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Revision: 1.81
Committed: Mon Sep 29 10:20:49 2008 UTC (15 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.80: +4 -5 lines
Log Message:
do the same everywhere else

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 root 1.80 static int
91     attuned_bonus (object *caster, object *spell, int level)
92     {
93     // compute the attuned/repelled bonus
94     // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
95     // repell has no such quarrels
96     return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
97     + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
98     }
99    
100 elmex 1.1 /*
101     * This function takes a caster and spell and presents the
102     * effective level the caster needs to be to cast the spell.
103     * basically, it just adjusts the spell->level with attuned/repelled
104 root 1.30 * spellpaths. Was called path_level_mod.
105 elmex 1.1 *
106 root 1.30 * caster is person casting the spell.
107 elmex 1.1 * spell is the spell object.
108     * Returns modified level.
109     */
110 root 1.11 int
111     min_casting_level (object *caster, object *spell)
112 elmex 1.1 {
113 root 1.11 if (caster->path_denied & spell->path_attuned)
114 root 1.80 return 500;
115 root 1.18
116 root 1.80 return max (1, spell->level + attuned_bonus (caster, spell, spell->level));
117 elmex 1.1 }
118    
119     /* This function returns the effective level the spell
120     * is being cast at.
121     */
122 root 1.11 int
123 root 1.79 casting_level (object *caster, object *spell)
124 elmex 1.1 {
125 root 1.11 int level = caster->level;
126    
127     /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
128     if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
129     {
130     object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
131     int sk_level = skill ? skill->level : 1;
132    
133 root 1.66 level = min (level, sk_level + level / 10 + 1);
134 elmex 1.1 }
135 root 1.79 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
136     if (object *skill = caster->contr->find_skill (spell->skill))
137     level = skill->level;
138    
139 root 1.80 int bonus = attuned_bonus (caster, spell, level);
140    
141     level += bonus;
142    
143 root 1.79 // now scale the effective level from the startinglevel..100 range to 1..100
144     if (level < 100)
145     level = lerp (level, (int)spell->level, 100, 1, 100);
146 elmex 1.1
147 root 1.11 /* Always make this at least 1. If this is zero, we get divide by zero
148     * errors in various places.
149     */
150 root 1.38 return max (level, 1);
151 elmex 1.1 }
152    
153     /* The following function scales the spellpoint cost of
154     * a spell by it's increased effectiveness. Some of the
155     * lower level spells become incredibly vicious at high
156     * levels. Very cheap mass destruction. This function is
157     * intended to keep the sp cost related to the effectiveness.
158     * op is the player/monster
159     * caster is what is casting the spell, can be op.
160     * spell is the spell object.
161     * Note that it is now possible for a spell to cost both grace and
162     * mana. In that case, we return which ever value is higher.
163     */
164 root 1.11 sint16
165     SP_level_spellpoint_cost (object *caster, object *spell, int flags)
166 elmex 1.1 {
167 root 1.79 int sp, grace, level = casting_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 root 1.79 * To make spells independent of their starting level, this function
220     * scales the range spellstartlevel .. 100 into the range 1..100
221 root 1.77 */
222     static int
223     SP_casting_level (object *caster, object *spell)
224     {
225 root 1.79 return casting_level (caster, spell);
226 root 1.77 }
227    
228 elmex 1.1 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
229     * spob is the spell we are adjusting.
230     */
231 root 1.11 int
232     SP_level_dam_adjust (object *caster, object *spob)
233 elmex 1.1 {
234 root 1.62 if (!spob->dam_modifier)
235     return 0;
236    
237 root 1.77 return SP_casting_level (caster, spob) / spob->dam_modifier;
238 elmex 1.1 }
239    
240     /* Adjust the strength of the spell based on level.
241     * This is basically the same as SP_level_dam_adjust above,
242     * but instead looks at the level_modifier value.
243     */
244 root 1.11 int
245     SP_level_duration_adjust (object *caster, object *spob)
246 elmex 1.1 {
247 root 1.62 if (!spob->duration_modifier)
248     return 0;
249    
250 root 1.77 return SP_casting_level (caster, spob) / spob->duration_modifier;
251 elmex 1.1 }
252    
253     /* Adjust the strength of the spell based on level.
254     * This is basically the same as SP_level_dam_adjust above,
255     * but instead looks at the level_modifier value.
256     */
257 root 1.11 int
258     SP_level_range_adjust (object *caster, object *spob)
259 elmex 1.1 {
260 root 1.62 if (!spob->range_modifier)
261     return 0;
262    
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     * 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 root 1.11 object *
292     lookup_spell_by_name (object *op, const char *spname)
293     {
294     object *spob1 = NULL, *spob2 = NULL, *spob;
295     int nummatch = 0;
296    
297     if (spname == NULL)
298     return NULL;
299    
300     /* Try to find the spell. We store the results in spob1
301     * and spob2 - spob1 is only taking the length of
302     * the past spname, spob2 uses the length of the spell name.
303     */
304     for (spob = op->inv; spob; spob = spob->below)
305     {
306     if (spob->type == SPELL)
307     {
308     if (!strncmp (spob->name, spname, strlen (spname)))
309     {
310     nummatch++;
311     spob1 = spob;
312     }
313     else if (!strncmp (spob->name, spname, strlen (spob->name)))
314     {
315     /* if spells have ambiguous names, it makes matching
316     * really difficult. (eg, fire and fireball would
317     * fall into this category). It shouldn't be hard to
318     * make sure spell names don't overlap in that fashion.
