ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_util.C
Revision: 1.78
Committed: Sun Sep 28 15:51:04 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.77: +4 -4 lines
Log Message:
introduce ATTUNE_REPELL constant instead of hardcoding the bonus

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 root 1.78 + (caster->path_repelled & spell->path_attuned ? +ATTUNE_REPELL : 0)
110     + (caster->path_attuned & spell->path_attuned ? -ATTUNE_REPELL : 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 1.78 level += caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0;
144     level += caster->path_attuned & spell->path_attuned ? +ATTUNE_REPELL : 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 root 1.77 /*
218     * Return the effective casting level of the spell.
219     */
220     static int
221     SP_casting_level (object *caster, object *spell)
222     {
223     int level = caster_level (caster, spell);
224     return max (0, level - min_casting_level (caster, spell));
225     }
226    
227 elmex 1.1 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
228     * spob is the spell we are adjusting.
229     */
230 root 1.11 int
231     SP_level_dam_adjust (object *caster, object *spob)
232 elmex 1.1 {
233 root 1.62 if (!spob->dam_modifier)
234     return 0;
235    
236 root 1.77 return SP_casting_level (caster, spob) / spob->dam_modifier;
237 elmex 1.1 }
238    
239     /* Adjust the strength of the spell based on level.
240     * This is basically the same as SP_level_dam_adjust above,
241     * but instead looks at the level_modifier value.
242     */
243 root 1.11 int
244     SP_level_duration_adjust (object *caster, object *spob)
245 elmex 1.1 {
246 root 1.62 if (!spob->duration_modifier)
247     return 0;
248    
249 root 1.77 return SP_casting_level (caster, spob) / spob->duration_modifier;
250 elmex 1.1 }
251    
252     /* Adjust the strength of the spell based on level.
253     * This is basically the same as SP_level_dam_adjust above,
254     * but instead looks at the level_modifier value.
255     */
256 root 1.11 int
257     SP_level_range_adjust (object *caster, object *spob)
258 elmex 1.1 {
259 root 1.62 if (!spob->range_modifier)
260     return 0;
261    
262 root 1.11 int level = caster_level (caster, spob);
263 root 1.77 return SP_casting_level (caster, spob) / spob->range_modifier;
264 elmex 1.1 }
265    
266     /* Checks to see if player knows the spell. If the name is the same
267     * as an existing spell, we presume they know it.
268     * returns 1 if they know the spell, 0 if they don't.
269     */
270 root 1.11 object *
271     check_spell_known (object *op, const char *name)
272 elmex 1.1 {
273 root 1.11 object *spop;
274 root 1.71 shstr_cmp name_ (name);
275 elmex 1.1
276 root 1.11 for (spop = op->inv; spop; spop = spop->below)
277 root 1.71 if (spop->type == SPELL && spop->name == name)
278 root 1.11 return spop;
279 elmex 1.1
280 root 1.71 return 0;
281 elmex 1.1 }
282    
283    
284     /*
285     * Look at object 'op' and see if they know the spell
286     * spname. This is pretty close to check_spell_known
287     * above, but it uses a looser matching mechanism.
288     * returns the matching spell object, or NULL.
289     * If we match multiple spells but don't get an
290     * exact match, we also return NULL.
291     */
292    
293 root 1.11 object *
294     lookup_spell_by_name (object *op, const char *spname)
295     {
296     object *spob1 = NULL, *spob2 = NULL, *spob;
297     int nummatch = 0;
298    
299     if (spname == NULL)
300     return NULL;
301    
302     /* Try to find the spell. We store the results in spob1
303     * and spob2 - spob1 is only taking the length of
304     * the past spname, spob2 uses the length of the spell name.
305     */
306     for (spob = op->inv; spob; spob = spob->below)
307     {
308     if (spob->type == SPELL)
309     {
310     if (!strncmp (spob->name, spname, strlen (spname)))
311     {
312     nummatch++;
313     spob1 = spob;
314     }
315     else if (!strncmp (spob->name, spname, strlen (spob->name)))
316     {
317     /* if spells have ambiguous names, it makes matching
318     * really difficult. (eg, fire and fireball would
319     * fall into this category). It shouldn't be hard to
320     * make sure spell names don't overlap in that fashion.
321     */
322     if (spob2)
323     LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
324     spob2 = spob;
325 root 1.8 }
326     }
327 elmex 1.1 }
328 root 1.11 /* if we have best match, return it. Otherwise, if we have one match
329     * on the loser match, return that, otehrwise null
330     */
331     if (spob2)
332     return spob2;
333     if (spob1 && nummatch == 1)
334     return spob1;
335     return NULL;
336 elmex 1.1 }
337    
338     /* reflwall - decides weither the (spell-)object sp_op will
339     * be reflected from the given mapsquare. Returns 1 if true.
340     * (Note that for living creatures there is a small chance that
341     * reflect_spell fails.)
342     * Caller should be sure it passes us valid map coordinates
343     * eg, updated for tiled maps.
