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Revision: 1.64
Committed: Thu Mar 13 12:20:52 2008 UTC (16 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_42
Changes since 1.63: +5 -7 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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 *
13 * 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 *
18 * 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 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #include <spells.h>
26 #include <object.h>
27 #include <errno.h>
28 #include <sproto.h>
29 #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 object *
38 find_random_spell_in_ob (object *ob, const char *skill)
39 {
40 int k = 0, s;
41 object *tmp;
42
43 for (tmp = ob->inv; tmp; tmp = tmp->below)
44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++;
46
47 /* No spells, no need to progess further */
48 if (!k)
49 return NULL;
50
51 s = RANDOM () % k;
52
53 for (tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 {
56 if (!s)
57 return tmp;
58 else
59 s--;
60 }
61 /* Should never get here, but just in case */
62 return NULL;
63 }
64
65 /* Relatively simple function that gets used a lot.
66 * Basically, it sets up the skill pointer for the spell being
67 * cast. If op is really casting the spell, then the skill
68 * is whatever skill the spell requires.
69 * if instead caster (rod, horn, wand, etc) is casting the skill,
70 * then they get exp for the skill that you need to use for
71 * that object (use magic device).
72 */
73 void
74 set_spell_skill (object *op, object *caster, object *spob, object *dest)
75 {
76 if (caster == op && spob->skill)
77 dest->skill = spob->skill;
78 else
79 dest->skill = caster->skill;
80 }
81
82 /* init_spells: This should really be called check_spells, as that
83 * is what it does. It goes through the spells looking for any
84 * obvious errors. This was most useful in debugging when re-doing
85 * all the spells to catch simple errors. To use it all the time
86 * will result in it spitting out messages that aren't really errors.
87 */
88 void
89 init_spells (void)
90 {
91 #ifdef SPELL_DEBUG
92 static int init_spells_done = 0;
93 int i;
94 archetype *at;
95
96 if (init_spells_done)
97 return;
98 LOG (llevDebug, "Checking spells...\n");
99
100 for_all_archetypes (at)
101 {
102 if (at->type == SPELL)
103 {
104 if (at->skill)
105 {
106 for (i = 1; i < NUM_SKILLS; i++)
107 if (!strcmp (skill_names[i], at->skill))
108 break;
109 if (i == NUM_SKILLS)
110 {
111 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
112 }
113 }
114 /* other_arch is already checked for in the loader */
115 }
116 }
117
118 i = 0;
119 while (spell_mapping[i])
120 {
121 if (!archetype::find (spell_mapping[i]))
122 {
123 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
124 }
125 i++;
126 }
127 LOG (llevDebug, "Checking spells completed.\n");
128 #endif
129 }
130
131 /* Dumps all the spells - now also dumps skill associated with the spell.
132 * not sure what this would be used for, as the data seems pretty
133 * minimal, but easy enough to keep around.
134 */
135 void
136 dump_spells ()
137 {
138 for_all_archetypes (at)
139 if (at->type == SPELL)
140 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
141 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
142 }
143
144 /* pretty basic function - basically just takes
145 * an object, sets the x,y, and calls insert_ob_in_map
146 */
147 void
148 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
149 {
150 if (spob->other_arch)
151 map->insert (arch_to_object (spob->other_arch), x, y, originator);
152 }
153
154 /*
155 * This function takes a caster and spell and presents the
156 * effective level the caster needs to be to cast the spell.
157 * basically, it just adjusts the spell->level with attuned/repelled
158 * spellpaths. Was called path_level_mod.
159 *
160 * caster is person casting the spell.
161 * spell is the spell object.
162 * Returns modified level.
163 */
164 int
165 min_casting_level (object *caster, object *spell)
166 {
167 if (caster->path_denied & spell->path_attuned)
168 return 1;
169
170 int new_level = spell->level
171 + (caster->path_repelled & spell->path_attuned ? +8 : 0)
172 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
173
174 return max (1, new_level);
175 }
176
177 /* This function returns the effective level the spell
178 * is being cast at.
179 * Note that I changed the repelled/attuned bonus to 2 from 5.
180 * This is because the new code compares casting_level against
181 * min_caster_level, so the difference is effectively 4
182 */
183 int
184 caster_level (object *caster, object *spell)
185 {
186 int level = caster->level;
187
188 /* If this is a player, try to find the matching skill */
189 if (caster->type == PLAYER && spell->skill)
190 for (int i = 0; i < NUM_SKILLS; i++)
191 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
192 {
193 level = caster->contr->last_skill_ob[i]->level;
194 break;
195 }
196
197 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
198 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
199 {
200 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
201 int sk_level = skill ? skill->level : 1;
202
203 level = MIN (level, sk_level + level / 10 + 1);
204 }
205
206 /* Got valid caster level. Now adjust for attunement */
207 level += caster->path_repelled & spell->path_attuned ? -8 : 0;
208 level += caster->path_attuned & spell->path_attuned ? +8 : 0;
209
210 /* Always make this at least 1. If this is zero, we get divide by zero
211 * errors in various places.
212 */
213 return max (level, 1);
214 }
215
216 /* The following function scales the spellpoint cost of
217 * a spell by it's increased effectiveness. Some of the
218 * lower level spells become incredibly vicious at high
219 * levels. Very cheap mass destruction. This function is
220 * intended to keep the sp cost related to the effectiveness.