319     */
320     if (spob2)
321     LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
322     spob2 = spob;
323 root 1.8 }
324     }
325 elmex 1.1 }
326 root 1.11 /* if we have best match, return it. Otherwise, if we have one match
327     * on the loser match, return that, otehrwise null
328     */
329     if (spob2)
330     return spob2;
331     if (spob1 && nummatch == 1)
332     return spob1;
333     return NULL;
334 elmex 1.1 }
335    
336     /* reflwall - decides weither the (spell-)object sp_op will
337     * be reflected from the given mapsquare. Returns 1 if true.
338     * (Note that for living creatures there is a small chance that
339     * reflect_spell fails.)
340     * Caller should be sure it passes us valid map coordinates
341     * eg, updated for tiled maps.
342     */
343 root 1.11 int
344 root 1.17 reflwall (maptile *m, int x, int y, object *sp_op)
345 root 1.11 {
346     if (OUT_OF_REAL_MAP (m, x, y))
347     return 0;
348 root 1.79
349     for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
350 elmex 1.23 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
351     && (!QUERY_FLAG (op, FLAG_ALIVE)
352     || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
353 root 1.11 return 1;
354 elmex 1.1
355 root 1.11 return 0;
356 elmex 1.1 }
357    
358     /* cast_create_object: creates object new_op in direction dir
359     * or if that is blocked, beneath the player (op).
360     * we pass 'caster', but don't use it for anything.
361     * This is really just a simple wrapper function .
362     * returns the direction that the object was actually placed
363     * in.
364     */
365 root 1.11 int
366     cast_create_obj (object *op, object *caster, object *new_op, int dir)
367 elmex 1.1 {
368 root 1.17 maptile *m;
369 root 1.11 sint16 sx, sy;
370 elmex 1.1
371 root 1.11 if (dir &&
372     ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
373     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
374     {
375     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
376     new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
377     dir = 0;
378     }
379 root 1.29
380 elmex 1.56 SET_FLAG (new_op, FLAG_IDENTIFIED);
381 root 1.29 op->map->insert (new_op,
382     op->x + freearr_x[dir], op->y + freearr_y[dir],
383     op,
384     dir ? 0 : INS_BELOW_ORIGINATOR);
385    
386 root 1.11 return dir;
387 elmex 1.1 }
388    
389     /* Returns true if it is ok to put spell *op on the space/may provided.
390     * immune_stop is basically the attacktype of the spell (why
391     * passed as a different value, not sure of). If immune_stop
392     * has the AT_MAGIC bit set, and there is a counterwall
393     * on the space, the object doesn't get placed. if immune stop
394     * does not have AT_MAGIC, then counterwalls do not effect the spell.
395     *
396     */
397 root 1.11 int
398 root 1.17 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
399 root 1.11 {
400 root 1.32 if (!xy_normalise (m, x, y))
401     return 0;
402 root 1.11
403 root 1.32 mapspace &ms = m->at (x, y);
404 root 1.75 ms.update ();
405 root 1.11
406 root 1.32 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
407 root 1.11 return 0;
408    
409 root 1.32 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
410 root 1.11 {
411     /* If there is a counterspell on the space, and this
412     * object is using magic, don't progress. I believe we could
413     * leave this out and let in progress, and other areas of the code
414     * will then remove it, but that would seem to to use more
415     * resources, and may not work as well if a player is standing
416     * on top of a counterwall spell (may hit the player before being
417     * removed.) On the other hand, it may be more dramatic for the
418     * spell to actually hit the counterwall and be sucked up.
419     */
420 elmex 1.40 if ((tmp->attacktype & AT_COUNTERSPELL)
421     && !QUERY_FLAG (tmp, FLAG_MONSTER)
422     && (tmp->type != PLAYER)
423     && (tmp->type != WEAPON)
424     && (tmp->type != BOW)
425     && (tmp->type != ARROW)
426     && (tmp->type != GOLEM)
427     && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
428     // we special case floor here because there
429     // are sometimes spell effect floors
430     // which are used to inflict damage
431     // (and those shouldn't go away from
432     // sanctuary) see also: permanent lava
433     && (immune_stop & AT_MAGIC))
434 root 1.11 return 0;
435    
436     /* This is to prevent 'out of control' spells. Basically, this
437     * limits one spell effect per space per spell. This is definately
438     * needed for performance reasons, and just for playability I believe.
439     * there are no such things as multispaced spells right now, so
440     * we don't need to worry about the head.
441     */
442     if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
443     return 0;
444    
445     /*
446     * Combine similar spell effects into one spell effect. Needed for
447     * performance reasons with meteor swarm and the like, but also for
448     * playability reasons.
449     */
450 root 1.69 if (tmp->arch == op->arch /* no harm if not comparing by name here */
451 root 1.11 && tmp->type == op->type
452     && tmp->subtype == op->subtype
453 root 1.33 && tmp->owner == op->owner
454     && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
455 root 1.11 {
456     tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
457     tmp->range = MAX (tmp->range, op->range);
458     tmp->duration = MAX (tmp->duration, op->duration);
459     return 0;
460 elmex 1.1 }
461    
462 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
463     * ground to prevent it from moving along?
464     */
465 elmex 1.1 }
466 root 1.32
467 root 1.11 /* If it passes the above tests, it must be OK */
468     return 1;
469 elmex 1.1 }
470    
471     /* fire_arch_from_position: fires an archetype.
472     * op: person firing the object.
