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Revision: 1.60
Committed: Sun Sep 2 05:18:52 2007 UTC (16 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.59: +19 -22 lines
Log Message:
some more raw channel tuning

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT 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 <crossfire@schmorp.de>
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 int new_level;
168
169 if (caster->path_denied & spell->path_attuned)
170 return 1;
171
172 new_level = spell->level
173 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
174 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
175
176 return max (1, new_level);
177 }
178
179 /* This function returns the effective level the spell
180 * is being cast at.
181 * Note that I changed the repelled/attuned bonus to 2 from 5.
182 * This is because the new code compares casting_level against
183 * min_caster_level, so the difference is effectively 4
184 */
185 int
186 caster_level (object *caster, object *spell)
187 {
188 int level = caster->level;
189
190 /* If this is a player, try to find the matching skill */
191 if (caster->type == PLAYER && spell->skill)
192 for (int i = 0; i < NUM_SKILLS; i++)
193 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
194 {
195 level = caster->contr->last_skill_ob[i]->level;
196 break;
197 }
198
199 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
200 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
201 {
202 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
203 int sk_level = skill ? skill->level : 1;
204
205 level = MIN (level, sk_level + level / 10 + 1);
206 }
207
208 /* Got valid caster level. Now adjust for attunement */
209 level += caster->path_repelled & spell->path_attuned ? -2 : 0;
210 level += caster->path_attuned & spell->path_attuned ? +2 : 0;
211
212 /* Always make this at least 1. If this is zero, we get divide by zero
213 * errors in various places.
214 */
215 return max (level, 1);
216 }
217
218 /* The following function scales the spellpoint cost of
219 * a spell by it's increased effectiveness. Some of the
220 * lower level spells become incredibly vicious at high
221 * levels. Very cheap mass destruction. This function is
222 * intended to keep the sp cost related to the effectiveness.
223 * op is the player/monster
224 * caster is what is casting the spell, can be op.
225 * spell is the spell object.
226 * Note that it is now possible for a spell to cost both grace and
227 * mana. In that case, we return which ever value is higher.
228 */
229
230 sint16
231 SP_level_spellpoint_cost (object *caster, object *spell, int flags)
232 {
233 int sp, grace, level = caster_level (caster, spell);
234
235 if (settings.spellpoint_level_depend == TRUE)
236 {
237 if (spell->stats.sp && spell->stats.maxsp)
238 {
239 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
240 }
241 else
242 sp = spell->stats.sp;
243
244 sp *= (int) PATH_SP_MULT (caster, spell);
245 if (!sp && spell->stats.sp)
246 sp = 1;
247
248 if (spell->stats.grace && spell->stats.maxgrace)
249 {
250 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
251 }
252 else
253 grace = spell->stats.grace;
254
255 grace *= (int) PATH_SP_MULT (caster, spell);
256 if (spell->stats.grace && !grace)
257 grace = 1;
258 }
259 else
260 {
261 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
262 if (spell->stats.sp && !sp)
263 sp = 1;
264 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
265 if (spell->stats.grace && !grace)
266 grace = 1;
267 }
268 if (flags == SPELL_HIGHEST)
269 return MAX (sp, grace);
270 else if (flags == SPELL_GRACE)
271 return grace;
272 else if (flags == SPELL_MANA)
273 return sp;
274 else
275 {
276 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
277 return 0;
278 }
279 }
280
281
282 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
283 * spob is the spell we are adjusting.
284 */
285 int
286 SP_level_dam_adjust (object *caster, object *spob)
287 {
288 int level = caster_level (caster, spob);
289 int adj = level - min_casting_level (caster, spob);
290
291 if (adj < 0)
292 adj = 0;
293 if (spob->dam_modifier)
294 adj /= spob->dam_modifier;
295 else
296 adj = 0;
297 return adj;
298 }
299
300 /* Adjust the strength of the spell based on level.
301 * This is basically the same as SP_level_dam_adjust above,
302 * but instead looks at the level_modifier value.
303 */
304 int
305 SP_level_duration_adjust (object *caster, object *spob)
306 {
307 int level = caster_level (caster, spob);
308 int adj = level - min_casting_level (caster, spob);
309
310 if (adj < 0)
311 adj = 0;
312 if (spob->duration_modifier)
313 adj /= spob->duration_modifier;
314 else
315 adj = 0;
316
317 return adj;
318 }
319
320 /* Adjust the strength of the spell based on level.
321 * This is basically the same as SP_level_dam_adjust above,
322 * but instead looks at the level_modifier value.
323 */
324 int
325 SP_level_range_adjust (object *caster, object *spob)
326 {
327 int level = caster_level (caster, spob);
328 int adj = level - min_casting_level (caster, spob);
329
330 if (adj < 0)
331 adj = 0;
332 if (spob->range_modifier)
333 adj /= spob->range_modifier;
334 else
335 adj = 0;
336
337 return adj;
338 }
339
340 /* Checks to see if player knows the spell. If the name is the same
341 * as an existing spell, we presume they know it.
