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Revision: 1.96
Committed: Sun Apr 5 21:16:46 2009 UTC (15 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.95: +2 -2 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.63 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.34 *
4 root 1.92 * Copyright (©) 2005,2006,2007,2008,2009 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 root 1.90 find_random_spell_in_ob (object *ob, shstr_cmp 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 1.87 s = rndm (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 /* This function returns the effective level the spell
101     * is being cast at.
102     */
103 root 1.11 int
104 root 1.79 casting_level (object *caster, object *spell)
105 elmex 1.1 {
106 root 1.11 int level = caster->level;
107    
108     /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
109     if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
110     {
111     object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
112     int sk_level = skill ? skill->level : 1;
113    
114 root 1.66 level = min (level, sk_level + level / 10 + 1);
115 elmex 1.1 }
116 root 1.79 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
117     if (object *skill = caster->contr->find_skill (spell->skill))
118     level = skill->level;
119    
120 root 1.80 int bonus = attuned_bonus (caster, spell, level);
121    
122     level += bonus;
123    
124 root 1.79 // now scale the effective level from the startinglevel..100 range to 1..100
125     if (level < 100)
126     level = lerp (level, (int)spell->level, 100, 1, 100);
127 elmex 1.1
128 root 1.11 /* Always make this at least 1. If this is zero, we get divide by zero
129     * errors in various places.
130     */
131 root 1.91 return clamp (level, 1, settings.max_level);
132 elmex 1.1 }
133    
134     /* The following function scales the spellpoint cost of
135     * a spell by it's increased effectiveness. Some of the
136     * lower level spells become incredibly vicious at high
137     * levels. Very cheap mass destruction. This function is
138     * intended to keep the sp cost related to the effectiveness.
139     * op is the player/monster
140     * caster is what is casting the spell, can be op.
141     * spell is the spell object.
142     * Note that it is now possible for a spell to cost both grace and
143     * mana. In that case, we return which ever value is higher.
144     */
145 root 1.11 sint16
146     SP_level_spellpoint_cost (object *caster, object *spell, int flags)
147 elmex 1.1 {
148 root 1.79 int sp, grace, level = casting_level (caster, spell);
149 elmex 1.1
150 root 1.11 if (settings.spellpoint_level_depend == TRUE)
151     {
152     if (spell->stats.sp && spell->stats.maxsp)
153     {
154     sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
155 root 1.8 }
156 root 1.11 else
157     sp = spell->stats.sp;
158 root 1.8
159 root 1.11 sp *= (int) PATH_SP_MULT (caster, spell);
160     if (!sp && spell->stats.sp)
161     sp = 1;
162 root 1.8
163 root 1.11 if (spell->stats.grace && spell->stats.maxgrace)
164     {
165     grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
166 root 1.8 }
167 root 1.11 else
168     grace = spell->stats.grace;
169 elmex 1.1
170 root 1.11 grace *= (int) PATH_SP_MULT (caster, spell);
171     if (spell->stats.grace && !grace)
172     grace = 1;
173     }
174     else
175     {
176     sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
177     if (spell->stats.sp && !sp)
178     sp = 1;
179 root 1.65
180 root 1.11 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
181     if (spell->stats.grace && !grace)
182     grace = 1;
183     }
184 root 1.62
185 root 1.11 if (flags == SPELL_HIGHEST)
186     return MAX (sp, grace);
187     else if (flags == SPELL_GRACE)
188     return grace;
189     else if (flags == SPELL_MANA)
190     return sp;
191     else
192     {
193     LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
194     return 0;
195 elmex 1.1 }
196     }
197    
198 root 1.77 /*
199     * Return the effective casting level of the spell.
200 root 1.79 * To make spells independent of their starting level, this function
201     * scales the range spellstartlevel .. 100 into the range 1..100
202 root 1.77 */
203     static int
204     SP_casting_level (object *caster, object *spell)
205     {
206 root 1.79 return casting_level (caster, spell);
207 root 1.77 }
208    
209 elmex 1.1 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
210     * spob is the spell we are adjusting.
211     */
212 root 1.11 int
213     SP_level_dam_adjust (object *caster, object *spob)
214 elmex 1.1 {
215 root 1.62 if (!spob->dam_modifier)
216     return 0;
217    
218 root 1.77 return SP_casting_level (caster, spob) / spob->dam_modifier;
219 elmex 1.1 }
220    
221     /* Adjust the strength of the spell based on level.
222     * This is basically the same as SP_level_dam_adjust above,
223     * but instead looks at the level_modifier value.
224     */
225 root 1.11 int
226     SP_level_duration_adjust (object *caster, object *spob)
227 elmex 1.1 {
228 root 1.62 if (!spob->duration_modifier)
229     return 0;
230    
231 root 1.77 return SP_casting_level (caster, spob) / spob->duration_modifier;
232 elmex 1.1 }
233    
234     /* Adjust the strength of the spell based on level.
235     * This is basically the same as SP_level_dam_adjust above,
236     * but instead looks at the level_modifier value.
237     */
238 root 1.11 int
239     SP_level_range_adjust (object *caster, object *spob)
240 elmex 1.1 {
241 root 1.62 if (!spob->range_modifier)
242     return 0;
243    
244 root 1.77 return SP_casting_level (caster, spob) / spob->range_modifier;
245 elmex 1.1 }
246    
247     /* Checks to see if player knows the spell. If the name is the same
248     * as an existing spell, we presume they know it.
249     * returns 1 if they know the spell, 0 if they don't.
250     */
251 root 1.11 object *
252 root 1.90 check_spell_known (object *op, shstr_cmp name)
253 elmex 1.1 {
254 root 1.11 object *spop;
255 elmex 1.1
256 root 1.11 for (spop = op->inv; spop; spop = spop->below)
257 root 1.71 if (spop->type == SPELL && spop->name == name)
258 root 1.11 return spop;
259 elmex 1.1
260 root 1.71 return 0;
261 elmex 1.1 }
262    
263     /*
264     * Look at object 'op' and see if they know the spell
265     * spname. This is pretty close to check_spell_known
266     * above, but it uses a looser matching mechanism.
