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Revision: 1.79
Committed: Mon Sep 29 06:32:09 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.78: +52 -39 lines
Log Message:
spell effective level system reworked

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 elmex 1.1
42 root 1.79 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
43 root 1.11 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
44     k++;
45 elmex 1.1
46 root 1.11 /* No spells, no need to progess further */
47     if (!k)
48     return NULL;
49 elmex 1.1
50 root 1.11 s = RANDOM () % k;
51 elmex 1.1
52 root 1.79 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
53 root 1.11 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
54 root 1.79 if (!s)
55     return tmp;
56     else
57     s--;
58    
59 root 1.11 /* Should never get here, but just in case */
60 root 1.79 return 0;
61 elmex 1.1 }
62    
63     /* Relatively simple function that gets used a lot.
64     * Basically, it sets up the skill pointer for the spell being
65     * cast. If op is really casting the spell, then the skill
66     * is whatever skill the spell requires.
67     * if instead caster (rod, horn, wand, etc) is casting the skill,
68     * then they get exp for the skill that you need to use for
69     * that object (use magic device).
70     */
71 root 1.11 void
72     set_spell_skill (object *op, object *caster, object *spob, object *dest)
73 elmex 1.1 {
74 root 1.10 if (caster == op && spob->skill)
75     dest->skill = spob->skill;
76     else
77     dest->skill = caster->skill;
78 elmex 1.1 }
79    
80     /* pretty basic function - basically just takes
81     * an object, sets the x,y, and calls insert_ob_in_map
82     */
83 root 1.11 void
84 root 1.17 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
85 elmex 1.1 {
86 root 1.29 if (spob->other_arch)
87     map->insert (arch_to_object (spob->other_arch), x, y, originator);
88 elmex 1.1 }
89    
90     /*
91     * This function takes a caster and spell and presents the
92     * effective level the caster needs to be to cast the spell.
93     * basically, it just adjusts the spell->level with attuned/repelled
94 root 1.30 * spellpaths. Was called path_level_mod.
95 elmex 1.1 *
96 root 1.30 * caster is person casting the spell.
97 elmex 1.1 * spell is the spell object.
98     * Returns modified level.
99     */
100 root 1.11 int
101     min_casting_level (object *caster, object *spell)
102 elmex 1.1 {
103 root 1.11 if (caster->path_denied & spell->path_attuned)
104 root 1.18 return 1;
105    
106 root 1.64 int new_level = spell->level
107 root 1.78 + (caster->path_repelled & spell->path_attuned ? +ATTUNE_REPELL : 0)
108     + (caster->path_attuned & spell->path_attuned ? -ATTUNE_REPELL : 0);
109 root 1.18
110 root 1.30 return max (1, new_level);
111 elmex 1.1 }
112    
113     /* This function returns the effective level the spell
114     * is being cast at.
115     */
116 root 1.11 int
117 root 1.79 casting_level (object *caster, object *spell)
118 elmex 1.1 {
119 root 1.11 int level = caster->level;
120    
121     /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
122     if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
123     {
124     object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
125     int sk_level = skill ? skill->level : 1;
126    
127 root 1.66 level = min (level, sk_level + level / 10 + 1);
128 elmex 1.1 }
129 root 1.79 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
130     if (object *skill = caster->contr->find_skill (spell->skill))
131     level = skill->level;
132    
133     // now scale the effective level from the startinglevel..100 range to 1..100
134     if (level < 100)
135     level = lerp (level, (int)spell->level, 100, 1, 100);
136 elmex 1.1
137 root 1.11 /* Got valid caster level. Now adjust for attunement */
138 root 1.79 // attuned only increases up to 2 times the original level */
139     if (caster->path_attuned & spell->path_attuned)
140     level = min (level * 2, level + ATTUNE_REPELL);
141    
142     // repell has no such quarrels
143     if (caster->path_repelled & spell->path_attuned)
144     level -= ATTUNE_REPELL;
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 root 1.11 sint16
164     SP_level_spellpoint_cost (object *caster, object *spell, int flags)
165 elmex 1.1 {
166 root 1.79 int sp, grace, level = casting_level (caster, spell);
167 elmex 1.1
168 root 1.11 if (settings.spellpoint_level_depend == TRUE)
169     {
170     if (spell->stats.sp && spell->stats.maxsp)
171     {
172     sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
173 root 1.8 }
174 root 1.11 else
175     sp = spell->stats.sp;
176 root 1.8
177 root 1.11 sp *= (int) PATH_SP_MULT (caster, spell);
178     if (!sp && spell->stats.sp)
179     sp = 1;
180 root 1.8
181 root 1.11 if (spell->stats.grace && spell->stats.maxgrace)
182     {
183     grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
184 root 1.8 }
185 root 1.11 else
186     grace = spell->stats.grace;
187 elmex 1.1
188 root 1.11 grace *= (int) PATH_SP_MULT (caster, spell);
189     if (spell->stats.grace && !grace)
190     grace = 1;
191     }
192     else
193     {
194     sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
195     if (spell->stats.sp && !sp)
196     sp = 1;
197 root 1.65
198 root 1.11 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
199     if (spell->stats.grace && !grace)
200     grace = 1;
201     }
202 root 1.62
203 root 1.11 if (flags == SPELL_HIGHEST)
204     return MAX (sp, grace);
205     else if (flags == SPELL_GRACE)
206     return grace;
207     else if (flags == SPELL_MANA)
208     return sp;
209     else
210     {
211     LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
212     return 0;
213 elmex 1.1 }
214     }
215    
216 root 1.77 /*
217     * Return the effective casting level of the spell.