473     * caster: object casting the spell.
474     * x, y: where to fire the spell (note, it then uses op->map for the map
475     * for these coordinates, which is probably a really bad idea.
476     * dir: direction to fire in.
477     * spell: spell that is being fired. It uses other_arch for the archetype
478     * to fire.
479     * returns 0 on failure, 1 on success.
480     */
481 root 1.11 int
482     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
483     {
484 root 1.73 if (!spell->other_arch)
485     return 0;
486    
487     object *tmp = spell->other_arch->instance ();
488 elmex 1.1
489 root 1.73 if (!tmp)
490 root 1.11 return 0;
491 elmex 1.1
492 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
493     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
494     /* code in time.c uses food for some things, duration for others */
495     tmp->stats.food = tmp->duration;
496     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
497     tmp->attacktype = spell->attacktype;
498     tmp->direction = dir;
499 root 1.73 tmp->set_owner (op);
500 root 1.79 tmp->level = casting_level (caster, spell);
501 root 1.11 set_spell_skill (op, caster, spell, tmp);
502    
503     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
504     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
505 root 1.73 if (!tailor_god_spell (tmp, op))
506     return 0;
507    
508 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
509     SET_ANIMATION (tmp, dir);
510 elmex 1.1
511 root 1.73 if ((tmp = op->map->insert (tmp, x, y, op)))
512 root 1.29 move_spell_effect (tmp);
513 elmex 1.1
514 root 1.11 return 1;
515 elmex 1.1 }
516    
517     /*****************************************************************************
518     *
519     * Code related to rods - perhaps better located in another file?
520     *
521     ****************************************************************************/
522 root 1.11 void
523     regenerate_rod (object *rod)
524     {
525     if (rod->stats.hp < rod->stats.maxhp)
526 root 1.44 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
527 elmex 1.1 }
528    
529 root 1.11 void
530     drain_rod_charge (object *rod)
531     {
532     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
533 elmex 1.1 }
534    
535     /* this function is commonly used to find a friendly target for
536     * spells such as heal or protection or armour
537     * op is what is looking for the target (which can be a player),
538     * dir is the direction we are looking in. Return object found, or
539     * NULL if no good object.
540     */
541 root 1.11 object *
542     find_target_for_friendly_spell (object *op, int dir)
543     {
544     object *tmp;
545    
546     /* I don't really get this block - if op isn't a player or rune,
547     * we then make the owner of this object the target.
548     * The owner could very well be no where near op.
549     */
550     if (op->type != PLAYER && op->type != RUNE)
551     {
552 root 1.21 tmp = op->owner;
553 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
554     * to the caster.
555     */
556     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
557     tmp = op;
558 elmex 1.1 }
559 root 1.11 else
560     {
561 root 1.37 maptile *m = op->map;
562     sint16 x = op->x + freearr_x[dir];
563     sint16 y = op->y + freearr_y[dir];
564    
565     tmp = xy_normalise (m, x, y)
566     ? m->at (x, y).player ()
567     : 0;
568 root 1.11 }
569 root 1.26
570 root 1.11 /* didn't find a player there, look in current square for a player */
571 root 1.26 if (!tmp)
572     tmp = op->ms ().player ();
573 elmex 1.1
574 root 1.11 return tmp;
575 elmex 1.1 }
576    
577     /* raytrace:
578     * spell_find_dir(map, x, y, exclude) will search first the center square
579     * then some close squares in the given map at the given coordinates for
580     * live objects.
581     * It will not consider the object given as exclude (= caster) among possible
582     * live objects. If the caster is a player, the spell will go after
583     * monsters/generators only. If not, the spell will hunt players only.
584     * It returns the direction toward the first/closest live object if it finds
585     * any, otherwise -1.
586     * note that exclude can be NULL, in which case all bets are off.
587     */
588 root 1.11 int
589 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
590 root 1.11 {
591     int i, max = SIZEOFFREE;
592     sint16 nx, ny;
593     int owner_type = 0, mflags;
594     object *tmp;
595 root 1.17 maptile *mp;
596 root 1.11
597     if (exclude && exclude->head)
598     exclude = exclude->head;
599     if (exclude && exclude->type)
600     owner_type = exclude->type;
601    
602     for (i = rndm (1, 8); i < max; i++)
603     {
604     nx = x + freearr_x[i];
605     ny = y + freearr_y[i];
606     mp = m;
607     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
608     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
609     continue;
610    
611 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
612 root 1.11
613     while (tmp != NULL && (((owner_type == PLAYER &&
614     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
615     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
616     tmp = tmp->above;
617 elmex 1.1
618 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
619     return freedir[i];
620 elmex 1.1 }
621 root 1.11 return -1; /* flag for "keep going the way you were" */
622 elmex 1.1 }
623    
624     /* put_a_monster: puts a monster named monstername near by
625     * op. This creates the treasures for the monsters, and
626     * also deals with multipart monsters properly.
627     */
628 root 1.11 void
629     put_a_monster (object *op, const char *monstername)
630     {
631     object *tmp, *head = NULL, *prev = NULL;
632     archetype *at;
633     int dir;
634    
635     /* Handle cases where we are passed a bogus mosntername */
636    
637 root 1.14 if ((at = archetype::find (monstername)) == NULL)
638 root 1.11 return;
639    
640     /* find a free square nearby
641     * first we check the closest square for free squares
642     */
643    
644 root 1.51 dir = find_first_free_spot (at, op->map, op->x, op->y);
645 root 1.11 if (dir != -1)
646     {
647     /* This is basically grabbed for generate monster. Fixed 971225 to
648     * insert multipart monsters properly
649     */
650 root 1.52 //TODO: use expand_tail + ...