267     * returns the matching spell object, or NULL.
268     * If we match multiple spells but don't get an
269     * exact match, we also return NULL.
270     */
271 root 1.11 object *
272     lookup_spell_by_name (object *op, const char *spname)
273     {
274 root 1.89 object *spob1 = 0, *spob2 = 0;
275 root 1.11 int nummatch = 0;
276    
277 root 1.89 if (!spname)
278     return 0;
279 root 1.11
280     /* Try to find the spell. We store the results in spob1
281     * and spob2 - spob1 is only taking the length of
282     * the past spname, spob2 uses the length of the spell name.
283     */
284 root 1.89 for (object *spob = op->inv; spob; spob = spob->below)
285 root 1.11 {
286     if (spob->type == SPELL)
287     {
288 root 1.89 // TODO: WTF?
289 root 1.11 if (!strncmp (spob->name, spname, strlen (spname)))
290     {
291     nummatch++;
292     spob1 = spob;
293     }
294     else if (!strncmp (spob->name, spname, strlen (spob->name)))
295     {
296     /* if spells have ambiguous names, it makes matching
297     * really difficult. (eg, fire and fireball would
298     * fall into this category). It shouldn't be hard to
299     * make sure spell names don't overlap in that fashion.
300     */
301     if (spob2)
302     LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
303 root 1.89
304 root 1.11 spob2 = spob;
305 root 1.8 }
306     }
307 elmex 1.1 }
308 root 1.11 /* if we have best match, return it. Otherwise, if we have one match
309     * on the loser match, return that, otehrwise null
310     */
311     if (spob2)
312     return spob2;
313 root 1.89
314 root 1.11 if (spob1 && nummatch == 1)
315     return spob1;
316 root 1.89
317 root 1.11 return NULL;
318 elmex 1.1 }
319    
320     /* reflwall - decides weither the (spell-)object sp_op will
321     * be reflected from the given mapsquare. Returns 1 if true.
322     * (Note that for living creatures there is a small chance that
323     * reflect_spell fails.)
324     * Caller should be sure it passes us valid map coordinates
325     * eg, updated for tiled maps.
326     */
327 root 1.11 int
328 root 1.17 reflwall (maptile *m, int x, int y, object *sp_op)
329 root 1.11 {
330     if (OUT_OF_REAL_MAP (m, x, y))
331     return 0;
332 root 1.79
333     for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
334 elmex 1.23 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
335     && (!QUERY_FLAG (op, FLAG_ALIVE)
336     || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
337 root 1.11 return 1;
338 elmex 1.1
339 root 1.11 return 0;
340 elmex 1.1 }
341    
342     /* cast_create_object: creates object new_op in direction dir
343     * or if that is blocked, beneath the player (op).
344     * we pass 'caster', but don't use it for anything.
345     * This is really just a simple wrapper function .
346     * returns the direction that the object was actually placed
347     * in.
348     */
349 root 1.11 int
350     cast_create_obj (object *op, object *caster, object *new_op, int dir)
351 elmex 1.1 {
352 root 1.17 maptile *m;
353 root 1.11 sint16 sx, sy;
354 elmex 1.1
355 root 1.11 if (dir &&
356     ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
357     OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
358     {
359     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
360     new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
361     dir = 0;
362     }
363 root 1.29
364 elmex 1.56 SET_FLAG (new_op, FLAG_IDENTIFIED);
365 root 1.29 op->map->insert (new_op,
366     op->x + freearr_x[dir], op->y + freearr_y[dir],
367     op,
368     dir ? 0 : INS_BELOW_ORIGINATOR);
369    
370 root 1.11 return dir;
371 elmex 1.1 }
372    
373 root 1.95 static bool
374     mergable_owner (object *o1, object *o2)
375     {
376     if (o1 == o2)
377     return 1;
378    
379     if (!o1 || !o2)
380     return 0;
381    
382     if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
383     return 0;
384    
385     if (o1->is_player () || o2->is_player ())
386     return 0;
387    
388     return 1;
389     }
390    
391 elmex 1.1 /* Returns true if it is ok to put spell *op on the space/may provided.
392     * immune_stop is basically the attacktype of the spell (why
393     * passed as a different value, not sure of). If immune_stop
394     * has the AT_MAGIC bit set, and there is a counterwall
395     * on the space, the object doesn't get placed. if immune stop
396     * does not have AT_MAGIC, then counterwalls do not effect the spell.
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 1.95 int max_effects = 5; // max. number of similar spells per mapspace
411    
412 root 1.32 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
413 root 1.11 {
414     /* If there is a counterspell on the space, and this
415     * object is using magic, don't progress. I believe we could
416     * leave this out and let in progress, and other areas of the code
417     * will then remove it, but that would seem to to use more
418     * resources, and may not work as well if a player is standing
419     * on top of a counterwall spell (may hit the player before being
420     * removed.) On the other hand, it may be more dramatic for the
421     * spell to actually hit the counterwall and be sucked up.
422     */
423 elmex 1.40 if ((tmp->attacktype & AT_COUNTERSPELL)
424     && !QUERY_FLAG (tmp, FLAG_MONSTER)
425     && (tmp->type != PLAYER)
426     && (tmp->type != WEAPON)
427     && (tmp->type != BOW)
428     && (tmp->type != ARROW)
429     && (tmp->type != GOLEM)
430     && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
431     // we special case floor here because there
432     // are sometimes spell effect floors
433     // which are used to inflict damage
434     // (and those shouldn't go away from
435     // sanctuary) see also: permanent lava
436     && (immune_stop & AT_MAGIC))
437 root 1.11 return 0;
438    
439 root 1.95 if (tmp->type == op->type)
440     {
441     if (tmp->subtype == op->subtype
442     && tmp->arch == op->arch /* no harm if not comparing by name here */)
443     {
444     /* This is to prevent 'out of control' spells. Basically, this
445     * limits one spell effect per space per spell. This is definately
446     * needed for performance reasons, and just for playability I believe.