218 root 1.79 * To make spells independent of their starting level, this function
219     * scales the range spellstartlevel .. 100 into the range 1..100
220 root 1.77 */
221     static int
222     SP_casting_level (object *caster, object *spell)
223     {
224 root 1.79 return casting_level (caster, spell);
225 root 1.77 }
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 1.77 return SP_casting_level (caster, spob) / spob->range_modifier;
263 elmex 1.1 }
264    
265     /* Checks to see if player knows the spell. If the name is the same
266     * as an existing spell, we presume they know it.
267     * returns 1 if they know the spell, 0 if they don't.
268     */
269 root 1.11 object *
270     check_spell_known (object *op, const char *name)
271 elmex 1.1 {
272 root 1.11 object *spop;
273 root 1.71 shstr_cmp name_ (name);
274 elmex 1.1
275 root 1.11 for (spop = op->inv; spop; spop = spop->below)
276 root 1.71 if (spop->type == SPELL && spop->name == name)
277 root 1.11 return spop;
278 elmex 1.1
279 root 1.71 return 0;
280 elmex 1.1 }
281    
282    
283     /*
284     * Look at object 'op' and see if they know the spell
285     * spname. This is pretty close to check_spell_known
286     * above, but it uses a looser matching mechanism.
287     * returns the matching spell object, or NULL.
288     * If we match multiple spells but don't get an
289     * exact match, we also return NULL.
290     */
291    
292 root 1.11 object *
293     lookup_spell_by_name (object *op, const char *spname)
294     {
295     object *spob1 = NULL, *spob2 = NULL, *spob;
296     int nummatch = 0;
297    
298     if (spname == NULL)
299     return NULL;
300    
301     /* Try to find the spell. We store the results in spob1
302     * and spob2 - spob1 is only taking the length of
303     * the past spname, spob2 uses the length of the spell name.
304     */
305     for (spob = op->inv; spob; spob = spob->below)
306     {
307     if (spob->type == SPELL)
308     {
309     if (!strncmp (spob->name, spname, strlen (spname)))
310     {
311     nummatch++;
312     spob1 = spob;
313     }
314     else if (!strncmp (spob->name, spname, strlen (spob->name)))
315     {
316     /* if spells have ambiguous names, it makes matching
317     * really difficult. (eg, fire and fireball would
318     * fall into this category). It shouldn't be hard to
319     * make sure spell names don't overlap in that fashion.
320     */
321     if (spob2)
322     LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
323     spob2 = spob;
324 root 1.8 }
325     }
326 elmex 1.1 }
327 root 1.11 /* if we have best match, return it. Otherwise, if we have one match
328     * on the loser match, return that, otehrwise null
329     */
330     if (spob2)
331     return spob2;
332     if (spob1 && nummatch == 1)
333     return spob1;
334     return NULL;
335 elmex 1.1 }
336    
337     /* reflwall - decides weither the (spell-)object sp_op will
338     * be reflected from the given mapsquare. Returns 1 if true.
339     * (Note that for living creatures there is a small chance that
340     * reflect_spell fails.)
341     * Caller should be sure it passes us valid map coordinates
342     * eg, updated for tiled maps.
343     */
344 root 1.11 int
345 root 1.17 reflwall (maptile *m, int x, int y, object *sp_op)
346 root 1.11 {
347     if (OUT_OF_REAL_MAP (m, x, y))
348     return 0;
349 root 1.79
350     for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
351 elmex 1.23 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
352     && (!QUERY_FLAG (op, FLAG_ALIVE)
353     || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
354 root 1.11 return 1;
355 elmex 1.1
356 root 1.11 return 0;
357 elmex 1.1 }
358    
359     /* cast_create_object: creates object new_op in direction dir
360     * or if that is blocked, beneath the player (op).
361     * we pass 'caster', but don't use it for anything.
362     * This is really just a simple wrapper function .
363     * returns the direction that the object was actually placed
364     * in.
365     */
366 root 1.11 int
367     cast_create_obj (object *op, object *caster, object *new_op, int dir)
368 elmex 1.1 {
369 root 1.17 maptile *m;
370 root 1.11 sint16 sx, sy;
371 elmex 1.1
372 root 1.11 if (dir &&
373     ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
374     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
375     {
376     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
377     new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
378     dir = 0;
379     }
380 root 1.29
381 elmex 1.56 SET_FLAG (new_op, FLAG_IDENTIFIED);
382 root 1.29 op->map->insert (new_op,
383     op->x + freearr_x[dir], op->y + freearr_y[dir],
384     op,
385     dir ? 0 : INS_BELOW_ORIGINATOR);
386    
387 root 1.11 return dir;
388 elmex 1.1 }
389    
390     /* Returns true if it is ok to put spell *op on the space/may provided.
391     * immune_stop is basically the attacktype of the spell (why
392     * passed as a different value, not sure of). If immune_stop
393     * has the AT_MAGIC bit set, and there is a counterwall
394     * on the space, the object doesn't get placed. if immune stop
395     * does not have AT_MAGIC, then counterwalls do not effect the spell.
396     *
397     */
398 root 1.11 int
399 root 1.17 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
400 root 1.11 {
401 root 1.32 if (!xy_normalise (m, x, y))
402     return 0;
403 root 1.11
404 root 1.32 mapspace &ms = m->at (x, y);
405 root 1.75 ms.update ();
406 root 1.11
407 root 1.32 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
408 root 1.11 return 0;
409    
410 root 1.32 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
411 root 1.11 {
412     /* If there is a counterspell on the space, and this
413     * object is using magic, don't progress. I believe we could
414     * leave this out and let in progress, and other areas of the code
415     * will then remove it, but that would seem to to use more
416     * resources, and may not work as well if a player is standing
417     * on top of a counterwall spell (may hit the player before being
418     * removed.) On the other hand, it may be more dramatic for the
419     * spell to actually hit the counterwall and be sucked up.