221 * op is the player/monster
222 * caster is what is casting the spell, can be op.
223 * spell is the spell object.
224 * Note that it is now possible for a spell to cost both grace and
225 * mana. In that case, we return which ever value is higher.
226 */
227
228 sint16
229 SP_level_spellpoint_cost (object *caster, object *spell, int flags)
230 {
231 int sp, grace, level = caster_level (caster, spell);
232
233 if (settings.spellpoint_level_depend == TRUE)
234 {
235 if (spell->stats.sp && spell->stats.maxsp)
236 {
237 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
238 }
239 else
240 sp = spell->stats.sp;
241
242 sp *= (int) PATH_SP_MULT (caster, spell);
243 if (!sp && spell->stats.sp)
244 sp = 1;
245
246 if (spell->stats.grace && spell->stats.maxgrace)
247 {
248 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
249 }
250 else
251 grace = spell->stats.grace;
252
253 grace *= (int) PATH_SP_MULT (caster, spell);
254 if (spell->stats.grace && !grace)
255 grace = 1;
256 }
257 else
258 {
259 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
260 if (spell->stats.sp && !sp)
261 sp = 1;
262 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
263 if (spell->stats.grace && !grace)
264 grace = 1;
265 }
266
267 if (flags == SPELL_HIGHEST)
268 return MAX (sp, grace);
269 else if (flags == SPELL_GRACE)
270 return grace;
271 else if (flags == SPELL_MANA)
272 return sp;
273 else
274 {
275 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
276 return 0;
277 }
278 }
279
280 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
281 * spob is the spell we are adjusting.
282 */
283 int
284 SP_level_dam_adjust (object *caster, object *spob)
285 {
286 if (!spob->dam_modifier)
287 return 0;
288
289 int level = caster_level (caster, spob);
290 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier;
291 }
292
293 /* Adjust the strength of the spell based on level.
294 * This is basically the same as SP_level_dam_adjust above,
295 * but instead looks at the level_modifier value.
296 */
297 int
298 SP_level_duration_adjust (object *caster, object *spob)
299 {
300 if (!spob->duration_modifier)
301 return 0;
302
303 int level = caster_level (caster, spob);
304 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier;
305 }
306
307 /* Adjust the strength of the spell based on level.
308 * This is basically the same as SP_level_dam_adjust above,
309 * but instead looks at the level_modifier value.
310 */
311 int
312 SP_level_range_adjust (object *caster, object *spob)
313 {
314 if (!spob->range_modifier)
315 return 0;
316
317 int level = caster_level (caster, spob);
318 return (level - min_casting_level (caster, spob)) / spob->range_modifier;
319 }
320
321 /* Checks to see if player knows the spell. If the name is the same
322 * as an existing spell, we presume they know it.
323 * returns 1 if they know the spell, 0 if they don't.
324 */
325 object *
326 check_spell_known (object *op, const char *name)
327 {
328 object *spop;
329
330 for (spop = op->inv; spop; spop = spop->below)
331 if (spop->type == SPELL && !strcmp (spop->name, name))
332 return spop;
333
334 return NULL;
335 }
336
337
338 /*
339 * Look at object 'op' and see if they know the spell
340 * spname. This is pretty close to check_spell_known
341 * above, but it uses a looser matching mechanism.
342 * returns the matching spell object, or NULL.
343 * If we match multiple spells but don't get an
344 * exact match, we also return NULL.
345 */
346
347 object *
348 lookup_spell_by_name (object *op, const char *spname)
349 {
350 object *spob1 = NULL, *spob2 = NULL, *spob;
351 int nummatch = 0;
352
353 if (spname == NULL)
354 return NULL;
355
356 /* Try to find the spell. We store the results in spob1
357 * and spob2 - spob1 is only taking the length of
358 * the past spname, spob2 uses the length of the spell name.
359 */
360 for (spob = op->inv; spob; spob = spob->below)
361 {
362 if (spob->type == SPELL)
363 {
364 if (!strncmp (spob->name, spname, strlen (spname)))
365 {
366 nummatch++;
367 spob1 = spob;
368 }
369 else if (!strncmp (spob->name, spname, strlen (spob->name)))
370 {
371 /* if spells have ambiguous names, it makes matching
372 * really difficult. (eg, fire and fireball would
373 * fall into this category). It shouldn't be hard to
374 * make sure spell names don't overlap in that fashion.
375 */
376 if (spob2)
377 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
378 spob2 = spob;
379 }
380 }
381 }
382 /* if we have best match, return it. Otherwise, if we have one match
383 * on the loser match, return that, otehrwise null
384 */
385 if (spob2)
386 return spob2;
387 if (spob1 && nummatch == 1)
388 return spob1;
389 return NULL;
390 }
391
392 /* reflwall - decides weither the (spell-)object sp_op will
393 * be reflected from the given mapsquare. Returns 1 if true.
394 * (Note that for living creatures there is a small chance that
395 * reflect_spell fails.)
396 * Caller should be sure it passes us valid map coordinates
397 * eg, updated for tiled maps.
398 */
399 int
400 reflwall (maptile *m, int x, int y, object *sp_op)
401 {
402 object *op;
403
404 if (OUT_OF_REAL_MAP (m, x, y))
405 return 0;
406 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
407 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
408 && (!QUERY_FLAG (op, FLAG_ALIVE)
409 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
410 return 1;
411
412 return 0;
413 }
414
415 /* cast_create_object: creates object new_op in direction dir
416 * or if that is blocked, beneath the player (op).