447     * there are no such things as multispaced spells right now, so
448     * we don't need to worry about the head.
449     */
450     if (tmp->stats.maxhp == op->stats.maxhp)
451     return 0;
452    
453     /*
454     * Combine similar spell effects into one spell effect. Needed for
455     * performance reasons with meteor swarm and the like, but also for
456     * playability reasons.
457     */
458     if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
459     if (mergable_owner (tmp, op))
460     {
461     // if same owner, then combine, but reduce advantage of multiple spells
462     max_it (tmp->stats.dam, op->stats.dam);
463     max_it (tmp->range , op->range);
464     max_it (tmp->duration , op->duration);
465     return 0;
466     }
467     }
468 root 1.11
469 root 1.95 // if there are too many spell effects on this space,
470     // then don't allow more of them, for performance reasons.
471     if (tmp->type == SPELL_EFFECT
472     && !--max_effects)
473     return 0;
474 elmex 1.1 }
475    
476 root 1.11 /* Perhaps we should also put checks in for no magic and unholy
477     * ground to prevent it from moving along?
478     */
479 elmex 1.1 }
480 root 1.32
481 root 1.11 /* If it passes the above tests, it must be OK */
482     return 1;
483 elmex 1.1 }
484    
485     /* fire_arch_from_position: fires an archetype.
486     * op: person firing the object.
487     * caster: object casting the spell.
488     * x, y: where to fire the spell (note, it then uses op->map for the map
489     * for these coordinates, which is probably a really bad idea.
490     * dir: direction to fire in.
491     * spell: spell that is being fired. It uses other_arch for the archetype
492     * to fire.
493     * returns 0 on failure, 1 on success.
494     */
495 root 1.11 int
496     fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
497     {
498 root 1.73 if (!spell->other_arch)
499     return 0;
500    
501     object *tmp = spell->other_arch->instance ();
502 elmex 1.1
503 root 1.73 if (!tmp)
504 root 1.11 return 0;
505 elmex 1.1
506 root 1.11 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
507     tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
508     /* code in time.c uses food for some things, duration for others */
509     tmp->stats.food = tmp->duration;
510     tmp->range = spell->range + SP_level_range_adjust (caster, spell);
511     tmp->attacktype = spell->attacktype;
512     tmp->direction = dir;
513 root 1.73 tmp->set_owner (op);
514 root 1.79 tmp->level = casting_level (caster, spell);
515 root 1.11 set_spell_skill (op, caster, spell, tmp);
516    
517     /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
518     if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
519 root 1.73 if (!tailor_god_spell (tmp, op))
520     return 0;
521    
522 root 1.11 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
523     SET_ANIMATION (tmp, dir);
524 elmex 1.1
525 root 1.73 if ((tmp = op->map->insert (tmp, x, y, op)))
526 root 1.29 move_spell_effect (tmp);
527 elmex 1.1
528 root 1.11 return 1;
529 elmex 1.1 }
530    
531     /*****************************************************************************
532     *
533     * Code related to rods - perhaps better located in another file?
534     *
535     ****************************************************************************/
536 root 1.11 void
537     regenerate_rod (object *rod)
538     {
539     if (rod->stats.hp < rod->stats.maxhp)
540 root 1.44 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
541 elmex 1.1 }
542    
543 root 1.11 void
544     drain_rod_charge (object *rod)
545     {
546     rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
547 elmex 1.1 }
548    
549     /* this function is commonly used to find a friendly target for
550     * spells such as heal or protection or armour
551     * op is what is looking for the target (which can be a player),
552     * dir is the direction we are looking in. Return object found, or
553     * NULL if no good object.
554     */
555 root 1.11 object *
556     find_target_for_friendly_spell (object *op, int dir)
557     {
558     object *tmp;
559    
560     /* I don't really get this block - if op isn't a player or rune,
561     * we then make the owner of this object the target.
562     * The owner could very well be no where near op.
563     */
564     if (op->type != PLAYER && op->type != RUNE)
565     {
566 root 1.21 tmp = op->owner;
567 root 1.11 /* If the owner does not exist, or is not a monster, than apply the spell
568     * to the caster.
569     */
570     if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
571     tmp = op;
572 elmex 1.1 }
573 root 1.11 else
574     {
575 root 1.37 maptile *m = op->map;
576     sint16 x = op->x + freearr_x[dir];
577     sint16 y = op->y + freearr_y[dir];
578    
579     tmp = xy_normalise (m, x, y)
580     ? m->at (x, y).player ()
581     : 0;
582 root 1.11 }
583 root 1.26
584 root 1.11 /* didn't find a player there, look in current square for a player */
585 root 1.26 if (!tmp)
586     tmp = op->ms ().player ();
587 elmex 1.1
588 root 1.11 return tmp;
589 elmex 1.1 }
590    
591     /* raytrace:
592     * spell_find_dir(map, x, y, exclude) will search first the center square
593     * then some close squares in the given map at the given coordinates for
594     * live objects.
595     * It will not consider the object given as exclude (= caster) among possible
596     * live objects. If the caster is a player, the spell will go after
597     * monsters/generators only. If not, the spell will hunt players only.
598     * It returns the direction toward the first/closest live object if it finds
599     * any, otherwise -1.
600     * note that exclude can be NULL, in which case all bets are off.
601     */
602 root 1.11 int
603 root 1.17 spell_find_dir (maptile *m, int x, int y, object *exclude)
604 root 1.11 {
605     int i, max = SIZEOFFREE;
606     sint16 nx, ny;
607     int owner_type = 0, mflags;
608     object *tmp;
609 root 1.17 maptile *mp;
610 root 1.11
611     if (exclude && exclude->head)
612     exclude = exclude->head;
613     if (exclude && exclude->type)
614     owner_type = exclude->type;
615    
616     for (i = rndm (1, 8); i < max; i++)
617     {
618     nx = x + freearr_x[i];
619     ny = y + freearr_y[i];
620     mp = m;
621     mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
622     if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
623     continue;
624    
625 root 1.24 tmp = GET_MAP_OB (mp, nx, ny);
626 root 1.11
627     while (tmp != NULL && (((owner_type == PLAYER &&
628     !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
629     (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
630     tmp = tmp->above;
631 elmex 1.1
632 root 1.11 if (tmp != NULL && can_see_monsterP (m, x, y, i))
633     return freedir[i];
634 elmex 1.1 }
635 root 1.11 return -1; /* flag for "keep going the way you were" */
636 elmex 1.1 }
637    
638     /* put_a_monster: puts a monster named monstername near by
639     * op. This creates the treasures for the monsters, and
640     * also deals with multipart monsters properly.