651 root 1.11 while (at != NULL)
652     {
653     tmp = arch_to_object (at);
654 root 1.51 tmp->x = op->x + freearr_x[dir] + at->x;
655     tmp->y = op->y + freearr_y[dir] + at->y;
656 root 1.11 tmp->map = op->map;
657     if (head)
658     {
659     tmp->head = head;
660     prev->more = tmp;
661 root 1.8 }
662 root 1.52
663 root 1.11 if (!head)
664     head = tmp;
665 root 1.52
666 root 1.11 prev = tmp;
667 root 1.52
668     at = (archetype *)at->more;
669 root 1.8 }
670    
671 root 1.11 if (head->randomitems)
672     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
673 root 1.8
674 root 1.11 insert_ob_in_map (head, op->map, op, 0);
675 root 1.8
676 root 1.11 /* thought it'd be cool to insert a burnout, too. */
677 root 1.70 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
678 elmex 1.1 }
679     }
680    
681     /* peterm: function which summons hostile monsters and
682     * places them in nearby squares.
683     * op is the summoner.
684     * n is the number of monsters.
685     * monstername is the name of the monster.
686     * returns the number of monsters, which is basically n.
687     * it should really see how many it successfully replaced and
688     * return that instead.
689     * Note that this is not used by any spells (summon evil monsters
690     * use to call this, but best I can tell, that spell/ability was
691     * never used. This is however used by various failures on the
692     * players part (alchemy, reincarnation, etc)
693     */
694    
695 root 1.11 int
696     summon_hostile_monsters (object *op, int n, const char *monstername)
697     {
698     int i;
699    
700     for (i = 0; i < n; i++)
701     put_a_monster (op, monstername);
702 elmex 1.1
703 root 1.11 return n;
704 elmex 1.1 }
705    
706    
707     /* Some local definitions for shuffle-attack */
708 root 1.11 struct attacktype_shuffle
709     {
710     int attacktype;
711     int face;
712     } ATTACKS[22] =
713     {
714 root 1.41 { AT_PHYSICAL, 0},
715     { AT_PHYSICAL, 0}, /*face = explosion */
716     { AT_PHYSICAL, 0},
717     { AT_MAGIC, 1},
718     { AT_MAGIC, 1}, /* face = last-burnout */
719     { AT_MAGIC, 1},
720     { AT_FIRE, 2},
721     { AT_FIRE, 2}, /* face = fire.... */
722     { AT_FIRE, 2},
723     { AT_ELECTRICITY, 3},
724     { AT_ELECTRICITY, 3}, /* ball_lightning */
725     { AT_ELECTRICITY, 3},
726     { AT_COLD, 4},
727     { AT_COLD, 4}, /* face=icestorm */
728     { AT_COLD, 4},
729     { AT_CONFUSION, 5},
730     { AT_POISON, 7},
731     { AT_POISON, 7}, /* face = acid sphere. generator */
732     { AT_POISON, 7}, /* poisoncloud face */
733     { AT_SLOW, 8},
734     { AT_PARALYZE, 9},
735     { AT_FEAR, 10},
736     };
737 elmex 1.1
738     /* shuffle_attack: peterm
739     * This routine shuffles the attack of op to one of the
740     * ones in the list. It does this at random. It also
741     * chooses a face appropriate to the attack that is
742     * being committed by that square at the moment.
743     * right now it's being used by color spray and create pool of
744     * chaos.
745     * This could really be a better implementation - the
746     * faces and attacktypes above are hardcoded, which is never
747     * good. The faces refer to faces in the animation sequence.
748     * Not sure how to do better - but not having it hardcoded
749     * would be nice.
750     * I also fixed a bug here in that attacktype was |= -
751     * to me, that would be that it would quickly get all
752     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
753     */
754 root 1.11 void
755     shuffle_attack (object *op, int change_face)
756 elmex 1.1 {
757 root 1.11 int i;
758 elmex 1.1
759 root 1.11 i = rndm (0, 21);
760 elmex 1.1
761 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
762    
763     if (change_face)
764     {
765     SET_ANIMATION (op, ATTACKS[i].face);
766 elmex 1.1 }
767     }
768    
769    
770     /* prayer_failure: This is called when a player fails
771     * at casting a prayer.
772     * op is the player.
773     * failure is basically how much grace they had.
774     * power is how much grace the spell would normally take to cast.
775     */
776    
777 root 1.11 void
778     prayer_failure (object *op, int failure, int power)
779     {
780     const char *godname;
781     object *tmp;
782 elmex 1.1
783 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
784     godname = "Your spirit";
785 elmex 1.1
786 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
787 elmex 1.1 {
788 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
789     tmp = get_archetype (SPELL_WONDER);
790     cast_cone (op, op, 0, tmp);
791 root 1.81 tmp->destroy (true);
792 elmex 1.1 }
793    
794 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
795 elmex 1.1 {
796 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
797     confuse_player (op, op, 99);
798 elmex 1.1 }
799 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
800 elmex 1.1 {
801 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
802     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
803     paralyze_player (op, op, 99);
804 elmex 1.1 }
805 root 1.11 else if (failure <= -150) /* blast the immediate area */
806     {
807     tmp = get_archetype (GOD_POWER);
808     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
809     cast_magic_storm (op, tmp, power);
810 elmex 1.1 }
811     }
812    
813     /*
814     * spell_failure() handles the various effects for differing degrees
815     * of failure badness.