417 * we pass 'caster', but don't use it for anything.
418 * This is really just a simple wrapper function .
419 * returns the direction that the object was actually placed
420 * in.
421 */
422 int
423 cast_create_obj (object *op, object *caster, object *new_op, int dir)
424 {
425 maptile *m;
426 sint16 sx, sy;
427
428 if (dir &&
429 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
430 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
431 {
432 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
433 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
434 dir = 0;
435 }
436
437 SET_FLAG (new_op, FLAG_IDENTIFIED);
438 op->map->insert (new_op,
439 op->x + freearr_x[dir], op->y + freearr_y[dir],
440 op,
441 dir ? 0 : INS_BELOW_ORIGINATOR);
442
443 return dir;
444 }
445
446 /* Returns true if it is ok to put spell *op on the space/may provided.
447 * immune_stop is basically the attacktype of the spell (why
448 * passed as a different value, not sure of). If immune_stop
449 * has the AT_MAGIC bit set, and there is a counterwall
450 * on the space, the object doesn't get placed. if immune stop
451 * does not have AT_MAGIC, then counterwalls do not effect the spell.
452 *
453 */
454 int
455 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
456 {
457 if (!xy_normalise (m, x, y))
458 return 0;
459
460 mapspace &ms = m->at (x, y);
461
462 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
463 return 0;
464
465 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
466 {
467 /* If there is a counterspell on the space, and this
468 * object is using magic, don't progress. I believe we could
469 * leave this out and let in progress, and other areas of the code
470 * will then remove it, but that would seem to to use more
471 * resources, and may not work as well if a player is standing
472 * on top of a counterwall spell (may hit the player before being
473 * removed.) On the other hand, it may be more dramatic for the
474 * spell to actually hit the counterwall and be sucked up.
475 */
476 if ((tmp->attacktype & AT_COUNTERSPELL)
477 && !QUERY_FLAG (tmp, FLAG_MONSTER)
478 && (tmp->type != PLAYER)
479 && (tmp->type != WEAPON)
480 && (tmp->type != BOW)
481 && (tmp->type != ARROW)
482 && (tmp->type != GOLEM)
483 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
484 // we special case floor here because there
485 // are sometimes spell effect floors
486 // which are used to inflict damage
487 // (and those shouldn't go away from
488 // sanctuary) see also: permanent lava
489 && (immune_stop & AT_MAGIC))
490 return 0;
491
492 /* This is to prevent 'out of control' spells. Basically, this
493 * limits one spell effect per space per spell. This is definately
494 * needed for performance reasons, and just for playability I believe.
495 * there are no such things as multispaced spells right now, so
496 * we don't need to worry about the head.
497 */
498 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
499 return 0;
500
501 /*
502 * Combine similar spell effects into one spell effect. Needed for
503 * performance reasons with meteor swarm and the like, but also for
504 * playability reasons.
505 */
506 if (tmp->arch == op->arch
507 && tmp->type == op->type
508 && tmp->subtype == op->subtype
509 && tmp->owner == op->owner
510 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
511 {
512 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
513 tmp->range = MAX (tmp->range, op->range);
514 tmp->duration = MAX (tmp->duration, op->duration);
515 return 0;
516 }
517
518 /* Perhaps we should also put checks in for no magic and unholy
519 * ground to prevent it from moving along?
520 */
521 }
522
523 /* If it passes the above tests, it must be OK */
524 return 1;
525 }
526
527 /* fire_arch_from_position: fires an archetype.
528 * op: person firing the object.
529 * caster: object casting the spell.
530 * x, y: where to fire the spell (note, it then uses op->map for the map
531 * for these coordinates, which is probably a really bad idea.
532 * dir: direction to fire in.
533 * spell: spell that is being fired. It uses other_arch for the archetype
534 * to fire.
535 * returns 0 on failure, 1 on success.
536 */
537 int
538 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
539 {
540 object *tmp;
541 int mflags;
542 maptile *m;
543
544 if (spell->other_arch == NULL)
545 return 0;
546
547 m = op->map;
548 mflags = get_map_flags (m, &m, x, y, &x, &y);
549 if (mflags & P_OUT_OF_MAP)
550 {
551 return 0;
552 }
553
554 tmp = arch_to_object (spell->other_arch);
555
556 if (tmp == NULL)
557 return 0;
558
559 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
560 {
561 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
562 tmp->destroy ();
563 return 0;
564 }
565
566 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
567 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
568 /* code in time.c uses food for some things, duration for others */
569 tmp->stats.food = tmp->duration;
570 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
571 tmp->attacktype = spell->attacktype;
572 tmp->x = x;
573 tmp->y = y;
574 tmp->direction = dir;
575 if (op->owner != NULL)
576 tmp->set_owner (op);
577 else
578 tmp->set_owner (op);
579 tmp->level = caster_level (caster, spell);
580 set_spell_skill (op, caster, spell, tmp);
581
582 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
583 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
584 {
585 if (!tailor_god_spell (tmp, op))
586 return 0;
587 }
588 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
589 SET_ANIMATION (tmp, dir);
590
591 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
592 move_spell_effect (tmp);
593
594 return 1;
595 }
596
597 /*****************************************************************************
598 *
599 * Code related to rods - perhaps better located in another file?
