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Revision: 1.75
Committed: Mon Jul 14 00:04:57 2008 UTC (15 years, 10 months ago) by root
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Branch: MAIN
Changes since 1.74: +1 -0 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.63 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 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 1.75 ms.update ();
400 root 1.11
401 root 1.32 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
402 root 1.11 return 0;
403    
404 root 1.32 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
405 root 1.11 {
406     /* If there is a counterspell on the space, and this
407     * object is using magic, don't progress. I believe we could
408     * leave this out and let in progress, and other areas of the code
409     * will then remove it, but that would seem to to use more
410     * resources, and may not work as well if a player is standing
411     * on top of a counterwall spell (may hit the player before being
412     * removed.) On the other hand, it may be more dramatic for the
413     * spell to actually hit the counterwall and be sucked up.
414     */
415 elmex 1.40 if ((tmp->attacktype & AT_COUNTERSPELL)
416     && !QUERY_FLAG (tmp, FLAG_MONSTER)
417     && (tmp->type != PLAYER)
418     && (tmp->type != WEAPON)
419     && (tmp->type != BOW)
420     && (tmp->type != ARROW)
421     && (tmp->type != GOLEM)
422     && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
423     // we special case floor here because there
424     // are sometimes spell effect floors
425     // which are used to inflict damage
426     // (and those shouldn't go away from
427     // sanctuary) see also: permanent lava
428     && (immune_stop & AT_MAGIC))
429 root 1.11 return 0;
430    
431     /* This is to prevent 'out of control' spells. Basically, this
432     * limits one spell effect per space per spell. This is definately
433     * needed for performance reasons, and just for playability I believe.
434     * there are no such things as multispaced spells right now, so
435     * we don't need to worry about the head.
436     */
437     if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
438     return 0;
439    
440     /*
441     * Combine similar spell effects into one spell effect. Needed for
442     * performance reasons with meteor swarm and the like, but also for
443     * playability reasons.
444     */
445 root 1.69 if (tmp->arch == op->arch /* no harm if not comparing by name here */
446 root 1.11 && tmp->type == op->type
447     && tmp->subtype == op->subtype
448 root 1.33 && tmp->owner == op->owner
449     && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
450 root 1.11 {
451     tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
452     tmp->range = MAX (tmp->range, op->range);
453     tmp->duration = MAX (tmp->duration, op->duration);
454     return 0;
455 elmex 1.1 }
456    
457 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
458     * ground to prevent it from moving along?
459     */
460 elmex 1.1 }
461 root 1.32
462 root 1.11 /* If it passes the above tests, it must be OK */
463     return 1;
464 elmex 1.1 }
465    
466     /* fire_arch_from_position: fires an archetype.
467     * op: person firing the object.
468     * caster: object casting the spell.
469     * x, y: where to fire the spell (note, it then uses op->map for the map
470     * for these coordinates, which is probably a really bad idea.
471     * dir: direction to fire in.
472     * spell: spell that is being fired. It uses other_arch for the archetype
473     * to fire.
474     * returns 0 on failure, 1 on success.
475     */
476 root 1.11 int
477     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
478     {
479 root 1.73 if (!spell->other_arch)
480     return 0;
481    
482     object *tmp = spell->other_arch->instance ();
483 elmex 1.1
484 root 1.73 if (!tmp)
485 root 1.11 return 0;
486 elmex 1.1
487 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
488     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
489     /* code in time.c uses food for some things, duration for others */
490     tmp->stats.food = tmp->duration;
491     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
492     tmp->attacktype = spell->attacktype;
493     tmp->direction = dir;
494 root 1.73 tmp->set_owner (op);
495 root 1.11 tmp->level = caster_level (caster, spell);
496     set_spell_skill (op, caster, spell, tmp);
497    
498     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
499     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
500 root 1.73 if (!tailor_god_spell (tmp, op))
501     return 0;
502    
503 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
504     SET_ANIMATION (tmp, dir);
505 elmex 1.1
506 root 1.73 if ((tmp = op->map->insert (tmp, x, y, op)))
507 root 1.29 move_spell_effect (tmp);
508 elmex 1.1
509 root 1.11 return 1;
510 elmex 1.1 }
511    
512     /*****************************************************************************
513     *
514     * Code related to rods - perhaps better located in another file?
