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Revision: 1.66
Committed: Sat Mar 15 13:52:38 2008 UTC (16 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_5, rel-2_43
Changes since 1.65: +1 -1 lines
Log Message:
more const correctness and 5.10 gartituous breakage, sigh

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