344     */
345 root 1.11 int
346 root 1.17 reflwall (maptile *m, int x, int y, object *sp_op)
347 root 1.11 {
348     object *op;
349 elmex 1.1
350 root 1.11 if (OUT_OF_REAL_MAP (m, x, y))
351     return 0;
352 root 1.24 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
353 elmex 1.23 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
354     && (!QUERY_FLAG (op, FLAG_ALIVE)
355     || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
356 root 1.11 return 1;
357 elmex 1.1
358 root 1.11 return 0;
359 elmex 1.1 }
360    
361     /* cast_create_object: creates object new_op in direction dir
362     * or if that is blocked, beneath the player (op).
363     * we pass 'caster', but don't use it for anything.
364     * This is really just a simple wrapper function .
365     * returns the direction that the object was actually placed
366     * in.
367     */
368 root 1.11 int
369     cast_create_obj (object *op, object *caster, object *new_op, int dir)
370 elmex 1.1 {
371 root 1.17 maptile *m;
372 root 1.11 sint16 sx, sy;
373 elmex 1.1
374 root 1.11 if (dir &&
375     ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
376     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
377     {
378     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
379     new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
380     dir = 0;
381     }
382 root 1.29
383 elmex 1.56 SET_FLAG (new_op, FLAG_IDENTIFIED);
384 root 1.29 op->map->insert (new_op,
385     op->x + freearr_x[dir], op->y + freearr_y[dir],
386     op,
387     dir ? 0 : INS_BELOW_ORIGINATOR);
388    
389 root 1.11 return dir;
390 elmex 1.1 }
391    
392     /* Returns true if it is ok to put spell *op on the space/may provided.
393     * immune_stop is basically the attacktype of the spell (why
394     * passed as a different value, not sure of). If immune_stop
395     * has the AT_MAGIC bit set, and there is a counterwall
396     * on the space, the object doesn't get placed. if immune stop
397     * does not have AT_MAGIC, then counterwalls do not effect the spell.
398     *
399     */
400 root 1.11 int
401 root 1.17 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
402 root 1.11 {
403 root 1.32 if (!xy_normalise (m, x, y))
404     return 0;
405 root 1.11
406 root 1.32 mapspace &ms = m->at (x, y);
407 root 1.75 ms.update ();
408 root 1.11
409 root 1.32 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
410 root 1.11 return 0;
411    
412 root 1.32 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
413 root 1.11 {
414     /* If there is a counterspell on the space, and this
415     * object is using magic, don't progress. I believe we could
416     * leave this out and let in progress, and other areas of the code
417     * will then remove it, but that would seem to to use more
418     * resources, and may not work as well if a player is standing
419     * on top of a counterwall spell (may hit the player before being
420     * removed.) On the other hand, it may be more dramatic for the
421     * spell to actually hit the counterwall and be sucked up.
422     */
423 elmex 1.40 if ((tmp->attacktype & AT_COUNTERSPELL)
424     && !QUERY_FLAG (tmp, FLAG_MONSTER)
425     && (tmp->type != PLAYER)
426     && (tmp->type != WEAPON)
427     && (tmp->type != BOW)
428     && (tmp->type != ARROW)
429     && (tmp->type != GOLEM)
430     && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
431     // we special case floor here because there
432     // are sometimes spell effect floors
433     // which are used to inflict damage
434     // (and those shouldn't go away from
435     // sanctuary) see also: permanent lava
436     && (immune_stop & AT_MAGIC))
437 root 1.11 return 0;
438    
439     /* This is to prevent 'out of control' spells. Basically, this
440     * limits one spell effect per space per spell. This is definately
441     * needed for performance reasons, and just for playability I believe.
442     * there are no such things as multispaced spells right now, so
443     * we don't need to worry about the head.
444     */
445     if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
446     return 0;
447    
448     /*
449     * Combine similar spell effects into one spell effect. Needed for
450     * performance reasons with meteor swarm and the like, but also for
451     * playability reasons.
452     */
453 root 1.69 if (tmp->arch == op->arch /* no harm if not comparing by name here */
454 root 1.11 && tmp->type == op->type
455     && tmp->subtype == op->subtype
456 root 1.33 && tmp->owner == op->owner
457     && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
458 root 1.11 {
459     tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
460     tmp->range = MAX (tmp->range, op->range);
461     tmp->duration = MAX (tmp->duration, op->duration);
462     return 0;
463 elmex 1.1 }
464    
465 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
466     * ground to prevent it from moving along?
467     */
468 elmex 1.1 }
469 root 1.32
470 root 1.11 /* If it passes the above tests, it must be OK */
471     return 1;
472 elmex 1.1 }
473    
474     /* fire_arch_from_position: fires an archetype.
475     * op: person firing the object.
476     * caster: object casting the spell.
477     * x, y: where to fire the spell (note, it then uses op->map for the map
478     * for these coordinates, which is probably a really bad idea.
479     * dir: direction to fire in.
480     * spell: spell that is being fired. It uses other_arch for the archetype
481     * to fire.
482     * returns 0 on failure, 1 on success.
