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Revision: 1.125
Committed: Mon Nov 12 03:48:34 2012 UTC (11 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.124: +17 -19 lines
Log Message:
respect mapspace limits in create food/missile

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26 #include <spells.h>
27 #include <object.h>
28 #include <errno.h>
29 #include <sproto.h>
30 #include <sounds.h>
31
32 extern char *spell_mapping[];
33
34 /* This returns a random spell from 'ob'. If skill is set, then
35 * the spell must be of this skill, it can be NULL in which case all
36 * matching spells are used.
37 */
38 object *
39 find_random_spell_in_ob (object *ob, shstr_cmp skill)
40 {
41 int k = 0, s;
42
43 for (object *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 = rndm (k);
52
53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 if (!s)
56 return tmp;
57 else
58 s--;
59
60 /* Should never get here, but just in case */
61 return 0;
62 }
63
64 /* Relatively simple function that gets used a lot.
65 * Basically, it sets up the skill pointer for the spell being
66 * cast. If op is really casting the spell, then the skill
67 * is whatever skill the spell requires.
68 * if instead caster (rod, horn, wand, etc) is casting the skill,
69 * then they get exp for the skill that you need to use for
70 * that object (use magic device).
71 */
72 void
73 set_spell_skill (object *op, object *caster, object *spob, object *dest)
74 {
75 if (caster == op && spob->skill)
76 dest->skill = spob->skill;
77 else
78 dest->skill = caster->skill;
79 }
80
81 /* pretty basic function - basically just takes
82 * an object, sets the x,y, and calls insert_ob_in_map
83 */
84 void
85 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
86 {
87 if (spob->other_arch)
88 map->insert (spob->other_arch->instance (), x, y, originator);
89 }
90
91 static int
92 attuned_bonus (object *caster, object *spell, int level)
93 {
94 // compute the attuned/repelled bonus
95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
96 // repell has no such quarrels
97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
99 }
100
101 /* This function returns the effective level the spell
102 * is being cast at.
103 */
104 int
105 casting_level (object *caster, object *spell)
106 {
107 int level = caster->level;
108
109 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
111 {
112 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
113 int sk_level = skill ? skill->level : 1;
114
115 level = min (level, sk_level + level / 10 + 1);
116 }
117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
118 if (object *skill = caster->contr->find_skill (spell->skill))
119 level = skill->level;
120
121 int bonus = attuned_bonus (caster, spell, level);
122
123 level += bonus;
124
125 // now scale the effective level from the startinglevel..100 range to 1..100
126 if (level < 100)
127 level = lerp (level, (int)spell->level, 100, 1, 100);
128
129 /* Always make this at least 1. If this is zero, we get divide by zero
130 * errors in various places.
131 */
132 return clamp (level, 1, settings.max_level);
133 }
134
135 /* The following function scales the spellpoint cost of
136 * a spell by it's increased effectiveness. Some of the
137 * lower level spells become incredibly vicious at high
138 * levels. Very cheap mass destruction. This function is
139 * intended to keep the sp cost related to the effectiveness.
140 * op is the player/monster
141 * caster is what is casting the spell, can be op.
142 * spell is the spell object.
143 * Note that it is now possible for a spell to cost both grace and
144 * mana. In that case, we return which ever value is higher.
145 */
146 sint16
147 SP_level_spellpoint_cost (object *caster, object *spell, int flags)
148 {
149 int sp, grace, level = casting_level (caster, spell);
150
151 if (settings.spellpoint_level_depend == TRUE)
152 {
153 if (spell->stats.sp && spell->stats.maxsp)
154 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
155 else
156 sp = spell->stats.sp;
157
158 sp *= (int) PATH_SP_MULT (caster, spell);
159 if (!sp && spell->stats.sp)
160 sp = 1;
161
162 if (spell->stats.grace && spell->stats.maxgrace)
163 grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace));
164 else
165 grace = spell->stats.grace;
166
167 grace *= PATH_SP_MULT (caster, spell);
168 if (spell->stats.grace && !grace)
169 grace = 1;
170 }
171 else
172 {
173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
174 if (spell->stats.sp && !sp)
175 sp = 1;
176
177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
178 if (spell->stats.grace && !grace)
179 grace = 1;
180 }
181
182 if (flags == SPELL_HIGHEST)
183 return max (sp, grace);
184 else if (flags == SPELL_GRACE)
185 return grace;
186 else if (flags == SPELL_MANA)
187 return sp;
188 else
189 {
190 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
191 return 0;
192 }
193 }
194
195 /*
196 * Return the effective casting level of the spell.
197 * To make spells independent of their starting level, this function
198 * scales the range spellstartlevel .. 100 into the range 1..100
199 */
200 static int
201 SP_casting_level (object *caster, object *spell)
202 {
203 return casting_level (caster, spell);
204 }
205
206 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
207 * spob is the spell we are adjusting.
208 */
209 int
210 SP_level_dam_adjust (object *caster, object *spob)
211 {
212 if (!spob->dam_modifier)
213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
216 }
217
218 /* Adjust the strength of the spell based on level.
219 * This is basically the same as SP_level_dam_adjust above,
220 * but instead looks at the level_modifier value.
221 */
222 int
223 SP_level_duration_adjust (object *caster, object *spob)
224 {
225 if (!spob->duration_modifier)
226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
229 }
230
231 /* Adjust the strength of the spell based on level.