515     *
516     ****************************************************************************/
517 root 1.11 void
518     regenerate_rod (object *rod)
519     {
520     if (rod->stats.hp < rod->stats.maxhp)
521 root 1.44 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
522 elmex 1.1 }
523    
524 root 1.11 void
525     drain_rod_charge (object *rod)
526     {
527     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
528 elmex 1.1 }
529    
530     /* this function is commonly used to find a friendly target for
531     * spells such as heal or protection or armour
532     * op is what is looking for the target (which can be a player),
533     * dir is the direction we are looking in. Return object found, or
534     * NULL if no good object.
535     */
536 root 1.11 object *
537     find_target_for_friendly_spell (object *op, int dir)
538     {
539     object *tmp;
540    
541     /* I don't really get this block - if op isn't a player or rune,
542     * we then make the owner of this object the target.
543     * The owner could very well be no where near op.
544     */
545     if (op->type != PLAYER && op->type != RUNE)
546     {
547 root 1.21 tmp = op->owner;
548 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
549     * to the caster.
550     */
551     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
552     tmp = op;
553 elmex 1.1 }
554 root 1.11 else
555     {
556 root 1.37 maptile *m = op->map;
557     sint16 x = op->x + freearr_x[dir];
558     sint16 y = op->y + freearr_y[dir];
559    
560     tmp = xy_normalise (m, x, y)
561     ? m->at (x, y).player ()
562     : 0;
563 root 1.11 }
564 root 1.26
565 root 1.11 /* didn't find a player there, look in current square for a player */
566 root 1.26 if (!tmp)
567     tmp = op->ms ().player ();
568 elmex 1.1
569 root 1.11 return tmp;
570 elmex 1.1 }
571    
572     /* raytrace:
573     * spell_find_dir(map, x, y, exclude) will search first the center square
574     * then some close squares in the given map at the given coordinates for
575     * live objects.
576     * It will not consider the object given as exclude (= caster) among possible
577     * live objects. If the caster is a player, the spell will go after
578     * monsters/generators only. If not, the spell will hunt players only.
579     * It returns the direction toward the first/closest live object if it finds
580     * any, otherwise -1.
581     * note that exclude can be NULL, in which case all bets are off.
582     */
583 root 1.11 int
584 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
585 root 1.11 {
586     int i, max = SIZEOFFREE;
587     sint16 nx, ny;
588     int owner_type = 0, mflags;
589     object *tmp;
590 root 1.17 maptile *mp;
591 root 1.11
592     if (exclude && exclude->head)
593     exclude = exclude->head;
594     if (exclude && exclude->type)
595     owner_type = exclude->type;
596    
597     for (i = rndm (1, 8); i < max; i++)
598     {
599     nx = x + freearr_x[i];
600     ny = y + freearr_y[i];
601     mp = m;
602     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
603     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
604     continue;
605    
606 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
607 root 1.11
608     while (tmp != NULL && (((owner_type == PLAYER &&
609     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
610     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
611     tmp = tmp->above;
612 elmex 1.1
613 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
614     return freedir[i];
615 elmex 1.1 }
616 root 1.11 return -1; /* flag for "keep going the way you were" */
617 elmex 1.1 }
618    
619     /* put_a_monster: puts a monster named monstername near by
620     * op. This creates the treasures for the monsters, and
621     * also deals with multipart monsters properly.
622     */
623 root 1.11 void
624     put_a_monster (object *op, const char *monstername)
625     {
626     object *tmp, *head = NULL, *prev = NULL;
627     archetype *at;
628     int dir;
629    
630     /* Handle cases where we are passed a bogus mosntername */
631    
632 root 1.14 if ((at = archetype::find (monstername)) == NULL)
633 root 1.11 return;
634    
635     /* find a free square nearby
636     * first we check the closest square for free squares
637     */
638    
639 root 1.51 dir = find_first_free_spot (at, op->map, op->x, op->y);
640 root 1.11 if (dir != -1)
641     {
642     /* This is basically grabbed for generate monster. Fixed 971225 to
643     * insert multipart monsters properly
644     */
645 root 1.52 //TODO: use expand_tail + ...