641     */
642 root 1.11 void
643     put_a_monster (object *op, const char *monstername)
644     {
645     object *tmp, *head = NULL, *prev = NULL;
646     archetype *at;
647     int dir;
648    
649     /* Handle cases where we are passed a bogus mosntername */
650    
651 root 1.14 if ((at = archetype::find (monstername)) == NULL)
652 root 1.11 return;
653    
654     /* find a free square nearby
655     * first we check the closest square for free squares
656     */
657    
658 root 1.51 dir = find_first_free_spot (at, op->map, op->x, op->y);
659 root 1.11 if (dir != -1)
660     {
661     /* This is basically grabbed for generate monster. Fixed 971225 to
662     * insert multipart monsters properly
663     */
664 root 1.52 //TODO: use expand_tail + ...
665 root 1.11 while (at != NULL)
666     {
667     tmp = arch_to_object (at);
668 root 1.51 tmp->x = op->x + freearr_x[dir] + at->x;
669     tmp->y = op->y + freearr_y[dir] + at->y;
670 root 1.11 tmp->map = op->map;
671     if (head)
672     {
673     tmp->head = head;
674     prev->more = tmp;
675 root 1.8 }
676 root 1.52
677 root 1.11 if (!head)
678     head = tmp;
679 root 1.52
680 root 1.11 prev = tmp;
681 root 1.52
682     at = (archetype *)at->more;
683 root 1.8 }
684    
685 root 1.11 if (head->randomitems)
686     create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
687 root 1.8
688 root 1.11 insert_ob_in_map (head, op->map, op, 0);
689 root 1.8
690 root 1.11 /* thought it'd be cool to insert a burnout, too. */
691 root 1.70 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
692 elmex 1.1 }
693     }
694    
695     /* peterm: function which summons hostile monsters and
696     * places them in nearby squares.
697     * op is the summoner.
698     * n is the number of monsters.
699     * monstername is the name of the monster.
700     * returns the number of monsters, which is basically n.
701     * it should really see how many it successfully replaced and
702     * return that instead.
703     * Note that this is not used by any spells (summon evil monsters
704     * use to call this, but best I can tell, that spell/ability was
705     * never used. This is however used by various failures on the
706     * players part (alchemy, reincarnation, etc)
707     */
708 root 1.11 int
709     summon_hostile_monsters (object *op, int n, const char *monstername)
710     {
711     int i;
712    
713     for (i = 0; i < n; i++)
714     put_a_monster (op, monstername);
715 elmex 1.1
716 root 1.11 return n;
717 elmex 1.1 }
718    
719    
720     /* Some local definitions for shuffle-attack */
721 root 1.11 struct attacktype_shuffle
722     {
723     int attacktype;
724     int face;
725     } ATTACKS[22] =
726     {
727 root 1.41 { AT_PHYSICAL, 0},
728     { AT_PHYSICAL, 0}, /*face = explosion */
729     { AT_PHYSICAL, 0},
730     { AT_MAGIC, 1},
731     { AT_MAGIC, 1}, /* face = last-burnout */
732     { AT_MAGIC, 1},
733     { AT_FIRE, 2},
734     { AT_FIRE, 2}, /* face = fire.... */
735     { AT_FIRE, 2},
736     { AT_ELECTRICITY, 3},
737     { AT_ELECTRICITY, 3}, /* ball_lightning */
738     { AT_ELECTRICITY, 3},
739     { AT_COLD, 4},
740     { AT_COLD, 4}, /* face=icestorm */
741     { AT_COLD, 4},
742     { AT_CONFUSION, 5},
743     { AT_POISON, 7},
744     { AT_POISON, 7}, /* face = acid sphere. generator */
745     { AT_POISON, 7}, /* poisoncloud face */
746     { AT_SLOW, 8},
747     { AT_PARALYZE, 9},
748     { AT_FEAR, 10},
749     };
750 elmex 1.1
751     /* shuffle_attack: peterm
752     * This routine shuffles the attack of op to one of the
753     * ones in the list. It does this at random. It also
754     * chooses a face appropriate to the attack that is
755     * being committed by that square at the moment.
756     * right now it's being used by color spray and create pool of
757     * chaos.
758     * This could really be a better implementation - the
759     * faces and attacktypes above are hardcoded, which is never
760     * good. The faces refer to faces in the animation sequence.
761     * Not sure how to do better - but not having it hardcoded
762     * would be nice.
763     * I also fixed a bug here in that attacktype was |= -
764     * to me, that would be that it would quickly get all
765     * attacktypes, which probably wasn't the intent. MSW 2003-06-03
766     */
767 root 1.11 void
768     shuffle_attack (object *op, int change_face)
769 elmex 1.1 {
770 root 1.11 int i;
771 elmex 1.1
772 root 1.11 i = rndm (0, 21);
773 elmex 1.1
774 root 1.11 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
775    
776     if (change_face)
777     {
778     SET_ANIMATION (op, ATTACKS[i].face);
779 elmex 1.1 }
780     }
781    
782     /* prayer_failure: This is called when a player fails
783     * at casting a prayer.
784     * op is the player.
785     * failure is basically how much grace they had.
786     * power is how much grace the spell would normally take to cast.