232 * This is basically the same as SP_level_dam_adjust above,
233 * but instead looks at the level_modifier value.
234 */
235 int
236 SP_level_range_adjust (object *caster, object *spob)
237 {
238 if (!spob->range_modifier)
239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
242 }
243
244 /* Checks to see if player knows the spell. If the name is the same
245 * as an existing spell, we presume they know it.
246 * returns 1 if they know the spell, 0 if they don't.
247 */
248 object *
249 check_spell_known (object *op, shstr_cmp name)
250 {
251 object *spop;
252
253 for (spop = op->inv; spop; spop = spop->below)
254 if (spop->type == SPELL && spop->name == name)
255 return spop;
256
257 return 0;
258 }
259
260 /*
261 * Look at object 'op' and see if they know the spell
262 * spname. This is pretty close to check_spell_known
263 * above, but it uses a looser matching mechanism.
264 * returns the matching spell object, or NULL.
265 * If we match multiple spells but don't get an
266 * exact match, we also return NULL.
267 */
268 object *
269 lookup_spell_by_name (object *op, const char *spname)
270 {
271 object *spob1 = 0, *spob2 = 0;
272 int nummatch = 0;
273
274 if (!spname)
275 return 0;
276
277 /* Try to find the spell. We store the results in spob1
278 * and spob2 - spob1 is only taking the length of
279 * the past spname, spob2 uses the length of the spell name.
280 */
281 for (object *spob = op->inv; spob; spob = spob->below)
282 {
283 if (spob->type == SPELL)
284 {
285 // TODO: WTF?
286 if (!strncmp (spob->name, spname, strlen (spname)))
287 {
288 nummatch++;
289 spob1 = spob;
290 }
291 else if (!strncmp (spob->name, spname, strlen (spob->name)))
292 {
293 /* if spells have ambiguous names, it makes matching
294 * really difficult. (eg, fire and fireball would
295 * fall into this category). It shouldn't be hard to
296 * make sure spell names don't overlap in that fashion.
297 */
298 if (spob2)
299 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
300
301 spob2 = spob;
302 }
303 }
304 }
305 /* if we have best match, return it. Otherwise, if we have one match
306 * on the loser match, return that, otehrwise null
307 */
308 if (spob2)
309 return spob2;
310
311 if (spob1 && nummatch == 1)
312 return spob1;
313
314 return NULL;
315 }
316
317 /* reflwall - decides weither the (spell-)object sp_op will
318 * be reflected from the given mapsquare. Returns 1 if true.
319 * (Note that for living creatures there is a small chance that
320 * reflect_spell fails.)
321 * Caller should be sure it passes us valid map coordinates
322 * eg, updated for tiled maps.
323 */
324 int
325 reflwall (maptile *m, int x, int y, object *sp_op)
326 {
327 if (OUT_OF_REAL_MAP (m, x, y))
328 return 0;
329
330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
331 if (op->flag [FLAG_REFL_SPELL]
332 && (!op->flag [FLAG_ALIVE]
333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
334 return 1;
335
336 return 0;
337 }
338
339 /* cast_create_object: creates object new_op in direction dir
340 * or if that is blocked, beneath the player (op).
341 * we pass 'caster', but don't use it for anything.
342 * This is really just a simple wrapper function .
343 * returns true to indicate whether the operation was successful.
344 * destroys the object is unsuccessful.
345 */
346 bool
347 cast_create_obj (object *op, object *caster, object *new_op, int dir)
348 {
349 mapxy pos (op);
350 pos.move (dir);
351
352 if (!pos.normalise ()
353 || pos->blocks (op) // perversely enough, we check if the palyer can reach that space
354 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
355 )
356 {
357 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
358 new_op->destroy ();
359 return 0;
360 }
361
362 new_op->set_flag (FLAG_IDENTIFIED);
363
364 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
365
366 return 1;
367 }
368
369 static bool
370 mergable_owner (object *o1, object *o2)
371 {
372 if (o1 == o2)
373 return 1;
374
375 if (!o1 || !o2)
376 return 0;
377
378 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
379 return 0;
380
381 if (o1->is_player () || o2->is_player ())
382 return 0;
383
384 return 1;
385 }
386
387 /* Returns true if it is ok to put spell *op on the space/may provided.
388 * immune_stop is basically the attacktype of the spell (why
389 * passed as a different value, not sure of). If immune_stop
390 * has the AT_MAGIC bit set, and there is a counterwall
391 * on the space, the object doesn't get placed. if immune stop
392 * does not have AT_MAGIC, then counterwalls do not effect the spell.
393 */
394 int
395 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
396 {
397 if (!xy_normalise (m, x, y))
398 return 0;
399
400 mapspace &ms = m->at (x, y);
401 ms.update ();
402
403 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
404 return 0;
405
406 int max_effects = 5; // max. number of similar spells per mapspace
407
408 for (object *tmp = ms.top; tmp; tmp = tmp->below)
409 {
410 /* If there is a counterspell on the space, and this
411 * object is using magic, don't progress. I believe we could
412 * leave this out and let in progress, and other areas of the code
413 * will then remove it, but that would seem to to use more
414 * resources, and may not work as well if a player is standing
415 * on top of a counterwall spell (may hit the player before being
416 * removed.) On the other hand, it may be more dramatic for the
417 * spell to actually hit the counterwall and be sucked up.