646 root 1.11 while (at != NULL)
647     {
648     tmp = arch_to_object (at);
649 root 1.51 tmp->x = op->x + freearr_x[dir] + at->x;
650     tmp->y = op->y + freearr_y[dir] + at->y;
651 root 1.11 tmp->map = op->map;
652     if (head)
653     {
654     tmp->head = head;
655     prev->more = tmp;
656 root 1.8 }
657 root 1.52
658 root 1.11 if (!head)
659     head = tmp;
660 root 1.52
661 root 1.11 prev = tmp;
662 root 1.52
663     at = (archetype *)at->more;
664 root 1.8 }
665    
666 root 1.11 if (head->randomitems)
667     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
668 root 1.8
669 root 1.11 insert_ob_in_map (head, op->map, op, 0);
670 root 1.8
671 root 1.11 /* thought it'd be cool to insert a burnout, too. */
672 root 1.70 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
673 elmex 1.1 }
674     }
675    
676     /* peterm: function which summons hostile monsters and
677     * places them in nearby squares.
678     * op is the summoner.
679     * n is the number of monsters.
680     * monstername is the name of the monster.
681     * returns the number of monsters, which is basically n.
682     * it should really see how many it successfully replaced and
683     * return that instead.
684     * Note that this is not used by any spells (summon evil monsters
685     * use to call this, but best I can tell, that spell/ability was
686     * never used. This is however used by various failures on the
687     * players part (alchemy, reincarnation, etc)
688     */
689    
690 root 1.11 int
691     summon_hostile_monsters (object *op, int n, const char *monstername)
692     {
693     int i;
694    
695     for (i = 0; i < n; i++)
696     put_a_monster (op, monstername);
697 elmex 1.1
698 root 1.11 return n;
699 elmex 1.1 }
700    
701    
702     /* Some local definitions for shuffle-attack */
703 root 1.11 struct attacktype_shuffle
704     {
705     int attacktype;
706     int face;
707     } ATTACKS[22] =
708     {
709 root 1.41 { AT_PHYSICAL, 0},
710     { AT_PHYSICAL, 0}, /*face = explosion */
711     { AT_PHYSICAL, 0},
712     { AT_MAGIC, 1},
713     { AT_MAGIC, 1}, /* face = last-burnout */
714     { AT_MAGIC, 1},
715     { AT_FIRE, 2},
716     { AT_FIRE, 2}, /* face = fire.... */
717     { AT_FIRE, 2},
718     { AT_ELECTRICITY, 3},
719     { AT_ELECTRICITY, 3}, /* ball_lightning */
720     { AT_ELECTRICITY, 3},
721     { AT_COLD, 4},
722     { AT_COLD, 4}, /* face=icestorm */
723     { AT_COLD, 4},
724     { AT_CONFUSION, 5},
725     { AT_POISON, 7},
726     { AT_POISON, 7}, /* face = acid sphere. generator */
727     { AT_POISON, 7}, /* poisoncloud face */
728     { AT_SLOW, 8},
729     { AT_PARALYZE, 9},
730     { AT_FEAR, 10},
731     };
732 elmex 1.1
733     /* shuffle_attack: peterm
734     * This routine shuffles the attack of op to one of the
735     * ones in the list. It does this at random. It also
736     * chooses a face appropriate to the attack that is
737     * being committed by that square at the moment.
738     * right now it's being used by color spray and create pool of
739     * chaos.
740     * This could really be a better implementation - the
741     * faces and attacktypes above are hardcoded, which is never
742     * good. The faces refer to faces in the animation sequence.
743     * Not sure how to do better - but not having it hardcoded
744     * would be nice.
745     * I also fixed a bug here in that attacktype was |= -
746     * to me, that would be that it would quickly get all
747     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
748     */
749 root 1.11 void
750     shuffle_attack (object *op, int change_face)
751 elmex 1.1 {
752 root 1.11 int i;
753 elmex 1.1
754 root 1.11 i = rndm (0, 21);
755 elmex 1.1
756 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
757    
758     if (change_face)
759     {
760     SET_ANIMATION (op, ATTACKS[i].face);
761 elmex 1.1 }
762     }
763    
764    
765     /* prayer_failure: This is called when a player fails
766     * at casting a prayer.
767     * op is the player.
768     * failure is basically how much grace they had.
769     * power is how much grace the spell would normally take to cast.