600 *
601 ****************************************************************************/
602 void
603 regenerate_rod (object *rod)
604 {
605 if (rod->stats.hp < rod->stats.maxhp)
606 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
607 }
608
609 void
610 drain_rod_charge (object *rod)
611 {
612 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
613 }
614
615 /* this function is commonly used to find a friendly target for
616 * spells such as heal or protection or armour
617 * op is what is looking for the target (which can be a player),
618 * dir is the direction we are looking in. Return object found, or
619 * NULL if no good object.
620 */
621 object *
622 find_target_for_friendly_spell (object *op, int dir)
623 {
624 object *tmp;
625
626 /* I don't really get this block - if op isn't a player or rune,
627 * we then make the owner of this object the target.
628 * The owner could very well be no where near op.
629 */
630 if (op->type != PLAYER && op->type != RUNE)
631 {
632 tmp = op->owner;
633 /* If the owner does not exist, or is not a monster, than apply the spell
634 * to the caster.
635 */
636 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
637 tmp = op;
638 }
639 else
640 {
641 maptile *m = op->map;
642 sint16 x = op->x + freearr_x[dir];
643 sint16 y = op->y + freearr_y[dir];
644
645 tmp = xy_normalise (m, x, y)
646 ? m->at (x, y).player ()
647 : 0;
648 }
649
650 /* didn't find a player there, look in current square for a player */
651 if (!tmp)
652 tmp = op->ms ().player ();
653
654 return tmp;
655 }
656
657
658
659 /* raytrace:
660 * spell_find_dir(map, x, y, exclude) will search first the center square
661 * then some close squares in the given map at the given coordinates for
662 * live objects.
663 * It will not consider the object given as exclude (= caster) among possible
664 * live objects. If the caster is a player, the spell will go after
665 * monsters/generators only. If not, the spell will hunt players only.
666 * It returns the direction toward the first/closest live object if it finds
667 * any, otherwise -1.
668 * note that exclude can be NULL, in which case all bets are off.
669 */
670
671 int
672 spell_find_dir (maptile *m, int x, int y, object *exclude)
673 {
674 int i, max = SIZEOFFREE;
675 sint16 nx, ny;
676 int owner_type = 0, mflags;
677 object *tmp;
678 maptile *mp;
679
680 if (exclude && exclude->head)
681 exclude = exclude->head;
682 if (exclude && exclude->type)
683 owner_type = exclude->type;
684
685 for (i = rndm (1, 8); i < max; i++)
686 {
687 nx = x + freearr_x[i];
688 ny = y + freearr_y[i];
689 mp = m;
690 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
691 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
692 continue;
693
694 tmp = GET_MAP_OB (mp, nx, ny);
695
696 while (tmp != NULL && (((owner_type == PLAYER &&
697 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
698 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
699 tmp = tmp->above;
700
701 if (tmp != NULL && can_see_monsterP (m, x, y, i))
702 return freedir[i];
703 }
704 return -1; /* flag for "keep going the way you were" */
705 }
706
707 /* put_a_monster: puts a monster named monstername near by
708 * op. This creates the treasures for the monsters, and
709 * also deals with multipart monsters properly.
710 */
711 void
712 put_a_monster (object *op, const char *monstername)
713 {
714 object *tmp, *head = NULL, *prev = NULL;
715 archetype *at;
716 int dir;
717
718 /* Handle cases where we are passed a bogus mosntername */
719
720 if ((at = archetype::find (monstername)) == NULL)
721 return;
722
723 /* find a free square nearby
724 * first we check the closest square for free squares
725 */
726
727 dir = find_first_free_spot (at, op->map, op->x, op->y);
728 if (dir != -1)
729 {
730 /* This is basically grabbed for generate monster. Fixed 971225 to
731 * insert multipart monsters properly
732 */
733 //TODO: use expand_tail + ...
734 while (at != NULL)
735 {
736 tmp = arch_to_object (at);
737 tmp->x = op->x + freearr_x[dir] + at->x;
738 tmp->y = op->y + freearr_y[dir] + at->y;
739 tmp->map = op->map;
740 if (head)
741 {
742 tmp->head = head;
743 prev->more = tmp;
744 }
745
746 if (!head)
747 head = tmp;
748
749 prev = tmp;
750
751 at = (archetype *)at->more;
752 }
753
754 if (head->randomitems)
755 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
756
757 insert_ob_in_map (head, op->map, op, 0);
758
759 /* thought it'd be cool to insert a burnout, too. */
760 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
761 }
762 }
763
764 /* peterm: function which summons hostile monsters and
765 * places them in nearby squares.
766 * op is the summoner.
767 * n is the number of monsters.
768 * monstername is the name of the monster.
769 * returns the number of monsters, which is basically n.
770 * it should really see how many it successfully replaced and
771 * return that instead.