342 * returns 1 if they know the spell, 0 if they don't.
343 */
344 object *
345 check_spell_known (object *op, const char *name)
346 {
347 object *spop;
348
349 for (spop = op->inv; spop; spop = spop->below)
350 if (spop->type == SPELL && !strcmp (spop->name, name))
351 return spop;
352
353 return NULL;
354 }
355
356
357 /*
358 * Look at object 'op' and see if they know the spell
359 * spname. This is pretty close to check_spell_known
360 * above, but it uses a looser matching mechanism.
361 * returns the matching spell object, or NULL.
362 * If we match multiple spells but don't get an
363 * exact match, we also return NULL.
364 */
365
366 object *
367 lookup_spell_by_name (object *op, const char *spname)
368 {
369 object *spob1 = NULL, *spob2 = NULL, *spob;
370 int nummatch = 0;
371
372 if (spname == NULL)
373 return NULL;
374
375 /* Try to find the spell. We store the results in spob1
376 * and spob2 - spob1 is only taking the length of
377 * the past spname, spob2 uses the length of the spell name.
378 */
379 for (spob = op->inv; spob; spob = spob->below)
380 {
381 if (spob->type == SPELL)
382 {
383 if (!strncmp (spob->name, spname, strlen (spname)))
384 {
385 nummatch++;
386 spob1 = spob;
387 }
388 else if (!strncmp (spob->name, spname, strlen (spob->name)))
389 {
390 /* if spells have ambiguous names, it makes matching
391 * really difficult. (eg, fire and fireball would
392 * fall into this category). It shouldn't be hard to
393 * make sure spell names don't overlap in that fashion.
394 */
395 if (spob2)
396 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
397 spob2 = spob;
398 }
399 }
400 }
401 /* if we have best match, return it. Otherwise, if we have one match
402 * on the loser match, return that, otehrwise null
403 */
404 if (spob2)
405 return spob2;
406 if (spob1 && nummatch == 1)
407 return spob1;
408 return NULL;
409 }
410
411 /* reflwall - decides weither the (spell-)object sp_op will
412 * be reflected from the given mapsquare. Returns 1 if true.
413 * (Note that for living creatures there is a small chance that
414 * reflect_spell fails.)
415 * Caller should be sure it passes us valid map coordinates
416 * eg, updated for tiled maps.
417 */
418 int
419 reflwall (maptile *m, int x, int y, object *sp_op)
420 {
421 object *op;
422
423 if (OUT_OF_REAL_MAP (m, x, y))
424 return 0;
425 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
426 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
427 && (!QUERY_FLAG (op, FLAG_ALIVE)
428 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
429 return 1;
430
431 return 0;
432 }
433
434 /* cast_create_object: creates object new_op in direction dir
435 * or if that is blocked, beneath the player (op).
436 * we pass 'caster', but don't use it for anything.
437 * This is really just a simple wrapper function .
438 * returns the direction that the object was actually placed
439 * in.
440 */
441 int
442 cast_create_obj (object *op, object *caster, object *new_op, int dir)
443 {
444 maptile *m;
445 sint16 sx, sy;
446
447 if (dir &&
448 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
449 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
450 {
451 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
452 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
453 dir = 0;
454 }
455
456 SET_FLAG (new_op, FLAG_IDENTIFIED);
457 op->map->insert (new_op,
458 op->x + freearr_x[dir], op->y + freearr_y[dir],
459 op,
460 dir ? 0 : INS_BELOW_ORIGINATOR);
461
462 return dir;
463 }
464
465 /* Returns true if it is ok to put spell *op on the space/may provided.
466 * immune_stop is basically the attacktype of the spell (why
467 * passed as a different value, not sure of). If immune_stop
468 * has the AT_MAGIC bit set, and there is a counterwall
469 * on the space, the object doesn't get placed. if immune stop
470 * does not have AT_MAGIC, then counterwalls do not effect the spell.
471 *
472 */
473 int
474 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
475 {
476 if (!xy_normalise (m, x, y))
477 return 0;
478
479 mapspace &ms = m->at (x, y);
480
481 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
482 return 0;
483
484 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
485 {
486 /* If there is a counterspell on the space, and this
487 * object is using magic, don't progress. I believe we could
488 * leave this out and let in progress, and other areas of the code
489 * will then remove it, but that would seem to to use more
490 * resources, and may not work as well if a player is standing
491 * on top of a counterwall spell (may hit the player before being
492 * removed.) On the other hand, it may be more dramatic for the
493 * spell to actually hit the counterwall and be sucked up.
494 */
495 if ((tmp->attacktype & AT_COUNTERSPELL)
496 && !QUERY_FLAG (tmp, FLAG_MONSTER)
497 && (tmp->type != PLAYER)
498 && (tmp->type != WEAPON)
499 && (tmp->type != BOW)
500 && (tmp->type != ARROW)
501 && (tmp->type != GOLEM)
502 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
503 // we special case floor here because there
504 // are sometimes spell effect floors
505 // which are used to inflict damage
506 // (and those shouldn't go away from
507 // sanctuary) see also: permanent lava
508 && (immune_stop & AT_MAGIC))
509 return 0;
510
511 /* This is to prevent 'out of control' spells. Basically, this
512 * limits one spell effect per space per spell. This is definately
513 * needed for performance reasons, and just for playability I believe.