787     */
788 root 1.11 void
789     prayer_failure (object *op, int failure, int power)
790     {
791     const char *godname;
792     object *tmp;
793 elmex 1.1
794 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
795     godname = "Your spirit";
796 elmex 1.1
797 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
798 elmex 1.1 {
799 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
800     tmp = get_archetype (SPELL_WONDER);
801     cast_cone (op, op, 0, tmp);
802 root 1.82 tmp->destroy ();
803 elmex 1.1 }
804    
805 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
806 elmex 1.1 {
807 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
808     confuse_player (op, op, 99);
809 elmex 1.1 }
810 root 1.11 else if (failure <= -60 && failure > -150) /* paralysis */
811 elmex 1.1 {
812 root 1.11 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
813     new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
814     paralyze_player (op, op, 99);
815 elmex 1.1 }
816 root 1.11 else if (failure <= -150) /* blast the immediate area */
817     {
818     tmp = get_archetype (GOD_POWER);
819     new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
820     cast_magic_storm (op, tmp, power);
821 elmex 1.1 }
822     }
823    
824     /*
825     * spell_failure() handles the various effects for differing degrees
826     * of failure badness.
827     * op is the player that failed.
828     * failure is a random value of how badly you failed.
829     * power is how many spellpoints you'd normally need for the spell.
830     * skill is the skill you'd need to cast the spell.
831     */
832    
833 root 1.11 void
834     spell_failure (object *op, int failure, int power, object *skill)
835     {
836     object *tmp;
837 elmex 1.1
838 root 1.11 if (settings.spell_failure_effects == FALSE)
839     return;
840 elmex 1.1
841 root 1.11 if (failure <= -20 && failure > -40) /* wonder */
842 elmex 1.1 {
843 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
844     tmp = get_archetype (SPELL_WONDER);
845     cast_cone (op, op, 0, tmp);
846 root 1.82 tmp->destroy ();
847 elmex 1.1 }
848    
849 root 1.11 else if (failure <= -40 && failure > -60) /* confusion */
850 elmex 1.1 {
851 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
852     confuse_player (op, op, 99);
853 elmex 1.1 }
854 root 1.11 else if (failure <= -60 && failure > -80) /* paralysis */
855 elmex 1.1 {
856 root 1.11 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
857     paralyze_player (op, op, 99);
858 elmex 1.1 }
859 root 1.11 else if (failure <= -80) /* blast the immediate area */
860     {
861     object *tmp;
862 root 1.8
863 root 1.11 /* Safety check to make sure we don't get any mana storms in scorn */
864     if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
865     {
866     new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
867     hit_player (op, 9998, op, AT_INTERNAL, 1);
868 root 1.8
869 root 1.11 }
870     else
871     {
872     new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
873     tmp = get_archetype (LOOSE_MANA);
874     tmp->level = skill->level;
875    
876     /* increase the area of destruction a little for more powerful spells */
877     tmp->range += isqrt (power);
878    
879     if (power > 25)
880     tmp->stats.dam = 25 + isqrt (power);
881     else
882     tmp->stats.dam = power; /* nasty recoils! */
883 root 1.8
884 root 1.11 tmp->stats.maxhp = tmp->count;
885 root 1.29
886     tmp->insert_at (op);
887 root 1.8 }
888 elmex 1.1 }
889     }
890    
891 root 1.11 int
892     cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
893     {
894     int success;
895     object *spell;
896    
897     if (!spell_ob->other_arch)
898 elmex 1.1 {
899 root 1.11 LOG (llevError, "cast_party_spell: empty other arch\n");
900     return 0;
901     }
902 root 1.57
903 root 1.11 spell = arch_to_object (spell_ob->other_arch);
904 elmex 1.1
905 root 1.11 /* Always cast spell on caster */
906     success = cast_spell (op, caster, dir, spell, stringarg);
907 elmex 1.1
908 root 1.96 if (!op->contr || !op->contr->party)
909 root 1.11 {
910 root 1.19 spell->remove ();
911 root 1.11 return success;
912 elmex 1.1 }
913 root 1.57
914 root 1.27 for_all_players (pl)
915 root 1.96 if ((pl->ob->contr->party == op->contr->party) && (on_same_map (pl->ob, caster)))
916 root 1.57 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
917    
918 root 1.19 spell->remove ();
919 root 1.11 return success;
920     }
921 elmex 1.1
922     /* This is where the main dispatch when someone casts a spell.
923     *
924     * op is the creature that is owner of the object that is casting the spell -
925     * eg, the player or monster.
926     * caster is the actual object (wand, potion) casting the spell. can be
927     * same as op.
928     * dir is the direction to cast in. Note in some cases, if the spell
929     * is self only, dir really doesn't make a difference.
930     * spell_ob is the spell object that is being cast. From that,
931     * we can determine what to do.
932     * stringarg is any options that are being used. It can be NULL. Almost
933     * certainly, only players will set it. It is basically used as optional
934     * parameters to a spell (eg, item to create, information for marking runes,
935     * etc.
936     * returns 1 on successful cast, or 0 on error. These values should really
937     * be swapped, so that 0 is successful, and non zero is failure, with a code
938     * of what it failed.
939     *
940     * Note that this function is really a dispatch routine that calls other
941     * functions - it just blindly returns what ever value those functions
942     * return. So if your writing a new function that is called from this,
943     * it shoudl also return 1 on success, 0 on failure.
944     *
945     * if it is a player casting the spell (op->type == PLAYER, op == caster),
946     * this function will decrease the mana/grace appropriately. For other
947     * objects, the caller should do what it considers appropriate.
948     */
949 root 1.11 int
950     cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
951     {
952     const char *godname;
953 root 1.86 int success = 0;
954 root 1.11 object *skill = NULL;
955 elmex 1.1
956 root 1.11 if (!spell_ob)
957     {
958     LOG (llevError, "cast_spell: null spell object passed\n");
959     return 0;
960 elmex 1.1 }
961 root 1.13
962 root 1.11 if (!strcmp ((godname = determine_god (op)), "none"))
963     godname = "A random spirit";
964 elmex 1.1
965 root 1.11 /* the caller should set caster to op if appropriate */
966     if (!caster)
967     {
968     LOG (llevError, "cast_spell: null caster object passed\n");
969     return 0;
970 elmex 1.1 }
971    
972 root 1.11 /* if caster is a spell casting object, this normally shouldn't be
973     * an issue, because they don't have any spellpaths set up.