816     * op is the player that failed.
817     * failure is a random value of how badly you failed.
818     * power is how many spellpoints you'd normally need for the spell.
819     * skill is the skill you'd need to cast the spell.
820     */
821    
822 root 1.11 void
823     spell_failure (object *op, int failure, int power, object *skill)
824     {
825     object *tmp;
826 elmex 1.1
827 root 1.11 if (settings.spell_failure_effects == FALSE)
828     return;
829 elmex 1.1
830 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
831 elmex 1.1 {
832 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
833     tmp = get_archetype (SPELL_WONDER);
834     cast_cone (op, op, 0, tmp);
835 root 1.81 tmp->destroy (true);
836 elmex 1.1 }
837    
838 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
839 elmex 1.1 {
840 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
841     confuse_player (op, op, 99);
842 elmex 1.1 }
843 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
844 elmex 1.1 {
845 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
846     paralyze_player (op, op, 99);
847 elmex 1.1 }
848 root 1.11 else if (failure <= -80) /* blast the immediate area */
849     {
850     object *tmp;
851 root 1.8
852 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
853     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
854     {
855     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
856     hit_player (op, 9998, op, AT_INTERNAL, 1);
857 root 1.8
858 root 1.11 }
859     else
860     {
861     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
862     tmp = get_archetype (LOOSE_MANA);
863     tmp->level = skill->level;
864    
865     /* increase the area of destruction a little for more powerful spells */
866     tmp->range += isqrt (power);
867    
868     if (power > 25)
869     tmp->stats.dam = 25 + isqrt (power);
870     else
871     tmp->stats.dam = power; /* nasty recoils! */
872 root 1.8
873 root 1.11 tmp->stats.maxhp = tmp->count;
874 root 1.29
875     tmp->insert_at (op);
876 root 1.8 }
877 elmex 1.1 }
878     }
879    
880 root 1.11 int
881     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
882     {
883     int success;
884     object *spell;
885    
886     if (!spell_ob->other_arch)
887 elmex 1.1 {
888 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
889     return 0;
890     }
891 root 1.57
892 root 1.11 spell = arch_to_object (spell_ob->other_arch);
893 elmex 1.1
894 root 1.11 /* Always cast spell on caster */
895     success = cast_spell (op, caster, dir, spell, stringarg);
896 elmex 1.1
897 root 1.11 if (caster->contr->party == NULL)
898     {
899 root 1.19 spell->remove ();
900 root 1.11 return success;
901 elmex 1.1 }
902 root 1.57
903 root 1.27 for_all_players (pl)
904 root 1.11 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
905 root 1.57 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
906    
907 root 1.19 spell->remove ();
908 root 1.11 return success;
909     }
910 elmex 1.1
911     /* This is where the main dispatch when someone casts a spell.
912     *
913     * op is the creature that is owner of the object that is casting the spell -
914     * eg, the player or monster.
915     * caster is the actual object (wand, potion) casting the spell. can be
916     * same as op.
917     * dir is the direction to cast in. Note in some cases, if the spell
918     * is self only, dir really doesn't make a difference.
919     * spell_ob is the spell object that is being cast. From that,
920     * we can determine what to do.
921     * stringarg is any options that are being used. It can be NULL. Almost
922     * certainly, only players will set it. It is basically used as optional
923     * parameters to a spell (eg, item to create, information for marking runes,
924     * etc.
925     * returns 1 on successful cast, or 0 on error. These values should really
926     * be swapped, so that 0 is successful, and non zero is failure, with a code
927     * of what it failed.
928     *
929     * Note that this function is really a dispatch routine that calls other
930     * functions - it just blindly returns what ever value those functions
931     * return. So if your writing a new function that is called from this,
932     * it shoudl also return 1 on success, 0 on failure.
933     *
934     * if it is a player casting the spell (op->type == PLAYER, op == caster),
935     * this function will decrease the mana/grace appropriately. For other
936     * objects, the caller should do what it considers appropriate.
937     */
938 root 1.11 int
939     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
940     {
941     const char *godname;
942 root 1.60 int success = 0, cast_level = 0;
943 root 1.11 object *skill = NULL;
944 elmex 1.1
945 root 1.11 if (!spell_ob)
946     {
947     LOG (llevError, "cast_spell: null spell object passed\n");
948     return 0;
949 elmex 1.1 }
950 root 1.13
951 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
952     godname = "A random spirit";
953 elmex 1.1
954 root 1.11 /* the caller should set caster to op if appropriate */
955     if (!caster)
956     {
957     LOG (llevError, "cast_spell: null caster object passed\n");
958     return 0;
959 elmex 1.1 }
960    
961 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
962     * an issue, because they don't have any spellpaths set up.
963     */
964 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
965 root 1.11 {
966     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
967     return 0;
968 elmex 1.1 }
969    
970 root 1.11 /* if it is a player casting the spell, and they are really casting it
971     * (vs it coming from a wand, scroll, or whatever else), do some
972     * checks. We let monsters do special things - eg, they
973     * don't need the skill, bypass level checks, etc. The monster function
974     * should take care of that.
975     * Remove the wiz check here and move it further down - some spells
976     * need to have the right skill pointer passed, so we need to
977     * at least process that code.