420     */
421 elmex 1.40 if ((tmp->attacktype & AT_COUNTERSPELL)
422     && !QUERY_FLAG (tmp, FLAG_MONSTER)
423     && (tmp->type != PLAYER)
424     && (tmp->type != WEAPON)
425     && (tmp->type != BOW)
426     && (tmp->type != ARROW)
427     && (tmp->type != GOLEM)
428     && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
429     // we special case floor here because there
430     // are sometimes spell effect floors
431     // which are used to inflict damage
432     // (and those shouldn't go away from
433     // sanctuary) see also: permanent lava
434     && (immune_stop & AT_MAGIC))
435 root 1.11 return 0;
436    
437     /* This is to prevent 'out of control' spells. Basically, this
438     * limits one spell effect per space per spell. This is definately
439     * needed for performance reasons, and just for playability I believe.
440     * there are no such things as multispaced spells right now, so
441     * we don't need to worry about the head.
442     */
443     if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
444     return 0;
445    
446     /*
447     * Combine similar spell effects into one spell effect. Needed for
448     * performance reasons with meteor swarm and the like, but also for
449     * playability reasons.
450     */
451 root 1.69 if (tmp->arch == op->arch /* no harm if not comparing by name here */
452 root 1.11 && tmp->type == op->type
453     && tmp->subtype == op->subtype
454 root 1.33 && tmp->owner == op->owner
455     && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
456 root 1.11 {
457     tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
458     tmp->range = MAX (tmp->range, op->range);
459     tmp->duration = MAX (tmp->duration, op->duration);
460     return 0;
461 elmex 1.1 }
462    
463 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
464     * ground to prevent it from moving along?
465     */
466 elmex 1.1 }
467 root 1.32
468 root 1.11 /* If it passes the above tests, it must be OK */
469     return 1;
470 elmex 1.1 }
471    
472     /* fire_arch_from_position: fires an archetype.
473     * op: person firing the object.
474     * caster: object casting the spell.
475     * x, y: where to fire the spell (note, it then uses op->map for the map
476     * for these coordinates, which is probably a really bad idea.
477     * dir: direction to fire in.
478     * spell: spell that is being fired. It uses other_arch for the archetype
479     * to fire.
480     * returns 0 on failure, 1 on success.
481     */
482 root 1.11 int
483     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
484     {
485 root 1.73 if (!spell->other_arch)
486     return 0;
487    
488     object *tmp = spell->other_arch->instance ();
489 elmex 1.1
490 root 1.73 if (!tmp)
491 root 1.11 return 0;
492 elmex 1.1
493 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
494     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
495     /* code in time.c uses food for some things, duration for others */
496     tmp->stats.food = tmp->duration;
497     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
498     tmp->attacktype = spell->attacktype;
499     tmp->direction = dir;
500 root 1.73 tmp->set_owner (op);
501 root 1.79 tmp->level = casting_level (caster, spell);
502 root 1.11 set_spell_skill (op, caster, spell, tmp);
503    
504     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
505     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
506 root 1.73 if (!tailor_god_spell (tmp, op))
507     return 0;
508    
509 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
510     SET_ANIMATION (tmp, dir);
511 elmex 1.1
512 root 1.73 if ((tmp = op->map->insert (tmp, x, y, op)))
513 root 1.29 move_spell_effect (tmp);
514 elmex 1.1
515 root 1.11 return 1;
516 elmex 1.1 }
517    
518     /*****************************************************************************
519     *
520     * Code related to rods - perhaps better located in another file?
521     *
522     ****************************************************************************/
523 root 1.11 void
524     regenerate_rod (object *rod)
525     {
526     if (rod->stats.hp < rod->stats.maxhp)
527 root 1.44 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
528 elmex 1.1 }
529    
530 root 1.11 void
531     drain_rod_charge (object *rod)
532     {
533     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
534 elmex 1.1 }
535    
536     /* this function is commonly used to find a friendly target for
537     * spells such as heal or protection or armour
538     * op is what is looking for the target (which can be a player),
539     * dir is the direction we are looking in. Return object found, or
540     * NULL if no good object.
541     */
542 root 1.11 object *
543     find_target_for_friendly_spell (object *op, int dir)
544     {
545     object *tmp;
546    
547     /* I don't really get this block - if op isn't a player or rune,
548     * we then make the owner of this object the target.
549     * The owner could very well be no where near op.
550     */
551     if (op->type != PLAYER && op->type != RUNE)
552     {
553 root 1.21 tmp = op->owner;
554 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
555     * to the caster.
556     */
557     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
558     tmp = op;
559 elmex 1.1 }
560 root 1.11 else
561     {
562 root 1.37 maptile *m = op->map;
563     sint16 x = op->x + freearr_x[dir];
564     sint16 y = op->y + freearr_y[dir];
565    
566     tmp = xy_normalise (m, x, y)
567     ? m->at (x, y).player ()
568     : 0;
569 root 1.11 }
570 root 1.26
571 root 1.11 /* didn't find a player there, look in current square for a player */
572 root 1.26 if (!tmp)
573     tmp = op->ms ().player ();
574 elmex 1.1
575 root 1.11 return tmp;
576 elmex 1.1 }
577    
578     /* raytrace:
579     * spell_find_dir(map, x, y, exclude) will search first the center square
580     * then some close squares in the given map at the given coordinates for
581     * live objects.
582     * It will not consider the object given as exclude (= caster) among possible
583     * live objects. If the caster is a player, the spell will go after
584     * monsters/generators only. If not, the spell will hunt players only.
585     * It returns the direction toward the first/closest live object if it finds
586     * any, otherwise -1.
587     * note that exclude can be NULL, in which case all bets are off.