418 */
419 if ((tmp->attacktype & AT_COUNTERSPELL)
420 && !tmp->flag [FLAG_MONSTER]
421 && (tmp->type != PLAYER)
422 && (tmp->type != WEAPON)
423 && (tmp->type != BOW)
424 && (tmp->type != ARROW)
425 && (tmp->type != GOLEM)
426 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
427 // we special case floor here because there
428 // are sometimes spell effect floors
429 // which are used to inflict damage
430 // (and those shouldn't go away from
431 // sanctuary) see also: permanent lava
432 && (immune_stop & AT_MAGIC))
433 return 0;
434
435 if (tmp->type == op->type)
436 {
437 if (tmp->subtype == op->subtype
438 && tmp->arch == op->arch /* no harm if not comparing by name here */)
439 {
440 /* This is to prevent 'out of control' spells. Basically, this
441 * limits one spell effect per space per spell. This is definately
442 * needed for performance reasons, and just for playability I believe.
443 * there are no such things as multispaced spells right now, so
444 * we don't need to worry about the head.
445 */
446 if (tmp->stats.maxhp == op->stats.maxhp)
447 return 0;
448
449 /*
450 * Combine similar spell effects into one spell effect. Needed for
451 * performance reasons with meteor swarm and the like, but also for
452 * playability reasons.
453 */
454 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
455 if (mergable_owner (tmp, op))
456 {
457 // if same owner, then combine, but reduce advantage of multiple spells
458 max_it (tmp->stats.dam, op->stats.dam);
459 max_it (tmp->range , op->range);
460 max_it (tmp->duration , op->duration);
461 return 0;
462 }
463 }
464
465 // if there are too many spell effects on this space,
466 // then don't allow more of them, for performance reasons.
467 if (tmp->type == SPELL_EFFECT
468 && !--max_effects)
469 return 0;
470 }
471
472 /* Perhaps we should also put checks in for no magic and unholy
473 * ground to prevent it from moving along?
474 */
475 }
476
477 /* If it passes the above tests, it must be OK */
478 return 1;
479 }
480
481 /* fire_arch_from_position: fires an archetype.
482 * op: person firing the object.
483 * caster: object casting the spell.
484 * x, y: where to fire the spell (note, it then uses op->map for the map
485 * for these coordinates, which is probably a really bad idea.
486 * dir: direction to fire in.
487 * spell: spell that is being fired. It uses other_arch for the archetype
488 * to fire.
489 * returns 0 on failure, 1 on success.
490 */
491 int
492 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
493 {
494 if (!spell->other_arch)
495 return 0;
496
497 object *tmp = spell->other_arch->instance ();
498
499 if (!tmp)
500 return 0;
501
502 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
503 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
504 /* code in time.c uses food for some things, duration for others */
505 tmp->stats.food = tmp->duration;
506 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
507 tmp->attacktype = spell->attacktype;
508 tmp->direction = dir;
509 tmp->set_owner (op);
510 tmp->level = casting_level (caster, spell);
511 set_spell_skill (op, caster, spell, tmp);
512
513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
515 if (!tailor_god_spell (tmp, op))
516 return 0;
517
518 if (tmp->flag [FLAG_IS_TURNABLE])
519 SET_ANIMATION (tmp, dir);
520
521 if ((tmp = op->map->insert (tmp, x, y, op)))
522 move_spell_effect (tmp);
523
524 return 1;
525 }
526
527 /*****************************************************************************
528 *
529 * Code related to rods - perhaps better located in another file?
530 *
531 ****************************************************************************/
532 void
533 regenerate_rod (object *rod)
534 {
535 if (rod->stats.hp < rod->stats.maxhp)
536 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
537 }
538
539 void
540 drain_rod_charge (object *rod)
541 {
542 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
543 }
544
545 /* this function is commonly used to find a friendly target for
546 * spells such as heal or protection or armour
547 * op is what is looking for the target (which can be a player),
548 * dir is the direction we are looking in. Return object found, or
549 * NULL if no good object.
550 */
551 object *
552 find_target_for_friendly_spell (object *op, int dir)
553 {
554 object *tmp;
555
556 /* I don't really get this block - if op isn't a player or rune,
557 * we then make the owner of this object the target.
558 * The owner could very well be no where near op.
559 */
560 if (op->type != PLAYER && op->type != RUNE)
561 {
562 tmp = op->owner;
563 /* If the owner does not exist, or is not a monster, than apply the spell
564 * to the caster.
565 */
566 if (!tmp || !tmp->flag [FLAG_MONSTER])
567 tmp = op;
568 }
569 else
570 {
571 maptile *m = op->map;
572 sint16 x = op->x + freearr_x[dir];
573 sint16 y = op->y + freearr_y[dir];
574
575 tmp = xy_normalise (m, x, y)
576 ? m->at (x, y).player ()
577 : 0;
578 }
579
580 /* didn't find a player there, look in current square for a player */
581 if (!tmp)
582 tmp = op->ms ().player ();
583
584 return tmp;
585 }
586
587 /* raytrace:
588 * spell_find_dir(map, x, y, exclude) will search first the center square
589 * then some close squares in the given map at the given coordinates for
590 * live objects.
591 * It will not consider the object given as exclude (= caster) among possible
592 * live objects. If the caster is a player, the spell will go after
593 * monsters/generators only. If not, the spell will hunt players only.