978     */
979     if (op->type == PLAYER && op == caster)
980     {
981     if (spell_ob->skill)
982     {
983     skill = find_skill_by_name (op, spell_ob->skill);
984 root 1.45
985 root 1.11 if (!skill)
986     {
987 root 1.68 op->failmsg (format ("You need the skill %s to cast %s! "
988     "H<You either need to learn the skill via a skill scroll "
989     "or you need to wear a talisman or holy symbol.>",
990     &spell_ob->skill, &spell_ob->name));
991 root 1.79 return 0;
992     }
993    
994     const char *msg = "";
995    
996     int caster_level = skill->level;
997    
998     if (op->path_attuned & spell_ob->path_attuned)
999     {
1000 root 1.80 caster_level += min (cast_level * 2, ATTUNE_REPELL);
1001 root 1.79 msg = " (attuned)";
1002     }
1003    
1004     if (op->path_repelled & spell_ob->path_attuned)
1005     {
1006     caster_level = ATTUNE_REPELL; // negative is ok
1007     msg = " (repelled)";
1008 root 1.8 }
1009 root 1.45
1010 root 1.80 if (spell_ob->level > caster_level)
1011 root 1.11 {
1012 root 1.68 op->failmsg (format ("You lack enough skill to cast that spell! "
1013 root 1.79 "H<Your effective cast level is %d%s, but level %d is required.>",
1014 root 1.80 caster_level, msg, spell_ob->level));
1015 root 1.79 if (!op->is_wiz ())
1016     return 0;
1017 root 1.8 }
1018     }
1019 root 1.45
1020 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1021     * to have sufficient grace/mana.
1022     */
1023     if (!QUERY_FLAG (op, FLAG_WIZ))
1024     {
1025     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1026     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1027     {
1028 root 1.60 op->failmsg ("You don't have enough mana!");
1029 root 1.11 return 0;
1030 root 1.8 }
1031 root 1.30
1032 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1033     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1034     {
1035     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1036     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1037 root 1.60 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1038 root 1.11 else
1039     {
1040     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1041 root 1.60 op->failmsg (format ("%s ignores your prayer.", godname));
1042 root 1.11 return 0;
1043 root 1.8 }
1044     }
1045    
1046 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1047     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1048     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1049     {
1050 root 1.55 op->contr->play_sound (sound_find ("fumble_spell"));
1051 root 1.60 op->failmsg ("You fumble the prayer.");
1052 root 1.35
1053 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1054     return 0;
1055     }
1056     else if (spell_ob->stats.sp)
1057     {
1058     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1059    
1060     if (failure < 0)
1061     {
1062 root 1.60 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1063 root 1.11 if (settings.spell_failure_effects == TRUE)
1064     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1065 root 1.42
1066 root 1.11 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1067     return 0;
1068 root 1.8 }
1069     }
1070     }
1071 elmex 1.1 }
1072    
1073 root 1.60 int mflags = op->ms ().flags ();
1074 root 1.11
1075     /* See if we can cast a spell here. If the caster and op are
1076     * not alive, then this would mean that the mapmaker put the
1077     * objects on the space - presume that they know what they are
1078     * doing.
1079     */
1080 elmex 1.9
1081 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1082     {
1083 root 1.58 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1084 root 1.11 return 0;
1085     }
1086    
1087     if ((spell_ob->type == SPELL)
1088     && (caster->type != POTION)
1089     && !QUERY_FLAG (op, FLAG_WIZCAST)
1090     && (QUERY_FLAG (caster, FLAG_ALIVE)
1091     || QUERY_FLAG (op, FLAG_ALIVE))
1092     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1093     {
1094     if (op->type != PLAYER)
1095 elmex 1.9 return 0;
1096    
1097 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1098 root 1.58 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1099 root 1.43 else if (object *item = op->contr->ranged_ob)
1100     {
1101     if (item->type == SPELL)
1102 root 1.60 op->failmsg ("Something blocks your spellcasting.");
1103 root 1.43 else if (item->type == SCROLL)
1104 root 1.60 op->failmsg ("Something blocks the magic of your scroll.");
1105 root 1.43 else
1106 root 1.60 op->failmsg ("Something blocks the magic of your item.");
1107 root 1.43 }
1108 root 1.11 else
1109 root 1.60 op->failmsg ("Something blocks the spell!");
1110 root 1.42
1111 root 1.11 return 0;
1112     }
1113 elmex 1.1
1114 root 1.46 /* Take into account how long it takes to cast the spell.
1115     * if the player is casting it, then we use the time in
1116     * the spell object. If it is a spell object, have it
1117     * take two ticks. Things that cast spells on the players
1118     * behalf (eg, altars, and whatever else) shouldn't cost
1119     * the player any time.
1120     * Ignore casting time for firewalls
1121     */
1122     if (caster == op && caster->type != FIREWALL)
1123 root 1.11 {
1124 root 1.46 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1125     /* Other portions of the code may also decrement the speed of the player, so
1126     * put a lower limit so that the player isn't stuck here too long
1127 root 1.11 */
1128 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))
1129     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1130 elmex 1.1 }
1131 root 1.46 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1132     op->speed_left -= 2 * FABS (op->speed);
1133 elmex 1.1
1134 root 1.11 if (op->type == PLAYER && op == caster)
1135     {
1136     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1137     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1138 elmex 1.1 }
1139    
1140 root 1.11 /* We want to try to find the skill to properly credit exp.
1141     * for spell casting objects, the exp goes to the skill the casting
1142     * object requires.