588     */
589 root 1.11 int
590 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
591 root 1.11 {
592     int i, max = SIZEOFFREE;
593     sint16 nx, ny;
594     int owner_type = 0, mflags;
595     object *tmp;
596 root 1.17 maptile *mp;
597 root 1.11
598     if (exclude && exclude->head)
599     exclude = exclude->head;
600     if (exclude && exclude->type)
601     owner_type = exclude->type;
602    
603     for (i = rndm (1, 8); i < max; i++)
604     {
605     nx = x + freearr_x[i];
606     ny = y + freearr_y[i];
607     mp = m;
608     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
609     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
610     continue;
611    
612 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
613 root 1.11
614     while (tmp != NULL && (((owner_type == PLAYER &&
615     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
616     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
617     tmp = tmp->above;
618 elmex 1.1
619 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
620     return freedir[i];
621 elmex 1.1 }
622 root 1.11 return -1; /* flag for "keep going the way you were" */
623 elmex 1.1 }
624    
625     /* put_a_monster: puts a monster named monstername near by
626     * op. This creates the treasures for the monsters, and
627     * also deals with multipart monsters properly.
628     */
629 root 1.11 void
630     put_a_monster (object *op, const char *monstername)
631     {
632     object *tmp, *head = NULL, *prev = NULL;
633     archetype *at;
634     int dir;
635    
636     /* Handle cases where we are passed a bogus mosntername */
637    
638 root 1.14 if ((at = archetype::find (monstername)) == NULL)
639 root 1.11 return;
640    
641     /* find a free square nearby
642     * first we check the closest square for free squares
643     */
644    
645 root 1.51 dir = find_first_free_spot (at, op->map, op->x, op->y);
646 root 1.11 if (dir != -1)
647     {
648     /* This is basically grabbed for generate monster. Fixed 971225 to
649     * insert multipart monsters properly
650     */
651 root 1.52 //TODO: use expand_tail + ...
652 root 1.11 while (at != NULL)
653     {
654     tmp = arch_to_object (at);
655 root 1.51 tmp->x = op->x + freearr_x[dir] + at->x;
656     tmp->y = op->y + freearr_y[dir] + at->y;
657 root 1.11 tmp->map = op->map;
658     if (head)
659     {
660     tmp->head = head;
661     prev->more = tmp;
662 root 1.8 }
663 root 1.52
664 root 1.11 if (!head)
665     head = tmp;
666 root 1.52
667 root 1.11 prev = tmp;
668 root 1.52
669     at = (archetype *)at->more;
670 root 1.8 }
671    
672 root 1.11 if (head->randomitems)
673     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
674 root 1.8
675 root 1.11 insert_ob_in_map (head, op->map, op, 0);
676 root 1.8
677 root 1.11 /* thought it'd be cool to insert a burnout, too. */
678 root 1.70 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
679 elmex 1.1 }
680     }
681    
682     /* peterm: function which summons hostile monsters and
683     * places them in nearby squares.
684     * op is the summoner.
685     * n is the number of monsters.
686     * monstername is the name of the monster.
687     * returns the number of monsters, which is basically n.
688     * it should really see how many it successfully replaced and
689     * return that instead.
690     * Note that this is not used by any spells (summon evil monsters
691     * use to call this, but best I can tell, that spell/ability was
692     * never used. This is however used by various failures on the
693     * players part (alchemy, reincarnation, etc)
694     */
695    
696 root 1.11 int
697     summon_hostile_monsters (object *op, int n, const char *monstername)
698     {
699     int i;
700    
701     for (i = 0; i < n; i++)
702     put_a_monster (op, monstername);
703 elmex 1.1
704 root 1.11 return n;
705 elmex 1.1 }
706    
707    
708     /* Some local definitions for shuffle-attack */
709 root 1.11 struct attacktype_shuffle
710     {
711     int attacktype;
712     int face;
713     } ATTACKS[22] =
714     {
715 root 1.41 { AT_PHYSICAL, 0},
716     { AT_PHYSICAL, 0}, /*face = explosion */
717     { AT_PHYSICAL, 0},
718     { AT_MAGIC, 1},
719     { AT_MAGIC, 1}, /* face = last-burnout */
720     { AT_MAGIC, 1},
721     { AT_FIRE, 2},
722     { AT_FIRE, 2}, /* face = fire.... */
723     { AT_FIRE, 2},
724     { AT_ELECTRICITY, 3},
725     { AT_ELECTRICITY, 3}, /* ball_lightning */
726     { AT_ELECTRICITY, 3},
727     { AT_COLD, 4},
728     { AT_COLD, 4}, /* face=icestorm */
729     { AT_COLD, 4},
730     { AT_CONFUSION, 5},
731     { AT_POISON, 7},
732     { AT_POISON, 7}, /* face = acid sphere. generator */
733     { AT_POISON, 7}, /* poisoncloud face */
734     { AT_SLOW, 8},
735     { AT_PARALYZE, 9},
736     { AT_FEAR, 10},
737     };
738 elmex 1.1
739     /* shuffle_attack: peterm
740     * This routine shuffles the attack of op to one of the
741     * ones in the list. It does this at random. It also
742     * chooses a face appropriate to the attack that is
743     * being committed by that square at the moment.
744     * right now it's being used by color spray and create pool of
745     * chaos.
746     * This could really be a better implementation - the
747     * faces and attacktypes above are hardcoded, which is never
748     * good. The faces refer to faces in the animation sequence.
749     * Not sure how to do better - but not having it hardcoded
750     * would be nice.
751     * I also fixed a bug here in that attacktype was |= -
752     * to me, that would be that it would quickly get all
753     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
754     */
755 root 1.11 void
756     shuffle_attack (object *op, int change_face)
757 elmex 1.1 {
758 root 1.11 int i;
759 elmex 1.1
760 root 1.11 i = rndm (0, 21);
761 elmex 1.1
762 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
763    
764     if (change_face)
765     {
766     SET_ANIMATION (op, ATTACKS[i].face);
767 elmex 1.1 }
768     }
769    
770    
771     /* prayer_failure: This is called when a player fails
772     * at casting a prayer.