772 * Note that this is not used by any spells (summon evil monsters
773 * use to call this, but best I can tell, that spell/ability was
774 * never used. This is however used by various failures on the
775 * players part (alchemy, reincarnation, etc)
776 */
777
778 int
779 summon_hostile_monsters (object *op, int n, const char *monstername)
780 {
781 int i;
782
783 for (i = 0; i < n; i++)
784 put_a_monster (op, monstername);
785
786 return n;
787 }
788
789
790 /* Some local definitions for shuffle-attack */
791 struct attacktype_shuffle
792 {
793 int attacktype;
794 int face;
795 } ATTACKS[22] =
796 {
797 { AT_PHYSICAL, 0},
798 { AT_PHYSICAL, 0}, /*face = explosion */
799 { AT_PHYSICAL, 0},
800 { AT_MAGIC, 1},
801 { AT_MAGIC, 1}, /* face = last-burnout */
802 { AT_MAGIC, 1},
803 { AT_FIRE, 2},
804 { AT_FIRE, 2}, /* face = fire.... */
805 { AT_FIRE, 2},
806 { AT_ELECTRICITY, 3},
807 { AT_ELECTRICITY, 3}, /* ball_lightning */
808 { AT_ELECTRICITY, 3},
809 { AT_COLD, 4},
810 { AT_COLD, 4}, /* face=icestorm */
811 { AT_COLD, 4},
812 { AT_CONFUSION, 5},
813 { AT_POISON, 7},
814 { AT_POISON, 7}, /* face = acid sphere. generator */
815 { AT_POISON, 7}, /* poisoncloud face */
816 { AT_SLOW, 8},
817 { AT_PARALYZE, 9},
818 { AT_FEAR, 10},
819 };
820
821 /* shuffle_attack: peterm
822 * This routine shuffles the attack of op to one of the
823 * ones in the list. It does this at random. It also
824 * chooses a face appropriate to the attack that is
825 * being committed by that square at the moment.
826 * right now it's being used by color spray and create pool of
827 * chaos.
828 * This could really be a better implementation - the
829 * faces and attacktypes above are hardcoded, which is never
830 * good. The faces refer to faces in the animation sequence.
831 * Not sure how to do better - but not having it hardcoded
832 * would be nice.
833 * I also fixed a bug here in that attacktype was |= -
834 * to me, that would be that it would quickly get all
835 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
836 */
837 void
838 shuffle_attack (object *op, int change_face)
839 {
840 int i;
841
842 i = rndm (0, 21);
843
844 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
845
846 if (change_face)
847 {
848 SET_ANIMATION (op, ATTACKS[i].face);
849 }
850 }
851
852
853 /* prayer_failure: This is called when a player fails
854 * at casting a prayer.
855 * op is the player.
856 * failure is basically how much grace they had.
857 * power is how much grace the spell would normally take to cast.
858 */
859
860 void
861 prayer_failure (object *op, int failure, int power)
862 {
863 const char *godname;
864 object *tmp;
865
866 if (!strcmp ((godname = determine_god (op)), "none"))
867 godname = "Your spirit";
868
869 if (failure <= -20 && failure > -40) /* wonder */
870 {
871 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
872 tmp = get_archetype (SPELL_WONDER);
873 cast_cone (op, op, 0, tmp);
874 tmp->destroy ();
875 }
876
877 else if (failure <= -40 && failure > -60) /* confusion */
878 {
879 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
880 confuse_player (op, op, 99);
881 }
882 else if (failure <= -60 && failure > -150) /* paralysis */
883 {
884 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
885 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
886 paralyze_player (op, op, 99);
887 }
888 else if (failure <= -150) /* blast the immediate area */
889 {
890 tmp = get_archetype (GOD_POWER);
891 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
892 cast_magic_storm (op, tmp, power);
893 }
894 }
895
896 /*
897 * spell_failure() handles the various effects for differing degrees
898 * of failure badness.
899 * op is the player that failed.
900 * failure is a random value of how badly you failed.
901 * power is how many spellpoints you'd normally need for the spell.
902 * skill is the skill you'd need to cast the spell.
903 */
904
905 void
906 spell_failure (object *op, int failure, int power, object *skill)
907 {
908 object *tmp;
909
910 if (settings.spell_failure_effects == FALSE)
911 return;
912
913 if (failure <= -20 && failure > -40) /* wonder */
914 {
915 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
916 tmp = get_archetype (SPELL_WONDER);
917 cast_cone (op, op, 0, tmp);
918 tmp->destroy ();
919 }
920
921 else if (failure <= -40 && failure > -60) /* confusion */
922 {
923 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
924 confuse_player (op, op, 99);
925 }
926 else if (failure <= -60 && failure > -80) /* paralysis */
927 {
928 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
929 paralyze_player (op, op, 99);
930 }
931 else if (failure <= -80) /* blast the immediate area */
932 {
933 object *tmp;
934
935 /* Safety check to make sure we don't get any mana storms in scorn */
936 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
937 {
938 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
939 hit_player (op, 9998, op, AT_INTERNAL, 1);
940
941 }
942 else
943 {
944 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
945 tmp = get_archetype (LOOSE_MANA);
946 tmp->level = skill->level;
947
948 /* increase the area of destruction a little for more powerful spells */
949 tmp->range += isqrt (power);
950
951 if (power > 25)
952 tmp->stats.dam = 25 + isqrt (power);
953 else
954 tmp->stats.dam = power; /* nasty recoils! */
955
956 tmp->stats.maxhp = tmp->count;
957
958 tmp->insert_at (op);
959 }
960 }
961 }
962
963 int
964 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
965 {
966 int success;
967 object *spell;
968
969 if (!spell_ob->other_arch)
970 {
971 LOG (llevError, "cast_party_spell: empty other arch\n");
972 return 0;
973 }
974
975 spell = arch_to_object (spell_ob->other_arch);
976
977 /* Always cast spell on caster */
978 success = cast_spell (op, caster, dir, spell, stringarg);
979
980 if (caster->contr->party == NULL)
981 {
982 spell->remove ();
983 return success;
984 }
985
986 for_all_players (pl)
987 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
988 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
989
990 spell->remove ();
991 return success;
992 }
993
994 /* This is where the main dispatch when someone casts a spell.