514 * there are no such things as multispaced spells right now, so
515 * we don't need to worry about the head.
516 */
517 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
518 return 0;
519
520 /*
521 * Combine similar spell effects into one spell effect. Needed for
522 * performance reasons with meteor swarm and the like, but also for
523 * playability reasons.
524 */
525 if (tmp->arch == op->arch
526 && tmp->type == op->type
527 && tmp->subtype == op->subtype
528 && tmp->owner == op->owner
529 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
530 {
531 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
532 tmp->range = MAX (tmp->range, op->range);
533 tmp->duration = MAX (tmp->duration, op->duration);
534 return 0;
535 }
536
537 /* Perhaps we should also put checks in for no magic and unholy
538 * ground to prevent it from moving along?
539 */
540 }
541
542 /* If it passes the above tests, it must be OK */
543 return 1;
544 }
545
546 /* fire_arch_from_position: fires an archetype.
547 * op: person firing the object.
548 * caster: object casting the spell.
549 * x, y: where to fire the spell (note, it then uses op->map for the map
550 * for these coordinates, which is probably a really bad idea.
551 * dir: direction to fire in.
552 * spell: spell that is being fired. It uses other_arch for the archetype
553 * to fire.
554 * returns 0 on failure, 1 on success.
555 */
556 int
557 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
558 {
559 object *tmp;
560 int mflags;
561 maptile *m;
562
563 if (spell->other_arch == NULL)
564 return 0;
565
566 m = op->map;
567 mflags = get_map_flags (m, &m, x, y, &x, &y);
568 if (mflags & P_OUT_OF_MAP)
569 {
570 return 0;
571 }
572
573 tmp = arch_to_object (spell->other_arch);
574
575 if (tmp == NULL)
576 return 0;
577
578 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
579 {
580 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
581 tmp->destroy ();
582 return 0;
583 }
584
585 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
586 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
587 /* code in time.c uses food for some things, duration for others */
588 tmp->stats.food = tmp->duration;
589 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
590 tmp->attacktype = spell->attacktype;
591 tmp->x = x;
592 tmp->y = y;
593 tmp->direction = dir;
594 if (op->owner != NULL)
595 tmp->set_owner (op);
596 else
597 tmp->set_owner (op);
598 tmp->level = caster_level (caster, spell);
599 set_spell_skill (op, caster, spell, tmp);
600
601 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
602 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
603 {
604 if (!tailor_god_spell (tmp, op))
605 return 0;
606 }
607 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
608 SET_ANIMATION (tmp, dir);
609
610 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
611 move_spell_effect (tmp);
612
613 return 1;
614 }
615
616 /*****************************************************************************
617 *
618 * Code related to rods - perhaps better located in another file?
619 *
620 ****************************************************************************/
621 void
622 regenerate_rod (object *rod)
623 {
624 if (rod->stats.hp < rod->stats.maxhp)
625 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
626 }
627
628 void
629 drain_rod_charge (object *rod)
630 {
631 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
632 }
633
634 /* this function is commonly used to find a friendly target for
635 * spells such as heal or protection or armour
636 * op is what is looking for the target (which can be a player),
637 * dir is the direction we are looking in. Return object found, or
638 * NULL if no good object.
639 */
640 object *
641 find_target_for_friendly_spell (object *op, int dir)
642 {
643 object *tmp;
644
645 /* I don't really get this block - if op isn't a player or rune,
646 * we then make the owner of this object the target.
647 * The owner could very well be no where near op.
648 */
649 if (op->type != PLAYER && op->type != RUNE)
650 {
651 tmp = op->owner;
652 /* If the owner does not exist, or is not a monster, than apply the spell
653 * to the caster.
654 */
655 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
656 tmp = op;
657 }
658 else
659 {
660 maptile *m = op->map;
661 sint16 x = op->x + freearr_x[dir];
662 sint16 y = op->y + freearr_y[dir];
663
664 tmp = xy_normalise (m, x, y)
665 ? m->at (x, y).player ()
666 : 0;
667 }
668
669 /* didn't find a player there, look in current square for a player */
670 if (!tmp)
671 tmp = op->ms ().player ();
672
673 return tmp;
674 }
675
676
677
678 /* raytrace:
679 * spell_find_dir(map, x, y, exclude) will search first the center square
680 * then some close squares in the given map at the given coordinates for
681 * live objects.
682 * It will not consider the object given as exclude (= caster) among possible
683 * live objects. If the caster is a player, the spell will go after
684 * monsters/generators only. If not, the spell will hunt players only.
685 * It returns the direction toward the first/closest live object if it finds
686 * any, otherwise -1.