773     * op is the player.
774     * failure is basically how much grace they had.
775     * power is how much grace the spell would normally take to cast.
776     */
777    
778 root 1.11 void
779     prayer_failure (object *op, int failure, int power)
780     {
781     const char *godname;
782     object *tmp;
783 elmex 1.1
784 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
785     godname = "Your spirit";
786 elmex 1.1
787 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
788 elmex 1.1 {
789 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
790     tmp = get_archetype (SPELL_WONDER);
791     cast_cone (op, op, 0, tmp);
792 root 1.20 tmp->destroy ();
793 elmex 1.1 }
794    
795 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
796 elmex 1.1 {
797 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
798     confuse_player (op, op, 99);
799 elmex 1.1 }
800 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
801 elmex 1.1 {
802 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
803     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
804     paralyze_player (op, op, 99);
805 elmex 1.1 }
806 root 1.11 else if (failure <= -150) /* blast the immediate area */
807     {
808     tmp = get_archetype (GOD_POWER);
809     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
810     cast_magic_storm (op, tmp, power);
811 elmex 1.1 }
812     }
813    
814     /*
815     * spell_failure() handles the various effects for differing degrees
816     * of failure badness.
817     * op is the player that failed.
818     * failure is a random value of how badly you failed.
819     * power is how many spellpoints you'd normally need for the spell.
820     * skill is the skill you'd need to cast the spell.
821     */
822    
823 root 1.11 void
824     spell_failure (object *op, int failure, int power, object *skill)
825     {
826     object *tmp;
827 elmex 1.1
828 root 1.11 if (settings.spell_failure_effects == FALSE)
829     return;
830 elmex 1.1
831 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
832 elmex 1.1 {
833 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
834     tmp = get_archetype (SPELL_WONDER);
835     cast_cone (op, op, 0, tmp);
836 root 1.20 tmp->destroy ();
837 elmex 1.1 }
838    
839 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
840 elmex 1.1 {
841 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
842     confuse_player (op, op, 99);
843 elmex 1.1 }
844 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
845 elmex 1.1 {
846 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
847     paralyze_player (op, op, 99);
848 elmex 1.1 }
849 root 1.11 else if (failure <= -80) /* blast the immediate area */
850     {
851     object *tmp;
852 root 1.8
853 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
854     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
855     {
856     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
857     hit_player (op, 9998, op, AT_INTERNAL, 1);
858 root 1.8
859 root 1.11 }
860     else
861     {
862     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
863     tmp = get_archetype (LOOSE_MANA);
864     tmp->level = skill->level;
865    
866     /* increase the area of destruction a little for more powerful spells */
867     tmp->range += isqrt (power);
868    
869     if (power > 25)
870     tmp->stats.dam = 25 + isqrt (power);
871     else
872     tmp->stats.dam = power; /* nasty recoils! */
873 root 1.8
874 root 1.11 tmp->stats.maxhp = tmp->count;
875 root 1.29
876     tmp->insert_at (op);
877 root 1.8 }
878 elmex 1.1 }
879     }
880    
881 root 1.11 int
882     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
883     {
884     int success;
885     object *spell;
886    
887     if (!spell_ob->other_arch)
888 elmex 1.1 {
889 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
890     return 0;
891     }
892 root 1.57
893 root 1.11 spell = arch_to_object (spell_ob->other_arch);
894 elmex 1.1
895 root 1.11 /* Always cast spell on caster */
896     success = cast_spell (op, caster, dir, spell, stringarg);
897 elmex 1.1
898 root 1.11 if (caster->contr->party == NULL)
899     {
900 root 1.19 spell->remove ();
901 root 1.11 return success;
902 elmex 1.1 }
903 root 1.57
904 root 1.27 for_all_players (pl)
905 root 1.11 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
906 root 1.57 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
907    
908 root 1.19 spell->remove ();
909 root 1.11 return success;
910     }
911 elmex 1.1
912     /* This is where the main dispatch when someone casts a spell.
913     *
914     * op is the creature that is owner of the object that is casting the spell -
915     * eg, the player or monster.
916     * caster is the actual object (wand, potion) casting the spell. can be
917     * same as op.
918     * dir is the direction to cast in. Note in some cases, if the spell
919     * is self only, dir really doesn't make a difference.
920     * spell_ob is the spell object that is being cast. From that,
921     * we can determine what to do.
922     * stringarg is any options that are being used. It can be NULL. Almost
923     * certainly, only players will set it. It is basically used as optional
924     * parameters to a spell (eg, item to create, information for marking runes,
925     * etc.
926     * returns 1 on successful cast, or 0 on error. These values should really
927     * be swapped, so that 0 is successful, and non zero is failure, with a code
928     * of what it failed.
929     *
930     * Note that this function is really a dispatch routine that calls other
931     * functions - it just blindly returns what ever value those functions
932     * return. So if your writing a new function that is called from this,
933     * it shoudl also return 1 on success, 0 on failure.
934     *
935     * if it is a player casting the spell (op->type == PLAYER, op == caster),
936     * this function will decrease the mana/grace appropriately. For other
937     * objects, the caller should do what it considers appropriate.
938     */
939 root 1.11 int
940     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
941     {
942     const char *godname;
943 root 1.60 int success = 0, cast_level = 0;
944 root 1.11 object *skill = NULL;
945 elmex 1.1
946 root 1.11 if (!spell_ob)
947     {
948     LOG (llevError, "cast_spell: null spell object passed\n");
949     return 0;
950 elmex 1.1 }
951 root 1.13
952 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
953     godname = "A random spirit";
954 elmex 1.1
955 root 1.11 /* the caller should set caster to op if appropriate */
956     if (!caster)
957     {
958     LOG (llevError, "cast_spell: null caster object passed\n");
959     return 0;
960 elmex 1.1 }
961    
962 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
963     * an issue, because they don't have any spellpaths set up.