594 * It returns the direction toward the first/closest live object if it finds
595 * any, otherwise -1.
596 * note that exclude can be NULL, in which case all bets are off.
597 */
598 int
599 spell_find_dir (maptile *m, int x, int y, object *exclude)
600 {
601 int i, max = SIZEOFFREE;
602 sint16 nx, ny;
603 int owner_type = 0, mflags;
604 object *tmp;
605 maptile *mp;
606
607 if (exclude && exclude->head)
608 exclude = exclude->head;
609 if (exclude && exclude->type)
610 owner_type = exclude->type;
611
612 for (i = rndm (1, 8); i < max; i++)
613 {
614 nx = x + freearr_x[i];
615 ny = y + freearr_y[i];
616 mp = m;
617 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
618 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
619 continue;
620
621 tmp = GET_MAP_OB (mp, nx, ny);
622
623 while (tmp != NULL && (((owner_type == PLAYER &&
624 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
625 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
626 tmp = tmp->above;
627
628 if (tmp != NULL && can_see_monsterP (m, x, y, i))
629 return freedir[i];
630 }
631 return -1; /* flag for "keep going the way you were" */
632 }
633
634 /* put_a_monster: puts a monster named monstername near by
635 * op. This creates the treasures for the monsters, and
636 * also deals with multipart monsters properly.
637 */
638 static void
639 put_a_monster (object *op, const char *monstername)
640 {
641 object *tmp, *head = NULL, *prev = NULL;
642 archetype *at;
643 int dir;
644
645 /* Handle cases where we are passed a bogus mosntername */
646
647 if ((at = archetype::find (monstername)) == NULL)
648 return;
649
650 /* find a free square nearby
651 * first we check the closest square for free squares
652 */
653
654 dir = find_first_free_spot (at, op->map, op->x, op->y);
655 if (dir != -1)
656 {
657 /* This is basically grabbed for generate monster. Fixed 971225 to
658 * insert multipart monsters properly
659 */
660 //TODO: use expand_tail + ...
661 while (at != NULL)
662 {
663 tmp = at->instance ();
664 tmp->x = op->x + freearr_x[dir] + at->x;
665 tmp->y = op->y + freearr_y[dir] + at->y;
666 tmp->map = op->map;
667 if (head)
668 {
669 tmp->head = head;
670 prev->more = tmp;
671 }
672
673 if (!head)
674 head = tmp;
675
676 prev = tmp;
677
678 at = (archetype *)at->more;
679 }
680
681 if (head->randomitems)
682 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
683
684 insert_ob_in_map (head, op->map, op, 0);
685
686 /* thought it'd be cool to insert a burnout, too. */
687 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
688 }
689 }
690
691 /* peterm: function which summons hostile monsters and
692 * places them in nearby squares.
693 * op is the summoner.
694 * n is the number of monsters.
695 * monstername is the name of the monster.
696 * returns the number of monsters, which is basically n.
697 * it should really see how many it successfully replaced and
698 * return that instead.
699 * Note that this is not used by any spells (summon evil monsters
700 * use to call this, but best I can tell, that spell/ability was
701 * never used. This is however used by various failures on the
702 * players part (alchemy, reincarnation, etc)
703 */
704 int
705 summon_hostile_monsters (object *op, int n, const char *monstername)
706 {
707 int i;
708
709 for (i = 0; i < n; i++)
710 put_a_monster (op, monstername);
711
712 return n;
713 }
714
715
716 /* Some local definitions for shuffle-attack */
717 struct attacktype_shuffle
718 {
719 int attacktype;
720 int face;
721 } ATTACKS[22] =
722 {
723 { AT_PHYSICAL, 0},
724 { AT_PHYSICAL, 0}, /*face = explosion */
725 { AT_PHYSICAL, 0},
726 { AT_MAGIC, 1},
727 { AT_MAGIC, 1}, /* face = last-burnout */
728 { AT_MAGIC, 1},
729 { AT_FIRE, 2},
730 { AT_FIRE, 2}, /* face = fire.... */
731 { AT_FIRE, 2},
732 { AT_ELECTRICITY, 3},
733 { AT_ELECTRICITY, 3}, /* ball_lightning */
734 { AT_ELECTRICITY, 3},
735 { AT_COLD, 4},
736 { AT_COLD, 4}, /* face=icestorm */
737 { AT_COLD, 4},
738 { AT_CONFUSION, 5},
739 { AT_POISON, 7},
740 { AT_POISON, 7}, /* face = acid sphere. generator */
741 { AT_POISON, 7}, /* poisoncloud face */
742 { AT_SLOW, 8},
743 { AT_PARALYZE, 9},
744 { AT_FEAR, 10},
745 };
746
747 /* shuffle_attack: peterm
748 * This routine shuffles the attack of op to one of the
749 * ones in the list. It does this at random. It also
750 * chooses a face appropriate to the attack that is
751 * being committed by that square at the moment.
752 * right now it's being used by color spray and create pool of
753 * chaos.
754 * This could really be a better implementation - the
755 * faces and attacktypes above are hardcoded, which is never
756 * good. The faces refer to faces in the animation sequence.
757 * Not sure how to do better - but not having it hardcoded
758 * would be nice.