995 *
996 * op is the creature that is owner of the object that is casting the spell -
997 * eg, the player or monster.
998 * caster is the actual object (wand, potion) casting the spell. can be
999 * same as op.
1000 * dir is the direction to cast in. Note in some cases, if the spell
1001 * is self only, dir really doesn't make a difference.
1002 * spell_ob is the spell object that is being cast. From that,
1003 * we can determine what to do.
1004 * stringarg is any options that are being used. It can be NULL. Almost
1005 * certainly, only players will set it. It is basically used as optional
1006 * parameters to a spell (eg, item to create, information for marking runes,
1007 * etc.
1008 * returns 1 on successful cast, or 0 on error. These values should really
1009 * be swapped, so that 0 is successful, and non zero is failure, with a code
1010 * of what it failed.
1011 *
1012 * Note that this function is really a dispatch routine that calls other
1013 * functions - it just blindly returns what ever value those functions
1014 * return. So if your writing a new function that is called from this,
1015 * it shoudl also return 1 on success, 0 on failure.
1016 *
1017 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1018 * this function will decrease the mana/grace appropriately. For other
1019 * objects, the caller should do what it considers appropriate.
1020 */
1021 int
1022 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1023 {
1024 const char *godname;
1025 int success = 0, cast_level = 0;
1026 object *skill = NULL;
1027
1028 if (!spell_ob)
1029 {
1030 LOG (llevError, "cast_spell: null spell object passed\n");
1031 return 0;
1032 }
1033
1034 if (!strcmp ((godname = determine_god (op)), "none"))
1035 godname = "A random spirit";
1036
1037 /* the caller should set caster to op if appropriate */
1038 if (!caster)
1039 {
1040 LOG (llevError, "cast_spell: null caster object passed\n");
1041 return 0;
1042 }
1043
1044 /* if caster is a spell casting object, this normally shouldn't be
1045 * an issue, because they don't have any spellpaths set up.
1046 */
1047 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1048 {
1049 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1050 return 0;
1051 }
1052
1053 /* if it is a player casting the spell, and they are really casting it
1054 * (vs it coming from a wand, scroll, or whatever else), do some
1055 * checks. We let monsters do special things - eg, they
1056 * don't need the skill, bypass level checks, etc. The monster function
1057 * should take care of that.
1058 * Remove the wiz check here and move it further down - some spells
1059 * need to have the right skill pointer passed, so we need to
1060 * at least process that code.
1061 */
1062 if (op->type == PLAYER && op == caster)
1063 {
1064 cast_level = caster_level (caster, spell_ob);
1065
1066 if (spell_ob->skill)
1067 {
1068 skill = find_skill_by_name (op, spell_ob->skill);
1069
1070 if (!skill)
1071 {
1072 op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name));
1073 return 0;
1074 }
1075
1076 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1077 {
1078 op->failmsg ("You lack enough skill to cast that spell!");
1079 return 0;
1080 }
1081 }
1082
1083 /* If the caster is the wiz, they don't ever fail, and don't have
1084 * to have sufficient grace/mana.
1085 */
1086 if (!QUERY_FLAG (op, FLAG_WIZ))
1087 {
1088 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1089 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1090 {
1091 op->failmsg ("You don't have enough mana!");
1092 return 0;
1093 }
1094
1095 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1096 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1097 {
1098 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1099 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1100 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1101 else
1102 {
1103 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1104 op->failmsg (format ("%s ignores your prayer.", godname));
1105 return 0;
1106 }
1107 }
1108
1109 /* player/monster is trying to cast the spell. might fumble it */
1110 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1111 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1112 {
1113 op->contr->play_sound (sound_find ("fumble_spell"));
1114 op->failmsg ("You fumble the prayer.");
1115
1116 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1117 return 0;
1118 }
1119 else if (spell_ob->stats.sp)
1120 {
1121 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1122
1123 if (failure < 0)
1124 {
1125 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1126 if (settings.spell_failure_effects == TRUE)
1127 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1128
1129 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1130 return 0;
1131 }
1132 }
1133 }
1134 }
1135
1136 int mflags = op->ms ().flags ();
1137
1138 /* See if we can cast a spell here. If the caster and op are
1139 * not alive, then this would mean that the mapmaker put the
1140 * objects on the space - presume that they know what they are
1141 * doing.
1142 */
1143
1144 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1145 {
1146 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1147 return 0;
1148 }
1149
1150 if ((spell_ob->type == SPELL)
1151 && (caster->type != POTION)
1152 && !QUERY_FLAG (op, FLAG_WIZCAST)
1153 && (QUERY_FLAG (caster, FLAG_ALIVE)
1154 || QUERY_FLAG (op, FLAG_ALIVE))
1155 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1156 {
1157 if (op->type != PLAYER)
1158 return 0;
1159
1160 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1161 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1162 else if (object *item = op->contr->ranged_ob)
1163 {
1164 if (item->type == SPELL)
1165 op->failmsg ("Something blocks your spellcasting.");
1166 else if (item->type == SCROLL)
1167 op->failmsg ("Something blocks the magic of your scroll.");
1168 else
1169 op->failmsg ("Something blocks the magic of your item.");
1170 }
1171 else
1172 op->failmsg ("Something blocks the spell!");
1173
1174 return 0;
1175 }
1176
1177 /* Take into account how long it takes to cast the spell.