687 * note that exclude can be NULL, in which case all bets are off.
688 */
689
690 int
691 spell_find_dir (maptile *m, int x, int y, object *exclude)
692 {
693 int i, max = SIZEOFFREE;
694 sint16 nx, ny;
695 int owner_type = 0, mflags;
696 object *tmp;
697 maptile *mp;
698
699 if (exclude && exclude->head)
700 exclude = exclude->head;
701 if (exclude && exclude->type)
702 owner_type = exclude->type;
703
704 for (i = rndm (1, 8); i < max; i++)
705 {
706 nx = x + freearr_x[i];
707 ny = y + freearr_y[i];
708 mp = m;
709 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
710 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
711 continue;
712
713 tmp = GET_MAP_OB (mp, nx, ny);
714
715 while (tmp != NULL && (((owner_type == PLAYER &&
716 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
717 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
718 tmp = tmp->above;
719
720 if (tmp != NULL && can_see_monsterP (m, x, y, i))
721 return freedir[i];
722 }
723 return -1; /* flag for "keep going the way you were" */
724 }
725
726 /* put_a_monster: puts a monster named monstername near by
727 * op. This creates the treasures for the monsters, and
728 * also deals with multipart monsters properly.
729 */
730 void
731 put_a_monster (object *op, const char *monstername)
732 {
733 object *tmp, *head = NULL, *prev = NULL;
734 archetype *at;
735 int dir;
736
737 /* Handle cases where we are passed a bogus mosntername */
738
739 if ((at = archetype::find (monstername)) == NULL)
740 return;
741
742 /* find a free square nearby
743 * first we check the closest square for free squares
744 */
745
746 dir = find_first_free_spot (at, op->map, op->x, op->y);
747 if (dir != -1)
748 {
749 /* This is basically grabbed for generate monster. Fixed 971225 to
750 * insert multipart monsters properly
751 */
752 //TODO: use expand_tail + ...
753 while (at != NULL)
754 {
755 tmp = arch_to_object (at);
756 tmp->x = op->x + freearr_x[dir] + at->x;
757 tmp->y = op->y + freearr_y[dir] + at->y;
758 tmp->map = op->map;
759 if (head)
760 {
761 tmp->head = head;
762 prev->more = tmp;
763 }
764
765 if (!head)
766 head = tmp;
767
768 prev = tmp;
769
770 at = (archetype *)at->more;
771 }
772
773 if (head->randomitems)
774 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
775
776 insert_ob_in_map (head, op->map, op, 0);
777
778 /* thought it'd be cool to insert a burnout, too. */
779 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
780 }
781 }
782
783 /* peterm: function which summons hostile monsters and
784 * places them in nearby squares.
785 * op is the summoner.
786 * n is the number of monsters.
787 * monstername is the name of the monster.
788 * returns the number of monsters, which is basically n.
789 * it should really see how many it successfully replaced and
790 * return that instead.
791 * Note that this is not used by any spells (summon evil monsters
792 * use to call this, but best I can tell, that spell/ability was
793 * never used. This is however used by various failures on the
794 * players part (alchemy, reincarnation, etc)
795 */
796
797 int
798 summon_hostile_monsters (object *op, int n, const char *monstername)
799 {
800 int i;
801
802 for (i = 0; i < n; i++)
803 put_a_monster (op, monstername);
804
805 return n;
806 }
807
808
809 /* Some local definitions for shuffle-attack */
810 struct attacktype_shuffle
811 {
812 int attacktype;
813 int face;
814 } ATTACKS[22] =
815 {
816 { AT_PHYSICAL, 0},
817 { AT_PHYSICAL, 0}, /*face = explosion */
818 { AT_PHYSICAL, 0},
819 { AT_MAGIC, 1},
820 { AT_MAGIC, 1}, /* face = last-burnout */
821 { AT_MAGIC, 1},
822 { AT_FIRE, 2},
823 { AT_FIRE, 2}, /* face = fire.... */
824 { AT_FIRE, 2},
825 { AT_ELECTRICITY, 3},
826 { AT_ELECTRICITY, 3}, /* ball_lightning */
827 { AT_ELECTRICITY, 3},
828 { AT_COLD, 4},
829 { AT_COLD, 4}, /* face=icestorm */
830 { AT_COLD, 4},
831 { AT_CONFUSION, 5},
832 { AT_POISON, 7},
833 { AT_POISON, 7}, /* face = acid sphere. generator */
834 { AT_POISON, 7}, /* poisoncloud face */
835 { AT_SLOW, 8},
836 { AT_PARALYZE, 9},
837 { AT_FEAR, 10},
838 };
839
840 /* shuffle_attack: peterm
841 * This routine shuffles the attack of op to one of the
842 * ones in the list. It does this at random. It also
843 * chooses a face appropriate to the attack that is
844 * being committed by that square at the moment.
845 * right now it's being used by color spray and create pool of
846 * chaos.
847 * This could really be a better implementation - the
848 * faces and attacktypes above are hardcoded, which is never
849 * good. The faces refer to faces in the animation sequence.