1143     */
1144     if (op != caster && !skill && caster->skill)
1145     {
1146     skill = find_skill_by_name (op, caster->skill);
1147     if (!skill)
1148     {
1149 root 1.60 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1150 root 1.11 return 0;
1151 root 1.8 }
1152 root 1.45
1153 root 1.47 op->change_skill (skill); /* needed for proper exp credit */
1154 elmex 1.1 }
1155    
1156 root 1.48 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1157     return RESULT_INT (0);
1158    
1159 root 1.11 switch (spell_ob->subtype)
1160     {
1161 root 1.45 /* The order of case statements is same as the order they show up
1162     * in in spells.h.
1163     */
1164 root 1.12 case SP_RAISE_DEAD:
1165     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1166     break;
1167    
1168     case SP_RUNE:
1169     success = write_rune (op, caster, spell_ob, dir, stringarg);
1170     break;
1171    
1172     case SP_MAKE_MARK:
1173     success = write_mark (op, spell_ob, stringarg);
1174     break;
1175    
1176     case SP_BOLT:
1177     success = fire_bolt (op, caster, dir, spell_ob, skill);
1178     break;
1179    
1180     case SP_BULLET:
1181     success = fire_bullet (op, caster, dir, spell_ob);
1182     break;
1183    
1184     case SP_CONE:
1185     success = cast_cone (op, caster, dir, spell_ob);
1186     break;
1187    
1188     case SP_BOMB:
1189     success = create_bomb (op, caster, dir, spell_ob);
1190     break;
1191    
1192     case SP_WONDER:
1193     success = cast_wonder (op, caster, dir, spell_ob);
1194     break;
1195    
1196     case SP_SMITE:
1197     success = cast_smite_spell (op, caster, dir, spell_ob);
1198     break;
1199    
1200     case SP_MAGIC_MISSILE:
1201 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1202 root 1.12 break;
1203    
1204     case SP_SUMMON_GOLEM:
1205     success = summon_golem (op, caster, dir, spell_ob);
1206     break;
1207    
1208     case SP_DIMENSION_DOOR:
1209     /* dimension door needs the actual caster, because that is what is
1210     * moved.
1211     */
1212     success = dimension_door (op, caster, spell_ob, dir);
1213     break;
1214 root 1.8
1215 root 1.12 case SP_MAGIC_MAPPING:
1216     if (op->type == PLAYER)
1217     {
1218     spell_effect (spell_ob, op->x, op->y, op->map, op);
1219     draw_magic_map (op);
1220     success = 1;
1221     }
1222     else
1223     success = 0;
1224     break;
1225 elmex 1.1
1226 root 1.12 case SP_MAGIC_WALL:
1227     success = magic_wall (op, caster, dir, spell_ob);
1228     break;
1229 root 1.8
1230 root 1.12 case SP_DESTRUCTION:
1231     success = cast_destruction (op, caster, spell_ob);
1232     break;
1233 root 1.8
1234 root 1.12 case SP_PERCEIVE_SELF:
1235     success = perceive_self (op);
1236     break;
1237 root 1.8
1238 root 1.12 case SP_WORD_OF_RECALL:
1239     success = cast_word_of_recall (op, caster, spell_ob);
1240     break;
1241 root 1.8
1242 root 1.12 case SP_INVISIBLE:
1243     success = cast_invisible (op, caster, spell_ob);
1244     break;
1245 root 1.8
1246 root 1.12 case SP_PROBE:
1247     success = probe (op, caster, spell_ob, dir);
1248     break;
1249 root 1.8
1250 root 1.12 case SP_HEALING:
1251     success = cast_heal (op, caster, spell_ob, dir);
1252     break;
1253 root 1.8
1254 root 1.12 case SP_CREATE_FOOD:
1255     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1256     break;
1257 root 1.8
1258 root 1.12 case SP_EARTH_TO_DUST:
1259     success = cast_earth_to_dust (op, caster, spell_ob);
1260     break;
1261 root 1.8
1262 root 1.12 case SP_CHANGE_ABILITY:
1263     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1264     break;
1265 root 1.8
1266 root 1.12 case SP_BLESS:
1267     success = cast_bless (op, caster, spell_ob, dir);
1268     break;
1269 root 1.8
1270 root 1.12 case SP_CURSE:
1271     success = cast_curse (op, caster, spell_ob, dir);
1272     break;
1273 root 1.8
1274 root 1.12 case SP_SUMMON_MONSTER:
1275     success = summon_object (op, caster, spell_ob, dir, stringarg);
1276     break;
1277 root 1.8
1278 root 1.12 case SP_CHARGING:
1279     success = recharge (op, caster, spell_ob);
1280     break;
1281 root 1.8
1282 root 1.12 case SP_POLYMORPH:
1283 elmex 1.1 #ifdef NO_POLYMORPH
1284 root 1.12 /* Not great, but at least provide feedback so if players do have
1285     * polymorph (ie, find it as a preset item or left over from before
1286     * it was disabled), they get some feedback.