964     */
965 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
966 root 1.11 {
967     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
968     return 0;
969 elmex 1.1 }
970    
971 root 1.11 /* if it is a player casting the spell, and they are really casting it
972     * (vs it coming from a wand, scroll, or whatever else), do some
973     * checks. We let monsters do special things - eg, they
974     * don't need the skill, bypass level checks, etc. The monster function
975     * should take care of that.
976     * Remove the wiz check here and move it further down - some spells
977     * need to have the right skill pointer passed, so we need to
978     * at least process that code.
979     */
980     if (op->type == PLAYER && op == caster)
981     {
982     if (spell_ob->skill)
983     {
984     skill = find_skill_by_name (op, spell_ob->skill);
985 root 1.45
986 root 1.11 if (!skill)
987     {
988 root 1.68 op->failmsg (format ("You need the skill %s to cast %s! "
989     "H<You either need to learn the skill via a skill scroll "
990     "or you need to wear a talisman or holy symbol.>",
991     &spell_ob->skill, &spell_ob->name));
992 root 1.79 return 0;
993     }
994    
995     const char *msg = "";
996    
997     int caster_level = skill->level;
998    
999     if (op->path_attuned & spell_ob->path_attuned)
1000     {
1001     caster_level += ATTUNE_REPELL;
1002     msg = " (attuned)";
1003     }
1004    
1005     if (op->path_repelled & spell_ob->path_attuned)
1006     {
1007     caster_level = ATTUNE_REPELL; // negative is ok
1008     msg = " (repelled)";
1009 root 1.8 }
1010 root 1.45
1011 root 1.68 int casting_level = min_casting_level (op, spell_ob);
1012    
1013 root 1.79 if (casting_level > caster_level)
1014 root 1.11 {
1015 root 1.68 op->failmsg (format ("You lack enough skill to cast that spell! "
1016 root 1.79 "H<Your effective cast level is %d%s, but level %d is required.>",
1017     caster_level, msg, casting_level));
1018     if (!op->is_wiz ())
1019     return 0;
1020 root 1.8 }
1021     }
1022 root 1.45
1023 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1024     * to have sufficient grace/mana.
1025     */
1026     if (!QUERY_FLAG (op, FLAG_WIZ))
1027     {
1028     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1029     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1030     {
1031 root 1.60 op->failmsg ("You don't have enough mana!");
1032 root 1.11 return 0;
1033 root 1.8 }
1034 root 1.30
1035 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1036     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1037     {
1038     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1039     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1040 root 1.60 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1041 root 1.11 else
1042     {
1043     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1044 root 1.60 op->failmsg (format ("%s ignores your prayer.", godname));
1045 root 1.11 return 0;
1046 root 1.8 }
1047     }
1048    
1049 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1050     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1051     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1052     {
1053 root 1.55 op->contr->play_sound (sound_find ("fumble_spell"));
1054 root 1.60 op->failmsg ("You fumble the prayer.");
1055 root 1.35
1056 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1057     return 0;
1058     }
1059     else if (spell_ob->stats.sp)
1060     {
1061     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1062    
1063     if (failure < 0)
1064     {
1065 root 1.60 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1066 root 1.11 if (settings.spell_failure_effects == TRUE)
1067     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1068 root 1.42
1069 root 1.11 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1070     return 0;
1071 root 1.8 }
1072     }
1073     }
1074 elmex 1.1 }
1075    
1076 root 1.60 int mflags = op->ms ().flags ();
1077 root 1.11
1078     /* See if we can cast a spell here. If the caster and op are
1079     * not alive, then this would mean that the mapmaker put the
1080     * objects on the space - presume that they know what they are
1081     * doing.
1082     */
1083 elmex 1.9
1084 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1085     {
1086 root 1.58 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1087 root 1.11 return 0;
1088     }
1089    
1090     if ((spell_ob->type == SPELL)
1091     && (caster->type != POTION)
1092     && !QUERY_FLAG (op, FLAG_WIZCAST)
1093     && (QUERY_FLAG (caster, FLAG_ALIVE)
1094     || QUERY_FLAG (op, FLAG_ALIVE))
1095     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1096     {
1097     if (op->type != PLAYER)
1098 elmex 1.9 return 0;
1099    
1100 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1101 root 1.58 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1102 root 1.43 else if (object *item = op->contr->ranged_ob)
1103     {
1104     if (item->type == SPELL)
1105 root 1.60 op->failmsg ("Something blocks your spellcasting.");
1106 root 1.43 else if (item->type == SCROLL)
1107 root 1.60 op->failmsg ("Something blocks the magic of your scroll.");
1108 root 1.43 else
1109 root 1.60 op->failmsg ("Something blocks the magic of your item.");
1110 root 1.43 }
1111 root 1.11 else
1112 root 1.60 op->failmsg ("Something blocks the spell!");
1113 root 1.42
1114 root 1.11 return 0;
1115     }
1116 elmex 1.1
1117 root 1.46 /* Take into account how long it takes to cast the spell.
1118     * if the player is casting it, then we use the time in
1119     * the spell object. If it is a spell object, have it
1120     * take two ticks. Things that cast spells on the players
1121     * behalf (eg, altars, and whatever else) shouldn't cost
1122     * the player any time.