770     */
771    
772 root 1.11 void
773     prayer_failure (object *op, int failure, int power)
774     {
775     const char *godname;
776     object *tmp;
777 elmex 1.1
778 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
779     godname = "Your spirit";
780 elmex 1.1
781 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
782 elmex 1.1 {
783 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
784     tmp = get_archetype (SPELL_WONDER);
785     cast_cone (op, op, 0, tmp);
786 root 1.20 tmp->destroy ();
787 elmex 1.1 }
788    
789 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
790 elmex 1.1 {
791 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
792     confuse_player (op, op, 99);
793 elmex 1.1 }
794 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
795 elmex 1.1 {
796 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
797     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
798     paralyze_player (op, op, 99);
799 elmex 1.1 }
800 root 1.11 else if (failure <= -150) /* blast the immediate area */
801     {
802     tmp = get_archetype (GOD_POWER);
803     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
804     cast_magic_storm (op, tmp, power);
805 elmex 1.1 }
806     }
807    
808     /*
809     * spell_failure() handles the various effects for differing degrees
810     * of failure badness.
811     * op is the player that failed.
812     * failure is a random value of how badly you failed.
813     * power is how many spellpoints you'd normally need for the spell.
814     * skill is the skill you'd need to cast the spell.
815     */
816    
817 root 1.11 void
818     spell_failure (object *op, int failure, int power, object *skill)
819     {
820     object *tmp;
821 elmex 1.1
822 root 1.11 if (settings.spell_failure_effects == FALSE)
823     return;
824 elmex 1.1
825 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
826 elmex 1.1 {
827 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
828     tmp = get_archetype (SPELL_WONDER);
829     cast_cone (op, op, 0, tmp);
830 root 1.20 tmp->destroy ();
831 elmex 1.1 }
832    
833 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
834 elmex 1.1 {
835 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
836     confuse_player (op, op, 99);
837 elmex 1.1 }
838 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
839 elmex 1.1 {
840 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
841     paralyze_player (op, op, 99);
842 elmex 1.1 }
843 root 1.11 else if (failure <= -80) /* blast the immediate area */
844     {
845     object *tmp;
846 root 1.8
847 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
848     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
849     {
850     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
851     hit_player (op, 9998, op, AT_INTERNAL, 1);
852 root 1.8
853 root 1.11 }
854     else
855     {
856     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
857     tmp = get_archetype (LOOSE_MANA);
858     tmp->level = skill->level;
859    
860     /* increase the area of destruction a little for more powerful spells */
861     tmp->range += isqrt (power);
862    
863     if (power > 25)
864     tmp->stats.dam = 25 + isqrt (power);
865     else
866     tmp->stats.dam = power; /* nasty recoils! */
867 root 1.8
868 root 1.11 tmp->stats.maxhp = tmp->count;
869 root 1.29
870     tmp->insert_at (op);
871 root 1.8 }
872 elmex 1.1 }
873     }
874    
875 root 1.11 int
876     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
877     {
878     int success;
879     object *spell;
880    
881     if (!spell_ob->other_arch)
882 elmex 1.1 {
883 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
884     return 0;
885     }
886 root 1.57
887 root 1.11 spell = arch_to_object (spell_ob->other_arch);
888 elmex 1.1
889 root 1.11 /* Always cast spell on caster */
890     success = cast_spell (op, caster, dir, spell, stringarg);
891 elmex 1.1
892 root 1.11 if (caster->contr->party == NULL)
893     {
894 root 1.19 spell->remove ();
895 root 1.11 return success;
896 elmex 1.1 }
897 root 1.57
898 root 1.27 for_all_players (pl)
899 root 1.11 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
900 root 1.57 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
901    
902 root 1.19 spell->remove ();
903 root 1.11 return success;
904     }
905 elmex 1.1
906     /* This is where the main dispatch when someone casts a spell.
907     *
908     * op is the creature that is owner of the object that is casting the spell -
909     * eg, the player or monster.
910     * caster is the actual object (wand, potion) casting the spell. can be
911     * same as op.
912     * dir is the direction to cast in. Note in some cases, if the spell
913     * is self only, dir really doesn't make a difference.
914     * spell_ob is the spell object that is being cast. From that,
915     * we can determine what to do.
916     * stringarg is any options that are being used. It can be NULL. Almost
917     * certainly, only players will set it. It is basically used as optional
918     * parameters to a spell (eg, item to create, information for marking runes,
919     * etc.
920     * returns 1 on successful cast, or 0 on error. These values should really
921     * be swapped, so that 0 is successful, and non zero is failure, with a code
922     * of what it failed.
923     *
924     * Note that this function is really a dispatch routine that calls other
925     * functions - it just blindly returns what ever value those functions
926     * return. So if your writing a new function that is called from this,
927     * it shoudl also return 1 on success, 0 on failure.