974     */
975 root 1.18 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
976 root 1.11 {
977     new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
978     return 0;
979 elmex 1.1 }
980    
981 root 1.11 /* if it is a player casting the spell, and they are really casting it
982     * (vs it coming from a wand, scroll, or whatever else), do some
983     * checks. We let monsters do special things - eg, they
984     * don't need the skill, bypass level checks, etc. The monster function
985     * should take care of that.
986     * Remove the wiz check here and move it further down - some spells
987     * need to have the right skill pointer passed, so we need to
988     * at least process that code.
989     */
990     if (op->type == PLAYER && op == caster)
991     {
992     if (spell_ob->skill)
993     {
994     skill = find_skill_by_name (op, spell_ob->skill);
995 root 1.45
996 root 1.11 if (!skill)
997     {
998 root 1.68 op->failmsg (format ("You need the skill %s to cast %s! "
999     "H<You either need to learn the skill via a skill scroll "
1000     "or you need to wear a talisman or holy symbol.>",
1001     &spell_ob->skill, &spell_ob->name));
1002 root 1.79 return 0;
1003     }
1004    
1005     const char *msg = "";
1006    
1007     int caster_level = skill->level;
1008    
1009     if (op->path_attuned & spell_ob->path_attuned)
1010     {
1011 root 1.86 caster_level += min (caster_level, ATTUNE_REPELL);
1012 root 1.79 msg = " (attuned)";
1013     }
1014    
1015     if (op->path_repelled & spell_ob->path_attuned)
1016     {
1017 root 1.84 caster_level -= ATTUNE_REPELL; // negative is ok
1018 root 1.79 msg = " (repelled)";
1019 root 1.8 }
1020 root 1.45
1021 root 1.80 if (spell_ob->level > caster_level)
1022 root 1.11 {
1023 root 1.68 op->failmsg (format ("You lack enough skill to cast that spell! "
1024 root 1.79 "H<Your effective cast level is %d%s, but level %d is required.>",
1025 root 1.80 caster_level, msg, spell_ob->level));
1026 root 1.79 if (!op->is_wiz ())
1027     return 0;
1028 root 1.8 }
1029     }
1030 root 1.45
1031 root 1.11 /* If the caster is the wiz, they don't ever fail, and don't have
1032     * to have sufficient grace/mana.
1033     */
1034 root 1.88 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1035 root 1.11 {
1036     if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1037     SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1038     {
1039 root 1.60 op->failmsg ("You don't have enough mana!");
1040 root 1.11 return 0;
1041 root 1.8 }
1042 root 1.30
1043 root 1.11 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1044     SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1045     {
1046     if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1047     10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1048 root 1.60 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1049 root 1.11 else
1050     {
1051     prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1052 root 1.60 op->failmsg (format ("%s ignores your prayer.", godname));
1053 root 1.11 return 0;
1054 root 1.8 }
1055     }
1056    
1057 root 1.11 /* player/monster is trying to cast the spell. might fumble it */
1058     if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1059     (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1060     {
1061 root 1.55 op->contr->play_sound (sound_find ("fumble_spell"));
1062 root 1.60 op->failmsg ("You fumble the prayer.");
1063 root 1.35
1064 root 1.11 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1065     return 0;
1066     }
1067     else if (spell_ob->stats.sp)
1068     {
1069     int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1070    
1071     if (failure < 0)
1072     {
1073 root 1.60 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1074 root 1.11 if (settings.spell_failure_effects == TRUE)
1075     spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1076 root 1.42
1077 root 1.11 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1078     return 0;
1079 root 1.8 }
1080     }
1081     }
1082 elmex 1.1 }
1083    
1084 root 1.60 int mflags = op->ms ().flags ();
1085 root 1.11
1086     /* See if we can cast a spell here. If the caster and op are
1087     * not alive, then this would mean that the mapmaker put the
1088     * objects on the space - presume that they know what they are
1089     * doing.
1090     */
1091 elmex 1.9
1092 root 1.11 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1093     {
1094 root 1.58 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1095 root 1.11 return 0;
1096     }
1097    
1098     if ((spell_ob->type == SPELL)
1099     && (caster->type != POTION)
1100     && !QUERY_FLAG (op, FLAG_WIZCAST)
1101     && (QUERY_FLAG (caster, FLAG_ALIVE)
1102     || QUERY_FLAG (op, FLAG_ALIVE))
1103     && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1104     {
1105     if (op->type != PLAYER)
1106 elmex 1.9 return 0;
1107    
1108 root 1.11 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1109 root 1.58 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1110 root 1.43 else if (object *item = op->contr->ranged_ob)
1111     {
1112     if (item->type == SPELL)
1113 root 1.60 op->failmsg ("Something blocks your spellcasting.");
1114 root 1.43 else if (item->type == SCROLL)
1115 root 1.60 op->failmsg ("Something blocks the magic of your scroll.");
1116 root 1.43 else
1117 root 1.60 op->failmsg ("Something blocks the magic of your item.");
1118 root 1.43 }
1119 root 1.11 else
1120 root 1.60 op->failmsg ("Something blocks the spell!");
1121 root 1.42
1122 root 1.11 return 0;
1123     }
1124 elmex 1.1
1125 root 1.46 /* Take into account how long it takes to cast the spell.
1126     * if the player is casting it, then we use the time in
1127     * the spell object. If it is a spell object, have it
1128     * take two ticks. Things that cast spells on the players
1129     * behalf (eg, altars, and whatever else) shouldn't cost
1130     * the player any time.
1131     * Ignore casting time for firewalls
1132     */
1133     if (caster == op && caster->type != FIREWALL)
1134 root 1.11 {
1135 root 1.46 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1136     /* Other portions of the code may also decrement the speed of the player, so
1137     * put a lower limit so that the player isn't stuck here too long
1138 root 1.11 */
1139 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))
1140     op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1141 elmex 1.1 }
1142 root 1.46 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1143     op->speed_left -= 2 * FABS (op->speed);
1144 elmex 1.1
1145 root 1.11 if (op->type == PLAYER && op == caster)
1146     {
1147     op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1148     op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1149 elmex 1.1 }
1150    
1151 root 1.11 /* We want to try to find the skill to properly credit exp.