850 * Not sure how to do better - but not having it hardcoded
851 * would be nice.
852 * I also fixed a bug here in that attacktype was |= -
853 * to me, that would be that it would quickly get all
854 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
855 */
856 void
857 shuffle_attack (object *op, int change_face)
858 {
859 int i;
860
861 i = rndm (0, 21);
862
863 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
864
865 if (change_face)
866 {
867 SET_ANIMATION (op, ATTACKS[i].face);
868 }
869 }
870
871
872 /* prayer_failure: This is called when a player fails
873 * at casting a prayer.
874 * op is the player.
875 * failure is basically how much grace they had.
876 * power is how much grace the spell would normally take to cast.
877 */
878
879 void
880 prayer_failure (object *op, int failure, int power)
881 {
882 const char *godname;
883 object *tmp;
884
885 if (!strcmp ((godname = determine_god (op)), "none"))
886 godname = "Your spirit";
887
888 if (failure <= -20 && failure > -40) /* wonder */
889 {
890 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
891 tmp = get_archetype (SPELL_WONDER);
892 cast_cone (op, op, 0, tmp);
893 tmp->destroy ();
894 }
895
896 else if (failure <= -40 && failure > -60) /* confusion */
897 {
898 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
899 confuse_player (op, op, 99);
900 }
901 else if (failure <= -60 && failure > -150) /* paralysis */
902 {
903 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
904 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
905 paralyze_player (op, op, 99);
906 }
907 else if (failure <= -150) /* blast the immediate area */
908 {
909 tmp = get_archetype (GOD_POWER);
910 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
911 cast_magic_storm (op, tmp, power);
912 }
913 }
914
915 /*
916 * spell_failure() handles the various effects for differing degrees
917 * of failure badness.
918 * op is the player that failed.
919 * failure is a random value of how badly you failed.
920 * power is how many spellpoints you'd normally need for the spell.
921 * skill is the skill you'd need to cast the spell.
922 */
923
924 void
925 spell_failure (object *op, int failure, int power, object *skill)
926 {
927 object *tmp;
928
929 if (settings.spell_failure_effects == FALSE)
930 return;
931
932 if (failure <= -20 && failure > -40) /* wonder */
933 {
934 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
935 tmp = get_archetype (SPELL_WONDER);
936 cast_cone (op, op, 0, tmp);
937 tmp->destroy ();
938 }
939
940 else if (failure <= -40 && failure > -60) /* confusion */
941 {
942 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
943 confuse_player (op, op, 99);
944 }
945 else if (failure <= -60 && failure > -80) /* paralysis */
946 {
947 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
948 paralyze_player (op, op, 99);
949 }
950 else if (failure <= -80) /* blast the immediate area */
951 {
952 object *tmp;
953
954 /* Safety check to make sure we don't get any mana storms in scorn */
955 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
956 {
957 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
958 hit_player (op, 9998, op, AT_INTERNAL, 1);
959
960 }
961 else
962 {
963 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
964 tmp = get_archetype (LOOSE_MANA);
965 tmp->level = skill->level;
966
967 /* increase the area of destruction a little for more powerful spells */
968 tmp->range += isqrt (power);
969
970 if (power > 25)
971 tmp->stats.dam = 25 + isqrt (power);
972 else
973 tmp->stats.dam = power; /* nasty recoils! */
974
975 tmp->stats.maxhp = tmp->count;
976
977 tmp->insert_at (op);
978 }
979 }
980 }
981
982 int
983 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
984 {
985 int success;
986 object *spell;
987
988 if (!spell_ob->other_arch)
989 {
990 LOG (llevError, "cast_party_spell: empty other arch\n");
991 return 0;
992 }
993
994 spell = arch_to_object (spell_ob->other_arch);
995
996 /* Always cast spell on caster */
997 success = cast_spell (op, caster, dir, spell, stringarg);
998
999 if (caster->contr->party == NULL)
1000 {
1001 spell->remove ();
1002 return success;
1003 }
1004
1005 for_all_players (pl)
1006 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1007 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1008
1009 spell->remove ();
1010 return success;
1011 }
1012
1013 /* This is where the main dispatch when someone casts a spell.
1014 *
1015 * op is the creature that is owner of the object that is casting the spell -
1016 * eg, the player or monster.
1017 * caster is the actual object (wand, potion) casting the spell. can be
1018 * same as op.
1019 * dir is the direction to cast in. Note in some cases, if the spell
1020 * is self only, dir really doesn't make a difference.
1021 * spell_ob is the spell object that is being cast. From that,
1022 * we can determine what to do.
1023 * stringarg is any options that are being used. It can be NULL. Almost
1024 * certainly, only players will set it. It is basically used as optional
1025 * parameters to a spell (eg, item to create, information for marking runes,
1026 * etc.
1027 * returns 1 on successful cast, or 0 on error. These values should really
1028 * be swapped, so that 0 is successful, and non zero is failure, with a code
1029 * of what it failed.