928     *
929     * if it is a player casting the spell (op->type == PLAYER, op == caster),
930     * this function will decrease the mana/grace appropriately. For other
931     * objects, the caller should do what it considers appropriate.
932     */
933 root 1.11 int
934     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
935     {
936     const char *godname;
937 root 1.60 int success = 0, cast_level = 0;
938 root 1.11 object *skill = NULL;
939 elmex 1.1
940 root 1.11 if (!spell_ob)
941     {
942     LOG (llevError, "cast_spell: null spell object passed\n");
943     return 0;
944 elmex 1.1 }
945 root 1.13
946 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
947     godname = "A random spirit";
948 elmex 1.1
949 root 1.11 /* the caller should set caster to op if appropriate */
950     if (!caster)
951     {
952     LOG (llevError, "cast_spell: null caster object passed\n");
953     return 0;
954 elmex 1.1 }
955    
956 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
957     * an issue, because they don't have any spellpaths set up.
958     */
959 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
960 root 1.11 {
961     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
962     return 0;
963 elmex 1.1 }
964    
965 root 1.11 /* if it is a player casting the spell, and they are really casting it
966     * (vs it coming from a wand, scroll, or whatever else), do some
967     * checks. We let monsters do special things - eg, they
968     * don't need the skill, bypass level checks, etc. The monster function
969     * should take care of that.
970     * Remove the wiz check here and move it further down - some spells
971     * need to have the right skill pointer passed, so we need to
972     * at least process that code.
973     */
974     if (op->type == PLAYER && op == caster)
975     {
976     cast_level = caster_level (caster, spell_ob);
977 root 1.45
978 root 1.11 if (spell_ob->skill)
979     {
980     skill = find_skill_by_name (op, spell_ob->skill);
981 root 1.45
982 root 1.11 if (!skill)
983     {
984 root 1.68 op->failmsg (format ("You need the skill %s to cast %s! "
985     "H<You either need to learn the skill via a skill scroll "
986     "or you need to wear a talisman or holy symbol.>",
987     &spell_ob->skill, &spell_ob->name));
988 root 1.11 return 0;
989 root 1.8 }
990 root 1.45
991 root 1.68 int casting_level = min_casting_level (op, spell_ob);
992    
993     if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
994 root 1.11 {
995 root 1.68 op->failmsg (format ("You lack enough skill to cast that spell! "
996     "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
997     cast_level, casting_level));
998 root 1.11 return 0;
999 root 1.8 }
1000     }
1001 root 1.45
1002 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1003     * to have sufficient grace/mana.
1004     */
1005     if (!QUERY_FLAG (op, FLAG_WIZ))
1006     {
1007     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1008     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1009     {
1010 root 1.60 op->failmsg ("You don't have enough mana!");
1011 root 1.11 return 0;
1012 root 1.8 }
1013 root 1.30
1014 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1015     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1016     {
1017     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1018     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1019 root 1.60 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1020 root 1.11 else
1021     {
1022     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1023 root 1.60 op->failmsg (format ("%s ignores your prayer.", godname));
1024 root 1.11 return 0;
1025 root 1.8 }
1026     }
1027    
1028 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1029     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1030     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1031     {
1032 root 1.55 op->contr->play_sound (sound_find ("fumble_spell"));
1033 root 1.60 op->failmsg ("You fumble the prayer.");
1034 root 1.35
1035 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1036     return 0;
1037     }
1038     else if (spell_ob->stats.sp)
1039     {
1040     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1041    
1042     if (failure < 0)
1043     {
1044 root 1.60 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1045 root 1.11 if (settings.spell_failure_effects == TRUE)
1046     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1047 root 1.42
1048 root 1.11 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1049     return 0;
1050 root 1.8 }
1051     }
1052     }
1053 elmex 1.1 }
1054    
1055 root 1.60 int mflags = op->ms ().flags ();
1056 root 1.11
1057     /* See if we can cast a spell here. If the caster and op are
1058     * not alive, then this would mean that the mapmaker put the
1059     * objects on the space - presume that they know what they are
1060     * doing.