483     */
484 root 1.11 int
485     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
486     {
487 root 1.73 if (!spell->other_arch)
488     return 0;
489    
490     object *tmp = spell->other_arch->instance ();
491 elmex 1.1
492 root 1.73 if (!tmp)
493 root 1.11 return 0;
494 elmex 1.1
495 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
496     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
497     /* code in time.c uses food for some things, duration for others */
498     tmp->stats.food = tmp->duration;
499     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
500     tmp->attacktype = spell->attacktype;
501     tmp->direction = dir;
502 root 1.73 tmp->set_owner (op);
503 root 1.11 tmp->level = caster_level (caster, spell);
504     set_spell_skill (op, caster, spell, tmp);
505    
506     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
507     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
508 root 1.73 if (!tailor_god_spell (tmp, op))
509     return 0;
510    
511 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
512     SET_ANIMATION (tmp, dir);
513 elmex 1.1
514 root 1.73 if ((tmp = op->map->insert (tmp, x, y, op)))
515 root 1.29 move_spell_effect (tmp);
516 elmex 1.1
517 root 1.11 return 1;
518 elmex 1.1 }
519    
520     /*****************************************************************************
521     *
522     * Code related to rods - perhaps better located in another file?
523     *
524     ****************************************************************************/
525 root 1.11 void
526     regenerate_rod (object *rod)
527     {
528     if (rod->stats.hp < rod->stats.maxhp)
529 root 1.44 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
530 elmex 1.1 }
531    
532 root 1.11 void
533     drain_rod_charge (object *rod)
534     {
535     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
536 elmex 1.1 }
537    
538     /* this function is commonly used to find a friendly target for
539     * spells such as heal or protection or armour
540     * op is what is looking for the target (which can be a player),
541     * dir is the direction we are looking in. Return object found, or
542     * NULL if no good object.
543     */
544 root 1.11 object *
545     find_target_for_friendly_spell (object *op, int dir)
546     {
547     object *tmp;
548    
549     /* I don't really get this block - if op isn't a player or rune,
550     * we then make the owner of this object the target.
551     * The owner could very well be no where near op.
552     */
553     if (op->type != PLAYER && op->type != RUNE)
554     {
555 root 1.21 tmp = op->owner;
556 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
557     * to the caster.
558     */
559     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
560     tmp = op;
561 elmex 1.1 }
562 root 1.11 else
563     {
564 root 1.37 maptile *m = op->map;
565     sint16 x = op->x + freearr_x[dir];
566     sint16 y = op->y + freearr_y[dir];
567    
568     tmp = xy_normalise (m, x, y)
569     ? m->at (x, y).player ()
570     : 0;
571 root 1.11 }
572 root 1.26
573 root 1.11 /* didn't find a player there, look in current square for a player */
574 root 1.26 if (!tmp)
575     tmp = op->ms ().player ();
576 elmex 1.1
577 root 1.11 return tmp;
578 elmex 1.1 }
579    
580     /* raytrace:
581     * spell_find_dir(map, x, y, exclude) will search first the center square
582     * then some close squares in the given map at the given coordinates for
583     * live objects.
584     * It will not consider the object given as exclude (= caster) among possible
585     * live objects. If the caster is a player, the spell will go after
586     * monsters/generators only. If not, the spell will hunt players only.
587     * It returns the direction toward the first/closest live object if it finds
588     * any, otherwise -1.
589     * note that exclude can be NULL, in which case all bets are off.
590     */
591 root 1.11 int
592 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
593 root 1.11 {
594     int i, max = SIZEOFFREE;
595     sint16 nx, ny;
596     int owner_type = 0, mflags;
597     object *tmp;
598 root 1.17 maptile *mp;
599 root 1.11
600     if (exclude && exclude->head)
601     exclude = exclude->head;
602     if (exclude && exclude->type)
603     owner_type = exclude->type;
604    
605     for (i = rndm (1, 8); i < max; i++)
606     {
607     nx = x + freearr_x[i];
608     ny = y + freearr_y[i];
609     mp = m;
610     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
611     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
612     continue;
613    
614 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
615 root 1.11
616     while (tmp != NULL && (((owner_type == PLAYER &&
617     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
618     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
619     tmp = tmp->above;
620 elmex 1.1
621 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
622     return freedir[i];
623 elmex 1.1 }
624 root 1.11 return -1; /* flag for "keep going the way you were" */
625 elmex 1.1 }
626    
627     /* put_a_monster: puts a monster named monstername near by
628     * op. This creates the treasures for the monsters, and
629     * also deals with multipart monsters properly.
630     */
631 root 1.11 void
632     put_a_monster (object *op, const char *monstername)
633     {
634     object *tmp, *head = NULL, *prev = NULL;
635     archetype *at;
636     int dir;
637    
638     /* Handle cases where we are passed a bogus mosntername */
639    
640 root 1.14 if ((at = archetype::find (monstername)) == NULL)
641 root 1.11 return;
642    
643     /* find a free square nearby
644     * first we check the closest square for free squares
645     */
646    
647 root 1.51 dir = find_first_free_spot (at, op->map, op->x, op->y);
648 root 1.11 if (dir != -1)
649     {
650     /* This is basically grabbed for generate monster. Fixed 971225 to
651     * insert multipart monsters properly
652     */
653 root 1.52 //TODO: use expand_tail + ...