759 * I also fixed a bug here in that attacktype was |= -
760 * to me, that would be that it would quickly get all
761 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
762 */
763 void
764 shuffle_attack (object *op, int change_face)
765 {
766 int i;
767
768 i = rndm (0, 21);
769
770 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
771
772 if (change_face)
773 {
774 SET_ANIMATION (op, ATTACKS[i].face);
775 }
776 }
777
778 /* prayer_failure: This is called when a player fails
779 * at casting a prayer.
780 * op is the player.
781 * failure is basically how much grace they had.
782 * power is how much grace the spell would normally take to cast.
783 */
784
785 #define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
786
787 static void
788 prayer_failure (object *op, int failure, int power)
789 {
790 const char *godname;
791 object *tmp;
792
793 if (!strcmp ((godname = determine_god (op)), "none"))
794 godname = "Your spirit";
795
796 if (failure <= -20 && failure > -40) /* wonder */
797 {
798 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
799 tmp = archetype::get (SPELL_WONDER);
800 cast_cone (op, op, 0, tmp);
801 tmp->destroy ();
802 }
803
804 else if (failure <= -40 && failure > -60) /* confusion */
805 {
806 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
807 confuse_player (op, op, 99);
808 }
809 else if (failure <= -60 && failure > -150) /* paralysis */
810 {
811 op->failmsgf ("%s requires you to pray NOW. "
812 "You comply, ignoring all else." HINT_GRACE,
813 godname);
814 paralyze_player (op, op, 99);
815 }
816 else if (failure <= -150) /* blast the immediate area */
817 {
818 tmp = archetype::get (GOD_POWER);
819 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
820 cast_magic_storm (op, tmp, power);
821 }
822 }
823
824 /*
825 * spell_failure() handles the various effects for differing degrees
826 * of failure badness.
827 * op is the player that failed.
828 * failure is a random value of how badly you failed.
829 * power is how many spellpoints you'd normally need for the spell.
830 * skill is the skill you'd need to cast the spell.
831 */
832 void
833 spell_failure (object *op, int failure, int power, object *skill)
834 {
835 object *tmp;
836
837 if (settings.spell_failure_effects == FALSE)
838 return;
839
840 if (failure <= -20 && failure > -40) /* wonder */
841 {
842 op->failmsg ("Your spell causes an unexpected effect.");
843 tmp = archetype::get (SPELL_WONDER);
844 cast_cone (op, op, 0, tmp);
845 tmp->destroy ();
846 }
847
848 else if (failure <= -40 && failure > -60) /* confusion */
849 {
850 op->failmsg ("Your magic recoils on you, making you confused!");
851 confuse_player (op, op, 99);
852 }
853 else if (failure <= -60 && failure > -80) /* paralysis */
854 {
855 op->failmsg ("Your magic stuns you!");
856 paralyze_player (op, op, 99);
857 }
858 else if (failure <= -80) /* blast the immediate area */
859 {
860 object *tmp;
861
862 /* Safety check to make sure we don't get any mana storms in scorn */
863 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
864 {
865 op->failmsg ("The magic warps and you are turned inside out!");
866 hit_player (op, 9998, op, AT_INTERNAL, 1);
867
868 }
869 else
870 {
871 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
872 tmp = archetype::get (LOOSE_MANA);
873 tmp->level = skill->level;
874
875 /* increase the area of destruction a little for more powerful spells */
876 tmp->range += isqrt (power);
877
878 if (power > 25)
879 tmp->stats.dam = 25 + isqrt (power);
880 else
881 tmp->stats.dam = power; /* nasty recoils! */
882
883 tmp->stats.maxhp = tmp->count;
884
885 tmp->insert_at (op);
886 }
887 }
888 }
889
890 static int
891 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
892 {
893 if (!spell_ob->other_arch)
894 {
895 LOG (llevError, "cast_party_spell: empty other arch\n");
896 return 0;
897 }
898
899 object *spell = spell_ob->other_arch->instance ();
900
901 /* Always cast spell on caster */
902 int success = cast_spell (op, caster, dir, spell, spellparam);
903
904 if (!op->contr || !op->contr->party)
905 {
906 spell->remove ();
907 return success;
908 }
909
910 for_all_players (pl)
911 if ((pl->ob->contr->party == op->contr->party)
912 && on_same_map (pl->ob, op)
913 && pl->ob != op)
914 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
915
916 spell->remove ();
917 return success;
918 }
919
920 /* This is where the main dispatch when someone casts a spell.
921 *
922 * op is the creature that is owner of the object that is casting the spell -
923 * eg, the player or monster.
924 * caster is the actual object (wand, potion) casting the spell. can be
925 * same as op.
926 * dir is the direction to cast in. Note in some cases, if the spell
927 * is self only, dir really doesn't make a difference.
928 * spell_ob is the spell object that is being cast. From that,
929 * we can determine what to do.
930 * spellparam is any options that are being used. It can be NULL. Almost
931 * certainly, only players will set it. It is basically used as optional
932 * parameters to a spell (eg, item to create, information for marking runes,
933 * etc.
934 * returns 1 on successful cast, or 0 on error. These values should really
935 * be swapped, so that 0 is successful, and non zero is failure, with a code
936 * of what it failed.
937 *
938 * Note that this function is really a dispatch routine that calls other
939 * functions - it just blindly returns what ever value those functions
940 * return. So if your writing a new function that is called from this,
941 * it shoudl also return 1 on success, 0 on failure.