1061     */
1062 elmex 1.9
1063 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1064     {
1065 root 1.58 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1066 root 1.11 return 0;
1067     }
1068    
1069     if ((spell_ob->type == SPELL)
1070     && (caster->type != POTION)
1071     && !QUERY_FLAG (op, FLAG_WIZCAST)
1072     && (QUERY_FLAG (caster, FLAG_ALIVE)
1073     || QUERY_FLAG (op, FLAG_ALIVE))
1074     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1075     {
1076     if (op->type != PLAYER)
1077 elmex 1.9 return 0;
1078    
1079 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1080 root 1.58 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1081 root 1.43 else if (object *item = op->contr->ranged_ob)
1082     {
1083     if (item->type == SPELL)
1084 root 1.60 op->failmsg ("Something blocks your spellcasting.");
1085 root 1.43 else if (item->type == SCROLL)
1086 root 1.60 op->failmsg ("Something blocks the magic of your scroll.");
1087 root 1.43 else
1088 root 1.60 op->failmsg ("Something blocks the magic of your item.");
1089 root 1.43 }
1090 root 1.11 else
1091 root 1.60 op->failmsg ("Something blocks the spell!");
1092 root 1.42
1093 root 1.11 return 0;
1094     }
1095 elmex 1.1
1096 root 1.46 /* Take into account how long it takes to cast the spell.
1097     * if the player is casting it, then we use the time in
1098     * the spell object. If it is a spell object, have it
1099     * take two ticks. Things that cast spells on the players
1100     * behalf (eg, altars, and whatever else) shouldn't cost
1101     * the player any time.
1102     * Ignore casting time for firewalls
1103     */
1104     if (caster == op && caster->type != FIREWALL)
1105 root 1.11 {
1106 root 1.46 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1107     /* Other portions of the code may also decrement the speed of the player, so
1108     * put a lower limit so that the player isn't stuck here too long
1109 root 1.11 */
1110 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))
1111     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1112 elmex 1.1 }
1113 root 1.46 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1114     op->speed_left -= 2 * FABS (op->speed);
1115 elmex 1.1
1116 root 1.11 if (op->type == PLAYER && op == caster)
1117     {
1118     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1119     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1120 elmex 1.1 }
1121    
1122 root 1.11 /* We want to try to find the skill to properly credit exp.
1123     * for spell casting objects, the exp goes to the skill the casting
1124     * object requires.
1125     */
1126     if (op != caster && !skill && caster->skill)
1127     {
1128     skill = find_skill_by_name (op, caster->skill);
1129     if (!skill)
1130     {
1131 root 1.60 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1132 root 1.11 return 0;
1133 root 1.8 }
1134 root 1.45
1135 root 1.47 op->change_skill (skill); /* needed for proper exp credit */
1136 elmex 1.1 }
1137    
1138 root 1.48 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1139     return RESULT_INT (0);
1140    
1141 root 1.11 switch (spell_ob->subtype)
1142     {
1143 root 1.45 /* The order of case statements is same as the order they show up
1144     * in in spells.h.
1145     */
1146 root 1.12 case SP_RAISE_DEAD:
1147     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1148     break;
1149    
1150     case SP_RUNE:
1151     success = write_rune (op, caster, spell_ob, dir, stringarg);
1152     break;
1153    
1154     case SP_MAKE_MARK:
1155     success = write_mark (op, spell_ob, stringarg);
1156     break;
1157    
1158     case SP_BOLT:
1159     success = fire_bolt (op, caster, dir, spell_ob, skill);
1160     break;
1161    
1162     case SP_BULLET:
1163     success = fire_bullet (op, caster, dir, spell_ob);
1164     break;
1165    
1166     case SP_CONE:
1167     success = cast_cone (op, caster, dir, spell_ob);
1168     break;
1169    
1170     case SP_BOMB:
1171     success = create_bomb (op, caster, dir, spell_ob);
1172     break;
1173    
1174     case SP_WONDER:
1175     success = cast_wonder (op, caster, dir, spell_ob);
1176     break;
1177    
1178     case SP_SMITE:
1179     success = cast_smite_spell (op, caster, dir, spell_ob);
1180     break;
1181    
1182     case SP_MAGIC_MISSILE:
1183 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1184 root 1.12 break;
1185    
1186     case SP_SUMMON_GOLEM:
1187     success = summon_golem (op, caster, dir, spell_ob);
1188     break;
1189    
1190     case SP_DIMENSION_DOOR:
1191     /* dimension door needs the actual caster, because that is what is
1192     * moved.