654 root 1.11 while (at != NULL)
655     {
656     tmp = arch_to_object (at);
657 root 1.51 tmp->x = op->x + freearr_x[dir] + at->x;
658     tmp->y = op->y + freearr_y[dir] + at->y;
659 root 1.11 tmp->map = op->map;
660     if (head)
661     {
662     tmp->head = head;
663     prev->more = tmp;
664 root 1.8 }
665 root 1.52
666 root 1.11 if (!head)
667     head = tmp;
668 root 1.52
669 root 1.11 prev = tmp;
670 root 1.52
671     at = (archetype *)at->more;
672 root 1.8 }
673    
674 root 1.11 if (head->randomitems)
675     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
676 root 1.8
677 root 1.11 insert_ob_in_map (head, op->map, op, 0);
678 root 1.8
679 root 1.11 /* thought it'd be cool to insert a burnout, too. */
680 root 1.70 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
681 elmex 1.1 }
682     }
683    
684     /* peterm: function which summons hostile monsters and
685     * places them in nearby squares.
686     * op is the summoner.
687     * n is the number of monsters.
688     * monstername is the name of the monster.
689     * returns the number of monsters, which is basically n.
690     * it should really see how many it successfully replaced and
691     * return that instead.
692     * Note that this is not used by any spells (summon evil monsters
693     * use to call this, but best I can tell, that spell/ability was
694     * never used. This is however used by various failures on the
695     * players part (alchemy, reincarnation, etc)
696     */
697    
698 root 1.11 int
699     summon_hostile_monsters (object *op, int n, const char *monstername)
700     {
701     int i;
702    
703     for (i = 0; i < n; i++)
704     put_a_monster (op, monstername);
705 elmex 1.1
706 root 1.11 return n;
707 elmex 1.1 }
708    
709    
710     /* Some local definitions for shuffle-attack */
711 root 1.11 struct attacktype_shuffle
712     {
713     int attacktype;
714     int face;
715     } ATTACKS[22] =
716     {
717 root 1.41 { AT_PHYSICAL, 0},
718     { AT_PHYSICAL, 0}, /*face = explosion */
719     { AT_PHYSICAL, 0},
720     { AT_MAGIC, 1},
721     { AT_MAGIC, 1}, /* face = last-burnout */
722     { AT_MAGIC, 1},
723     { AT_FIRE, 2},
724     { AT_FIRE, 2}, /* face = fire.... */
725     { AT_FIRE, 2},
726     { AT_ELECTRICITY, 3},
727     { AT_ELECTRICITY, 3}, /* ball_lightning */
728     { AT_ELECTRICITY, 3},
729     { AT_COLD, 4},
730     { AT_COLD, 4}, /* face=icestorm */
731     { AT_COLD, 4},
732     { AT_CONFUSION, 5},
733     { AT_POISON, 7},
734     { AT_POISON, 7}, /* face = acid sphere. generator */
735     { AT_POISON, 7}, /* poisoncloud face */
736     { AT_SLOW, 8},
737     { AT_PARALYZE, 9},
738     { AT_FEAR, 10},
739     };
740 elmex 1.1
741     /* shuffle_attack: peterm
742     * This routine shuffles the attack of op to one of the
743     * ones in the list. It does this at random. It also
744     * chooses a face appropriate to the attack that is
745     * being committed by that square at the moment.
746     * right now it's being used by color spray and create pool of
747     * chaos.
748     * This could really be a better implementation - the
749     * faces and attacktypes above are hardcoded, which is never
750     * good. The faces refer to faces in the animation sequence.
751     * Not sure how to do better - but not having it hardcoded
752     * would be nice.
753     * I also fixed a bug here in that attacktype was |= -
754     * to me, that would be that it would quickly get all
755     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
756     */
757 root 1.11 void
758     shuffle_attack (object *op, int change_face)
759 elmex 1.1 {
760 root 1.11 int i;
761 elmex 1.1
762 root 1.11 i = rndm (0, 21);
763 elmex 1.1
764 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
765    
766     if (change_face)
767     {
768     SET_ANIMATION (op, ATTACKS[i].face);
769 elmex 1.1 }
770     }
771    
772    
773     /* prayer_failure: This is called when a player fails
774     * at casting a prayer.
775     * op is the player.
776     * failure is basically how much grace they had.
777     * power is how much grace the spell would normally take to cast.
778     */
779    
780 root 1.11 void
781     prayer_failure (object *op, int failure, int power)
782     {
783     const char *godname;
784     object *tmp;
785 elmex 1.1
786 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
787     godname = "Your spirit";
788 elmex 1.1
789 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
790 elmex 1.1 {
791 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
792     tmp = get_archetype (SPELL_WONDER);
793     cast_cone (op, op, 0, tmp);
794 root 1.20 tmp->destroy ();
795 elmex 1.1 }
796    
797 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
798 elmex 1.1 {
799 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
800     confuse_player (op, op, 99);
801 elmex 1.1 }
802 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
803 elmex 1.1 {
804 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
805     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
806     paralyze_player (op, op, 99);
807 elmex 1.1 }
808 root 1.11 else if (failure <= -150) /* blast the immediate area */
809     {
810     tmp = get_archetype (GOD_POWER);
811     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
812     cast_magic_storm (op, tmp, power);
813 elmex 1.1 }
814     }
815    
816     /*
817     * spell_failure() handles the various effects for differing degrees
818     * of failure badness.
819     * op is the player that failed.
820     * failure is a random value of how badly you failed.
821     * power is how many spellpoints you'd normally need for the spell.
822     * skill is the skill you'd need to cast the spell.