942 *
943 * if it is a player casting the spell (op->type == PLAYER, op == caster),
944 * this function will decrease the mana/grace appropriately. For other
945 * objects, the caller should do what it considers appropriate.
946 */
947 int
948 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
949 {
950 const char *godname;
951 int success = 0;
952
953 // make sure spells always take a while, so a) we don't flood the
954 // user with messages and b) too many failures can be harmful (smiting).
955 op->speed_left -= 4 * op->speed; // ~0.5s on failure
956
957 if (!spell_ob)
958 {
959 LOG (llevError, "cast_spell: null spell object passed\n");
960 return 0;
961 }
962
963 if (!strcmp ((godname = determine_god (op)), "none"))
964 godname = "A random spirit";
965
966 /* the caller should set caster to op if appropriate */
967 if (!caster)
968 {
969 LOG (llevError, "cast_spell: null caster object passed\n");
970 return 0;
971 }
972
973 /* if caster is a spell casting object, this normally shouldn't be
974 * an issue, because they don't have any spellpaths set up.
975 */
976 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
977 {
978 op->failmsg ("That spell path is denied to you.");
979 return 0;
980 }
981
982 object *skill = 0;
983
984 /* if it is a player casting the spell, and they are really casting it
985 * (vs it coming from a wand, scroll, or whatever else), do some
986 * checks. We let monsters do special things - eg, they
987 * don't need the SKILL, BYpass level checks, etc. The monster function
988 * should take care of that.
989 * Remove the wiz check here and move it further down - some spells
990 * need to have the right skill pointer passed, so we need to
991 * at least process that code.
992 */
993 if (op->type == PLAYER && op == caster)
994 {
995 if (spell_ob->skill)
996 {
997 skill = find_skill_by_name (op, spell_ob->skill);
998
999 if (!skill)
1000 {
1001 op->failmsgf ("You need the %s skill to cast %s! "
1002 "H<You either need to learn the skill via a skill scroll "
1003 "or you need to wear a talisman, holy symbol or another skill tool.>",
1004 &spell_ob->skill, &spell_ob->name);
1005 return 0;
1006 }
1007
1008 const char *msg = "";
1009
1010 int caster_level = skill->level;
1011
1012 if (op->path_attuned & spell_ob->path_attuned)
1013 {
1014 caster_level += min (caster_level, ATTUNE_REPELL);
1015 msg = " (attuned)";
1016 }
1017
1018 if (op->path_repelled & spell_ob->path_attuned)
1019 {
1020 caster_level -= ATTUNE_REPELL; // negative is ok
1021 msg = " (repelled)";
1022 }
1023
1024 if (spell_ob->level > caster_level)
1025 {
1026 op->failmsgf ("You lack enough skill to cast that spell! "
1027 "H<Your effective cast level is %d%s, but level %d is required.>",
1028 caster_level, msg, spell_ob->level);
1029 if (!op->is_wiz ())
1030 return 0;
1031 }
1032 }
1033
1034 /* If the caster is the wiz, they don't ever fail, and don't have
1035 * to have sufficient grace/mana.
1036 */
1037 if (!op->flag [FLAG_WIZCAST])
1038 {
1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1040 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1041 {
1042 op->failmsg ("You don't have enough mana!");
1043 return 0;
1044 }
1045
1046 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1047 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1048 {
1049 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1050 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1051 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1052 else
1053 {
1054 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1055 op->failmsgf ("%s ignores your prayer.", godname);
1056 return 0;
1057 }
1058 }
1059
1060 /* player/monster is trying to cast the spell. might fumble it */
1061 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1062 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1063 {
1064 op->contr->play_sound (sound_find ("fumble_spell"));
1065 op->failmsg ("You fumble the prayer.");
1066
1067 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1068 return 0;
1069 }
1070 else if (spell_ob->stats.sp)
1071 {
1072 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1073
1074 if (failure < 0)
1075 {
1076 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1077 if (settings.spell_failure_effects == TRUE)
1078 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1079
1080 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1081 return 0;
1082 }
1083 }
1084 }
1085 }
1086
1087 int mflags = op->ms ().flags ();
1088
1089 /* See if we can cast a spell here. If the caster and op are
1090 * not alive, then this would mean that the mapmaker put the
1091 * objects on the space - presume that they know what they are
1092 * doing.
1093 */
1094
1095 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1096 {
1097 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1098 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1099 return 0;
1100 }
1101
1102 if ((spell_ob->type == SPELL)
1103 && (caster->type != POTION)
1104 && !op->flag [FLAG_WIZCAST]
1105 && (caster->flag [FLAG_ALIVE]
1106 || op->flag [FLAG_ALIVE])
1107 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1108 {
1109 if (op->type != PLAYER)
1110 return 0;
1111
1112 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1113 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1114 else if (object *item = op->contr->ranged_ob)
1115 {
1116 if (item->type == SPELL)
1117 op->failmsg ("Something blocks your spellcasting.");
1118 else if (item->type == SCROLL)
1119 op->failmsg ("Something blocks the magic of your scroll.");
1120 else
1121 op->failmsg ("Something blocks the magic of your item.");
1122 }
1123 else
1124 op->failmsg ("Something blocks the spell!");
1125
1126 return 0;
1127 }
1128
1129 // undo the flood protection from earlier
1130 op->speed_left += 4 * op->speed; // ~0.5s on failure
1131
1132 /* Take into account how long it takes to cast the spell.