1030 *
1031 * Note that this function is really a dispatch routine that calls other
1032 * functions - it just blindly returns what ever value those functions
1033 * return. So if your writing a new function that is called from this,
1034 * it shoudl also return 1 on success, 0 on failure.
1035 *
1036 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1037 * this function will decrease the mana/grace appropriately. For other
1038 * objects, the caller should do what it considers appropriate.
1039 */
1040 int
1041 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1042 {
1043 const char *godname;
1044 int success = 0, cast_level = 0;
1045 object *skill = NULL;
1046
1047 if (!spell_ob)
1048 {
1049 LOG (llevError, "cast_spell: null spell object passed\n");
1050 return 0;
1051 }
1052
1053 if (!strcmp ((godname = determine_god (op)), "none"))
1054 godname = "A random spirit";
1055
1056 /* the caller should set caster to op if appropriate */
1057 if (!caster)
1058 {
1059 LOG (llevError, "cast_spell: null caster object passed\n");
1060 return 0;
1061 }
1062
1063 /* if caster is a spell casting object, this normally shouldn't be
1064 * an issue, because they don't have any spellpaths set up.
1065 */
1066 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
1067 {
1068 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
1069 return 0;
1070 }
1071
1072 /* if it is a player casting the spell, and they are really casting it
1073 * (vs it coming from a wand, scroll, or whatever else), do some
1074 * checks. We let monsters do special things - eg, they
1075 * don't need the skill, bypass level checks, etc. The monster function
1076 * should take care of that.
1077 * Remove the wiz check here and move it further down - some spells
1078 * need to have the right skill pointer passed, so we need to
1079 * at least process that code.
1080 */
1081 if (op->type == PLAYER && op == caster)
1082 {
1083 cast_level = caster_level (caster, spell_ob);
1084
1085 if (spell_ob->skill)
1086 {
1087 skill = find_skill_by_name (op, spell_ob->skill);
1088
1089 if (!skill)
1090 {
1091 op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name));
1092 return 0;
1093 }
1094
1095 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1096 {
1097 op->failmsg ("You lack enough skill to cast that spell!");
1098 return 0;
1099 }
1100 }
1101
1102 /* If the caster is the wiz, they don't ever fail, and don't have
1103 * to have sufficient grace/mana.
1104 */
1105 if (!QUERY_FLAG (op, FLAG_WIZ))
1106 {
1107 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1108 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1109 {
1110 op->failmsg ("You don't have enough mana!");
1111 return 0;
1112 }
1113
1114 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1115 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1116 {
1117 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1118 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1119 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1120 else
1121 {
1122 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1123 op->failmsg (format ("%s ignores your prayer.", godname));
1124 return 0;
1125 }
1126 }
1127
1128 /* player/monster is trying to cast the spell. might fumble it */
1129 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1130 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1131 {
1132 op->contr->play_sound (sound_find ("fumble_spell"));
1133 op->failmsg ("You fumble the prayer.");
1134
1135 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1136 return 0;
1137 }
1138 else if (spell_ob->stats.sp)
1139 {
1140 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1141
1142 if (failure < 0)
1143 {
1144 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1145 if (settings.spell_failure_effects == TRUE)
1146 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1147
1148 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1149 return 0;
1150 }
1151 }
1152 }
1153 }
1154
1155 int mflags = op->ms ().flags ();
1156
1157 /* See if we can cast a spell here. If the caster and op are
1158 * not alive, then this would mean that the mapmaker put the
1159 * objects on the space - presume that they know what they are
1160 * doing.
1161 */
1162
1163 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1164 {
1165 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1166 return 0;
1167 }
1168
1169 if ((spell_ob->type == SPELL)
1170 && (caster->type != POTION)
1171 && !QUERY_FLAG (op, FLAG_WIZCAST)
1172 && (QUERY_FLAG (caster, FLAG_ALIVE)
1173 || QUERY_FLAG (op, FLAG_ALIVE))
1174 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1175 {
1176 if (op->type != PLAYER)
1177 return 0;
1178
1179 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1180 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1181 else if (object *item = op->contr->ranged_ob)
1182 {
1183 if (item->type == SPELL)
1184 op->failmsg ("Something blocks your spellcasting.");
1185 else if (item->type == SCROLL)
1186 op->failmsg ("Something blocks the magic of your scroll.");
1187 else
1188 op->failmsg ("Something blocks the magic of your item.");
1189 }
1190 else
1191 op->failmsg ("Something blocks the spell!");
1192
1193 return 0;
1194 }
1195
1196 /* Take into account how long it takes to cast the spell.
1197 * if the player is casting it, then we use the time in
1198 * the spell object. If it is a spell object, have it
1199 * take two ticks. Things that cast spells on the players
1200 * behalf (eg, altars, and whatever else) shouldn't cost
1201 * the player any time.