823     */
824    
825 root 1.11 void
826     spell_failure (object *op, int failure, int power, object *skill)
827     {
828     object *tmp;
829 elmex 1.1
830 root 1.11 if (settings.spell_failure_effects == FALSE)
831     return;
832 elmex 1.1
833 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
834 elmex 1.1 {
835 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
836     tmp = get_archetype (SPELL_WONDER);
837     cast_cone (op, op, 0, tmp);
838 root 1.20 tmp->destroy ();
839 elmex 1.1 }
840    
841 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
842 elmex 1.1 {
843 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
844     confuse_player (op, op, 99);
845 elmex 1.1 }
846 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
847 elmex 1.1 {
848 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
849     paralyze_player (op, op, 99);
850 elmex 1.1 }
851 root 1.11 else if (failure <= -80) /* blast the immediate area */
852     {
853     object *tmp;
854 root 1.8
855 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
856     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
857     {
858     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
859     hit_player (op, 9998, op, AT_INTERNAL, 1);
860 root 1.8
861 root 1.11 }
862     else
863     {
864     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
865     tmp = get_archetype (LOOSE_MANA);
866     tmp->level = skill->level;
867    
868     /* increase the area of destruction a little for more powerful spells */
869     tmp->range += isqrt (power);
870    
871     if (power > 25)
872     tmp->stats.dam = 25 + isqrt (power);
873     else
874     tmp->stats.dam = power; /* nasty recoils! */
875 root 1.8
876 root 1.11 tmp->stats.maxhp = tmp->count;
877 root 1.29
878     tmp->insert_at (op);
879 root 1.8 }
880 elmex 1.1 }
881     }
882    
883 root 1.11 int
884     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
885     {
886     int success;
887     object *spell;
888    
889     if (!spell_ob->other_arch)
890 elmex 1.1 {
891 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
892     return 0;
893     }
894 root 1.57
895 root 1.11 spell = arch_to_object (spell_ob->other_arch);
896 elmex 1.1
897 root 1.11 /* Always cast spell on caster */
898     success = cast_spell (op, caster, dir, spell, stringarg);
899 elmex 1.1
900 root 1.11 if (caster->contr->party == NULL)
901     {
902 root 1.19 spell->remove ();
903 root 1.11 return success;
904 elmex 1.1 }
905 root 1.57
906 root 1.27 for_all_players (pl)
907 root 1.11 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
908 root 1.57 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
909    
910 root 1.19 spell->remove ();
911 root 1.11 return success;
912     }
913 elmex 1.1
914     /* This is where the main dispatch when someone casts a spell.
915     *
916     * op is the creature that is owner of the object that is casting the spell -
917     * eg, the player or monster.
918     * caster is the actual object (wand, potion) casting the spell. can be
919     * same as op.
920     * dir is the direction to cast in. Note in some cases, if the spell
921     * is self only, dir really doesn't make a difference.
922     * spell_ob is the spell object that is being cast. From that,
923     * we can determine what to do.
924     * stringarg is any options that are being used. It can be NULL. Almost
925     * certainly, only players will set it. It is basically used as optional
926     * parameters to a spell (eg, item to create, information for marking runes,
927     * etc.
928     * returns 1 on successful cast, or 0 on error. These values should really
929     * be swapped, so that 0 is successful, and non zero is failure, with a code
930     * of what it failed.
931     *
932     * Note that this function is really a dispatch routine that calls other
933     * functions - it just blindly returns what ever value those functions
934     * return. So if your writing a new function that is called from this,
935     * it shoudl also return 1 on success, 0 on failure.
936     *
937     * if it is a player casting the spell (op->type == PLAYER, op == caster),
938     * this function will decrease the mana/grace appropriately. For other
939     * objects, the caller should do what it considers appropriate.
940     */
941 root 1.11 int
942     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
943     {
944     const char *godname;
945 root 1.60 int success = 0, cast_level = 0;
946 root 1.11 object *skill = NULL;
947 elmex 1.1
948 root 1.11 if (!spell_ob)
949     {
950     LOG (llevError, "cast_spell: null spell object passed\n");
951     return 0;
952 elmex 1.1 }
953 root 1.13
954 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
955     godname = "A random spirit";
956 elmex 1.1
957 root 1.11 /* the caller should set caster to op if appropriate */
958     if (!caster)
959     {
960     LOG (llevError, "cast_spell: null caster object passed\n");
961     return 0;
962 elmex 1.1 }
963    
964 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
965     * an issue, because they don't have any spellpaths set up.
966     */
967 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
968 root 1.11 {
969     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
970     return 0;
971 elmex 1.1 }
972    
973 root 1.11 /* if it is a player casting the spell, and they are really casting it
974     * (vs it coming from a wand, scroll, or whatever else), do some
975     * checks. We let monsters do special things - eg, they
976     * don't need the skill, bypass level checks, etc. The monster function
977     * should take care of that.
978     * Remove the wiz check here and move it further down - some spells
979     * need to have the right skill pointer passed, so we need to
980     * at least process that code.