1193     */
1194     success = dimension_door (op, caster, spell_ob, dir);
1195     break;
1196 root 1.8
1197 root 1.12 case SP_MAGIC_MAPPING:
1198     if (op->type == PLAYER)
1199     {
1200     spell_effect (spell_ob, op->x, op->y, op->map, op);
1201     draw_magic_map (op);
1202     success = 1;
1203     }
1204     else
1205     success = 0;
1206     break;
1207 elmex 1.1
1208 root 1.12 case SP_MAGIC_WALL:
1209     success = magic_wall (op, caster, dir, spell_ob);
1210     break;
1211 root 1.8
1212 root 1.12 case SP_DESTRUCTION:
1213     success = cast_destruction (op, caster, spell_ob);
1214     break;
1215 root 1.8
1216 root 1.12 case SP_PERCEIVE_SELF:
1217     success = perceive_self (op);
1218     break;
1219 root 1.8
1220 root 1.12 case SP_WORD_OF_RECALL:
1221     success = cast_word_of_recall (op, caster, spell_ob);
1222     break;
1223 root 1.8
1224 root 1.12 case SP_INVISIBLE:
1225     success = cast_invisible (op, caster, spell_ob);
1226     break;
1227 root 1.8
1228 root 1.12 case SP_PROBE:
1229     success = probe (op, caster, spell_ob, dir);
1230     break;
1231 root 1.8
1232 root 1.12 case SP_HEALING:
1233     success = cast_heal (op, caster, spell_ob, dir);
1234     break;
1235 root 1.8
1236 root 1.12 case SP_CREATE_FOOD:
1237     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1238     break;
1239 root 1.8
1240 root 1.12 case SP_EARTH_TO_DUST:
1241     success = cast_earth_to_dust (op, caster, spell_ob);
1242     break;
1243 root 1.8
1244 root 1.12 case SP_CHANGE_ABILITY:
1245     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1246     break;
1247 root 1.8
1248 root 1.12 case SP_BLESS:
1249     success = cast_bless (op, caster, spell_ob, dir);
1250     break;
1251 root 1.8
1252 root 1.12 case SP_CURSE:
1253     success = cast_curse (op, caster, spell_ob, dir);
1254     break;
1255 root 1.8
1256 root 1.12 case SP_SUMMON_MONSTER:
1257     success = summon_object (op, caster, spell_ob, dir, stringarg);
1258     break;
1259 root 1.8
1260 root 1.12 case SP_CHARGING:
1261     success = recharge (op, caster, spell_ob);
1262     break;
1263 root 1.8
1264 root 1.12 case SP_POLYMORPH:
1265 elmex 1.1 #ifdef NO_POLYMORPH
1266 root 1.12 /* Not great, but at least provide feedback so if players do have
1267     * polymorph (ie, find it as a preset item or left over from before
1268     * it was disabled), they get some feedback.
1269     */
1270 root 1.60 op->failmsg ("The spell fizzles!");
1271 root 1.12 success = 0;
1272 elmex 1.1 #else
1273 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1274 elmex 1.1 #endif
1275 root 1.12 break;
1276 root 1.8
1277 root 1.12 case SP_ALCHEMY:
1278     success = alchemy (op, caster, spell_ob);
1279     break;
1280    
1281     case SP_REMOVE_CURSE:
1282     success = remove_curse (op, caster, spell_ob);
1283     break;
1284    
1285     case SP_IDENTIFY:
1286     success = cast_identify (op, caster, spell_ob);
1287     break;
1288    
1289     case SP_DETECTION:
1290     success = cast_detection (op, caster, spell_ob, skill);
1291     break;
1292    
1293     case SP_MOOD_CHANGE:
1294     success = mood_change (op, caster, spell_ob);
1295     break;
1296 elmex 1.1
1297 root 1.12 case SP_MOVING_BALL:
1298     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1299     {
1300 root 1.60 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1301 root 1.12 success = 0;
1302     }
1303     else
1304 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1305 root 1.12 break;
1306 elmex 1.1
1307 root 1.12 case SP_SWARM:
1308     success = fire_swarm (op, caster, spell_ob, dir);
1309     break;
1310    
1311     case SP_CHANGE_MANA:
1312     success = cast_transfer (op, caster, spell_ob, dir);
1313     break;
1314    
1315     case SP_DISPEL_RUNE:
1316     /* in rune.c */
1317     success = dispel_rune (op, caster, spell_ob, skill, dir);
1318     break;
1319    
1320     case SP_CREATE_MISSILE:
1321     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1322     break;
1323    
1324     case SP_CONSECRATE:
1325     success = cast_consecrate (op, caster, spell_ob);
1326     break;
1327    
1328     case SP_ANIMATE_WEAPON:
1329     success = animate_weapon (op, caster, spell_ob, dir);
1330     break;
1331    
1332     case SP_LIGHT:
1333     success = cast_light (op, caster, spell_ob, dir);
1334     break;
1335    
1336     case SP_CHANGE_MAP_LIGHT:
1337     success = cast_change_map_lightlevel (op, caster, spell_ob);
1338     break;
1339    
1340     case SP_FAERY_FIRE:
1341     success = cast_destruction (op, caster, spell_ob);
1342     break;
1343    
1344     case SP_CAUSE_DISEASE:
1345     success = cast_cause_disease (op, caster, spell_ob, dir);
1346     break;
1347    
1348     case SP_AURA:
1349     success = create_aura (op, caster, spell_ob);
1350     break;
1351    
1352     case SP_PARTY_SPELL:
1353     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1354     break;
1355    
1356     default:
1357 root 1.48 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1358 elmex 1.1 }
1359    
1360 root 1.61 op->play_sound (
1361     success
1362     ? spell_ob->sound
1363     ? spell_ob->sound
1364     : sound_find ("spell_success")
1365     : sound_find ("fumble_spell")
1366     );
1367 elmex 1.1
1368 root 1.11 return success;
1369 elmex 1.1 }
1370    
1371 root 1.60 /* This is called from time.c/process_object(). That function
1372     * calls this for any SPELL_EFFECT type objects. This function
1373 elmex 1.1 * then dispatches them to the appropriate specific routines.
1374     */
1375 root 1.11 void
1376     move_spell_effect (object *op)
1377     {
1378     switch (op->subtype)
1379     {
1380 root 1.12 case SP_BOLT:
1381     move_bolt (op);
1382     break;
1383    
1384     case SP_BULLET:
1385     move_bullet (op);
1386     break;
1387    
1388     case SP_EXPLOSION:
1389     explosion (op);
1390     break;
1391    
1392     case SP_CONE:
1393     move_cone (op);
1394     break;
1395    
1396     case SP_BOMB:
1397     animate_bomb (op);
1398     break;
1399    
1400     case SP_MAGIC_MISSILE:
1401     move_missile (op);
1402     break;
1403    
1404     case SP_WORD_OF_RECALL:
1405     execute_word_of_recall (op);
1406     break;
1407    
1408     case SP_MOVING_BALL:
1409     move_ball_spell (op);
1410     break;
1411    
1412     case SP_SWARM:
1413     move_swarm_spell (op);
1414     break;
1415    
1416     case SP_AURA:
1417     move_aura (op);
1418     break;
1419 elmex 1.1 }
1420     }
1421    
1422     /* this checks to see if something special should happen if
1423     * something runs into the object.
1424     */
1425 root 1.11 void
1426     check_spell_effect (object *op)
1427     {
1428     switch (op->subtype)
1429     {
1430 root 1.12 case SP_BOLT:
1431     move_bolt (op);
1432     return;
1433    
1434     case SP_BULLET:
1435     check_bullet (op);
1436     return;
1437 elmex 1.1 }
1438     }
1439    
1440     /* This is called by move_apply. Basically, if someone
1441     * moves onto a spell effect and the walk_on or fly_on flags
1442     * are set, this is called. This should only be called for
1443     * objects of the appropraite type.
1444     */
1445 root 1.11 void
1446     apply_spell_effect (object *spell, object *victim)
1447 elmex 1.1 {
1448 root 1.11 switch (spell->subtype)
1449     {
1450 root 1.12 case SP_CONE:
1451     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1452     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1453     break;
1454 root 1.8
1455 root 1.12 case SP_MAGIC_MISSILE:
1456     if (QUERY_FLAG (victim, FLAG_ALIVE))
1457     {
1458 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1459 root 1.11
1460 root 1.16 if (!spell->destroyed ())
1461 root 1.20 spell->destroy ();
1462 root 1.12 }
1463     break;
1464 root 1.8
1465 root 1.12 case SP_MOVING_BALL:
1466     if (QUERY_FLAG (victim, FLAG_ALIVE))
1467     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1468 root 1.36 else if (victim->materialname)
1469 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1470     break;
1471 elmex 1.1 }
1472     }
1473 root 1.60