1178 * if the player is casting it, then we use the time in
1179 * the spell object. If it is a spell object, have it
1180 * take two ticks. Things that cast spells on the players
1181 * behalf (eg, altars, and whatever else) shouldn't cost
1182 * the player any time.
1183 * Ignore casting time for firewalls
1184 */
1185 if (caster == op && caster->type != FIREWALL)
1186 {
1187 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1188 /* Other portions of the code may also decrement the speed of the player, so
1189 * put a lower limit so that the player isn't stuck here too long
1190 */
1191 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1192 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1193 }
1194 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1195 op->speed_left -= 2 * FABS (op->speed);
1196
1197 if (op->type == PLAYER && op == caster)
1198 {
1199 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1200 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1201 }
1202
1203 /* We want to try to find the skill to properly credit exp.
1204 * for spell casting objects, the exp goes to the skill the casting
1205 * object requires.
1206 */
1207 if (op != caster && !skill && caster->skill)
1208 {
1209 skill = find_skill_by_name (op, caster->skill);
1210 if (!skill)
1211 {
1212 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1213 return 0;
1214 }
1215
1216 op->change_skill (skill); /* needed for proper exp credit */
1217 }
1218
1219 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1220 return RESULT_INT (0);
1221
1222 switch (spell_ob->subtype)
1223 {
1224 /* The order of case statements is same as the order they show up
1225 * in in spells.h.
1226 */
1227 case SP_RAISE_DEAD:
1228 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1229 break;
1230
1231 case SP_RUNE:
1232 success = write_rune (op, caster, spell_ob, dir, stringarg);
1233 break;
1234
1235 case SP_MAKE_MARK:
1236 success = write_mark (op, spell_ob, stringarg);
1237 break;
1238
1239 case SP_BOLT:
1240 success = fire_bolt (op, caster, dir, spell_ob, skill);
1241 break;
1242
1243 case SP_BULLET:
1244 success = fire_bullet (op, caster, dir, spell_ob);
1245 break;
1246
1247 case SP_CONE:
1248 success = cast_cone (op, caster, dir, spell_ob);
1249 break;
1250
1251 case SP_BOMB:
1252 success = create_bomb (op, caster, dir, spell_ob);
1253 break;
1254
1255 case SP_WONDER:
1256 success = cast_wonder (op, caster, dir, spell_ob);
1257 break;
1258
1259 case SP_SMITE:
1260 success = cast_smite_spell (op, caster, dir, spell_ob);
1261 break;
1262
1263 case SP_MAGIC_MISSILE:
1264 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1265 break;
1266
1267 case SP_SUMMON_GOLEM:
1268 success = summon_golem (op, caster, dir, spell_ob);
1269 break;
1270
1271 case SP_DIMENSION_DOOR:
1272 /* dimension door needs the actual caster, because that is what is
1273 * moved.
1274 */
1275 success = dimension_door (op, caster, spell_ob, dir);
1276 break;
1277
1278 case SP_MAGIC_MAPPING:
1279 if (op->type == PLAYER)
1280 {
1281 spell_effect (spell_ob, op->x, op->y, op->map, op);
1282 draw_magic_map (op);
1283 success = 1;
1284 }
1285 else
1286 success = 0;
1287 break;
1288
1289 case SP_MAGIC_WALL:
1290 success = magic_wall (op, caster, dir, spell_ob);
1291 break;
1292
1293 case SP_DESTRUCTION:
1294 success = cast_destruction (op, caster, spell_ob);
1295 break;
1296
1297 case SP_PERCEIVE_SELF:
1298 success = perceive_self (op);
1299 break;
1300
1301 case SP_WORD_OF_RECALL:
1302 success = cast_word_of_recall (op, caster, spell_ob);
1303 break;
1304
1305 case SP_INVISIBLE:
1306 success = cast_invisible (op, caster, spell_ob);
1307 break;
1308
1309 case SP_PROBE:
1310 success = probe (op, caster, spell_ob, dir);
1311 break;
1312
1313 case SP_HEALING:
1314 success = cast_heal (op, caster, spell_ob, dir);
1315 break;
1316
1317 case SP_CREATE_FOOD:
1318 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1319 break;
1320
1321 case SP_EARTH_TO_DUST:
1322 success = cast_earth_to_dust (op, caster, spell_ob);
1323 break;
1324
1325 case SP_CHANGE_ABILITY:
1326 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1327 break;
1328
1329 case SP_BLESS:
1330 success = cast_bless (op, caster, spell_ob, dir);
1331 break;
1332
1333 case SP_CURSE:
1334 success = cast_curse (op, caster, spell_ob, dir);
1335 break;
1336
1337 case SP_SUMMON_MONSTER:
1338 success = summon_object (op, caster, spell_ob, dir, stringarg);
1339 break;
1340
1341 case SP_CHARGING:
1342 success = recharge (op, caster, spell_ob);
1343 break;
1344
1345 case SP_POLYMORPH:
1346 #ifdef NO_POLYMORPH
1347 /* Not great, but at least provide feedback so if players do have
1348 * polymorph (ie, find it as a preset item or left over from before
1349 * it was disabled), they get some feedback.