1123     * Ignore casting time for firewalls
1124     */
1125     if (caster == op && caster->type != FIREWALL)
1126 root 1.11 {
1127 root 1.46 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1128     /* Other portions of the code may also decrement the speed of the player, so
1129     * put a lower limit so that the player isn't stuck here too long
1130 root 1.11 */
1131 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))
1132     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1133 elmex 1.1 }
1134 root 1.46 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1135     op->speed_left -= 2 * FABS (op->speed);
1136 elmex 1.1
1137 root 1.11 if (op->type == PLAYER && op == caster)
1138     {
1139     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1140     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1141 elmex 1.1 }
1142    
1143 root 1.11 /* We want to try to find the skill to properly credit exp.
1144     * for spell casting objects, the exp goes to the skill the casting
1145     * object requires.
1146     */
1147     if (op != caster && !skill && caster->skill)
1148     {
1149     skill = find_skill_by_name (op, caster->skill);
1150     if (!skill)
1151     {
1152 root 1.60 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1153 root 1.11 return 0;
1154 root 1.8 }
1155 root 1.45
1156 root 1.47 op->change_skill (skill); /* needed for proper exp credit */
1157 elmex 1.1 }
1158    
1159 root 1.48 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1160     return RESULT_INT (0);
1161    
1162 root 1.11 switch (spell_ob->subtype)
1163     {
1164 root 1.45 /* The order of case statements is same as the order they show up
1165     * in in spells.h.
1166     */
1167 root 1.12 case SP_RAISE_DEAD:
1168     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1169     break;
1170    
1171     case SP_RUNE:
1172     success = write_rune (op, caster, spell_ob, dir, stringarg);
1173     break;
1174    
1175     case SP_MAKE_MARK:
1176     success = write_mark (op, spell_ob, stringarg);
1177     break;
1178    
1179     case SP_BOLT:
1180     success = fire_bolt (op, caster, dir, spell_ob, skill);
1181     break;
1182    
1183     case SP_BULLET:
1184     success = fire_bullet (op, caster, dir, spell_ob);
1185     break;
1186    
1187     case SP_CONE:
1188     success = cast_cone (op, caster, dir, spell_ob);
1189     break;
1190    
1191     case SP_BOMB:
1192     success = create_bomb (op, caster, dir, spell_ob);
1193     break;
1194    
1195     case SP_WONDER:
1196     success = cast_wonder (op, caster, dir, spell_ob);
1197     break;
1198    
1199     case SP_SMITE:
1200     success = cast_smite_spell (op, caster, dir, spell_ob);
1201     break;
1202    
1203     case SP_MAGIC_MISSILE:
1204 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1205 root 1.12 break;
1206    
1207     case SP_SUMMON_GOLEM:
1208     success = summon_golem (op, caster, dir, spell_ob);
1209     break;
1210    
1211     case SP_DIMENSION_DOOR:
1212     /* dimension door needs the actual caster, because that is what is
1213     * moved.
1214     */
1215     success = dimension_door (op, caster, spell_ob, dir);
1216     break;
1217 root 1.8
1218 root 1.12 case SP_MAGIC_MAPPING:
1219     if (op->type == PLAYER)
1220     {
1221     spell_effect (spell_ob, op->x, op->y, op->map, op);
1222     draw_magic_map (op);
1223     success = 1;
1224     }
1225     else
1226     success = 0;
1227     break;
1228 elmex 1.1
1229 root 1.12 case SP_MAGIC_WALL:
1230     success = magic_wall (op, caster, dir, spell_ob);
1231     break;
1232 root 1.8
1233 root 1.12 case SP_DESTRUCTION:
1234     success = cast_destruction (op, caster, spell_ob);
1235     break;
1236 root 1.8
1237 root 1.12 case SP_PERCEIVE_SELF:
1238     success = perceive_self (op);
1239     break;
1240 root 1.8
1241 root 1.12 case SP_WORD_OF_RECALL:
1242     success = cast_word_of_recall (op, caster, spell_ob);
1243     break;
1244 root 1.8
1245 root 1.12 case SP_INVISIBLE:
1246     success = cast_invisible (op, caster, spell_ob);
1247     break;
1248 root 1.8
1249 root 1.12 case SP_PROBE:
1250     success = probe (op, caster, spell_ob, dir);
1251     break;
1252 root 1.8
1253 root 1.12 case SP_HEALING:
1254     success = cast_heal (op, caster, spell_ob, dir);
1255     break;
1256 root 1.8
1257 root 1.12 case SP_CREATE_FOOD:
1258     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1259     break;
1260 root 1.8
1261 root 1.12 case SP_EARTH_TO_DUST:
1262     success = cast_earth_to_dust (op, caster, spell_ob);
1263     break;
1264 root 1.8
1265 root 1.12 case SP_CHANGE_ABILITY:
1266     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1267     break;
1268 root 1.8
1269 root 1.12 case SP_BLESS:
1270     success = cast_bless (op, caster, spell_ob, dir);
1271     break;
1272 root 1.8
1273 root 1.12 case SP_CURSE:
1274     success = cast_curse (op, caster, spell_ob, dir);
1275     break;
1276 root 1.8
1277 root 1.12 case SP_SUMMON_MONSTER:
1278     success = summon_object (op, caster, spell_ob, dir, stringarg);
1279     break;
1280 root 1.8
1281 root 1.12 case SP_CHARGING:
1282     success = recharge (op, caster, spell_ob);
1283     break;
1284 root 1.8
1285 root 1.12 case SP_POLYMORPH:
1286 elmex 1.1 #ifdef NO_POLYMORPH
1287 root 1.12 /* Not great, but at least provide feedback so if players do have
1288     * polymorph (ie, find it as a preset item or left over from before
1289     * it was disabled), they get some feedback.