1287     */
1288 root 1.60 op->failmsg ("The spell fizzles!");
1289 root 1.12 success = 0;
1290 elmex 1.1 #else
1291 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1292 elmex 1.1 #endif
1293 root 1.12 break;
1294 root 1.8
1295 root 1.12 case SP_ALCHEMY:
1296     success = alchemy (op, caster, spell_ob);
1297     break;
1298    
1299     case SP_REMOVE_CURSE:
1300     success = remove_curse (op, caster, spell_ob);
1301     break;
1302    
1303     case SP_IDENTIFY:
1304     success = cast_identify (op, caster, spell_ob);
1305     break;
1306    
1307     case SP_DETECTION:
1308     success = cast_detection (op, caster, spell_ob, skill);
1309     break;
1310    
1311     case SP_MOOD_CHANGE:
1312     success = mood_change (op, caster, spell_ob);
1313     break;
1314 elmex 1.1
1315 root 1.12 case SP_MOVING_BALL:
1316     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1317     {
1318 root 1.60 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1319 root 1.12 success = 0;
1320     }
1321     else
1322 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1323 root 1.12 break;
1324 elmex 1.1
1325 root 1.12 case SP_SWARM:
1326     success = fire_swarm (op, caster, spell_ob, dir);
1327     break;
1328    
1329     case SP_CHANGE_MANA:
1330     success = cast_transfer (op, caster, spell_ob, dir);
1331     break;
1332    
1333     case SP_DISPEL_RUNE:
1334     /* in rune.c */
1335     success = dispel_rune (op, caster, spell_ob, skill, dir);
1336     break;
1337    
1338     case SP_CREATE_MISSILE:
1339     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1340     break;
1341    
1342     case SP_CONSECRATE:
1343     success = cast_consecrate (op, caster, spell_ob);
1344     break;
1345    
1346     case SP_ANIMATE_WEAPON:
1347     success = animate_weapon (op, caster, spell_ob, dir);
1348     break;
1349    
1350     case SP_LIGHT:
1351     success = cast_light (op, caster, spell_ob, dir);
1352     break;
1353    
1354     case SP_CHANGE_MAP_LIGHT:
1355     success = cast_change_map_lightlevel (op, caster, spell_ob);
1356     break;
1357    
1358     case SP_FAERY_FIRE:
1359     success = cast_destruction (op, caster, spell_ob);
1360     break;
1361    
1362     case SP_CAUSE_DISEASE:
1363     success = cast_cause_disease (op, caster, spell_ob, dir);
1364     break;
1365    
1366     case SP_AURA:
1367     success = create_aura (op, caster, spell_ob);
1368     break;
1369    
1370     case SP_PARTY_SPELL:
1371     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1372     break;
1373    
1374     default:
1375 root 1.48 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1376 elmex 1.1 }
1377    
1378 root 1.61 op->play_sound (
1379     success
1380     ? spell_ob->sound
1381     ? spell_ob->sound
1382     : sound_find ("spell_success")
1383     : sound_find ("fumble_spell")
1384     );
1385 elmex 1.1
1386 root 1.11 return success;
1387 elmex 1.1 }
1388    
1389 root 1.60 /* This is called from time.c/process_object(). That function
1390     * calls this for any SPELL_EFFECT type objects. This function
1391 elmex 1.1 * then dispatches them to the appropriate specific routines.
1392     */
1393 root 1.11 void
1394     move_spell_effect (object *op)
1395     {
1396     switch (op->subtype)
1397     {
1398 root 1.12 case SP_BOLT:
1399     move_bolt (op);
1400     break;
1401    
1402     case SP_BULLET:
1403     move_bullet (op);
1404     break;
1405    
1406     case SP_EXPLOSION:
1407     explosion (op);
1408     break;
1409    
1410     case SP_CONE:
1411     move_cone (op);
1412     break;
1413    
1414     case SP_BOMB:
1415     animate_bomb (op);
1416     break;
1417    
1418     case SP_MAGIC_MISSILE:
1419     move_missile (op);
1420     break;
1421    
1422     case SP_WORD_OF_RECALL:
1423     execute_word_of_recall (op);
1424     break;
1425    
1426     case SP_MOVING_BALL:
1427     move_ball_spell (op);
1428     break;
1429    
1430     case SP_SWARM:
1431     move_swarm_spell (op);
1432     break;
1433    
1434     case SP_AURA:
1435     move_aura (op);
1436     break;
1437 elmex 1.1 }
1438     }
1439    
1440     /* this checks to see if something special should happen if
1441     * something runs into the object.
1442     */
1443 root 1.11 void
1444     check_spell_effect (object *op)
1445     {
1446     switch (op->subtype)
1447     {
1448 root 1.12 case SP_BOLT:
1449     move_bolt (op);
1450     return;
1451    
1452     case SP_BULLET:
1453     check_bullet (op);
1454     return;
1455 elmex 1.1 }
1456     }
1457    
1458 root 1.76 /* This is called by move_apply. Basically, if someone
1459 elmex 1.1 * moves onto a spell effect and the walk_on or fly_on flags
1460 root 1.76 * are set, this is called. This should only be called for
1461     * objects of the appropriate type.
1462 elmex 1.1 */
1463 root 1.11 void
1464     apply_spell_effect (object *spell, object *victim)
1465 elmex 1.1 {
1466 root 1.11 switch (spell->subtype)
1467     {
1468 root 1.12 case SP_CONE:
1469     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1470     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1471     break;
1472 root 1.8
1473 root 1.12 case SP_MAGIC_MISSILE:
1474     if (QUERY_FLAG (victim, FLAG_ALIVE))
1475     {
1476 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1477 root 1.81 spell->destroy (true);
1478 root 1.12 }
1479     break;
1480 root 1.8
1481 root 1.12 case SP_MOVING_BALL:
1482     if (QUERY_FLAG (victim, FLAG_ALIVE))
1483     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1484 root 1.36 else if (victim->materialname)
1485 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1486 root 1.81
1487 root 1.12 break;
1488 elmex 1.1 }
1489     }
1490 root 1.60