1350 */
1351 op->failmsg ("The spell fizzles!");
1352 success = 0;
1353 #else
1354 success = cast_polymorph (op, caster, spell_ob, dir);
1355 #endif
1356 break;
1357
1358 case SP_ALCHEMY:
1359 success = alchemy (op, caster, spell_ob);
1360 break;
1361
1362 case SP_REMOVE_CURSE:
1363 success = remove_curse (op, caster, spell_ob);
1364 break;
1365
1366 case SP_IDENTIFY:
1367 success = cast_identify (op, caster, spell_ob);
1368 break;
1369
1370 case SP_DETECTION:
1371 success = cast_detection (op, caster, spell_ob, skill);
1372 break;
1373
1374 case SP_MOOD_CHANGE:
1375 success = mood_change (op, caster, spell_ob);
1376 break;
1377
1378 case SP_MOVING_BALL:
1379 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1380 {
1381 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1382 success = 0;
1383 }
1384 else
1385 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1386 break;
1387
1388 case SP_SWARM:
1389 success = fire_swarm (op, caster, spell_ob, dir);
1390 break;
1391
1392 case SP_CHANGE_MANA:
1393 success = cast_transfer (op, caster, spell_ob, dir);
1394 break;
1395
1396 case SP_DISPEL_RUNE:
1397 /* in rune.c */
1398 success = dispel_rune (op, caster, spell_ob, skill, dir);
1399 break;
1400
1401 case SP_CREATE_MISSILE:
1402 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1403 break;
1404
1405 case SP_CONSECRATE:
1406 success = cast_consecrate (op, caster, spell_ob);
1407 break;
1408
1409 case SP_ANIMATE_WEAPON:
1410 success = animate_weapon (op, caster, spell_ob, dir);
1411 break;
1412
1413 case SP_LIGHT:
1414 success = cast_light (op, caster, spell_ob, dir);
1415 break;
1416
1417 case SP_CHANGE_MAP_LIGHT:
1418 success = cast_change_map_lightlevel (op, caster, spell_ob);
1419 break;
1420
1421 case SP_FAERY_FIRE:
1422 success = cast_destruction (op, caster, spell_ob);
1423 break;
1424
1425 case SP_CAUSE_DISEASE:
1426 success = cast_cause_disease (op, caster, spell_ob, dir);
1427 break;
1428
1429 case SP_AURA:
1430 success = create_aura (op, caster, spell_ob);
1431 break;
1432
1433 case SP_PARTY_SPELL:
1434 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1435 break;
1436
1437 default:
1438 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1439 }
1440
1441 op->play_sound (
1442 success
1443 ? spell_ob->sound
1444 ? spell_ob->sound
1445 : sound_find ("spell_success")
1446 : sound_find ("fumble_spell")
1447 );
1448
1449 return success;
1450 }
1451
1452 /* This is called from time.c/process_object(). That function
1453 * calls this for any SPELL_EFFECT type objects. This function
1454 * then dispatches them to the appropriate specific routines.
1455 */
1456 void
1457 move_spell_effect (object *op)
1458 {
1459 switch (op->subtype)
1460 {
1461 case SP_BOLT:
1462 move_bolt (op);
1463 break;
1464
1465 case SP_BULLET:
1466 move_bullet (op);
1467 break;
1468
1469 case SP_EXPLOSION:
1470 explosion (op);
1471 break;
1472
1473 case SP_CONE:
1474 move_cone (op);
1475 break;
1476
1477 case SP_BOMB:
1478 animate_bomb (op);
1479 break;
1480
1481 case SP_MAGIC_MISSILE:
1482 move_missile (op);
1483 break;
1484
1485 case SP_WORD_OF_RECALL:
1486 execute_word_of_recall (op);
1487 break;
1488
1489 case SP_MOVING_BALL:
1490 move_ball_spell (op);
1491 break;
1492
1493 case SP_SWARM:
1494 move_swarm_spell (op);
1495 break;
1496
1497 case SP_AURA:
1498 move_aura (op);
1499 break;
1500 }
1501 }
1502
1503 /* this checks to see if something special should happen if
1504 * something runs into the object.
1505 */
1506 void
1507 check_spell_effect (object *op)
1508 {
1509 switch (op->subtype)
1510 {
1511 case SP_BOLT:
1512 move_bolt (op);
1513 return;
1514
1515 case SP_BULLET:
1516 check_bullet (op);
1517 return;
1518 }
1519 }
1520
1521 /* This is called by move_apply. Basically, if someone
1522 * moves onto a spell effect and the walk_on or fly_on flags
1523 * are set, this is called. This should only be called for
1524 * objects of the appropraite type.
1525 */
1526 void
1527 apply_spell_effect (object *spell, object *victim)
1528 {
1529 switch (spell->subtype)
1530 {
1531 case SP_CONE:
1532 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1533 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1534 break;
1535
1536 case SP_MAGIC_MISSILE:
1537 if (QUERY_FLAG (victim, FLAG_ALIVE))
1538 {
1539 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1540
1541 if (!spell->destroyed ())
1542 spell->destroy ();
1543 }
1544 break;
1545
1546 case SP_MOVING_BALL:
1547 if (QUERY_FLAG (victim, FLAG_ALIVE))
1548 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1549 else if (victim->materialname)
1550 save_throw_object (victim, spell->attacktype, spell);
1551 break;
1552 }
1553 }
1554