981     */
982     if (op->type == PLAYER && op == caster)
983     {
984     cast_level = caster_level (caster, spell_ob);
985 root 1.45
986 root 1.11 if (spell_ob->skill)
987     {
988     skill = find_skill_by_name (op, spell_ob->skill);
989 root 1.45
990 root 1.11 if (!skill)
991     {
992 root 1.68 op->failmsg (format ("You need the skill %s to cast %s! "
993     "H<You either need to learn the skill via a skill scroll "
994     "or you need to wear a talisman or holy symbol.>",
995     &spell_ob->skill, &spell_ob->name));
996 root 1.11 return 0;
997 root 1.8 }
998 root 1.45
999 root 1.68 int casting_level = min_casting_level (op, spell_ob);
1000    
1001     if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1002 root 1.11 {
1003 root 1.68 op->failmsg (format ("You lack enough skill to cast that spell! "
1004     "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
1005     cast_level, casting_level));
1006 root 1.11 return 0;
1007 root 1.8 }
1008     }
1009 root 1.45
1010 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1011     * to have sufficient grace/mana.
1012     */
1013     if (!QUERY_FLAG (op, FLAG_WIZ))
1014     {
1015     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1016     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1017     {
1018 root 1.60 op->failmsg ("You don't have enough mana!");
1019 root 1.11 return 0;
1020 root 1.8 }
1021 root 1.30
1022 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1023     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1024     {
1025     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1026     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1027 root 1.60 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1028 root 1.11 else
1029     {
1030     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1031 root 1.60 op->failmsg (format ("%s ignores your prayer.", godname));
1032 root 1.11 return 0;
1033 root 1.8 }
1034     }
1035    
1036 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1037     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1038     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1039     {
1040 root 1.55 op->contr->play_sound (sound_find ("fumble_spell"));
1041 root 1.60 op->failmsg ("You fumble the prayer.");
1042 root 1.35
1043 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1044     return 0;
1045     }
1046     else if (spell_ob->stats.sp)
1047     {
1048     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1049    
1050     if (failure < 0)
1051     {
1052 root 1.60 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1053 root 1.11 if (settings.spell_failure_effects == TRUE)
1054     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1055 root 1.42
1056 root 1.11 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1057     return 0;
1058 root 1.8 }
1059     }
1060     }
1061 elmex 1.1 }
1062    
1063 root 1.60 int mflags = op->ms ().flags ();
1064 root 1.11
1065     /* See if we can cast a spell here. If the caster and op are
1066     * not alive, then this would mean that the mapmaker put the
1067     * objects on the space - presume that they know what they are
1068     * doing.
1069     */
1070 elmex 1.9
1071 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1072     {
1073 root 1.58 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1074 root 1.11 return 0;
1075     }
1076    
1077     if ((spell_ob->type == SPELL)
1078     && (caster->type != POTION)
1079     && !QUERY_FLAG (op, FLAG_WIZCAST)
1080     && (QUERY_FLAG (caster, FLAG_ALIVE)
1081     || QUERY_FLAG (op, FLAG_ALIVE))
1082     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1083     {
1084     if (op->type != PLAYER)
1085 elmex 1.9 return 0;
1086    
1087 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1088 root 1.58 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1089 root 1.43 else if (object *item = op->contr->ranged_ob)
1090     {
1091     if (item->type == SPELL)
1092 root 1.60 op->failmsg ("Something blocks your spellcasting.");
1093 root 1.43 else if (item->type == SCROLL)
1094 root 1.60 op->failmsg ("Something blocks the magic of your scroll.");
1095 root 1.43 else
1096 root 1.60 op->failmsg ("Something blocks the magic of your item.");
1097 root 1.43 }
1098 root 1.11 else
1099 root 1.60 op->failmsg ("Something blocks the spell!");
1100 root 1.42
1101 root 1.11 return 0;
1102     }
1103 elmex 1.1
1104 root 1.46 /* Take into account how long it takes to cast the spell.
1105     * if the player is casting it, then we use the time in
1106     * the spell object. If it is a spell object, have it
1107     * take two ticks. Things that cast spells on the players
1108     * behalf (eg, altars, and whatever else) shouldn't cost
1109     * the player any time.
1110     * Ignore casting time for firewalls
1111     */
1112     if (caster == op && caster->type != FIREWALL)
1113 root 1.11 {
1114 root 1.46 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1115     /* Other portions of the code may also decrement the speed of the player, so
1116     * put a lower limit so that the player isn't stuck here too long
1117 root 1.11 */
1118 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))
1119     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1120 elmex 1.1 }
1121 root 1.46 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1122     op->speed_left -= 2 * FABS (op->speed);
1123 elmex 1.1
1124 root 1.11 if (op->type == PLAYER && op == caster)
1125     {
1126     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1127     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1128 elmex 1.1 }
1129    
1130 root 1.11 /* We want to try to find the skill to properly credit exp.
1131     * for spell casting objects, the exp goes to the skill the casting
1132     * object requires.
1133     */
1134     if (op != caster && !skill && caster->skill)
1135     {
1136     skill = find_skill_by_name (op, caster->skill);
1137     if (!skill)
1138     {
1139 root 1.60 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1140 root 1.11 return 0;
1141 root 1.8 }
1142 root 1.45
1143 root 1.47 op->change_skill (skill); /* needed for proper exp credit */
1144 elmex 1.1 }
1145    
1146 root 1.48 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1147     return RESULT_INT (0);
1148    
1149 root 1.11 switch (spell_ob->subtype)
1150     {
1151 root 1.45 /* The order of case statements is same as the order they show up
1152     * in in spells.h.