1290     */
1291 root 1.60 op->failmsg ("The spell fizzles!");
1292 root 1.12 success = 0;
1293 elmex 1.1 #else
1294 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1295 elmex 1.1 #endif
1296 root 1.12 break;
1297 root 1.8
1298 root 1.12 case SP_ALCHEMY:
1299     success = alchemy (op, caster, spell_ob);
1300     break;
1301    
1302     case SP_REMOVE_CURSE:
1303     success = remove_curse (op, caster, spell_ob);
1304     break;
1305    
1306     case SP_IDENTIFY:
1307     success = cast_identify (op, caster, spell_ob);
1308     break;
1309    
1310     case SP_DETECTION:
1311     success = cast_detection (op, caster, spell_ob, skill);
1312     break;
1313    
1314     case SP_MOOD_CHANGE:
1315     success = mood_change (op, caster, spell_ob);
1316     break;
1317 elmex 1.1
1318 root 1.12 case SP_MOVING_BALL:
1319     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1320     {
1321 root 1.60 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1322 root 1.12 success = 0;
1323     }
1324     else
1325 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1326 root 1.12 break;
1327 elmex 1.1
1328 root 1.12 case SP_SWARM:
1329     success = fire_swarm (op, caster, spell_ob, dir);
1330     break;
1331    
1332     case SP_CHANGE_MANA:
1333     success = cast_transfer (op, caster, spell_ob, dir);
1334     break;
1335    
1336     case SP_DISPEL_RUNE:
1337     /* in rune.c */
1338     success = dispel_rune (op, caster, spell_ob, skill, dir);
1339     break;
1340    
1341     case SP_CREATE_MISSILE:
1342     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1343     break;
1344    
1345     case SP_CONSECRATE:
1346     success = cast_consecrate (op, caster, spell_ob);
1347     break;
1348    
1349     case SP_ANIMATE_WEAPON:
1350     success = animate_weapon (op, caster, spell_ob, dir);
1351     break;
1352    
1353     case SP_LIGHT:
1354     success = cast_light (op, caster, spell_ob, dir);
1355     break;
1356    
1357     case SP_CHANGE_MAP_LIGHT:
1358     success = cast_change_map_lightlevel (op, caster, spell_ob);
1359     break;
1360    
1361     case SP_FAERY_FIRE:
1362     success = cast_destruction (op, caster, spell_ob);
1363     break;
1364    
1365     case SP_CAUSE_DISEASE:
1366     success = cast_cause_disease (op, caster, spell_ob, dir);
1367     break;
1368    
1369     case SP_AURA:
1370     success = create_aura (op, caster, spell_ob);
1371     break;
1372    
1373     case SP_PARTY_SPELL:
1374     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1375     break;
1376    
1377     default:
1378 root 1.48 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1379 elmex 1.1 }
1380    
1381 root 1.61 op->play_sound (
1382     success
1383     ? spell_ob->sound
1384     ? spell_ob->sound
1385     : sound_find ("spell_success")
1386     : sound_find ("fumble_spell")
1387     );
1388 elmex 1.1
1389 root 1.11 return success;
1390 elmex 1.1 }
1391    
1392 root 1.60 /* This is called from time.c/process_object(). That function
1393     * calls this for any SPELL_EFFECT type objects. This function
1394 elmex 1.1 * then dispatches them to the appropriate specific routines.
1395     */
1396 root 1.11 void
1397     move_spell_effect (object *op)
1398     {
1399     switch (op->subtype)
1400     {
1401 root 1.12 case SP_BOLT:
1402     move_bolt (op);
1403     break;
1404    
1405     case SP_BULLET:
1406     move_bullet (op);
1407     break;
1408    
1409     case SP_EXPLOSION:
1410     explosion (op);
1411     break;
1412    
1413     case SP_CONE:
1414     move_cone (op);
1415     break;
1416    
1417     case SP_BOMB:
1418     animate_bomb (op);
1419     break;
1420    
1421     case SP_MAGIC_MISSILE:
1422     move_missile (op);
1423     break;
1424    
1425     case SP_WORD_OF_RECALL:
1426     execute_word_of_recall (op);
1427     break;
1428    
1429     case SP_MOVING_BALL:
1430     move_ball_spell (op);
1431     break;
1432    
1433     case SP_SWARM:
1434     move_swarm_spell (op);
1435     break;
1436    
1437     case SP_AURA:
1438     move_aura (op);
1439     break;
1440 elmex 1.1 }
1441     }
1442    
1443     /* this checks to see if something special should happen if
1444     * something runs into the object.
1445     */
1446 root 1.11 void
1447     check_spell_effect (object *op)
1448     {
1449     switch (op->subtype)
1450     {
1451 root 1.12 case SP_BOLT:
1452     move_bolt (op);
1453     return;
1454    
1455     case SP_BULLET:
1456     check_bullet (op);
1457     return;
1458 elmex 1.1 }
1459     }
1460    
1461 root 1.76 /* This is called by move_apply. Basically, if someone
1462 elmex 1.1 * moves onto a spell effect and the walk_on or fly_on flags
1463 root 1.76 * are set, this is called. This should only be called for
1464     * objects of the appropriate type.
1465 elmex 1.1 */
1466 root 1.11 void
1467     apply_spell_effect (object *spell, object *victim)
1468 elmex 1.1 {
1469 root 1.11 switch (spell->subtype)
1470     {
1471 root 1.12 case SP_CONE:
1472     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1473     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1474     break;
1475 root 1.8
1476 root 1.12 case SP_MAGIC_MISSILE:
1477     if (QUERY_FLAG (victim, FLAG_ALIVE))
1478     {
1479 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1480 root 1.11
1481 root 1.16 if (!spell->destroyed ())
1482 root 1.20 spell->destroy ();
1483 root 1.12 }
1484     break;
1485 root 1.8
1486 root 1.12 case SP_MOVING_BALL:
1487     if (QUERY_FLAG (victim, FLAG_ALIVE))
1488     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1489 root 1.36 else if (victim->materialname)
1490 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1491     break;
1492 elmex 1.1 }
1493     }
1494 root 1.60