1152     * for spell casting objects, the exp goes to the skill the casting
1153     * object requires.
1154     */
1155     if (op != caster && !skill && caster->skill)
1156     {
1157     skill = find_skill_by_name (op, caster->skill);
1158     if (!skill)
1159     {
1160 root 1.60 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1161 root 1.11 return 0;
1162 root 1.8 }
1163 root 1.45
1164 root 1.47 op->change_skill (skill); /* needed for proper exp credit */
1165 elmex 1.1 }
1166    
1167 root 1.48 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1168     return RESULT_INT (0);
1169    
1170 root 1.11 switch (spell_ob->subtype)
1171     {
1172 root 1.45 /* The order of case statements is same as the order they show up
1173 root 1.94 * in spells.h.
1174 root 1.45 */
1175 root 1.12 case SP_RAISE_DEAD:
1176     success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1177     break;
1178    
1179     case SP_RUNE:
1180     success = write_rune (op, caster, spell_ob, dir, stringarg);
1181     break;
1182    
1183     case SP_MAKE_MARK:
1184     success = write_mark (op, spell_ob, stringarg);
1185     break;
1186    
1187     case SP_BOLT:
1188     success = fire_bolt (op, caster, dir, spell_ob, skill);
1189     break;
1190    
1191     case SP_BULLET:
1192     success = fire_bullet (op, caster, dir, spell_ob);
1193     break;
1194    
1195     case SP_CONE:
1196     success = cast_cone (op, caster, dir, spell_ob);
1197     break;
1198    
1199     case SP_BOMB:
1200     success = create_bomb (op, caster, dir, spell_ob);
1201     break;
1202    
1203     case SP_WONDER:
1204     success = cast_wonder (op, caster, dir, spell_ob);
1205     break;
1206    
1207     case SP_SMITE:
1208     success = cast_smite_spell (op, caster, dir, spell_ob);
1209     break;
1210    
1211     case SP_MAGIC_MISSILE:
1212 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1213 root 1.12 break;
1214    
1215     case SP_SUMMON_GOLEM:
1216     success = summon_golem (op, caster, dir, spell_ob);
1217     break;
1218    
1219     case SP_DIMENSION_DOOR:
1220     /* dimension door needs the actual caster, because that is what is
1221     * moved.
1222     */
1223     success = dimension_door (op, caster, spell_ob, dir);
1224     break;
1225 root 1.8
1226 root 1.12 case SP_MAGIC_MAPPING:
1227     if (op->type == PLAYER)
1228     {
1229     spell_effect (spell_ob, op->x, op->y, op->map, op);
1230     draw_magic_map (op);
1231     success = 1;
1232     }
1233     else
1234     success = 0;
1235     break;
1236 elmex 1.1
1237 root 1.12 case SP_MAGIC_WALL:
1238     success = magic_wall (op, caster, dir, spell_ob);
1239     break;
1240 root 1.8
1241 root 1.12 case SP_DESTRUCTION:
1242     success = cast_destruction (op, caster, spell_ob);
1243     break;
1244 root 1.8
1245 root 1.12 case SP_PERCEIVE_SELF:
1246     success = perceive_self (op);
1247     break;
1248 root 1.8
1249 root 1.12 case SP_WORD_OF_RECALL:
1250     success = cast_word_of_recall (op, caster, spell_ob);
1251     break;
1252 root 1.8
1253 root 1.12 case SP_INVISIBLE:
1254     success = cast_invisible (op, caster, spell_ob);
1255     break;
1256 root 1.8
1257 root 1.12 case SP_PROBE:
1258     success = probe (op, caster, spell_ob, dir);
1259     break;
1260 root 1.8
1261 root 1.12 case SP_HEALING:
1262     success = cast_heal (op, caster, spell_ob, dir);
1263     break;
1264 root 1.8
1265 root 1.12 case SP_CREATE_FOOD:
1266     success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1267     break;
1268 root 1.8
1269 root 1.12 case SP_EARTH_TO_DUST:
1270     success = cast_earth_to_dust (op, caster, spell_ob);
1271     break;
1272 root 1.8
1273 root 1.12 case SP_CHANGE_ABILITY:
1274     success = cast_change_ability (op, caster, spell_ob, dir, 0);
1275     break;
1276 root 1.8
1277 root 1.12 case SP_BLESS:
1278     success = cast_bless (op, caster, spell_ob, dir);
1279     break;
1280 root 1.8
1281 root 1.12 case SP_CURSE:
1282     success = cast_curse (op, caster, spell_ob, dir);
1283     break;
1284 root 1.8
1285 root 1.12 case SP_SUMMON_MONSTER:
1286     success = summon_object (op, caster, spell_ob, dir, stringarg);
1287     break;
1288 root 1.8
1289 root 1.12 case SP_CHARGING:
1290     success = recharge (op, caster, spell_ob);
1291     break;
1292 root 1.8
1293 root 1.12 case SP_POLYMORPH:
1294 elmex 1.1 #ifdef NO_POLYMORPH
1295 root 1.12 /* Not great, but at least provide feedback so if players do have
1296     * polymorph (ie, find it as a preset item or left over from before
1297     * it was disabled), they get some feedback.