1153     */
1154 root 1.12 case SP_RAISE_DEAD:
1155     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1156     break;
1157    
1158     case SP_RUNE:
1159     success = write_rune (op, caster, spell_ob, dir, stringarg);
1160     break;
1161    
1162     case SP_MAKE_MARK:
1163     success = write_mark (op, spell_ob, stringarg);
1164     break;
1165    
1166     case SP_BOLT:
1167     success = fire_bolt (op, caster, dir, spell_ob, skill);
1168     break;
1169    
1170     case SP_BULLET:
1171     success = fire_bullet (op, caster, dir, spell_ob);
1172     break;
1173    
1174     case SP_CONE:
1175     success = cast_cone (op, caster, dir, spell_ob);
1176     break;
1177    
1178     case SP_BOMB:
1179     success = create_bomb (op, caster, dir, spell_ob);
1180     break;
1181    
1182     case SP_WONDER:
1183     success = cast_wonder (op, caster, dir, spell_ob);
1184     break;
1185    
1186     case SP_SMITE:
1187     success = cast_smite_spell (op, caster, dir, spell_ob);
1188     break;
1189    
1190     case SP_MAGIC_MISSILE:
1191 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1192 root 1.12 break;
1193    
1194     case SP_SUMMON_GOLEM:
1195     success = summon_golem (op, caster, dir, spell_ob);
1196     break;
1197    
1198     case SP_DIMENSION_DOOR:
1199     /* dimension door needs the actual caster, because that is what is
1200     * moved.
1201     */
1202     success = dimension_door (op, caster, spell_ob, dir);
1203     break;
1204 root 1.8
1205 root 1.12 case SP_MAGIC_MAPPING:
1206     if (op->type == PLAYER)
1207     {
1208     spell_effect (spell_ob, op->x, op->y, op->map, op);
1209     draw_magic_map (op);
1210     success = 1;
1211     }
1212     else
1213     success = 0;
1214     break;
1215 elmex 1.1
1216 root 1.12 case SP_MAGIC_WALL:
1217     success = magic_wall (op, caster, dir, spell_ob);
1218     break;
1219 root 1.8
1220 root 1.12 case SP_DESTRUCTION:
1221     success = cast_destruction (op, caster, spell_ob);
1222     break;
1223 root 1.8
1224 root 1.12 case SP_PERCEIVE_SELF:
1225     success = perceive_self (op);
1226     break;
1227 root 1.8
1228 root 1.12 case SP_WORD_OF_RECALL:
1229     success = cast_word_of_recall (op, caster, spell_ob);
1230     break;
1231 root 1.8
1232 root 1.12 case SP_INVISIBLE:
1233     success = cast_invisible (op, caster, spell_ob);
1234     break;
1235 root 1.8
1236 root 1.12 case SP_PROBE:
1237     success = probe (op, caster, spell_ob, dir);
1238     break;
1239 root 1.8
1240 root 1.12 case SP_HEALING:
1241     success = cast_heal (op, caster, spell_ob, dir);
1242     break;
1243 root 1.8
1244 root 1.12 case SP_CREATE_FOOD:
1245     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1246     break;
1247 root 1.8
1248 root 1.12 case SP_EARTH_TO_DUST:
1249     success = cast_earth_to_dust (op, caster, spell_ob);
1250     break;
1251 root 1.8
1252 root 1.12 case SP_CHANGE_ABILITY:
1253     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1254     break;
1255 root 1.8
1256 root 1.12 case SP_BLESS:
1257     success = cast_bless (op, caster, spell_ob, dir);
1258     break;
1259 root 1.8
1260 root 1.12 case SP_CURSE:
1261     success = cast_curse (op, caster, spell_ob, dir);
1262     break;
1263 root 1.8
1264 root 1.12 case SP_SUMMON_MONSTER:
1265     success = summon_object (op, caster, spell_ob, dir, stringarg);
1266     break;
1267 root 1.8
1268 root 1.12 case SP_CHARGING:
1269     success = recharge (op, caster, spell_ob);
1270     break;
1271 root 1.8
1272 root 1.12 case SP_POLYMORPH:
1273 elmex 1.1 #ifdef NO_POLYMORPH
1274 root 1.12 /* Not great, but at least provide feedback so if players do have
1275     * polymorph (ie, find it as a preset item or left over from before
1276     * it was disabled), they get some feedback.