1133 * if the player is casting it, then we use the time in
1134 * the spell object. If it is a spell object, have it
1135 * take two ticks. Things that cast spells on the players
1136 * behalf (eg, altars, and whatever else) shouldn't cost
1137 * the player any time.
1138 * Ignore casting time for firewalls
1139 */
1140 if (caster == op && caster->type != FIREWALL)
1141 {
1142 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1143 /* Other portions of the code may also decrement the speed of the player, so
1144 * put a lower limit so that the player isn't stuck here too long
1145 */
1146 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1147 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1148 }
1149 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1150 op->speed_left -= 2 * op->speed;
1151
1152 if (op->type == PLAYER && op == caster)
1153 {
1154 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1155 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1156 }
1157
1158 /* We want to try to find the skill to properly credit exp.
1159 * for spell casting objects, the exp goes to the skill the casting
1160 * object requires.
1161 */
1162 if (op != caster && !skill && caster->skill)
1163 {
1164 skill = find_skill_by_name (op, caster->skill);
1165
1166 if (!skill)
1167 {
1168 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1169 return 0;
1170 }
1171 }
1172
1173 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1174 return RESULT_INT (0);
1175
1176 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1177 // at least temporarily, which might not be true due to slot restrictions, but hey
1178 // invoke requires it basically.
1179
1180 object *chosen_skill = op->chosen_skill;
1181 op->chosen_skill = skill;
1182
1183 switch (spell_ob->subtype)
1184 {
1185 /* The order of case statements is same as the order they show up
1186 * in spells.h.
1187 */
1188 case SP_RAISE_DEAD:
1189 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1190 break;
1191
1192 case SP_RUNE:
1193 success = write_rune (op, caster, spell_ob, dir, spellparam);
1194 break;
1195
1196 case SP_MAKE_MARK:
1197 success = write_mark (op, spell_ob, spellparam);
1198 break;
1199
1200 case SP_BOLT:
1201 success = fire_bolt (op, caster, dir, spell_ob, skill);
1202 break;
1203
1204 case SP_BULLET:
1205 success = fire_bullet (op, caster, dir, spell_ob);
1206 break;
1207
1208 case SP_CONE:
1209 success = cast_cone (op, caster, dir, spell_ob);
1210 break;
1211
1212 case SP_BOMB:
1213 success = create_bomb (op, caster, dir, spell_ob);
1214 break;
1215
1216 case SP_WONDER:
1217 success = cast_wonder (op, caster, dir, spell_ob);
1218 break;
1219
1220 case SP_SMITE:
1221 success = cast_smite_spell (op, caster, dir, spell_ob);
1222 break;
1223
1224 case SP_MAGIC_MISSILE:
1225 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1226 break;
1227
1228 case SP_SUMMON_GOLEM:
1229 success = summon_golem (op, caster, dir, spell_ob);
1230 break;
1231
1232 case SP_DIMENSION_DOOR:
1233 /* dimension door needs the actual caster, because that is what is
1234 * moved.
1235 */
1236 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1237 break;
1238
1239 case SP_MAGIC_MAPPING:
1240 if (op->type == PLAYER)
1241 {
1242 spell_effect (spell_ob, op->x, op->y, op->map, op);
1243 draw_magic_map (op);
1244 success = 1;
1245 }
1246 else
1247 success = 0;
1248 break;
1249
1250 case SP_MAGIC_WALL:
1251 success = magic_wall (op, caster, dir, spell_ob);
1252 break;
1253
1254 case SP_DESTRUCTION:
1255 success = cast_destruction (op, caster, spell_ob);
1256 break;
1257
1258 case SP_PERCEIVE_SELF:
1259 success = perceive_self (op);
1260 break;
1261
1262 case SP_WORD_OF_RECALL:
1263 success = cast_word_of_recall (op, caster, spell_ob);
1264 break;
1265
1266 case SP_INVISIBLE:
1267 success = cast_invisible (op, caster, spell_ob);
1268 break;
1269
1270 case SP_PROBE:
1271 success = probe (op, caster, spell_ob, dir);
1272 break;
1273
1274 case SP_HEALING:
1275 success = cast_heal (op, caster, spell_ob, dir);
1276 break;
1277
1278 case SP_CREATE_FOOD:
1279 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1280 break;
1281
1282 case SP_EARTH_TO_DUST:
1283 success = cast_earth_to_dust (op, caster, spell_ob);
1284 break;
1285
1286 case SP_CHANGE_ABILITY:
1287 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1288 break;
1289
1290 case SP_BLESS:
1291 success = cast_bless (op, caster, spell_ob, dir);
1292 break;
1293
1294 case SP_CURSE:
1295 success = cast_curse (op, caster, spell_ob, dir);
1296 break;
1297
1298 case SP_SUMMON_MONSTER:
1299 success = summon_object (op, caster, spell_ob, dir, spellparam);
1300 break;
1301
1302 case SP_CHARGING:
1303 success = recharge (op, caster, spell_ob);
1304 break;
1305
1306 case SP_POLYMORPH:
1307 #ifdef NO_POLYMORPH
1308 /* Not great, but at least provide feedback so if players do have
1309 * polymorph (ie, find it as a preset item or left over from before
1310 * it was disabled), they get some feedback.
