1164    
1165     case SP_CONE:
1166     success = cast_cone (op, caster, dir, spell_ob);
1167     break;
1168    
1169     case SP_BOMB:
1170     success = create_bomb (op, caster, dir, spell_ob);
1171     break;
1172    
1173     case SP_WONDER:
1174     success = cast_wonder (op, caster, dir, spell_ob);
1175     break;
1176    
1177     case SP_SMITE:
1178     success = cast_smite_spell (op, caster, dir, spell_ob);
1179     break;
1180    
1181     case SP_MAGIC_MISSILE:
1182 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1183 root 1.12 break;
1184    
1185     case SP_SUMMON_GOLEM:
1186     success = summon_golem (op, caster, dir, spell_ob);
1187     break;
1188    
1189     case SP_DIMENSION_DOOR:
1190     /* dimension door needs the actual caster, because that is what is
1191     * moved.
1192     */
1193     success = dimension_door (op, caster, spell_ob, dir);
1194     break;
1195 root 1.8
1196 root 1.12 case SP_MAGIC_MAPPING:
1197     if (op->type == PLAYER)
1198     {
1199     spell_effect (spell_ob, op->x, op->y, op->map, op);
1200     draw_magic_map (op);
1201     success = 1;
1202     }
1203     else
1204     success = 0;
1205     break;
1206 elmex 1.1
1207 root 1.12 case SP_MAGIC_WALL:
1208     success = magic_wall (op, caster, dir, spell_ob);
1209     break;
1210 root 1.8
1211 root 1.12 case SP_DESTRUCTION:
1212     success = cast_destruction (op, caster, spell_ob);
1213     break;
1214 root 1.8
1215 root 1.12 case SP_PERCEIVE_SELF:
1216     success = perceive_self (op);
1217     break;
1218 root 1.8
1219 root 1.12 case SP_WORD_OF_RECALL:
1220     success = cast_word_of_recall (op, caster, spell_ob);
1221     break;
1222 root 1.8
1223 root 1.12 case SP_INVISIBLE:
1224     success = cast_invisible (op, caster, spell_ob);
1225     break;
1226 root 1.8
1227 root 1.12 case SP_PROBE:
1228     success = probe (op, caster, spell_ob, dir);
1229     break;
1230 root 1.8
1231 root 1.12 case SP_HEALING:
1232     success = cast_heal (op, caster, spell_ob, dir);
1233     break;
1234 root 1.8
1235 root 1.12 case SP_CREATE_FOOD:
1236     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1237     break;
1238 root 1.8
1239 root 1.12 case SP_EARTH_TO_DUST:
1240     success = cast_earth_to_dust (op, caster, spell_ob);
1241     break;
1242 root 1.8
1243 root 1.12 case SP_CHANGE_ABILITY:
1244     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1245     break;
1246 root 1.8
1247 root 1.12 case SP_BLESS:
1248     success = cast_bless (op, caster, spell_ob, dir);
1249     break;
1250 root 1.8
1251 root 1.12 case SP_CURSE:
1252     success = cast_curse (op, caster, spell_ob, dir);
1253     break;
1254 root 1.8
1255 root 1.12 case SP_SUMMON_MONSTER:
1256     success = summon_object (op, caster, spell_ob, dir, stringarg);
1257     break;
1258 root 1.8
1259 root 1.12 case SP_CHARGING:
1260     success = recharge (op, caster, spell_ob);
1261     break;
1262 root 1.8
1263 root 1.12 case SP_POLYMORPH:
1264 elmex 1.1 #ifdef NO_POLYMORPH
1265 root 1.12 /* Not great, but at least provide feedback so if players do have
1266     * polymorph (ie, find it as a preset item or left over from before
1267     * it was disabled), they get some feedback.