1298     */
1299 root 1.60 op->failmsg ("The spell fizzles!");
1300 root 1.12 success = 0;
1301 elmex 1.1 #else
1302 root 1.12 success = cast_polymorph (op, caster, spell_ob, dir);
1303 elmex 1.1 #endif
1304 root 1.12 break;
1305 root 1.8
1306 root 1.12 case SP_ALCHEMY:
1307     success = alchemy (op, caster, spell_ob);
1308     break;
1309    
1310     case SP_REMOVE_CURSE:
1311     success = remove_curse (op, caster, spell_ob);
1312     break;
1313    
1314     case SP_IDENTIFY:
1315     success = cast_identify (op, caster, spell_ob);
1316     break;
1317    
1318     case SP_DETECTION:
1319     success = cast_detection (op, caster, spell_ob, skill);
1320     break;
1321    
1322     case SP_MOOD_CHANGE:
1323     success = mood_change (op, caster, spell_ob);
1324     break;
1325 elmex 1.1
1326 root 1.12 case SP_MOVING_BALL:
1327     if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1328     {
1329 root 1.60 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1330 root 1.12 success = 0;
1331     }
1332     else
1333 root 1.73 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1334 root 1.12 break;
1335 elmex 1.1
1336 root 1.12 case SP_SWARM:
1337     success = fire_swarm (op, caster, spell_ob, dir);
1338     break;
1339    
1340     case SP_CHANGE_MANA:
1341     success = cast_transfer (op, caster, spell_ob, dir);
1342     break;
1343    
1344     case SP_DISPEL_RUNE:
1345     /* in rune.c */
1346     success = dispel_rune (op, caster, spell_ob, skill, dir);
1347     break;
1348    
1349     case SP_CREATE_MISSILE:
1350     success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1351     break;
1352    
1353     case SP_CONSECRATE:
1354     success = cast_consecrate (op, caster, spell_ob);
1355     break;
1356    
1357     case SP_ANIMATE_WEAPON:
1358     success = animate_weapon (op, caster, spell_ob, dir);
1359     break;
1360    
1361     case SP_LIGHT:
1362     success = cast_light (op, caster, spell_ob, dir);
1363     break;
1364    
1365     case SP_CHANGE_MAP_LIGHT:
1366     success = cast_change_map_lightlevel (op, caster, spell_ob);
1367     break;
1368    
1369     case SP_FAERY_FIRE:
1370     success = cast_destruction (op, caster, spell_ob);
1371     break;
1372    
1373     case SP_CAUSE_DISEASE:
1374     success = cast_cause_disease (op, caster, spell_ob, dir);
1375     break;
1376    
1377     case SP_AURA:
1378     success = create_aura (op, caster, spell_ob);
1379     break;
1380    
1381     case SP_PARTY_SPELL:
1382     success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1383     break;
1384    
1385     default:
1386 root 1.48 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1387 elmex 1.1 }
1388    
1389 root 1.61 op->play_sound (
1390     success
1391     ? spell_ob->sound
1392     ? spell_ob->sound
1393     : sound_find ("spell_success")
1394     : sound_find ("fumble_spell")
1395     );
1396 elmex 1.1
1397 root 1.11 return success;
1398 elmex 1.1 }
1399    
1400 root 1.60 /* This is called from time.c/process_object(). That function
1401     * calls this for any SPELL_EFFECT type objects. This function
1402 elmex 1.1 * then dispatches them to the appropriate specific routines.
1403     */
1404 root 1.11 void
1405     move_spell_effect (object *op)
1406     {
1407     switch (op->subtype)
1408     {
1409 root 1.12 case SP_BOLT:
1410     move_bolt (op);
1411     break;
1412    
1413     case SP_BULLET:
1414     move_bullet (op);
1415     break;
1416    
1417     case SP_EXPLOSION:
1418     explosion (op);
1419     break;
1420    
1421     case SP_CONE:
1422     move_cone (op);
1423     break;
1424    
1425     case SP_BOMB:
1426     animate_bomb (op);
1427     break;
1428    
1429     case SP_MAGIC_MISSILE:
1430     move_missile (op);
1431     break;
1432    
1433     case SP_WORD_OF_RECALL:
1434     execute_word_of_recall (op);
1435     break;
1436    
1437     case SP_MOVING_BALL:
1438     move_ball_spell (op);
1439     break;
1440    
1441     case SP_SWARM:
1442     move_swarm_spell (op);
1443     break;
1444    
1445     case SP_AURA:
1446     move_aura (op);
1447     break;
1448 elmex 1.1 }
1449     }
1450    
1451     /* this checks to see if something special should happen if
1452     * something runs into the object.
1453     */
1454 root 1.11 void
1455     check_spell_effect (object *op)
1456     {
1457     switch (op->subtype)
1458     {
1459 root 1.12 case SP_BOLT:
1460     move_bolt (op);
1461     return;
1462    
1463     case SP_BULLET:
1464     check_bullet (op);
1465     return;
1466 elmex 1.1 }
1467     }
1468    
1469 root 1.76 /* This is called by move_apply. Basically, if someone
1470 elmex 1.1 * moves onto a spell effect and the walk_on or fly_on flags
1471 root 1.76 * are set, this is called. This should only be called for
1472     * objects of the appropriate type.
1473 elmex 1.1 */
1474 root 1.11 void
1475     apply_spell_effect (object *spell, object *victim)
1476 elmex 1.1 {
1477 root 1.11 switch (spell->subtype)
1478     {
1479 root 1.12 case SP_CONE:
1480     if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1481     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1482     break;
1483 root 1.8
1484 root 1.12 case SP_MAGIC_MISSILE:
1485     if (QUERY_FLAG (victim, FLAG_ALIVE))
1486     {
1487 root 1.16 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1488 root 1.82 spell->destroy ();
1489 root 1.12 }
1490     break;
1491 root 1.8
1492 root 1.12 case SP_MOVING_BALL:
1493     if (QUERY_FLAG (victim, FLAG_ALIVE))
1494     hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1495 root 1.36 else if (victim->materialname)
1496 root 1.12 save_throw_object (victim, spell->attacktype, spell);
1497 root 1.81
1498 root 1.12 break;
1499 elmex 1.1 }
1500     }
1501 root 1.60
1502 elmex 1.93 /**
1503     * This function will let a fireball explode at the position of
1504     * the victim with a specific maximum level.
1505     */
1506     void
1507     create_exploding_ball_at (object *victim, int level)
1508     {
1509     object *ball = get_archetype (EXPLODING_FIREBALL);
1510     ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1511     ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1512     ball->insert_at (victim);
1513     }