1277     */
1278 root 1.60 op->failmsg ("The spell fizzles!");
1279 root 1.12 success = 0;
1280 elmex 1.1 #else
1281 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1282 elmex 1.1 #endif
1283 root 1.12 break;
1284 root 1.8
1285 root 1.12 case SP_ALCHEMY:
1286     success = alchemy (op, caster, spell_ob);
1287     break;
1288    
1289     case SP_REMOVE_CURSE:
1290     success = remove_curse (op, caster, spell_ob);
1291     break;
1292    
1293     case SP_IDENTIFY:
1294     success = cast_identify (op, caster, spell_ob);
1295     break;
1296    
1297     case SP_DETECTION:
1298     success = cast_detection (op, caster, spell_ob, skill);
1299     break;
1300    
1301     case SP_MOOD_CHANGE:
1302     success = mood_change (op, caster, spell_ob);
1303     break;
1304 elmex 1.1
1305 root 1.12 case SP_MOVING_BALL:
1306     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1307     {
1308 root 1.60 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1309 root 1.12 success = 0;
1310     }
1311     else
1312 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1313 root 1.12 break;
1314 elmex 1.1
1315 root 1.12 case SP_SWARM:
1316     success = fire_swarm (op, caster, spell_ob, dir);
1317     break;
1318    
1319     case SP_CHANGE_MANA:
1320     success = cast_transfer (op, caster, spell_ob, dir);
1321     break;
1322    
1323     case SP_DISPEL_RUNE:
1324     /* in rune.c */
1325     success = dispel_rune (op, caster, spell_ob, skill, dir);
1326     break;
1327    
1328     case SP_CREATE_MISSILE:
1329     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1330     break;
1331    
1332     case SP_CONSECRATE:
1333     success = cast_consecrate (op, caster, spell_ob);
1334     break;
1335    
1336     case SP_ANIMATE_WEAPON:
1337     success = animate_weapon (op, caster, spell_ob, dir);
1338     break;
1339    
1340     case SP_LIGHT:
1341     success = cast_light (op, caster, spell_ob, dir);
1342     break;
1343    
1344     case SP_CHANGE_MAP_LIGHT:
1345     success = cast_change_map_lightlevel (op, caster, spell_ob);
1346     break;
1347    
1348     case SP_FAERY_FIRE:
1349     success = cast_destruction (op, caster, spell_ob);
1350     break;
1351    
1352     case SP_CAUSE_DISEASE:
1353     success = cast_cause_disease (op, caster, spell_ob, dir);
1354     break;
1355    
1356     case SP_AURA:
1357     success = create_aura (op, caster, spell_ob);
1358     break;
1359    
1360     case SP_PARTY_SPELL:
1361     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1362     break;
1363    
1364     default:
1365 root 1.48 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1366 elmex 1.1 }
1367    
1368 root 1.61 op->play_sound (
1369     success
1370     ? spell_ob->sound
1371     ? spell_ob->sound
1372     : sound_find ("spell_success")
1373     : sound_find ("fumble_spell")
1374     );
1375 elmex 1.1
1376 root 1.11 return success;
1377 elmex 1.1 }
1378    
1379 root 1.60 /* This is called from time.c/process_object(). That function
1380     * calls this for any SPELL_EFFECT type objects. This function
1381 elmex 1.1 * then dispatches them to the appropriate specific routines.
1382     */
1383 root 1.11 void
1384     move_spell_effect (object *op)
1385     {
1386     switch (op->subtype)
1387     {
1388 root 1.12 case SP_BOLT:
1389     move_bolt (op);
1390     break;
1391    
1392     case SP_BULLET:
1393     move_bullet (op);
1394     break;
1395    
1396     case SP_EXPLOSION:
1397     explosion (op);
1398     break;
1399    
1400     case SP_CONE:
1401     move_cone (op);
1402     break;
1403    
1404     case SP_BOMB:
1405     animate_bomb (op);
1406     break;
1407    
1408     case SP_MAGIC_MISSILE:
1409     move_missile (op);
1410     break;
1411    
1412     case SP_WORD_OF_RECALL:
1413     execute_word_of_recall (op);
1414     break;
1415    
1416     case SP_MOVING_BALL:
1417     move_ball_spell (op);
1418     break;
1419    
1420     case SP_SWARM:
1421     move_swarm_spell (op);
1422     break;
1423    
1424     case SP_AURA:
1425     move_aura (op);
1426     break;
1427 elmex 1.1 }
1428     }
1429    
1430     /* this checks to see if something special should happen if
1431     * something runs into the object.
1432     */
1433 root 1.11 void
1434     check_spell_effect (object *op)
1435     {
1436     switch (op->subtype)
1437     {
1438 root 1.12 case SP_BOLT:
1439     move_bolt (op);
1440     return;
1441    
1442     case SP_BULLET:
1443     check_bullet (op);
1444     return;
1445 elmex 1.1 }
1446     }
1447    
1448 root 1.76 /* This is called by move_apply. Basically, if someone
1449 elmex 1.1 * moves onto a spell effect and the walk_on or fly_on flags
1450 root 1.76 * are set, this is called. This should only be called for
1451     * objects of the appropriate type.
1452 elmex 1.1 */
1453 root 1.11 void
1454     apply_spell_effect (object *spell, object *victim)
1455 elmex 1.1 {
1456 root 1.11 switch (spell->subtype)
1457     {
1458 root 1.12 case SP_CONE:
1459     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1460     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1461     break;
1462 root 1.8
1463 root 1.12 case SP_MAGIC_MISSILE:
1464     if (QUERY_FLAG (victim, FLAG_ALIVE))
1465     {
1466 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1467 root 1.11
1468 root 1.16 if (!spell->destroyed ())
1469 root 1.20 spell->destroy ();
1470 root 1.12 }
1471     break;
1472 root 1.8
1473 root 1.12 case SP_MOVING_BALL:
1474     if (QUERY_FLAG (victim, FLAG_ALIVE))
1475     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1476 root 1.36 else if (victim->materialname)
1477 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1478     break;
1479 elmex 1.1 }
1480     }
1481 root 1.60