1268     */
1269 root 1.60 op->failmsg ("The spell fizzles!");
1270 root 1.12 success = 0;
1271 elmex 1.1 #else
1272 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1273 elmex 1.1 #endif
1274 root 1.12 break;
1275 root 1.8
1276 root 1.12 case SP_ALCHEMY:
1277     success = alchemy (op, caster, spell_ob);
1278     break;
1279    
1280     case SP_REMOVE_CURSE:
1281     success = remove_curse (op, caster, spell_ob);
1282     break;
1283    
1284     case SP_IDENTIFY:
1285     success = cast_identify (op, caster, spell_ob);
1286     break;
1287    
1288     case SP_DETECTION:
1289     success = cast_detection (op, caster, spell_ob, skill);
1290     break;
1291    
1292     case SP_MOOD_CHANGE:
1293     success = mood_change (op, caster, spell_ob);
1294     break;
1295 elmex 1.1
1296 root 1.12 case SP_MOVING_BALL:
1297     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1298     {
1299 root 1.60 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1300 root 1.12 success = 0;
1301     }
1302     else
1303 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1304 root 1.12 break;
1305 elmex 1.1
1306 root 1.12 case SP_SWARM:
1307     success = fire_swarm (op, caster, spell_ob, dir);
1308     break;
1309    
1310     case SP_CHANGE_MANA:
1311     success = cast_transfer (op, caster, spell_ob, dir);
1312     break;
1313    
1314     case SP_DISPEL_RUNE:
1315     /* in rune.c */
1316     success = dispel_rune (op, caster, spell_ob, skill, dir);
1317     break;
1318    
1319     case SP_CREATE_MISSILE:
1320     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1321     break;
1322    
1323     case SP_CONSECRATE:
1324     success = cast_consecrate (op, caster, spell_ob);
1325     break;
1326    
1327     case SP_ANIMATE_WEAPON:
1328     success = animate_weapon (op, caster, spell_ob, dir);
1329     break;
1330    
1331     case SP_LIGHT:
1332     success = cast_light (op, caster, spell_ob, dir);
1333     break;
1334    
1335     case SP_CHANGE_MAP_LIGHT:
1336     success = cast_change_map_lightlevel (op, caster, spell_ob);
1337     break;
1338    
1339     case SP_FAERY_FIRE:
1340     success = cast_destruction (op, caster, spell_ob);
1341     break;
1342    
1343     case SP_CAUSE_DISEASE:
1344     success = cast_cause_disease (op, caster, spell_ob, dir);
1345     break;
1346    
1347     case SP_AURA:
1348     success = create_aura (op, caster, spell_ob);
1349     break;
1350    
1351     case SP_PARTY_SPELL:
1352     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1353     break;
1354    
1355     default:
1356 root 1.48 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1357 elmex 1.1 }
1358    
1359 root 1.61 op->play_sound (
1360     success
1361     ? spell_ob->sound
1362     ? spell_ob->sound
1363     : sound_find ("spell_success")
1364     : sound_find ("fumble_spell")
1365     );
1366 elmex 1.1
1367 root 1.11 return success;
1368 elmex 1.1 }
1369    
1370 root 1.60 /* This is called from time.c/process_object(). That function
1371     * calls this for any SPELL_EFFECT type objects. This function
1372 elmex 1.1 * then dispatches them to the appropriate specific routines.
1373     */
1374 root 1.11 void
1375     move_spell_effect (object *op)
1376     {
1377     switch (op->subtype)
1378     {
1379 root 1.12 case SP_BOLT:
1380     move_bolt (op);
1381     break;
1382    
1383     case SP_BULLET:
1384     move_bullet (op);
1385     break;
1386    
1387     case SP_EXPLOSION:
1388     explosion (op);
1389     break;
1390    
1391     case SP_CONE:
1392     move_cone (op);
1393     break;
1394    
1395     case SP_BOMB:
1396     animate_bomb (op);
1397     break;
1398    
1399     case SP_MAGIC_MISSILE:
1400     move_missile (op);
1401     break;
1402    
1403     case SP_WORD_OF_RECALL:
1404     execute_word_of_recall (op);
1405     break;
1406    
1407     case SP_MOVING_BALL:
1408     move_ball_spell (op);
1409     break;
1410    
1411     case SP_SWARM:
1412     move_swarm_spell (op);
1413     break;
1414    
1415     case SP_AURA:
1416     move_aura (op);
1417     break;
1418 elmex 1.1 }
1419     }
1420    
1421     /* this checks to see if something special should happen if
1422     * something runs into the object.
1423     */
1424 root 1.11 void
1425     check_spell_effect (object *op)
1426     {
1427     switch (op->subtype)
1428     {
1429 root 1.12 case SP_BOLT:
1430     move_bolt (op);
1431     return;
1432    
1433     case SP_BULLET:
1434     check_bullet (op);
1435     return;
1436 elmex 1.1 }
1437     }
1438    
1439     /* This is called by move_apply. Basically, if someone
1440     * moves onto a spell effect and the walk_on or fly_on flags
1441     * are set, this is called. This should only be called for
1442     * objects of the appropraite type.
1443     */
1444 root 1.11 void
1445     apply_spell_effect (object *spell, object *victim)
1446 elmex 1.1 {
1447 root 1.11 switch (spell->subtype)
1448     {
1449 root 1.12 case SP_CONE:
1450     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1451     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1452     break;
1453 root 1.8
1454 root 1.12 case SP_MAGIC_MISSILE:
1455     if (QUERY_FLAG (victim, FLAG_ALIVE))
1456     {
1457 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1458 root 1.11
1459 root 1.16 if (!spell->destroyed ())
1460 root 1.20 spell->destroy ();
1461 root 1.12 }
1462     break;
1463 root 1.8
1464 root 1.12 case SP_MOVING_BALL:
1465     if (QUERY_FLAG (victim, FLAG_ALIVE))
1466     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1467 root 1.36 else if (victim->materialname)
1468 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1469     break;
1470 elmex 1.1 }
1471     }
1472 root 1.60