1202 * Ignore casting time for firewalls
1203 */
1204 if (caster == op && caster->type != FIREWALL)
1205 {
1206 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1207 /* Other portions of the code may also decrement the speed of the player, so
1208 * put a lower limit so that the player isn't stuck here too long
1209 */
1210 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1211 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1212 }
1213 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1214 op->speed_left -= 2 * FABS (op->speed);
1215
1216 if (op->type == PLAYER && op == caster)
1217 {
1218 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1219 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1220 }
1221
1222 /* We want to try to find the skill to properly credit exp.
1223 * for spell casting objects, the exp goes to the skill the casting
1224 * object requires.
1225 */
1226 if (op != caster && !skill && caster->skill)
1227 {
1228 skill = find_skill_by_name (op, caster->skill);
1229 if (!skill)
1230 {
1231 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1232 return 0;
1233 }
1234
1235 op->change_skill (skill); /* needed for proper exp credit */
1236 }
1237
1238 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1239 return RESULT_INT (0);
1240
1241 switch (spell_ob->subtype)
1242 {
1243 /* The order of case statements is same as the order they show up
1244 * in in spells.h.
1245 */
1246 case SP_RAISE_DEAD:
1247 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1248 break;
1249
1250 case SP_RUNE:
1251 success = write_rune (op, caster, spell_ob, dir, stringarg);
1252 break;
1253
1254 case SP_MAKE_MARK:
1255 success = write_mark (op, spell_ob, stringarg);
1256 break;
1257
1258 case SP_BOLT:
1259 success = fire_bolt (op, caster, dir, spell_ob, skill);
1260 break;
1261
1262 case SP_BULLET:
1263 success = fire_bullet (op, caster, dir, spell_ob);
1264 break;
1265
1266 case SP_CONE:
1267 success = cast_cone (op, caster, dir, spell_ob);
1268 break;
1269
1270 case SP_BOMB:
1271 success = create_bomb (op, caster, dir, spell_ob);
1272 break;
1273
1274 case SP_WONDER:
1275 success = cast_wonder (op, caster, dir, spell_ob);
1276 break;
1277
1278 case SP_SMITE:
1279 success = cast_smite_spell (op, caster, dir, spell_ob);
1280 break;
1281
1282 case SP_MAGIC_MISSILE:
1283 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1284 break;
1285
1286 case SP_SUMMON_GOLEM:
1287 success = summon_golem (op, caster, dir, spell_ob);
1288 break;
1289
1290 case SP_DIMENSION_DOOR:
1291 /* dimension door needs the actual caster, because that is what is
1292 * moved.
1293 */
1294 success = dimension_door (op, caster, spell_ob, dir);
1295 break;
1296
1297 case SP_MAGIC_MAPPING:
1298 if (op->type == PLAYER)
1299 {
1300 spell_effect (spell_ob, op->x, op->y, op->map, op);
1301 draw_magic_map (op);
1302 success = 1;
1303 }
1304 else
1305 success = 0;
1306 break;
1307
1308 case SP_MAGIC_WALL:
1309 success = magic_wall (op, caster, dir, spell_ob);
1310 break;
1311
1312 case SP_DESTRUCTION:
1313 success = cast_destruction (op, caster, spell_ob);
1314 break;
1315
1316 case SP_PERCEIVE_SELF:
1317 success = perceive_self (op);
1318 break;
1319
1320 case SP_WORD_OF_RECALL:
1321 success = cast_word_of_recall (op, caster, spell_ob);
1322 break;
1323
1324 case SP_INVISIBLE:
1325 success = cast_invisible (op, caster, spell_ob);
1326 break;
1327
1328 case SP_PROBE:
1329 success = probe (op, caster, spell_ob, dir);
1330 break;
1331
1332 case SP_HEALING:
1333 success = cast_heal (op, caster, spell_ob, dir);
1334 break;
1335
1336 case SP_CREATE_FOOD:
1337 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1338 break;
1339
1340 case SP_EARTH_TO_DUST:
1341 success = cast_earth_to_dust (op, caster, spell_ob);
1342 break;
1343
1344 case SP_CHANGE_ABILITY:
1345 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1346 break;
1347
1348 case SP_BLESS:
1349 success = cast_bless (op, caster, spell_ob, dir);
1350 break;
1351
1352 case SP_CURSE:
1353 success = cast_curse (op, caster, spell_ob, dir);
1354 break;
1355
1356 case SP_SUMMON_MONSTER:
1357 success = summon_object (op, caster, spell_ob, dir, stringarg);
1358 break;
1359
1360 case SP_CHARGING:
1361 success = recharge (op, caster, spell_ob);
1362 break;
1363
1364 case SP_POLYMORPH:
1365 #ifdef NO_POLYMORPH
1366 /* Not great, but at least provide feedback so if players do have
1367 * polymorph (ie, find it as a preset item or left over from before
1368 * it was disabled), they get some feedback.