1311 */
1312 op->failmsg ("The spell fizzles!");
1313 success = 0;
1314 #else
1315 success = cast_polymorph (op, caster, spell_ob, dir);
1316 #endif
1317 break;
1318
1319 case SP_ALCHEMY:
1320 success = alchemy (op, caster, spell_ob);
1321 break;
1322
1323 case SP_REMOVE_CURSE:
1324 success = remove_curse (op, caster, spell_ob);
1325 break;
1326
1327 case SP_IDENTIFY:
1328 success = cast_identify (op, caster, spell_ob);
1329 break;
1330
1331 case SP_DETECTION:
1332 success = cast_detection (op, caster, spell_ob, skill);
1333 break;
1334
1335 case SP_MOOD_CHANGE:
1336 success = mood_change (op, caster, spell_ob);
1337 break;
1338
1339 case SP_MOVING_BALL:
1340 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1341 {
1342 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1343 success = 0;
1344 }
1345 else
1346 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1347 break;
1348
1349 case SP_SWARM:
1350 success = fire_swarm (op, caster, spell_ob, dir);
1351 break;
1352
1353 case SP_CHANGE_MANA:
1354 success = cast_transfer (op, caster, spell_ob, dir);
1355 break;
1356
1357 case SP_DISPEL_RUNE:
1358 /* in rune.c */
1359 success = dispel_rune (op, caster, spell_ob, skill, dir);
1360 break;
1361
1362 case SP_CREATE_MISSILE:
1363 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1364 break;
1365
1366 case SP_CONSECRATE:
1367 success = cast_consecrate (op, caster, spell_ob);
1368 break;
1369
1370 case SP_ANIMATE_WEAPON:
1371 success = animate_weapon (op, caster, spell_ob, dir);
1372 break;
1373
1374 case SP_LIGHT:
1375 success = cast_light (op, caster, spell_ob, dir);
1376 break;
1377
1378 case SP_CHANGE_MAP_LIGHT:
1379 success = cast_change_map_lightlevel (op, caster, spell_ob);
1380 break;
1381
1382 case SP_FAERY_FIRE:
1383 success = cast_destruction (op, caster, spell_ob);
1384 break;
1385
1386 case SP_CAUSE_DISEASE:
1387 success = cast_cause_disease (op, caster, spell_ob, dir);
1388 break;
1389
1390 case SP_AURA:
1391 success = create_aura (op, caster, spell_ob);
1392 break;
1393
1394 case SP_PARTY_SPELL:
1395 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1396 break;
1397
1398 default:
1399 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1400 }
1401
1402 // restore chosen_skill
1403 op->chosen_skill = chosen_skill;
1404
1405 op->play_sound (
1406 success
1407 ? spell_ob->sound
1408 ? spell_ob->sound
1409 : sound_find ("spell_success")
1410 : sound_find ("fumble_spell")
1411 );
1412
1413 return success;
1414 }
1415
1416 /* This is called from time.c/process_object(). That function
1417 * calls this for any SPELL_EFFECT type objects. This function
1418 * then dispatches them to the appropriate specific routines.
1419 */
1420 void
1421 move_spell_effect (object *op)
1422 {
1423 switch (op->subtype)
1424 {
1425 case SP_BOLT:
1426 move_bolt (op);
1427 break;
1428
1429 case SP_BULLET:
1430 move_bullet (op);
1431 break;
1432
1433 case SP_EXPLOSION:
1434 explosion (op);
1435 break;
1436
1437 case SP_CONE:
1438 move_cone (op);
1439 break;
1440
1441 case SP_BOMB:
1442 animate_bomb (op);
1443 break;
1444
1445 case SP_MAGIC_MISSILE:
1446 move_missile (op);
1447 break;
1448
1449 case SP_WORD_OF_RECALL:
1450 execute_word_of_recall (op);
1451 break;
1452
1453 case SP_MOVING_BALL:
1454 move_ball_spell (op);
1455 break;
1456
1457 case SP_SWARM:
1458 move_swarm_spell (op);
1459 break;
1460
1461 case SP_AURA:
1462 move_aura (op);
1463 break;
1464 }
1465 }
1466
1467 /* This is called by move_apply. Basically, if someone
1468 * moves onto a spell effect and the walk_on or fly_on flags
1469 * are set, this is called. This should only be called for
1470 * objects of the appropriate type.
1471 */
1472 void
1473 apply_spell_effect (object *spell, object *victim)
1474 {
1475 switch (spell->subtype)
1476 {
1477 case SP_CONE:
1478 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1479 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1480 break;
1481
1482 case SP_MAGIC_MISSILE:
1483 if (victim->flag [FLAG_ALIVE])
1484 {
1485 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1486 spell->destroy ();
1487 }
1488 break;
1489
1490 case SP_MOVING_BALL:
1491 if (victim->flag [FLAG_ALIVE])
1492 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1493 else if (victim->material != MATERIAL_NULL)
1494 save_throw_object (victim, spell->attacktype, spell);
1495
1496 break;
1497 }
1498 }
1499
1500 /**
1501 * This function will let a fireball explode at the position of
1502 * the victim with a specific maximum level.
1503 */
1504 void
1505 create_exploding_ball_at (object *victim, int level)
1506 {
1507 object *ball = archetype::get (EXPLODING_FIREBALL);
1508 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1509 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1510 ball->insert_at (victim);
1511 }