1369 */
1370 op->failmsg ("The spell fizzles!");
1371 success = 0;
1372 #else
1373 success = cast_polymorph (op, caster, spell_ob, dir);
1374 #endif
1375 break;
1376
1377 case SP_ALCHEMY:
1378 success = alchemy (op, caster, spell_ob);
1379 break;
1380
1381 case SP_REMOVE_CURSE:
1382 success = remove_curse (op, caster, spell_ob);
1383 break;
1384
1385 case SP_IDENTIFY:
1386 success = cast_identify (op, caster, spell_ob);
1387 break;
1388
1389 case SP_DETECTION:
1390 success = cast_detection (op, caster, spell_ob, skill);
1391 break;
1392
1393 case SP_MOOD_CHANGE:
1394 success = mood_change (op, caster, spell_ob);
1395 break;
1396
1397 case SP_MOVING_BALL:
1398 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1399 {
1400 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1401 success = 0;
1402 }
1403 else
1404 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1405 break;
1406
1407 case SP_SWARM:
1408 success = fire_swarm (op, caster, spell_ob, dir);
1409 break;
1410
1411 case SP_CHANGE_MANA:
1412 success = cast_transfer (op, caster, spell_ob, dir);
1413 break;
1414
1415 case SP_DISPEL_RUNE:
1416 /* in rune.c */
1417 success = dispel_rune (op, caster, spell_ob, skill, dir);
1418 break;
1419
1420 case SP_CREATE_MISSILE:
1421 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1422 break;
1423
1424 case SP_CONSECRATE:
1425 success = cast_consecrate (op, caster, spell_ob);
1426 break;
1427
1428 case SP_ANIMATE_WEAPON:
1429 success = animate_weapon (op, caster, spell_ob, dir);
1430 break;
1431
1432 case SP_LIGHT:
1433 success = cast_light (op, caster, spell_ob, dir);
1434 break;
1435
1436 case SP_CHANGE_MAP_LIGHT:
1437 success = cast_change_map_lightlevel (op, caster, spell_ob);
1438 break;
1439
1440 case SP_FAERY_FIRE:
1441 success = cast_destruction (op, caster, spell_ob);
1442 break;
1443
1444 case SP_CAUSE_DISEASE:
1445 success = cast_cause_disease (op, caster, spell_ob, dir);
1446 break;
1447
1448 case SP_AURA:
1449 success = create_aura (op, caster, spell_ob);
1450 break;
1451
1452 case SP_PARTY_SPELL:
1453 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1454 break;
1455
1456 default:
1457 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1458 }
1459
1460 op->play_sound (success ? spell_ob->sound : sound_find ("fumble_spell"));
1461
1462 return success;
1463 }
1464
1465 /* This is called from time.c/process_object(). That function
1466 * calls this for any SPELL_EFFECT type objects. This function
1467 * then dispatches them to the appropriate specific routines.
1468 */
1469 void
1470 move_spell_effect (object *op)
1471 {
1472 switch (op->subtype)
1473 {
1474 case SP_BOLT:
1475 move_bolt (op);
1476 break;
1477
1478 case SP_BULLET:
1479 move_bullet (op);
1480 break;
1481
1482 case SP_EXPLOSION:
1483 explosion (op);
1484 break;
1485
1486 case SP_CONE:
1487 move_cone (op);
1488 break;
1489
1490 case SP_BOMB:
1491 animate_bomb (op);
1492 break;
1493
1494 case SP_MAGIC_MISSILE:
1495 move_missile (op);
1496 break;
1497
1498 case SP_WORD_OF_RECALL:
1499 execute_word_of_recall (op);
1500 break;
1501
1502 case SP_MOVING_BALL:
1503 move_ball_spell (op);
1504 break;
1505
1506 case SP_SWARM:
1507 move_swarm_spell (op);
1508 break;
1509
1510 case SP_AURA:
1511 move_aura (op);
1512 break;
1513 }
1514 }
1515
1516 /* this checks to see if something special should happen if
1517 * something runs into the object.
1518 */
1519 void
1520 check_spell_effect (object *op)
1521 {
1522 switch (op->subtype)
1523 {
1524 case SP_BOLT:
1525 move_bolt (op);
1526 return;
1527
1528 case SP_BULLET:
1529 check_bullet (op);
1530 return;
1531 }
1532 }
1533
1534 /* This is called by move_apply. Basically, if someone
1535 * moves onto a spell effect and the walk_on or fly_on flags
1536 * are set, this is called. This should only be called for
1537 * objects of the appropraite type.
1538 */
1539 void
1540 apply_spell_effect (object *spell, object *victim)
1541 {
1542 switch (spell->subtype)
1543 {
1544 case SP_CONE:
1545 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1546 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1547 break;
1548
1549 case SP_MAGIC_MISSILE:
1550 if (QUERY_FLAG (victim, FLAG_ALIVE))
1551 {
1552 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1553
1554 if (!spell->destroyed ())
1555 spell->destroy ();
1556 }
1557 break;
1558
1559 case SP_MOVING_BALL:
1560 if (QUERY_FLAG (victim, FLAG_ALIVE))
1561 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1562 else if (victim->materialname)
1563 save_throw_object (victim, spell->attacktype, spell);
1564 break;
1565 }
1566 }
1567